home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
GameStar Special 2002 April
/
GSSH42002.iso
/
EDITOREN
/
UT
/
Readme.txt
next >
Wrap
Text File
|
2002-10-10
|
16KB
|
427 lines
=======================================
u m o d W i z a r d v 1 . 2 6
=======================================
By Ob1-Kenobi (ob1@planetunreal.com)
Warning
=======
It is possible to mess up files within your game directory
and sub-directories through reckless use of this program. If
you're not sure about doing something, then don't do it. It is
recommended that you read this text file before using the program.
New in v1.26
============
o Fixed the window sizing problem caused when using the program
with large fonts.
o Fixed a bug in the edit INI change code that would cause the INI file
path not to be saved correctly after an INI change is edited. This bug
resulted in an INI file being created in the games root directory and
the INI changes were being made there instead.
o Added support for the new "AddIni" command for UMODs in UT 4.05B
which allows UMODs to add new lines to INI files. This can be used
to add packages to the ServerPackages list when a mod is installed.
Select the "Add new line" option when adding an INI change to use it.
Installation
============
Create a folder for umod Wizard and extract the files in
the zip file to that folder. Double click on 'umodWizard.exe'
to start the program.
Introduction
============
Welcome to 'umod Wizard'. This program is designed to make
Unreal Module (*.umod) file generation as quickly and
as easily as possible.
This program is a front-end to the Unreal UCC program and
doesn't create the .umod file itself, it generates INI and
INT files which are then used by UCC.EXE to build the .umod
file.
Below is an overview of each of the Wizard pages. After that
is a description on how to add a preset to the preset list.
The Toolbar
===========
The toolbar gives you access to the umod Wizard file options.
From here you can load or save a mod information file (*.uwiz)
and import or export a file list (*.flst) to the wizard.
It also enables you to edit the preset list.
The buttons on the toolbar are (from left to right):
Load information - Load a previously saved *.uwiz file
Save information - Save the current mod info to file
Go to page number - Jump to a valid page in the wizard
Import file list - Import a saved file list
Export file list - Export the file list to file
Start a new umod - Start a creating a new umod (clears all pages)
Edit presets - Opens the requirement preset editor
Visit umod Wizard Webpage - Launches the default web browser and opens the
umod Wizard web page
Page Overview
==============
Page 1: Game Path
-------------------
This is the first page that is displayed when the Wizard is
loaded. Here you must specify a game directory which will be
used to create the umod file.
Use the drop down box to select an Unreal Engine game folder.
If you have another game installed that is not listed, it is
either unsupported (that is, does not have UCC.EXE in it's
system directory) or was not detected when the program started.
If it was not detected but you want to use the folder, use the
'...' button to select the folder or enter the path into the
edit box.
Click 'Next' when you are happy with the directory path.
When you click 'Next', umod Wizard will check to see if the
UCC.EXE program is in the System sub-directory of the path
that you entered. If it cannot be found, you will be asked
to verify that the game path is correct, and to make sure
that you have latest version of the game installed on your
system (UCC.EXE is only distributed with the latest versions of
the Unreal Engine).
Page 2: File Groups
-------------------
This page is where you specify the files that you want to
include in the UMOD file.
Before you can add any files, you must create a 'Group' to
add them to. Click on the 'Create Group' button and enter
a name for the group.
Now you can add files to the group by selecting it and then
clicking on the 'Add files...' button. Use the dialog to
select the files that you wish to add.
If you choose a file that is outside of the Unreal folder,
i.e. it is not within the games folder tree, you will not
be permitted to add it. If you want to add the file, move
it within the game directory structure then try again.
The files will be installed to the path that they were added
from. So if you add a file called "MyMap.unr" from the
\Unreal\Maps\ folder, then when someone installs your .umod
file, the file will be installed to the \Unreal\Maps\ folder.
Page 3: INI file Changes
------------------------
If your MOD needs to make any changes to INI files within
the games "\System\" directory when it is installed, then
you can list the lines that need to be changed using this
page.
If your MOD doesn't need to make any changes, then you can
skip this page and move on to the next one.
To change a line in an INI file click the 'Add' button,
select the file that you wish to modify, select the section
and then the key that you wish to change followed by a value
for the key. If you leave the value empty then that key will
set to 'nothing' or 'no value'.
