.ini, .umod, .int, && .uc files

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

KillerMonk

UScript and VC++ Master Mind
Jan 9, 2002
48
0
0
Utah
www.programmersheaven.com
First, how would I edit the .ini file that I create for a new package, and what would I need to have in it?

Second, how do I create a .umod file. I can't Download the umodwizard, and am wondering if ucc.exe will help me.

Third, how would I edit/create a .int file for a package that I create.

Fourth, I can't get some .uc files to compile corrrectly, in the botpack package, that came with the game, and I'm wondering what's wrong their.

Also, I'd like to say "HEY, WHAT'S UP!?!?!?!?". You can call me Monk. I work for redbarn software at www.redbarnsoftware.com
 

2COOL4-U

New Member
Mar 17, 2001
505
0
0
37
dot NL
2cool.free.fr
You don't write ini files for your packages, you can make an int file with the same name as the package and place it in your UnrealTournament\System directory

an int file is a normal text file with a different extension check the Botpack.int file.

The botpack files aren't meant to be recompiled, create your own package!
 

Shiit

Shiit
Dec 19, 2000
168
0
0
Hullo to you, Monk.
Like 2Cool4-U said, you shouldn't make your own .ini files. Let your mod write them with the SaveConfig() function. It'll write all variables that have the "config" property set to an ini, flawlessly, and it'll load again automatically when your class is created.

UMOD files are bitches. I never made one, but UCC isn't going to help you, as it's made to compile .uc files. Anyway, they're not much better than .zip files. The only pro they have is that they can be uninstalled once installed.
 

Mychaeel

New Member
UMOD files are bitches. I never made one, but UCC isn't going to help you, as it's made to compile .uc files. Anyway, they're not much better than .zip files. The only pro they have is that they can be uninstalled once installed.
UCC is responsible for a lot more, including the creation of UMOD installers. Setting up the .ini and .int files necessary to make "ucc master" work properly is a bitch, though, so do get umod wizard, if only to create the .int and .ini files. (It downloads well for me; I just checked the link.)

(Actually, UMOD installers provide a lot more than just uninstaller support---they also add .ini file entries when needed and automatically distribute the contained files to the appropriate subdirectories. Please don't use UMOD installers for maps, though; I really like being able to test maps by simply double-clicking them without first having to extract them into the Maps subdirectory. Better create .unr files that contain all custom content they use in the first place.)
 

Shiit

Shiit
Dec 19, 2000
168
0
0
Oh, I wasn't aware of that.
Yup. Maps that come with their own classes can rock :)
BTW, zip files can move stuff to appropriate dirs too, but they don't do the INI file thing, but you can fix that by adding all configurable options to the defaultproperties at compilation. As soon as you open a menu the ini is saved anyway. UMODs uninstall clean anyway, so it's nice to provide them.
 

Mychaeel

New Member
they don't do the INI file thing, but you can fix that by adding all configurable options to the defaultproperties at compilation.
Depends on where you want to add something to an .ini file. Additions to UnrealTournament.ini for instance (ServerPackages, EditPackages) that can be critical for mods can't be done that way.

Anyway. Since maps don't need those, that's one less point in favor of UMODs for maps... :)