The latest patch released by Epic corrects a number of bugs, and it also brings with it a number of features. I wont be walking through them, unfortunately, but i will share a couple updates on how they effect the mod switch packaging. Primarily, things lay out the same. If you follow these tutorials you will certainly produce a working mod. The patch allows for some simplified paths and so forth. Lets go ahead and get into it.
Continue reading “Mod Switch 2.0 Update”
I lost my voice a couple weeks ago, after a very heavy development weekend, and it took a couple outings with friends and a very interesting podcast by Stephen Fry to get me back on my feet. This is of course along side my coursework. I just completed a summary of a possible screenplay that i am currently working through having to do with Project White. It is proving to be quite extravagant and although it had to change a lot to be able to be movie directed i am proud of it.
In other news the matinee tutorial is being scrapped. The truth is, its really not as complicated as people are making it out to be, and 3dBuzz has already covered it far better than i can. The only catch is that you will hook the level loaded event into the playing of your matinee. It is really that simple. If you don’t believe me you can surely open up my intro game and give it a look over =)
I think the flash month is a bit early in the making as i am just now getting back into flash. I will probably be revisiting it later in the year, but for this month i am forecasting the other couple tutorials (Distribution, Your First Game Mode) and then i will be looking forward. My team has lost its lead coder so i will be running both jobs pretty closely once i catch my breath. Our team is still in high spirits regardless, but it will be better once i get my response post mortem completed.
Pushing forward with the mod switch tutorial, We currently have the UI replaced and can step into the more interesting aspects of building our game. Before we get too far into the meat and potatoes of the process though it will be good to get Localization under our wings, as it really builds upon the processes that we are already familiar with and will make our game appeal to a larger audience. (The more people who can READ what is being presented in your game the more will be able to help you mold it into something that is actually interesting).
So where do we start?
This section of the tutorial will begin with explaining how to localize a string within your game, allowing you to configure your messages to actually make sense to your friends, and will end with the walkthrough of how to localize our main menu. Once that is completed you will be free to do as you wish to make your game as fun or boring as you choose.
Continue reading “Mod Switch – Localizing the Main Menu is not that hard”
Now things start getting fun. This stage of the tutorial is going to end with you having your own UIScene loading when you start the game. We are going to take a couple steps with it through. The first step is to replace the Frontend map with our own; once that is completed, we will be replacing the Title Screen reference with our own and building the Title Screen UIScene and the Main Menu UIScene, and a final step when we move to our own datastore. This stage is also going to be a little different, because of the nature of kismet and the fact that our code is already completed. I hope you have enjoyed the process up to here. Once this is completed, you can safely depart into your own process. I will be covering a couple advanced topics after this:
- Localization which is used to allow your game to be played in other languages
- Background Matinee providing an automated movie in the background of your UIScene
- Distribution to allow you to see how to package your game up and pass it around to your friends, foes and users
- Package Suggestions which falls under the label of miscellaneous, but is still very important as it allows you to clean up how your code is thrown around and allow you to pass around a patch version of your distribution
Continue reading “Mod Switch – Frontend Map and UIScenes”
In the previous article I talked about how to get the stand-alone mod to compile. When we left off you should have had the ability to compile your code and it should output the .u file in the proper directory. Beyond that, nothing has changed. Running UT3 with the mod switch should only show you UT’s defaults menus. We are going to be continuing forward now, pressing into the UScript classes that we will need to be able to replace the menus and the related topics. In the next entry we will be focusing on the front end map and the kismet related to it. =) That is primarily pictures though I will be doing my part to expand where I find it necessary.
Similar to the saying in wood and metal shop, measure twice – cut once, we are going to research our needs before we jump into the code. It is imperative that you don’t skip through this portion of the tutorial, because I will be going over some of the underlying features in the classes and why I am making the choices I am in this tutorial that may impact your implementation options.
Continue reading “Mod Switch – Menu Classes and Datastore Needs”
In the previous installment we took the time to get our directory structure set up and orient ourselves toward creating a stand-alone mod. We discussed some guidelines and described many of the standards that will be used throughout this guide. If you need to brush up before we get too far into this please do so now. This stage in the guide is going to take things a step further as we begin filling in the directories with the details that allow our mod to be executed and cleanly executed using the mod switch.
One thing standing between us and a mod switch is the configuration directory. When you use the Mod-switch you are actually just giving UT3 a few new configuration files and from there it goes nuts. You could literally have your packages and maps strewn throughout your hard drives if you chose to. I would strongly urge you to keep things simple, sticking instead to the structure dictated in the previous post, but for now I am going to try to get your mod directory setup.
Continue reading “Mod Switch – Configuration Walkthrough”
Epic’s 1.3 update to Unreal Tournament 3 finally opened a door for mod developers, relieving us of having to worry about things such as accidentally overwriting another mods packages or having our mods packages overwritten, mod distribution, localization and so forth. This update is called a mod switch. There have already been a few attempts to get this working, but by and large they are just not filling the holes that we developers have. It was pretty clear that a better understanding, and as such a better tutorial, was needed and I hope that I have provided that here.
Continue reading “Mod Switch – Introduction & First Steps”