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Getting Started Compiling a Mod

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  • replied
    I get a standard windows crash (popup box come up with ut3.exe has encountered a problem etc) when I compile and it gets down to my package and writes "-------vyd-release-----------" like that. Any ideas? I'm pretty sure I followed the instructions

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  • replied
    Thanks, fixed the typo.

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  • replied
    Thx Mysterial. But theres one typo in your tut. It should be "ModPackageS=MyCoolMutator" with the additional S. Then it works

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  • replied
    Thanks for the quick reply Mysterial

    But there is a mistake
    Rypel figured it out: it is ModPackageS, with an S.

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  • replied
    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

    Leave a comment:


  • started a topic Getting Started Compiling a Mod

    Getting Started Compiling a Mod

    These are the basic steps you need to get your mod compiling and running in the game.

    Mod source should be put in My Documents\My Games\Unreal Tournament 3\UTGame\Src, in a subdirectory of your package name. You put the .uc files in a further subdirectory named Classes.

    Next, you need to tell the game that your package should be compiled. In UTEditor.ini under the section [ModPackages], add a line for your mod:
    Code:
    ModPackages=MyCoolMutator
    Run "ut3 make" to compile your mod. The output script goes into My Documents\My Games\Unreal Tournament 3\UTGame\Unpublished\CookedPC\Script. Note the "unpublished". By default the game does not load files in this tree. This is so that you can choose to "cook" the mod (mostly for faster loading - only really useful for mods with a lot of custom content) or you can simply copy it into the Published branch. Since cooking/copying all the time is tedious, while testing you can pass the game the "-useunpublished" command line parameter to tell it to use the files in the Unpublished branch.

    When you compile a mutator, gametype, or weapon, the compiler will automatically generate an .ini file for your mod package that tells the menus about it. You can opt out of this by setting the property bExportMenuData to false in your class's defaultproperties.

    Feel free to post if you have questions or need help - that's what this forum is for.
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