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View Code? Open in Web Editor NEWThis project forked from dark1-dev/duke-umake
a version of umake that finally works with DNF2k1
License: MIT License
This project forked from dark1-dev/duke-umake
a version of umake that finally works with DNF2k1
License: MIT License
=============================================================================== UMake 1.2 Copyright 2002-2004 by Mychaeel <[email protected]> =============================================================================== Mail all bug reports and suggestions to Mychaeel <[email protected]> =============================================================================== Installation =============================================================================== Copy the files into a directory of your liking; it doesn't have to be anywhere near your Unreal Tournament directory. =============================================================================== Info =============================================================================== If you're using your own favorite text editor for UnrealScript development, you're bound to use "ucc make" manually to compile your scripts. Doing so involves a big bunch of small steps, some of which have to be repeated every time you want to recompile. Compile ======= UMake wraps that call to "ucc make" and everything else that's involved in compiling an UnrealScript project in a neat, straightforward graphical user interface. All you have to do to compile a project is dropping an UnrealScript source file or project directory on the UMake icon (on your desktop, for instance). UMake automatically takes care of adding an EditPackages line, creating a backup of and deleting the original package file and running "ucc make" afterwards. If an error occurs, UMake restores the backup file and displays a the raw compiler error message along with a comprehensible explanation of it. UMake also warns you if you attempt to compile a project that seems to be up to date already and lets you cancel the compilation before it starts. In addition, you can abort the compilation process in progress whenever you like; UMake automatically restores the last valid version of your package then. Integrate ========= UMake provides a whole bunch of integration options for your system and your favorite text editor. If you like, you can have UMake create an UnrealScript file drop target icon on your desktop and right-click menu extensions for Explorer to directly compile any project you like. If your text editor supports it, you can set it up to launch UMake at the press of a keyboard shortcut or a toolbar button. If a compilation error occurs, UMake provides an "Edit" button that takes you back to the very line and source file that caused the problem (if you configure UMake that way). =============================================================================== Changes =============================================================================== Version 1.2.2 (2022-11-29) [unofficial fix by ut99.org] * Improve "Rebuild" button. * Auto say "Yes" to all compatibility questions, instead of stuck build. * Update version number * Sources at: https://github.com/SeriousBuggie/unreal-umake Version 1.2.1 (2020-07-25) [unofficial fix by ut99.org] * Fix multimonitor support. * Added "Rebuild" button. It glitchy but works in general. Version 1.2 (2004-06-01) * Added support for the CacheRecordPath setting required as of build 3204. * The make.ini file is only written to disk when it changes. Version 1.1 (2002-11-10) * Added option to always automatically display compilation details. * Added command-line parameter /auto which automatically scans the given game base directory for projects and compiles the most recently modified one. * Added extended options for desktop shortcut creation in Options dialog. * Added drop-down box with recently compiled projects to launcher. * Output parser extracts class names from error messages that don't explicitely mention a source file name and reconstructs the source file name from that. Version 1.0 (2002-11-06) * Initial release. =============================================================================== Disclaimer =============================================================================== UMake is freeware and is provided "as is" without warranty of any kind, either express or implied, including but not limited to the implied warranties of merchantability and fitness for a particular purpose. In no event shall the author be liable for any damages whatsoever including direct, indirect, incidental, consequential, loss of business profits or special damages, even if the author has been advised of the possibility of such damages. =============================================================================== Copyright/Permissions =============================================================================== Copyright 2002 by Mychaeel <[email protected]> Free for noncommercial use and distribution. For anything else please contact me in advance. I'm likely not to object to anything, but I'd like to know about it before the fact. Thanks for your understanding. ===============================================================================
Currently, several settings are hardcoded in the application.
Move these to an "umake.ini" file which is read upon startup.
If the ini file is not found, or the "FirstStart" flag is set to true, display a one-time configuration dialog which allows you to set up game specific details.
Currently UMake is rigid in the detection of the player profile (Used for the level editor).
You would specifically have to create a UMake profile for it to work.
Enable UMake to read "system.ini" and parse out the current profile tag.
Use this output - if found, as the search directory path.
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