So how do I fix this?
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Originally posted by KewlAzMe View PostIt 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.
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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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says the default behavior is to recompile any package that appears AFTER (in the ModPackages list) a package that is out of date (i.e. needs recompiling).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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Originally posted by Geist View Postdefault behavior is to recompile any package that appears AFTER (in the ModPackages list) a package that is out of date (i.e. needs recompiling).
Originally posted by Geist View PostNow if I can just figure out why the .ini files are not generated for these other mutator packages! Anyone?
Also ensure you don't have "bExportMenuData=false" in the defaultprops area.
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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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Originally posted by KewlAzMe View PostAre 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.
So then, it eventually did create them, but I don't know why it's so inconsistent.
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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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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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