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UGX MOD Compiling Issue

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Created 11 years ago
by UNR34LxPyro
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I'm working on a map, that is not just one room with flat walls, but I've run into some problems , and the UGX Mod Installation troubleshooting or Tut hasn't really helped with, but I cant seem to figure out how to compile the map correctly so the menu works, and the console doesn't give me an error for having more than 1600 sounds, so if anyone could help me that would be nice, this might not be the place the ask this but it would be nice for a new map maker. Thanks.
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Could you describe the problem in greater detail? Are you getting alien font on the menu?
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Yes, but the troubleshooting thing didn't help. well it might but i don't know how to fix it
Last Edit: April 25, 2014, 01:24:04 am by UNR34LxPyro
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Yes, but the troubleshooting thing didn't help. well it might but i don't know how to fix it
Ok, assuming you are using the UGX Project Mover does your .cpm file look something like this?


Replacing "ugx_test" with your map name. You can copy the sample .cpm XML from the wiki and use that with edits for your map's name.
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yes it loks just like that, but with my name instead of ugx_test

Post Merge: April 25, 2014, 02:16:24 am
I need a step by step tut on how to completely compile and run the map with ugx, not just the really small not so good on on the wiki.
Last Edit: April 25, 2014, 02:17:43 am by UNR34LxPyro
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yes it loks just like that, but with my name instead of ugx_test

Post Merge: April 25, 2014, 02:16:24 am
I need a step by step tut on how to completely compile and run the map with ugx, not just the really small not so good on on the wiki.
The wiki does go step by step through what is needed. If you need a visual representation you can look at the UGX-MOD installation tutorial on Treminaor's youtube channel:
[Part 6] How to install UGX Mod to YOUR Map!
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Ok, but how do i compile the map?
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Ok, but how do i compile the map?
This shows how. You build mod.ff and IWD. Then you compile your level and patch like you would normally. Then you open the project mover and hit move, done.

All the project mover does is rename your mod's mod.ff to "localized_*MAPNAME*.ff" and copy UGX-MOD's mod.ff to your map's folder.
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Do I build the ugx_mod then compile the map then build the mod for my map? And then use the project mover? And in the video he uses a ugx mod install but i dont have that
Last Edit: April 25, 2014, 11:17:07 pm by UNR34LxPyro
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Do I build the ugx_mod then compile the map then build the mod for my map? And then use the project mover? And in the video he uses a ugx mod install but i dont have that
ugx_mod_install is the name of his map. If you haven't already you need to build UGX-MOD's mod.ff. You only need to build it once unless you make changes to it. Navigate in the mod builder tab to the mod called "ugx_mod" and just build mod.ff. Then do the process I specified above.
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Wait so I build the mod for my map then compile?
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Wait so I build the mod for my map then compile?
Yes, but you have to make sure that UGX-MOD's mod.ff is built as well.
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Ok I built the mod then compiled then did the things in the vid, and when i start the mod the single player button doesn't work, and when i try to launch it with the console it start then ends then logs into online.
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Ok I built the mod then compiled then did the things in the vid, and when i start the mod the single player button doesn't work, and when i try to launch it with the console it start then ends then logs into online.
Check the console for an error.
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WellI cant because I ran the Project mover again, and now its all alien text

 
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