You can create a new key for a section by selecting the file
and the section as before, then type in a name for the key
and a value to set it to.
To add new sections and keys to an INI file, enter a name
for the new section, a key name and a value for the key. The
new section and key will be created when the file is installed.
If you want to add lines to multiple key lists in an INI file,
like for the ServerPackages list, select the "Add new line" option.
Otherwise use the "Modify existing line" option instead.
Page 4: Requirement Groups
--------------------------
This is were you can specify any components that your files
require for them to work. For example a CTF map may require
that the CTF MOD is installed before it will run, in which
case, you add a requirement for the MOD listing its name
and version number (as well as any other information, like
web-page URL etc.).
You do not need to list any requirements here at all, so you
can continue with the Wizard and your files can be installed
without requiring any other MODs to be installed first. If
you leave out a requirement though, when the MOD is installed
the default 'install to' path will be blank.
To add a requirement to the list, click the 'Add' button
next to the listbox and fill in the information requested.
The very least of which should be the required MODs name and
the minimum version number that is required.
If the required MOD is already listed as a 'preset', use the
drop-down box to select it (see below for information on
setting presets) and click OK to add it to the list.
Page 5: MOD Information
-----------------------
This page is where you must fill in information about your MOD.
Below is a list of the information fields and whether or not
they are required.
Product Name (required):
The name of your MOD, map-pack, etc.
Product URL*:
The web-page or email address of your MOD.
Setup Window Title:
The title of the setup window. If you don't enter one,
the product name + " Setup" will be used.
ReadMe File Location (required):
The readme file containing information on your MOD.
Version (required):
The version number of the MOD. Should be a whole number,
and increase with time.
[Tip: Use 101 where 1.01 is needed]
Version URL*:
A web-page or email address related to the version of
the MOD.
Developer (required):
The name of the developer of the MOD.
Developer URL*:
The web-page or contact email address of the developer.
(* denotes at least one should be entered)
URLs can be in the standard address form i.e. with or without
'http://'. Mail addresses should be in html link form, that
is 'mailto:someone@somewhere.com' instead of just
'someone@somewhere.com', although the program should be able
to handle both.
Page 6: Logo Location, and Archive Name
---------------------------------------
Here you can specify an optional location for a MOD logo, and
enter the name of the final '.umod' archive.
The logo file should be a 256 colour bitmap file (*.bmp) and
be no bigger than 340x82 pixels. You can try to use larger
logo, but it may not display properly. If you don't specify
a logo, the standard game logo will be used.
The filename was generated using the product name that was
entered on the previous screen. Change the name if you want
the file to be called something else.
Page 7: File Options
--------------------
This is the last page in the Wizard, and here you can choose
to either generate the UMOD file or to just generate the
MODs INI and INT files which you can use to generate the UMOD
file later yourself.
The 'Clean Up When Done' check box, states whether or not to
delete the INI and INT files that were generated before
launching UCC.EXE. The default is to remove the files that
the Wizard generated.
Requirement Presets
===================
The requirement preset file (Presets.ini) contains pre-defined
MOD requirement groups. An example file is shown below,
[Presets]
PresetCount=1
Preset[0]=Unreal224
[Unreal224]
Product=Unreal
Version=224
ProductURL=http://www.unreal.com/
VersionURL=http://unreal.epicgames.com/versions.htm
Developer=Epic Games, Inc.
DeveloperURL=http://www.epicgames.com/
The "[Presets]" section contains information on the number
of presets in the file, along with their group names. This
file only contains 1 preset, so "PresetCount" is "1" and there
is a corresponding group in the preset list "Preset[0]=Unreal224"
(i.e. the name of the first preset (preset zero) is Unreal224).
The "[Unreal224]" section is where all the requirement group
information for the group called "Unreal224" (preset zero) is
listed. You can include as much or as little information as
you want.
For example, you could have a preset called "Unreal" that has
no version number that you could use as a template for entering
an Unreal version requirement, instead of having a requirement
for each individual version of Unreal. You could then enter the
version number after you've selected the "Unreal" preset.
To add a preset to the list you can use the "Preset Editor" from the
toolbar or you can edit the file yourself by increasing the value
of "PresetCount" to the new number of presets in the list, then add
a "Preset[n]" preset number (where n is the number of the preset).
