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Getting Started Compiling a Mod

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    #61
    So how do I fix this?

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      #62
      Originally posted by KewlAzMe View Post
      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.
      Hmm, so how does it know which packages to rebuild? For me, if it sees the .u in the Script folder, it doesn't rebuild it. Except for this 1 package that keeps getting rebuilt when I use my batch file, but not when I execute "ut3 make" directly from a command line... weird.

      Another weird thing is that the .u that keeps getting rebuilt is the only one that generates an .ini file, too. Has anyone seen problems with generating .ini files?

      EDIT: OK, it seems that if the Script folder is unmodified, that constantly-rebuilding .u doesn't rebuild. So because I was deleting a different .u to rebuild, and only this one has a .ini file, the make commandlet apparently thinks it should rebuild all .u's in the Script folder that have .ini files in Config. Very strange... and I still don't understand why the other packages I'm building don't generate .ini files.

      EDIT2: Yep, just confirmed this theory. If the \Script folder is made dirty (by deleting another .u or whatever), the make util deletes the all the .u's that have matching .ini's, then rebuilds them. Any command-line switches to avoid this? Of course, if I knew how to rebuild ONLY a particular .u, it's not as much of a problem, since I wont be deleting .u's anymore.

      EDIT3: Disregard that (in EDIT2)... with a few more tests, it's not that simple. All I have to do is edit a .uc file and they all rebuild. I'll try to figure it soon...

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        #63
        Ahhh... help is a wonderful thing... "ut3 help make" says the default behavior is to recompile any package that appears AFTER (in the ModPackages list) a package that is out of date (i.e. needs recompiling). So use -nodelete to change this behavior. It's very cool that it now auto-deletes the .u files, though!

        Now if I can just figure out why the .ini files are not generated for these other mutator packages! Anyone?

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          #64
          Originally posted by Geist View Post
          default behavior is to recompile any package that appears AFTER (in the ModPackages list) a package that is out of date (i.e. needs recompiling).
          That was brought up before.. sorry thought that was known already.
          Originally posted by Geist View Post
          Now if I can just figure out why the .ini files are not generated for these other mutator packages! Anyone?
          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.

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            #65
            Can someone please explain to me how exactly to 'publish' a mutator you have made?

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              #66
              Originally posted by pingfreak View Post
              Can someone please explain to me how exactly to 'publish' a mutator you have made?
              Put it in the published / private folders?

              Check some of the released mutators directory - you just need to move it from Unpublished to the correct directory.

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                #67
                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 :/

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                  #68
                  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.

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                    #69
                    pingfreak...can you explain how you did the sound and sound cue section of your rifle?? What is the relationship between those two things

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                      #70
                      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.

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                        #71
                        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

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                          #72
                          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.

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                            #73
                            yes and yes Kisk took care of it http://www.codekisk.com/unreal/ut3/scriptref/

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                              #74
                              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?

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                                #75
                                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".

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