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Recompiling *.uc files...

Started by poompoom500, March 10, 2011, 17:29

poompoom500

 :( To Whomever,

I got to unzip the *.u file (kchar.u) and have them in separate folders (u file)\classes\*.uc and can edit them with notepad. How can I recompile them back to *.u file? I tried using UCC make but it gives me and error!

[MiA]Raj


poompoom500

 :-[ To MiA Raj,

This is the plan. I want to compile the kfchar folder with the classes subfolder back to kfchar.u file! I just want to change a few things with the kfsiren.uc in it. Then I want to "compile" kfchar folder to kfchar.u and paste it back to KFMod20\System folder!


Snipe34

If you wanna get complicated, use Wotgreal viewer script extractor.  Then rebuild from there.

But simply, if you're customizing a KF version use the KF editor:

Open the ActorClasses siren, right click defaultProperties.  Siren info is all there, change what you want.
Next click 'view' (top of the ActorClasses) 'showPackages.'  A second window appears at the bottom showing all packages used.  Scroll down to KFChar, tick box.  Next (again from top of ActorClasses browers open 'File' > 'SaveSelectedPackages.'

Important: ~QUIT the Editor~

Finally - using Explorer or whatever directory viewer - ppen your UT \system folder, (not KF \system) and you'll find a new siren.u.  Copy that to your KF \system.

Next time you load KF, siren will be changed.  Lot simpler than fycking about with rebuilds  :)











poompoom500

#4
 :-[ To Snipe34,

Guess what!?! I have WOT greal. But I don't know how to compile a decompiled kfchar.u file. As I said earlier, I was able to unzip the file and have the package in separate folders. I want to make minor changes to the zombies and zip them up again and place them in the System folder!

As the picture below shows, when I open the kfchar.u file, I get an encrypted jumble of kfchar file!

Snipe34

#5
Quote from: poompoom500 on March 11, 2011, 02:58
:-[ To Snipe34,

Guess what!?! I have WOT greal. But I don't know how to compile a decompiled kfchar.u file. As I said earlier, I was able to unzip the file and have the package in separate folders. I want to make minor changes to the zombies and zip them up again and place them in the System folder!

Yep.  So re-read my instructions.  Sorry not siren.u = new KFChar.u will be created.

poompoom500

 :-[ To Snipe34,

I can't find the ActorClasses Siren!

Snipe34

pawn > monster > Skaarj > KFMonster > Siren etc etc.

Pawns include players/monsters/vehicles like a chessboard pawns are the participating players.

Have fun!

poompoom500

#8
 :-[ To Snipe34,

Quotepawn > monster > Skaarj > KFMonster > Siren etc etc.
Got it! Thank you.



P.S.
I have one more question. I have to go back to the recompile problem. I manage to unzip (decompile) the kfchar.u file into a kfchar folder with classes subfolder where I can access and change zombie settings. Any way for me to recompile and compress the kfchar\classes folder so I can copy/paste it to the System directory!?!?


Snipe34

Quote from: poompoom500 on March 11, 2011, 13:01
:-[ To Snipe34,

P.S.
I have one more question. I have to go back to the recompile problem. I manage to unzip (decompile) the kfchar.u file into a kfchar folder with classes subfolder where I can access and change zombie settings. Any way for me to recompile and compress the kfchar\classes folder so I can copy/paste it to the System directory!?!?


My recompile knowledge is limited to 1 .uc compile at a time.

But you don't need to recompile if you're only making minor changes zombies options.  I mean, you're not changing any code.  All you're doing is changing monster parameters.  EG you're changing siren scream: 800 to some other number.

Changing / rewriting code is entirely different.  Recompile is only necessary if you rewrite code.

So, to change monster parameters:

Open the ActorClasses siren, right click defaultProperties.  Siren info is all there, change what you want.
[DO NOT double click and open the code which has the blue screen backing - because you are not changing the code - you are only changing monster parameters]

Next click 'view' (top of the ActorClasses) 'showPackages.'  A second window appears at the bottom showing all packages used.  Scroll down to KFChar, tick the box.  Next (again from top of ActorClasses browers open 'File' > 'SaveSelectedPackages.'

Important: ~QUIT the Editor~

Finally - using Explorer or whatever directory viewer - ppen your UT \system folder, (not KF \system) and you'll find a new KFChar.u.  Copy that to your KF \system.

Give it another try :)