Chapter zero – NFringe Project configuration

December 18th, 2009 Leave a comment Go to comments

Right click on MyIsometricGame project in bold in the solution explorer – Properties. This will open up project properties.

Solution_explorer_base

General Tab

Project_prop_general

Make sure Target game is UnrealEngine3 Licensee. Make sur you select the UDK.exe from your UDK installation. This is based on second December release 2009. If your version is newer you should have the same folder structure.

Build Tab

Project_prop_Build

Be sure that Build debug script is ON for this configuration. And set Script output manually to <UDKPath>\UTGame\Script.

Debug Tab

Project_prop_Debug

Set game start executable to <UDKPath>\Binaries\UDK.exe. Set the Load map at Startup IsometricTest, get the map here. Start with specified game type : type in the game we will give to this tutorial, MyIsometricGame.IsometricGameInfo. Now the first part is the folder under the <UDKPath>\Development\Src path. The second part is your game class which we will create in chapter 1.

Be sure to put “Open log window…” to ON because we will output to the console window and will close the game with this console window.

Change the INI files

Go to <UDKPath>\UTGame\Config\UTEngine.ini

Search for ModEditPackages

Uncomment the entry for MyMod and change ModEditPackages=MyMod for ModEditPackages=MyIsometricGame

Go to <UDKPath>\UTGame\Config\DefaultGame.ini and <UDKPath>\UTGame\Config\UTGame.ini

Change the following entry to reflect this :

DefaultGame=MyIsometricGame.IsometricGameInfo

DefaultServerGame=MyIsometricGame.IsometricGameInfo

Optional for this tutorial (Do this at the end of the tutorial if you are a beginner)

  • With the new Project created close Visual Studio.
  • Explore to the folder you created the project in.
  • nFringe will have put the Project inside a folder named the same as the Project (despite you telling it not to).
  • Go into this folder and move the .sln .suo and .ucproj files up a directory so they are in the development/src/ folder.
  • Reopen the Project.
  • You should now have a project that has all of the folders for all of the packages (Core, Engine, GameFramework etc) and in those folders will be all of the source class files.

See this thread for more information on setup :

threads for nFringe :

 

 

 

Chapter One – Creating the base game

 

 

 

Update me when site is updated
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  1. November 13th, 2010 at 03:42 | #1

    Not have folder UTGame & UTEngine.ini Why ?

  2. roychr
    November 13th, 2010 at 08:53 | #2

    Check again in your install folder or they decided again to change it in the latest beta, at this rate this tutorial will disolve itself into oblivion :) As Epic are releasing new version of UDK each one or two months I decided to wait until the last version is out to update the tutorial. Please be aware that there may be some discrepancies between the two.

  3. November 18th, 2010 at 17:12 | #3

    Ok, new name it UDKGame & UDKEngine ,but I have not found “ModEditPackages” ;(

  4. Babol
    December 11th, 2010 at 15:44 | #4

    Heh, Please update your Guide

  5. unikz.force
    December 14th, 2010 at 17:36 | #5

    @Babol
    For New UDK System We have some other Three files to modify:
    first UDKEngine.ini — > go to [UnrealEd.EditorEngine] section and add ModEditPackages=MyIsometricGame at the end of this section.

    second DefaultGame.ini & UDKGame.ini —> for Both files go to [Engine.GameInfo] section and replace the following code:
    DefaultGame=MyIsometricGame.IsometricGameInfo
    ;DefaultGame=UTGame.UTDeathmatch
    DefaultServerGame=MyIsometricGame.IsometricGameInfo
    ;DefaultServerGame=UTGame.UTDeathmatch

  6. Roychr
    December 14th, 2010 at 21:00 | #6

    Thanks unikz for the follow up

  7. unikz.force
    December 15th, 2010 at 14:29 | #7

    @Roychr
    you’re welcome, Thank you for such a nice tutorial.

  8. bob
    December 30th, 2010 at 18:25 | #8

    How do you set script output?
    you say “And set Script output manually to \UTGame\Script.”
    but I cant find where to do that.
    Any help would be nice :D

  9. Spelle
    January 11th, 2011 at 15:25 | #9

    @bob
    Yep. Same question: how to set script output in the newer versions of nfringe?

  10. Zeid
    August 11th, 2011 at 13:06 | #11

    @Roychr
    Please, can you explain how to set script output in Visual Studio? I followed your link but didn’t get the information I needed.

    Thanks :)

  1. March 31st, 2010 at 23:47 | #1
  2. September 3rd, 2011 at 21:47 | #2
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