======================================= 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.