After alot of experimentation and tinkering, I managed to find out how to get KFEditor to make some magic. Why do this? Because KF is mod-driven. This guide is meant to kickstart creativity and mods. Early Access is the best time to test and find bugs, so by the time the full game is out, we already have polished mods. TWI, please. Some logic required.
Without further ado, here's the research/explanation.
Problem #1: KFEditor make
KFEditor is written in a way to only allow a few default commandlets to run. All others would slap a giant STEAM is required error on your screen. That being said, "make" is also in a sense blacklisted and prevented from executing.
However, you can run "KFEditor.exe UnrealEd.Make". This will enable you to execute the commandlet and make it do your bidding. Then you'll come to a point where you just see a "No scripts need compiling". Doing "make -full" will give you a nice crash and your log will say "Couldn't find shipping package BLAH". Which brings us to problem #2.
Problem #2: Folder Directories, BrewedPC and CookedPC
With UE3, folder structure for projects has changed quite abit. No longer do you throw everything within your install folder and compile. What happens now is, most of the magic happens within your "My Documents\My Games\KillingFloor2" folder.
Within here, KFEditor and KFGame reads the various configurations (not in your install folder anymore), and writes logs, caches downloads, etc. We will come back here later. The game data files from your install directory is somehow "merged" with the directories here to form a virtual directory of sorts containing links across your drives/folders.
Also, KF2 now uses a "brew" system to reduce update sizes, similar to RO2. THIS, is problematic because the compiler doesn't see this folder when it's supposed to look for the shipping packages as I mentioned earlier. For those who are more well-versed in UE3, you'd notice that the game files are usually stored within a CookedPC folder, not a BrewedPC folder. We'll fix this later.
Problem #3: EditPackages vs ModPackages
In UE3, EditPackages is now reserved for engine/core packages. ModPackages is for all your other mods, mutators and stuff that pertain to the game itself. Hence, for mutators and stuff, ModPackages will be where you frequent alot.
GUIDE TIME!
Directory Setup
Configurations
When these are done, run "KFEditor.exe UnrealEd.Make" from your install folder. Of course, there's another way to bypass that STEAM error thing, but due to the EULA, I can't make it public. PM me or drop a message on my steam if you are curious.
Proof, for the sceptics:
Good luck to all you modders out there, make KF2 more awesome.
-Falzar
Without further ado, here's the research/explanation.
Problem #1: KFEditor make
KFEditor is written in a way to only allow a few default commandlets to run. All others would slap a giant STEAM is required error on your screen. That being said, "make" is also in a sense blacklisted and prevented from executing.
However, you can run "KFEditor.exe UnrealEd.Make". This will enable you to execute the commandlet and make it do your bidding. Then you'll come to a point where you just see a "No scripts need compiling". Doing "make -full" will give you a nice crash and your log will say "Couldn't find shipping package BLAH". Which brings us to problem #2.
Problem #2: Folder Directories, BrewedPC and CookedPC
With UE3, folder structure for projects has changed quite abit. No longer do you throw everything within your install folder and compile. What happens now is, most of the magic happens within your "My Documents\My Games\KillingFloor2" folder.
Within here, KFEditor and KFGame reads the various configurations (not in your install folder anymore), and writes logs, caches downloads, etc. We will come back here later. The game data files from your install directory is somehow "merged" with the directories here to form a virtual directory of sorts containing links across your drives/folders.
Also, KF2 now uses a "brew" system to reduce update sizes, similar to RO2. THIS, is problematic because the compiler doesn't see this folder when it's supposed to look for the shipping packages as I mentioned earlier. For those who are more well-versed in UE3, you'd notice that the game files are usually stored within a CookedPC folder, not a BrewedPC folder. We'll fix this later.
Problem #3: EditPackages vs ModPackages
In UE3, EditPackages is now reserved for engine/core packages. ModPackages is for all your other mods, mutators and stuff that pertain to the game itself. Hence, for mutators and stuff, ModPackages will be where you frequent alot.
GUIDE TIME!
Directory Setup
Code:
- Browse to your Documents\My Games\KillingFloor2\KFGame directory
- Create a folder named Src. This is where your mutator classes will be going to. To make a new mutator, create a new folder with the name of your mutator, e.g MutFreeDosh. Then, create a folder named Classes within it. Now, within this Classes folder, you can put your UScript files here.
-EDITED 15/05/15
-Locate KFEngine.ini
-SeekFreePCPaths=..\..\KFGame\CookedPC
Change to:
SeekFreePCPaths=..\..\KFGame\BrewedPC
- (NO LONGER REQUIRED) Browse to your install folder for KF2. Go inside the KFGame folder and copy the entire BrewedPC folder. Paste it within KFGame and rename it to CookedPC. So now you have a CookedPC and BrewedPC folder containing all the game files. (REFER TO PREVIOUS STEP)
Configurations
Code:
- Browse to KillingFloor2\KFGame\Config\KFEditor.ini
- Locate the section [ModPackages]
- For each mutator project/package, add a new line with your project/package name. ModPackages=MutFreeDosh
- Next, configure the file paths. ModPackagesInPath will be where your source files are read from, and ModOutputDir is where your compiled U will appear.
+For ModPackagesInPath, ModPackagesInPath=..\..\KFGame\Src
+For ModOutputDir, ModOutputDir=..\..\KFGame\Script
(NOTE) These 2 paths will expand to your corresponding "Script" and "Src" folders within Documents\My Games\KillingFloor2\KFGame.
The final result of your KFEditor.ini should look like this:
[ModPackages]
ModPackagesInPath=..\..\KFGame\Src
ModOutputDir=..\..\KFGame\Script
ModPackages=MutMyMut
--------------------------------------------------------------------------------------------------
OPTIONAL! Enabling more verbose output in log/console
- Browse to KillingFloor2\KFGame\Config\KFEngine.ini
- Locate [Core.System]
- Under each of the Suppress lines, comment them out with # or ;.
When these are done, run "KFEditor.exe UnrealEd.Make" from your install folder. Of course, there's another way to bypass that STEAM error thing, but due to the EULA, I can't make it public. PM me or drop a message on my steam if you are curious.
Proof, for the sceptics:
Good luck to all you modders out there, make KF2 more awesome.
-Falzar
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