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Getting Started Compiling a Mod

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    #46
    nope can't export anything else guess we'll have to wait for the Epic guys to tell us more !

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      #47
      I am not able to compile a simple package. I have added the correct things to the ini and the compiler will try to compile the package but will crash and attempt to open system32/dwwin.exe (which i have replaced with mspaint.exe because the original dwwin.exe is pretty much a virus). This is all that is logged:

      Init: Version: 3487
      Init: Epic Internal: 0
      Init: Compiled: Oct 21 2007 03:17:32
      Init: Command line:
      Init: Base directory: G:\Games\Unreal Tournament 3\Binaries\
      Init: Character set: Unicode
      Log: Executing Class Editor.MakeCommandlet
      --------------------Core - Release--------------------
      --------------------Engine - Release--------------------
      --------------------GameFramework - Release--------------------
      --------------------Editor - Release--------------------
      --------------------UnrealEd - Release--------------------
      --------------------UnrealScriptTest - Release--------------------
      --------------------IpDrv - Release--------------------
      --------------------OnlineSubsystemGameSpy - Release--------------------
      --------------------OnlineSubsystemLive - Release--------------------
      --------------------UTGame - Release--------------------
      --------------------UTEditor - Release--------------------
      --------------------UTGameContent - Release--------------------
      --------------------Poops - Release--------------------

      EDIT: oops, had some leftover stuff in the ini's from before

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        #48
        I made a weapon with custom sounds and textures that are in a upk file. Where should this file be placed when compiling so that it gets cooked; Or is that a separate process?: if so, How is that done? My main problem is I created a upk file 90 instructions on just one of the materials.. I want this to work... When I compile I get 0 errors and 0 warnings but that's only if I place the upk in the main dir.. ( not cooked ) Otherwise, I get missing references to my upk warnings. When I play/ the weapon has no sound and the textures are missing /( all white gun ). What am I doing wrong? What's also annoying is when I compile using front end all my custom maps get deleted. Also, the only way to use the weapon is by placing both the .u and .upk in the main cookedpc. It won't work in published; I've also tried it using the -useunpublished extension and also tried using the -publish extension

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          #49
          Originally posted by Mysterial View Post
          It should just work on a server. You don't need to do anything to make it download, etc.
          What if the mutator is huge, can we compress them to a .uz2 type file like UT2004 and serve them to clients off of a redirect server.

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            #50
            i've written a simple mutator that just modifies the pawn's JumpZ. compiled successfully, shows up in the mutator list, but does nusin.....what's goin on?! this shouldnt b 2 complicated!!

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              #51
              Originally posted by KewlAzMe View Post
              Here is one hack I know of.. haven't tried it tho:
              http://forums.epicgames.com/showpost...7&postcount=21

              Here is also one from Microsoft themselves to change the way it works:
              http://support.microsoft.com/?id=310147

              But I'm with you, I'd rather have it all on my "Game" partition.
              Originally posted by HEGI View Post
              The MyGames folder is pure evil. It's really chaotic compared to the Ut2004 mod folder structure.

              But you can actually store the mod content and scriptfiles in the directory where UT3 is installed. You just need to create a src folder in UTGame, or define your own in the ModPackages section in the UTEditor.ini file.
              The compiled scriptfiles however, are always saved in MyGames\..\Script. But you can also copy the file over to \UTGame\Unpublished\CookedPC\MyMod in the UT3 directory. Content can be put there too.
              Mysterial mentioned an easier way...

              Originally posted by Mysterial View Post
              Specifying -nohomedir might work but I haven't tried it.
              I have tried it, and it does work.

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                #52
                Ouch, an error on my side... ConTEXT didn't save over the old one where I forgot a ;. Spent about 2 hours figuring out why it didn't compile right... I just need sleep I guess It just got compiled, yay Now for some serious scripting action... But first, sleep... It's 4 AM, have to get up at 6:45

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                  #53
                  I used the way Mysterial says in topic and it worked. But somehow it doesnt work anymore. Earlier today it did but now it stopped working somehow. It just says 'No scripts need recompiling' even if I delete the .u file. What the h ell?

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                    #54
                    Originally posted by Taboen View Post
                    I used the way Mysterial says in topic and it worked. But somehow it doesnt work anymore. Earlier today it did but now it stopped working somehow. It just says 'No scripts need recompiling' even if I delete the .u file. What the h ell?
                    I got this once.. I just ran it again and it worked.. it was a weird fluke

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                      #55
                      Originally posted by KewlAzMe View Post
                      I got this once.. I just ran it again and it worked.. it was a weird fluke
                      Tried like 10 times by now...

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                        #56
                        Two ideas that immediately come to mind:
                        -Your UTEditor.ini got deleted, reset, or otherwise lost the entry about your mod packages.
                        -You deleted the version in Published, but the script compiler's date checking looks in Unpublished.

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                          #57
                          Originally posted by Mysterial View Post
                          Two ideas that immediately come to mind:
                          -Your UTEditor.ini got deleted, reset, or otherwise lost the entry about your mod packages.
                          -You deleted the version in Published, but the script compiler's date checking looks in Unpublished.
                          Checked UTEditor.ini already the line was still there.
                          Yea well the thing is it never put anything in Published it was in Unpublished/CookedPC/Script and that's where I deleted it aswell.

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                            #58
                            Originally posted by Mysterial View Post
                            -You deleted the version in Published, but the script compiler's date checking looks in Unpublished.
                            It doesn't seem to be like the old UT2004 method where if you build it and put it into the System folder, you need to delete that system folder one before it will build again. In UT3, I've ran "make" many times without deleting the previous build U file and it always replaced it for me.

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                              #59
                              It's important to note that if you have Package.u in Published\CookedPC\Script and you rebuild Package.u (it being placed in Unpublished), make will also delete Package.u from Published as well.

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                                #60
                                Originally posted by Pfhoenix View Post
                                It's important to note that if you have Package.u in Published\CookedPC\Script and you rebuild Package.u (it being placed in Unpublished), make will also delete Package.u from Published as well.
                                ah.. good to know.

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