Announcement

Collapse
No announcement yet.

Getting Started Compiling a Mod

Collapse
This is a sticky topic.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    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...

    Leave a comment:


  • replied
    i have used unreal fronted to compile my basic mutator.... everything get far but i cannot find any configuration file in the Config directory

    Leave a comment:


  • replied
    You do have your sources in "mypackage\classes", do you ?
    And did you try my MagickBuilder-utility ? (or see Beta-secion of this forum)
    That should save you the trouble of trying to manually add those packages to UtEditor.ini ...

    Leave a comment:


  • replied
    Originally posted by SwaTz0rs View Post
    I added mypackage to the UTeditor.ini but all i get when i run 'ut3 make -full' is

    core - release
    engine - release
    gameframework - release
    ...
    ...
    ...
    UTGameContent - release

    //edit
    when i run 'ut make' i get this message

    I tried to compile my mutator and I'm seeing the same thing as what your screenshot shows. I plan on checking everything over again but what did you do to get past this?

    Leave a comment:


  • replied
    Has anyone noticed that the reported execution-time given by UT3 make is not even close to reality ?

    At least on my system the commandlet has the nerves to tell me it took 0.00 seconds to execute when it didn't have to compile anything.
    Yet the entire process requires +/- 20 seconds.
    I've also noticed that I need to start UT3.COM when starting it from another process.
    Is there any reason for this ? (except to confuse users ?).

    // -- edit --
    Just in case you think that messing with UnrealEditor.ini is too complicated you might want to take a look at a little helper-utility I wrote (it's the basis for a project of mine :
    UT3 Magick builder

    Leave a comment:


  • replied
    Originally posted by JaFO View Post
    Speaking of interesting options ...
    Anyone got a clue if these do what I think they do :
    Code:
    [ModPackages]
    ModPackagesInPath=..\UTGame\Src
    ModOutputDir=..\UTGame\Unpublished\CookedPC\Script
    I noticed them in UtEditor.ini after running "ut3 make".
    Yes they do do what you think they do. I have mine redirecting my output to my Server PC's published folder.

    Leave a comment:


  • replied
    Speaking of interesting options ...
    Anyone got a clue if these do what I think they do :
    Code:
    [ModPackages]
    ModPackagesInPath=..\UTGame\Src
    ModOutputDir=..\UTGame\Unpublished\CookedPC\Script
    I noticed them in UtEditor.ini after running "ut3 make".

    Leave a comment:


  • replied
    Anyone know a place with tutorials for people who've never before worked with the unreal script and anything involved with it? I'm trying to follow Kewl's tut, but I find myself with no clue what I'm doing and no idea how to fix it.

    Update: Ok, what was confusing me was that adding extra mutator command lines, but since I just skipped that I was able to make it compile correctly. I suppose now the only problem would be the actual coding of what I want to happen. Anyone have any good tutorials for this part?

    Leave a comment:


  • replied
    yes and yes Kisk took care of it http://www.codekisk.com/unreal/ut3/scriptref/

    Leave a comment:


  • replied
    Speaking of which.. anyone got a UnCodex working for UT3 code?

    And yes I know about these:
    http://wiki.beyondunreal.com/wiki/In...To_Replication
    http://udn.epicgames.com/Three/UT3Mo...%20a%20Mutator

    But its still not getting through to me. Perhaps if a tutorial took existing mutators and stepped through the parts that use replication and the parts that are on the server, rather than a generic functions like "DoOnServer()". Need real examples.

    Leave a comment:


  • replied
    i had a look at creating a mutator anyone stubled across any docs like the php docs for refrence. it would be kl if some one has found some

    Leave a comment:


  • replied
    Originally posted by KewlAzMe View Post
    Are you extending your class to UTMutator or just Mutator? I had accidentally forgot the "UT" part in front of mutator and it wouldn't generate the file for me. So check that.

    Also ensure you don't have "bExportMenuData=false" in the defaultprops area.
    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.

    Leave a comment:


  • replied
    pingfreak...can you explain how you did the sound and sound cue section of your rifle?? What is the relationship between those two things

    Leave a comment:


  • replied
    You can just copy them to the appropriate places in the Published directory. You don't need to cook them and for mutators you probably shouldn't.

    Leave a comment:


  • replied
    But there is a .upk file that goes with it/ how does that get cooked?

    This is my situation:
    I have made a gun with custom sounds and textures 'materials' rather. When I load the weapon in game, the Gun texture is missing and there is no sound.
    0 Errors and 0 Warnings.. and all textures materials sounds and cues referenced.

    Please help :/

    Leave a comment:

Working...
X