Browsing the blog archives for December, 2008

Mod Switch – Menu Classes and Datastore Needs

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 [...]

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Mod Switch – Configuration Walkthrough

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 [...]

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Mod Switch – Introduction & First Steps

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 [...]

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Mod Switch Tutorial being proof read

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 [...]

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Code Example – NSIS – UT3 Install Locations

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 [...]

4 Comments