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- =======================================
- 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.
-