For example, the above file would look like the following if the
"Unreal" template in the example above were added to it.
[Presets]
PresetCount=2
Preset[0]=Unreal224
Preset[1]=Unreal
[Unreal224]
Product=Unreal
Version=224
ProductURL=http://www.unreal.com/
VersionURL=http://unreal.epicgames.com/versions.htm
Developer=Epic Games, Inc.
DeveloperURL=http://www.epicgames.com/
[Unreal]
Product=Unreal
ProductURL=http://www.unreal.com/
VersionURL=http://unreal.epicgames.com/versions.htm
Developer=Epic Games, Inc.
DeveloperURL=http://www.epicgames.com/
NOTE: The names of the preset groups must be different from
each other e.g. you can't have two groups called "Unreal".
To remove a preset from the list, just delete the group section
and adjust the "[Presets]" section so that the new number of
presets is there. When you do this, make sure that the "Preset[n]"
list is incremental. For example, if there are now 5 presets in
the list, "PresetCount" would become "5", the first preset would
be "Preset[0]=..." and the last preset would be "Preset[4]=..."
or PresetCount - 1 = 4.
Version History
===============
v1.26
- Fixed the window sizing problem caused when using the program
with large fonts.
- Fixed a bug in the edit INI change code that would cause the INI file
path not to be saved correctly after an INI change is edited. This bug
resulted in an INI file being created in the games root directory and
the INI changes were being made there instead.
- Added support for the new "AddIni" command for UMODs in UT 4.05B
which allows UMODs to add new lines to INI files. This can be used
to add packages to the ServerPackages list when a mod is installed.
Select the "Add new line" option when adding an INI change to use it.
v1.25
- Fixed a small bug in the umod wizard config loading code
that prevented the archive name from being loaded properly.
- Fixed a bug in the preset manager code that would cause the
requirement preset count not to be increased properly when
adding a new preset.
v1.24
- Added the ability to edit an INI file change line on the
'Set INI Change' page.
- Fixed a bug in the 'Remove' button code on both the INI and
MOD Requirement pages.
v1.23
- Fixed a bug that would cause UCC.EXE to fail if the product
title had spaces.
- Fixed a bug that would replace the archive name with the
product name + ".umod" even if there was already text there.
- The INI change list now starts off empty. The numbers in the
box were left there from when I was debugging the scrolling
code for the INI box - looks like I forgot to remove them in
the final build :o)
v1.22
- Added the ability to scroll the INI file change list box
left and right, so that long INI changes can displayed properly.
- Updated the INI file reading code so that it wouldn't list
keys with the same name more than once (like the
"ServerPackages" key from the "[Engine.GameEngine]" section
of "Unreal.ini").
v1.21
- Fixed a bug in the mod information code that prevented the
Product, Version and Developer URLs from being loaded from
a saved mod info file.
v1.2
- Can now save/load mod information at any time during the
wizard, so you don't have to keep re-entering mod information.
- Can save/load file group lists.
- Will remember the last valid game path that was used.
- Added drag-drop functionality to file group tree so you can
now move added files from one group to another.
- Added a 'Save preset' button to preset dialog so you can
save requirement info as a preset group.
- Added a toolbar so that you can:
o Load/Save mod info.
o Jump to any page (if permitted).
o Load/Save file lists.
o Edit presets.
- The wizard will now prompt with file information when
'Finish' is clicked:
o Prompts where file will be created, and if you want to
continue.
o Asks if you would like to save the mod info to file for
later use.
o Asks if you would like to generate another file.
v1.10
- fixed stupid crash when "..." is clicked
- labeled 'game path' and 'detected app' boxes
v1.01
- fixed file not found error (dynamic RTL prob)
v1.00
- first release
Legal bit...
============
DISCLAIMER
This program is FREEWARE, therefore I will not take responsibility
for your system screwing up after using this program or from using
files created with this software. I can however guarantee that I
have not purposely added any malicious content to this application.
You may freely distribute this archive, as long as it remains
PERFECTLY intact, as distributed on the "umod Wizard" home page:
"http://www.planetunreal.com/umodwizard". Thanks. If you wish to
sell, or distribute this on any form of media, please contact me
first.