Browsing the archives for the Unreal Tournament 3 tag

Not a .net Junkie, yet

I have been asked to begin making a gradual move into the .net languages, as there was a recent organizational change where my manager no longer works with Perl as much as he used to and wants to take me along with him to make sure his life is easy. But making the migration into [...]

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Mod Switch 2.0 Update

C.O. Wikipedia

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 [...]

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Mod Switch – Localizing the Main Menu is not that hard

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 [...]

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Mod Switch – Frontend Map and UIScenes

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 [...]

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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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