Umod Rocket League Download

UMOD Wizard v2.36

The umod Wizard allows you to easily and accurately work with UMOD extension files for Unreal Tournament.

Nov 05, 2017  Since the radical summer update umod has stopped working. There is currently no fix. I recommend to delete the d3d9.dll in your RL folder to ensure RL will start correctly. If someone got a solid.

u m o d W i z a r d v 2 . 36

Richard 'vajuras' Osborne (vajuras@yahoo.com)

Created By Ob1-Kenobi (ob1@planetunreal.com)

Credits/Special Thanks:

zLib Compression library by Mark Adler & Jean-loup Gailly

Joerg Koenig for his registry walk code

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 v2.36

Linux/Mac shortcuts are automatically included in zip distributions

Added support for generating Mac shell scripts

Icons are now loaded for their respective file types within the groups page

Added support for the presets.ini file (similar to v1.26). New presets are now automatically saved.

The wizard generates a warning when a project being loaded contains an invalid game path.

Fixed: crash may occur if a file/group was removed.

Fixed: crash may occur if user attempts to save w/o defining a readme file.

New in v2.34

Compressed zip file option has been added (now you can auto-generate non-umod files)

Windows XP users will now be able to the 'XP Version' of the GUI

Fixed: If there was an int or ini file that contained the same name as the 'product name',

it would get overwritten or deleted by the wizard (Solution: the wizard now attaches

the MOD subfix like the old umod wizard did).

Corrected Various Performance/Cleanup Issues

Fixed: 'File Options' button would not be activated after selecting different groups/files

Fixed: the readme file is now automatically imported

Readme file is no longer a required option

Setup Window Title on the product form is now autogenerated if not provided.

To Do:

Derive the correct icon for each file type from the operating system.

Store each new 'Requirement' like v1.26 did

Work on Mac shortcut support

New in v2.3

Fixed a bug whereas umod wizard wouldn't update the requirements/ini display if the

project being loaded didn't contain any definitions

There was a loading bug in the INI page whereas an INI property would not reload

if it contained a complex expression (suc as a UPL record)

New in v2.2

Fixed the rare 'Wrong Target Directory' bug (I'm sure this time)

Redid all the 'Tab Stops' for all the forms

Added a 'About' button

New in v2.1

Fixed a bug that wouldn't allow filenames that contained the space character

Added shortcut support for Linux (shell file generation)

Added support for wildcards.

Added support for loading in a 'master' file and exporting to a different name

Multiple INI Keys can be imported from an existing INI file

The wizard now ensures that the Version Number (required) is entered

INI Files can be directly associated with groups

Fixed the 'Wrong Target Directory' bug that some people encountered.

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 *.uproj file

Save information - Save the current mod info to file

Start a new umod - Start a creating a new umod (clears all pages)

Edit presets - Opens the requirement preset editor

UT2003 Icon

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 want to dynamically select a group of related files,

then use the 'Add Wildcard' button. The textfield only accepts

paths relative to the game directory. So to include a group

of maps that start with the DM-[Godz] prefix- just enter

Maps/DM-[Godz]*. If the wildcard imports at least one file-

then the wizard will accept it.

You can also import a file and extract it to a 'different' name

and destination. So you can import a file from a master folder

(like some sort of default.ini) and then rename it to mod.ini

when the mod is installed. NOTE: if you pass -ini or -userini

options to the unreal engine via command line and the files do not

exist- the engine will generate ya a new ini file based on the

user's default.ini. Anyway, use the 'File Options' button to

access the renaming/master feature.

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

UnrealMaps folder, then when someone installs your .umod

file, the file will be installed to the UnrealMaps 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.

You can also give the user the choice if he wants to accept the INI options. For instance, you wish to allow the gamer to select if they wish to have their ut2003.ini file updated with your new ServerPackages- simply create a group and go to 'Group Options'. Make the group selectable and visible. Next, in the INI screen, select the INI file and click 'Edit'. Now you can associate the INI file to make it optional.

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:

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. Remember for UT2003 this will be '.ut2mod'.

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.

If you check the 'Install Shortcut' option, when you click the Next button, an optional page is displayed that contains options to configure shortcut options. Make sure enter the command line parameters for UT2003 in the text field. Additionally, you must label the caption.

Page 6-7: Shortcuts

---------------------------------------

This section allows mod developers to define a shortcut that will be generated on windows/linux machines. The windows shortcut will be installed under the 'Start' menu. The linux shortcut is a shell script that linux clients can double click on to start the game engine.

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.

The 'Create a Compressed File' Option will compress the files into a zip file.

Any Wildcards or files that you have added to groups will automatically be placed within the zip. Additionally, the readme and linux shell script files will be stored within the zip as well.

Requirement Presets

UMOD WIZARD 2.0 ONLY DEFINES 2 PRESETS, UT2003 & UT! Free corel draw 12 download for mac.

Version History

v2.1

- Fixed a bug that wouldn't allow filenames that contained the space character

- Added shortcut support for Linux (shell file generation)

- Added support for wildcards.

- Added support for loading in a 'master' file and exporting to a different name

- Multiple INI Keys can be imported from an existing INI file

- The wizard now ensures that the Version Number (required) is entered

- INI Files can be directly associated with groups

- Fixed the 'Wrong Target Directory' bug that some people encountered.

v2.0.1

- Fixed the Save Dialog

- Added support for multiple file selection.

- Fixed bug that didn't allow the space character in the product name

- Automatically installs a readme shortcut if 'Install Shortcuts' checkbox is selected

v2.0

- Updated to take advantage of new features (shortcuts, license agreements)

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:

Load/Save mod info.

Jump to any page (if permitted).

Load/Save file lists.

Edit presets.

- The wizard will now prompt with file information when Finish' is clicked:

Prompts where file will be created, and if you want to continue.

Asks if you would like to save the mod info to file for later use.

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.