=======================================
   u m o d   W i z a r d   v 1 . 2 2
=======================================
By Ob1-Kenobi (ob1@planetunreal.com)


Warning
=======
It is possible to mess up files within your game directory
and sub-directories through reckless use of this program. If 
you're not sure about doing something, then don't do it. It is 
recommended that you read this text file, after which you 
shouldn't have any problems unless you purposely attempt to 
cause them.



New in v1.22
============
o Added the ability to scroll the INI file change list box
  left and right, so that long INI changes can displayed properly.
o Updated the INI file reading code so that it wouldn't list 
  keys with the same name more than once (like the 
  "ServerPackages" key from the "[Engine.GameEngine]" section 
  of "Unreal.ini").


Installation
============
Create a folder for umod Wizard and extract the files in 
the zip file to that folder. Double click on 'umodWizard.exe'
to start the program.



Introduction
============
Welcome to 'umod Wizard'. This program is designed to make
Unreal Module (*.umod) file generation as quickly and 
as easily as possible.

This program is a front-end to the Unreal UCC program and 
doesn't create the .umod file itself, it generates INI and 
INT files which are then used by UCC.EXE to build the .umod 
file.

Below is an overview of each of the Wizard pages. After that
is a description on how to add a preset to the preset list.



The Toolbar
===========
The toolbar gives you access to the umod Wizard file options.
From here you can load or save a mod information file (*.uwiz) 
and import or export a file list (*.flst) to the wizard. 
It also enables you to edit the preset list.



Page Overview
==============

Page 1: Game Path
-------------------
This is the first page that is displayed when the Wizard is
loaded. Here you must specify a game directory which will be
used to create the umod file.

Use the drop down box to select an Unreal Engine game folder.
If you have another game installed that is not listed, it is
either unsupported (that is, does not have UCC.EXE in it's
system directory) or was not detected when the program started.
If it was not detected but you want to use the folder, use the 
'...' button to select the folder or enter the path into the 
edit box.

Click 'Next' when you are happy with the directory path.

When you click 'Next', umod Wizard will check to see if the 
UCC.EXE program is in the System sub-directory of the path
that you entered. If it cannot be found, you will be asked 
to verify that the Unreal path is correct, and to make sure
that you have latest version of the game installed on your 
system (UCC.EXE is only distributed with the latest versions of
the Unreal Engine).


Page 2: File Groups
-------------------
This page is where you specify the files that you want to
include in the UMOD file. 

Before you can add any files, you must create a 'Group' to 
add them to. Click on the 'Create Group' button and enter
a name for the group. 

Now you can add files to the group by selecting it and then
clicking on the 'Add files...' button. Use the dialog to 
select the files that you wish to add.

If you choose a file that is outside of the Unreal folder, 
i.e. it is not within the games folder tree, you will not
be permitted to add it. If you want to add the file, move
it within the game directory structure then try again.

The files will be installed to the path that they were added
from. So if you add a file called "MyMap.unr" from the 
\Unreal\Maps\ folder, then when someone installs your .umod 
file, the file will be installed to the \Unreal\Maps\ folder.


Page 3: INI file Changes
------------------------
If your MOD needs to make any changes to INI files within 
the games "\System\" directory when it is installed, then
you can list the lines that need to be changed using this
page.

If your MOD doesn't need to make any changes, then you can
skip this page and move on to the next one.

To change a line in an INI file click the 'Add' button, 
select the file that you wish to modify, select the section
and then the key that you wish to change followed by a value 
for the key. If you leave the value empty then that key will 
set to 'nothing' or 'no value'.

You can create a new key for a section by selecting the file
and the section as before, then type in a name for the key
and a value to set it to.

To add new sections and keys to an INI file, enter a name
for the new section, a key name and a value for the key. The
new section and key will be created when the file is installed.


Page 4: Requirement Groups
--------------------------
This is were you can specify any components that your files
require for them to work. For example a CTF map may require 
that the CTF MOD is installed before it will run, in which
case, you add a requirement for the MOD listing its name
and version number (as well as any other information, like
web-page URL etc.).

You do not need to list any requirements here at all, so you
can continue with the Wizard and your files can be installed
without requiring any other MODs to be installed first. If 
you leave out an 'Unreal' requirement though, when the MOD
is installed the default 'install to' path will be blank.

To add a requirement to the list, click the 'Add' button
next to the listbox and fill in the information requested.
The very least of which should be the required MODs name and 
the minimum version number that is required.

If the required MOD is already listed as a 'preset', use the
drop-down box to select it (see below for information on 
setting presets) and click OK to add it to the list.


Page 5: MOD Information
-----------------------
This page is where you must fill in information about your MOD.
Below is a list of the information fields and whether or not
they are required.

    Product Name (required):
      The name of your MOD, map-pack, etc.

    Product URL*:
      The web-page or email address of your MOD.

    Setup Window Title:
      The title of the setup window. If you don't enter one, 
	  the product name + " Setup" will be used.

    ReadMe File Location (required):
      The readme file containing information on your MOD.

    Version (required):
      The version number of the MOD. Should be a whole number,
	  and increase with time.
      [Tip: Use 101 where 1.01 is needed]

    Version URL*:
      A web-page or email address related to the version of 
      the MOD.

    Developer (required):
      The name of the developer of the MOD.

    Developer URL*:
      The web-page or contact email address of the developer.

