Hey guys, in this tutorial I'll be covering the part when it comes to mod compiling. Before you start, please follow the tutorial on the Wiki (http://ugx-mods.com/wiki/index.php?title=UGX_Mod_Standalone_Installation) until the compiling part. For some reason (and I don't know why) they tell you to use UGX Project Mover when compiling that does some shit and stuff and it wastes a lot of precious time. Since the contest has brought many newbies that are struggling with this part I've decided to post the workaround here. First, open your map's mod.csv and paste this at the end: There you have it. No need to use the Project Mover anymore, a HUGE timesaver and additional space for additional FFs. ^^ If you want to uninstall the UGX Mod, follow the same steps as the original and remove that part from your mod.csv
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The reason the ugx mod.ff and mapname mod.ff are kept separate was because i did not want to prevent people from using their mapname mod.ff from their map in conjunction with the mod if they already had one set up.
if this makes more sense to people than using the project mover than by all means just do it this way, tired of people not understanding a simple program.
The reason the ugx mod.ff and mapname mod.ff are kept separate was because i did not want to prevent people from using their mapname mod.ff from their map in conjunction with the mod if they already had one set up.
Since this is a contest, time matters, that's why I did it.
Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms.
it was in the readme.. that the mod.ff couldnt be any other name.. we all good now
Double Post Merge: October 19, 2014, 05:40:27 pm*mod.ff: contains all UGX Mod ff assets, including the menu files. This cannot be changed to a different FF. This must be compiled for each map
Last Edit: October 19, 2014, 05:40:27 pm by jei9363