This message applies to poeple using the SDK for creating maps, mutators, or mods.
The RO Mod SDK was updated for the October 31 update to no longer require the Steam.dll in the Red Orchestra\System folder. This fixes the issue of Steam updates breaking the game due to incompatibilies between the different Steam.dlls. This also means you can no longer launch ROEd.exe directly, but rather you need to launch it either through Steam, or through a shortcut that points to the ROMod SDK in steam (you can create this by right clicking the ROSDK in steam and selecting "Create Desktop Shortcut" from the menu that appears). Please DO NOT copy the Steam.dll over to your system folder any more as that will cause the incompatibility issues we had previously. If you have already copied Steam.dll over to your Red Orchestra\System directory, please delete it.
Now the rest of this message applies only to poeple coding mods or mutators for RO.
With getting rid of the Steam.dll in the system folder, the way that you use UCC.exe to compile code has changed. Generally, UCC is now started by launching the RO SDK itself with certain commandline paramaters. There are several different ways to handle this. Here are you options listed in recommended order:
1) Launch the ucc compile tool with a batch file that passes in the needed commandline parameters. The main thing to remember in this scenario is that you don't launch UCC.exe directly, but rather you launch the mod sdk with the "-ucc" commandline parameter, and then any other parameters that you would usually pass to UCC.exe are placed after that. Here is an example:
In my testing I put a batch file in the same directory as the Steam.exe with the following commands:
2) Use your Unrealscript IDE (such as Wotgreal) to compile with Steam.exe by passing in the proper commandline parameters ("-applaunch 1220 -ucc make" for a standard compile). The downside is that some of the IDE's functionality might no longer be supported.
3) This is the least recommended (and unsupported) suggestion. With that said, it is probably what I would do if I were a modder You can still copy the Steam.dll over from the directory that Steam.exe is located in and place it into the Red Orchestra\System directory. If you do that, you will still be able to launch ucc.exe directly, and compile things just like you did before and use your IDE's (like WOTGreal) just like you did before. The downside is, that if Valve updates Steam, your game won't launch and you'll likely come on these forums saying "WTH my game is broken". So you've been warned, do this one at your own risk. Just remember, anytime Steam updates, you have to copy that Steam.dll over again. And also remember, this is unsupported, so if it doesn't work right don't ask for help here
The RO Mod SDK was updated for the October 31 update to no longer require the Steam.dll in the Red Orchestra\System folder. This fixes the issue of Steam updates breaking the game due to incompatibilies between the different Steam.dlls. This also means you can no longer launch ROEd.exe directly, but rather you need to launch it either through Steam, or through a shortcut that points to the ROMod SDK in steam (you can create this by right clicking the ROSDK in steam and selecting "Create Desktop Shortcut" from the menu that appears). Please DO NOT copy the Steam.dll over to your system folder any more as that will cause the incompatibility issues we had previously. If you have already copied Steam.dll over to your Red Orchestra\System directory, please delete it.
Now the rest of this message applies only to poeple coding mods or mutators for RO.
With getting rid of the Steam.dll in the system folder, the way that you use UCC.exe to compile code has changed. Generally, UCC is now started by launching the RO SDK itself with certain commandline paramaters. There are several different ways to handle this. Here are you options listed in recommended order:
1) Launch the ucc compile tool with a batch file that passes in the needed commandline parameters. The main thing to remember in this scenario is that you don't launch UCC.exe directly, but rather you launch the mod sdk with the "-ucc" commandline parameter, and then any other parameters that you would usually pass to UCC.exe are placed after that. Here is an example:
In my testing I put a batch file in the same directory as the Steam.exe with the following commands:
Code:
steam -applaunch 1220 -ucc make
2) Use your Unrealscript IDE (such as Wotgreal) to compile with Steam.exe by passing in the proper commandline parameters ("-applaunch 1220 -ucc make" for a standard compile). The downside is that some of the IDE's functionality might no longer be supported.
3) This is the least recommended (and unsupported) suggestion. With that said, it is probably what I would do if I were a modder You can still copy the Steam.dll over from the directory that Steam.exe is located in and place it into the Red Orchestra\System directory. If you do that, you will still be able to launch ucc.exe directly, and compile things just like you did before and use your IDE's (like WOTGreal) just like you did before. The downside is, that if Valve updates Steam, your game won't launch and you'll likely come on these forums saying "WTH my game is broken". So you've been warned, do this one at your own risk. Just remember, anytime Steam updates, you have to copy that Steam.dll over again. And also remember, this is unsupported, so if it doesn't work right don't ask for help here