(* denotes at least one should be entered)

URLs can be in the standard address form i.e. with or without
'http://'. Mail addresses should be in html link form, that 
is 'mailto:someone@somewhere.com' instead of just 
'someone@somewhere.com', although the program should be able
to handle both.


Page 6: Logo Location, and Archive Name
---------------------------------------
Here you can specify an optional location for a MOD logo, and 
enter the name of the final '.umod' archive.

The logo file should be a 256 colour bitmap file (*.bmp) and
be no bigger than 340x82 pixels. You can try to use larger
logo, but it may not display properly. If you don't specify
a logo, the standard Unreal logo will be used.

The filename was generated using the product name that was 
entered on the previous screen. Change the name if you want
the file to be called something else.


Page 7: File Options
--------------------
This is the last page in the Wizard, and here you can choose
to either generate the UMOD file or to just generate the
MODs INI and INT files which you can use to generate the UMOD
file later yourself.

The 'Clean Up When Done' check box, states whether or not to
delete the INI and INT files that were generated before 
launching UCC.EXE. The default is to remove the files that
the Wizard generated.



Requirement Presets
===================
The requirement preset file (Presets.ini) contains pre-defined
MOD requirement groups. An example file is shown below,

  [Presets]
  PresetCount=1
  Preset[0]=Unreal224

  [Unreal224]
  Product=Unreal
  Version=224
  ProductURL=http://www.unreal.com/
  VersionURL=http://unreal.epicgames.com/versions.htm
  Developer=Epic Games, Inc.
  DeveloperURL=http://www.epicgames.com/

The "[Presets]" section contains information on the number
of presets in the file, along with their group names. This
file only contains 1 preset, so "PresetCount" is "1" and there
is a corresponding group in the preset list "Preset[0]=Unreal224"
(i.e. the name of the first preset (preset zero) is Unreal224).

The "[Unreal224]" section is where all the requirement group
information for the group called "Unreal224" (preset zero) is
listed. You can include as much or as little information as
you want. 

For example, you could have a preset called "Unreal" that has
no version number that you could use as a template for entering
an Unreal version requirement, instead of having a requirement
for each individual version of Unreal. You could then enter the 
version number after you've selected the "Unreal" preset.

To add a preset to the list you increase the value of "PresetCount"
to the new number of presets in the list, then add a "Preset[n]"
preset number (where n is the number of the preset). For example,
the above file would look like the following if the "Unreal" 
template in the example above were added to it.

  [Presets]
  PresetCount=2
  Preset[0]=Unreal224
  Preset[1]=Unreal

  [Unreal224]
  Product=Unreal
  Version=224
  ProductURL=http://www.unreal.com/
  VersionURL=http://unreal.epicgames.com/versions.htm
  Developer=Epic Games, Inc.
  DeveloperURL=http://www.epicgames.com/

  [Unreal]
  Product=Unreal
  ProductURL=http://www.unreal.com/
  VersionURL=http://unreal.epicgames.com/versions.htm
  Developer=Epic Games, Inc.
  DeveloperURL=http://www.epicgames.com/

NOTE: The names of the preset groups must be different from 
      each other e.g. you can't have two groups called "Unreal".

To remove a preset from the list, just delete the group section
and adjust the "[Presets]" section so that the new number of
presets is there. When you do this, make sure that the "Preset[n]"
list is incremental. For example, if there are now 5 presets in 
the list, "PresetCount" would become "5", the first preset would
be "Preset[0]=..." and the last preset would be "Preset[4]=..."
or PresetCount - 1 = 4.



Version History
===============

v1.22
- Added the ability to scroll the INI file change list box
  left and right, so that long INI changes can displayed properly.
- Updated the INI file reading code so that it wouldn't list 
  keys with the same name more than once (like the 
  "ServerPackages" key from the "[Engine.GameEngine]" section 
  of "Unreal.ini").

v1.21
- Fixed a bug in the mod information code that prevented the
  Product, Version and Developer URLs from being loaded from 
  a saved mod info file.

v1.2
- Can now save/load mod information at any time during the 
  wizard, so you don't have to keep re-entering mod information.
- Can save/load file group lists.
- Will remember the last valid game path that was used.
- Added drag-drop functionality to file group tree so you can
  now move added files from one group to another.
- Added a 'Save preset' button to preset dialog so you can 
  save requirement info as a preset group.
- Added a toolbar so that you can:
    o Load/Save mod info.
    o Jump to any page (if permitted).
    o Load/Save file lists.
    o Edit presets.
- The wizard will now prompt with file information when 
  'Finish' is clicked:
    o Prompts where file will be created, and if you want to
      continue.
    o Asks if you would like to save the mod info to file for 
      later use.
    o Asks if you would like to generate another file.

v1.10
- fixed stupid crash when "..." is clicked
- labeled 'game path' and 'detected app' boxes

v1.01
- fixed file not found error (dynamic RTL prob)

v1.00
- first release



Legal bit...
============

DISCLAIMER

   This program is FREEWARE, therefore I will not take responsibility
   for your system screwing up after using this program or from using 
   files created with this software. I can however guarantee that I 
   have not purposely added any malicious content to this application. 

   You may freely distribute this archive, as long as it remains
   PERFECTLY intact, as distributed on the "umod Wizard" home page:
   "http://www.planetunreal.com/umodwizard". Thanks. If you wish to 
   sell, or distribute this on any form of media, please contact me 
   first. 
