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Getting Started Compiling a Mod

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  • replied
    Just run UT3 with the -UseUnpublished commandline option?

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  • replied
    With lots of reading of the forum and web I have a little mutator (mostly) working. My question is about workflow. I use the Server button on the Unreal Frontend. That launches with the selected map (WAR-Torlan). But since I am currently working on the mutator's configuration screen, I have Disconnect from the game started. When I get back to the main menu the computer takes control and launches WAR-Torlan again. Once I disconnect from that I can then go into the Multiplayer - Host Game - etc add my mutator and test my configuration. I'm spending a lot more time getting UT3 to the point that I can test my mutator configuration than I am working on my mutator. Is this normal? Have folks figured out a better way? Thanks!

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  • replied
    you don't .. ?

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  • replied
    How do you force UED to load your custom game ini for mapping with custom actors and such?

    Tried UT3.exe editor -ini=UTMyGame.ini but that didn't seem to work.

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  • replied
    The UnrealEngine only accepts ASCII-compatible single-byte encodings (e.g. ISO 8859-1 or Windows-1252) or UTF-16 with byte order mark. UTF16 without byte order mark and other multi-byte encodings are not recognized. This includes UTF-8!
    Script source files should always be restricted to ASCII characters, though. Other characters can be generated through the Char() function or imported via localized properties from UTF-16+BOM-encoded localization files.

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  • replied
    If I remember correctly, Unicode is bad

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  • replied
    k, I am hesitant to post cause I know I should be able to figure this out, but it is driving me nuts. I've worked on it for 2 days now and I still get the same thing. Here is my error:
    Code:
    --------------------UTGame - Release--------------------
    --------------------UTEditor - Release--------------------
    --------------------UTGameContent - Release--------------------
    --------------------HelloWorld - Release--------------------
    Analyzing...
    C:\Program Files\Unreal Tournament 3\Development\Src\HelloWorld\Classes\HW_Mutator.uc(1) : Error, Bad class definition ''/''/378/1
    Compile aborted due to errors.
    
    Warning/Error Summary
    ---------------------
    C:\Program Files\Unreal Tournament 3\Development\Src\HelloWorld\Classes\HW_Mutator.uc(1) : Error, Bad class definition ''/''/378/1
    
    Failure - 1 error(s), 0 warning(s)
    
    Execution of commandlet took:  8.98 seconds
    I've checked my file names (I've tried this on several cut and paste mutators) and it doesn't even work on a Weapon mod I copied from the source. Please help.
    Here is my actual code:
    Code:
    class HW_Mutator extends UTMutator;
    
    function InitMutator(string Options, out string ErrorMessage)
    {
         loginternal( "Hello World" );
    
    Super.InitMutator(Options, ErrorMessage);
    }
    I've saved the file in Unicode and i can't think of anything else.

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  • replied
    You'll need a lot more power on the PC than you need to just run UT3 tolerably. I can run the game fantastically, but the editor is an altogether entirely different story.

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  • replied
    hey guys i was just wondering if i needed to be able to run ut3 to make maps and mods for ps3 seeing as i have an 7 year old pc or will i need to buy a graphic card oand other stuff to upgrade my pc.

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  • replied
    Nice info, thanks i'm gonna start tommorow directly

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  • replied
    Originally posted by Geist View Post
    Yep, I'm extending UTMutator... and nope, I don't have bExportMenuData=false. The strange thing is that after working on a few other mutators, I recompiled and it made 4 .ini files (for past mutators) in a row, as if it finally noticed the .ini files needed creating. *sigh*

    So then, it eventually did create them, but I don't know why it's so inconsistent.
    I'm having the same trouble... config(MyMut) in the class definition, yet no ini's. Has anyone else experienced / fixed this?

    EDIT: For that matter, I don't see any .u files in the unpublished or the ..\script branches. I must be doing something wrong. I can see where it says Parsing UTMutator_MyMut on the commandline, but no .u nor .ini's?

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  • replied
    Edit: Nevermind >_<

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  • replied
    Ah, I see, thanks.
    Turned out I'd typed an apostrophe ( ' ) where it should have had this character ----> ( ` ). I need to remember that one. :\

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  • replied
    mr pointless

    open the file xCTFgame.uc
    go the the line nº 6,

    there is an error there, something has been bad written,

    also open xTEstMidGamepanel.uc
    go to the line nº5,

    another error there, something bad written,

    if you think you have followed word by word, copypaste the code, then look what happens

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  • replied
    Originally posted by Mr. Pointless View Post
    Okay, I'm following both the custom mid-game menu tutorial and this one, and when I tried to compile it, I got this:



    So... I'm at a loss here. As far as I can see my filenames are fine, if that's what it's screaming about, and I can't think what else it could be. I'm sure I followed this word-for-word...
    I don't think it has anything to do with the file name. It is a variable name found on the line represented in the ( ) after the filename.ext such as xTestMidGamePanel.uc(5) meaning the 5th line in that file has an invalid name for a variable.

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