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”
I have been working on a tutorial for the UT3 mod switch, and it is almost done. I have handed it off to four developers and allowing them to get into the gritty elements of the piece, to ensure that it works as prescribed. This is the first tutorial I have worked on for UT3 and will be releasing it in as many locations as possible to try to ensure that it is widely understood and tested against. The checklist for the tutorial includes necessary directories, configuration and how they work, Localization setup and how to use the localization in your UI; how to set up the various maps and what UIScenes you need to have in order for the front end map to load and not require you to do too much work elsewhere.
I am trying to help establish a clean and easily distributable format for mods to use and have worked with Epic and a number of other developers in order to get it working as well as it is. Following the tutorial that is going to be released sometime in the next week will allow you to develop your mod without worry about screwing around with any of the stock packages or having your mod overwrite (or be overwritten by) other mods. I apologize for the lengthy time since I last updated the community about it but school and finals killed me last week. That is, however, behind me now.
I’m going to go do a fourth round of proof reading myself. If you are interested in helping please contact me.
Along with the mod switch comes another piece of the pie. The installer allows you to package your mod for distribution. One of the hurdles that needs to be hopped over is finding UT3.exe so we can create the required shortcuts. Below is a short piece of code in NSIS to check the registry keys in windows 32 and 64 bit.
Continue reading “Code Example – NSIS – UT3 Install Locations”
I just completed the installer.
White is now packaged and ready to roll. I am going to be working on the mod switch code from this point forward so keep your eyes open.
Also, The Whitemod.com website will be coming together in the next couple weeks.