=======================================
   u m o d   W i z a r d   v 2 . 36
=======================================
Richard 'vajuras' Osborne (vajuras@yahoo.com)
Created By Ob1-Kenobi (ob1@planetunreal.com)

Credits/Special Thanks:
zLib Compression library by Mark Adler & Jean-loup Gailly
Joerg Koenig for his registry walk code

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 before using the program.

New in v2.36
===========
o Linux/Mac shortcuts are automatically included in zip distributions
o Added support for generating Mac shell scripts
o Icons are now loaded for their respective file types within the groups page
o Added support for the presets.ini file (similar to v1.26). New presets are now automatically saved.
o The wizard generates a warning when a project being loaded contains an invalid game path.
o Fixed: crash may occur if a file/group was removed.
o Fixed: crash may occur if user attempts to save w/o defining a readme file.

New in v2.34
===========
o Compressed zip file option has been added (now you can auto-generate non-umod files)
o Windows XP users will now be able to the 'XP Version' of the GUI
o Fixed: If there was an int or ini file that contained the same name as the 'product name', 
it would get overwritten or deleted by the wizard (Solution: the wizard now attaches 
the MOD subfix like the old umod wizard did).
o Corrected Various Performance/Cleanup Issues
o Fixed: 'File Options' button would not be activated after selecting different groups/files
o Fixed: the readme file is now automatically imported
o Readme file is no longer a required option
o Setup Window Title on the product form is now autogenerated if not provided.


To Do:
o Derive the correct icon for each file type from the operating system.
o Store each new 'Requirement' like v1.26 did
o Work on Mac shortcut support

New in v2.3
===========
o Fixed a bug whereas umod wizard wouldn't update the requirements/ini display if the
project being loaded didn't contain any definitions
o There was a loading bug in the INI page whereas an INI property would not reload
if it contained a complex expression (suc as a UPL record)

New in v2.2
===========
o Fixed the rare 'Wrong Target Directory' bug (I'm sure this time)
o Redid all the 'Tab Stops' for all the forms
o Added a 'About' button

New in v2.1
===========
o Fixed a bug that wouldn't allow filenames that contained the space character
o Added shortcut support for Linux (shell file generation)
o Added support for wildcards.
o Added support for loading in a 'master' file and exporting to a different name
o Multiple INI Keys can be imported from an existing INI file
o The wizard now ensures that the Version Number (required) is entered
o INI Files can be directly associated with groups
o Fixed the 'Wrong Target Directory' bug that some people encountered.


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.

The buttons on the toolbar are (from left to right):

Load information            - Load a previously saved *.uproj file
Save information            - Save the current mod info to file
Start a new umod            - Start a creating a new umod (clears all pages)
Edit presets                - Opens the requirement preset editor


UT2003 Icon
============
Visit umod Wizard Webpage   - Launches the default web browser and opens the 
                              umod Wizard web page



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 game 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 want to dynamically select a group of related files,
then use the 'Add Wildcard' button. The textfield only accepts
paths relative to the game directory. So to include a group
of maps that start with the DM-[Godz] prefix- just enter
Maps/DM-[Godz]*. If the wildcard imports at least one file-
then the wizard will accept it.

You can also import a file and extract it to a 'different' name
and destination. So you can import a file from a master folder 
(like some sort of default.ini) and then rename it to mod.ini
when the mod is installed. NOTE: if you pass -ini or -userini
options to the unreal engine via command line and the files do not
exist- the engine will generate ya a new ini file based on the 
user's default.ini. Anyway, use the 'File Options' button to
access the renaming/master feature.

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.

If you want to add lines to multiple key lists in an INI file,
like for the ServerPackages list, select the "Add new line" option.
Otherwise use the "Modify existing line" option instead.

You can also give the user the choice if he wants to accept the INI
options. For instance, you wish to allow the gamer to select if they
wish to have their ut2003.ini file updated with your new ServerPackages-
simply create a group and go to 'Group Options'. Make the group selectable
and visible. Next, in the INI screen, select the INI file and click 'Edit'.
Now you can associate the INI file to make it optional.

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 a 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:
      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. Remember for UT2003
this will be '.ut2mod'.

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 game 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.

If you check the 'Install Shortcut' option, when you click the Next
button, an optional page is displayed that contains options to
configure shortcut options. Make sure enter the command line parameters
for UT2003 in the text field. Additionally, you must label the caption.

Page 6-7: Shortcuts
---------------------------------------
This section allows mod developers to define a shortcut that will be
generated on windows/linux machines. The windows shortcut will be installed
under the 'Start' menu. The linux shortcut is a shell script that linux
clients can double click on to start the game engine. 

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.

The 'Create a Compressed File' Option will compress the files into a zip file.
Any Wildcards or files that you have added to groups will automatically be placed
within the zip. Additionally, the readme and linux shell script files will be 
stored within the zip as well.

Requirement Presets
===================

UMOD WIZARD 2.0 ONLY DEFINES 2 PRESETS, UT2003 & UT!


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

v2.1
- Fixed a bug that wouldn't allow filenames that contained the space character
- Added shortcut support for Linux (shell file generation)
- Added support for wildcards.
- Added support for loading in a 'master' file and exporting to a different name
- Multiple INI Keys can be imported from an existing INI file
- The wizard now ensures that the Version Number (required) is entered
- INI Files can be directly associated with groups
- Fixed the 'Wrong Target Directory' bug that some people encountered.

v2.0.1
- Fixed the Save Dialog
- Added support for multiple file selection.
- Fixed bug that didn't allow the space character in the product name
- Automatically installs a readme shortcut if 'Install Shortcuts' checkbox is selected

v2.0
- Updated to take advantage of new features (shortcuts, license agreements)

v1.26
- Fixed the window sizing problem caused when using the program
  with large fonts.
- Fixed a bug in the edit INI change code that would cause the INI file 
  path not to be saved correctly after an INI change is edited. This bug 
  resulted in an INI file being created in the games root directory and 
  the INI changes were being made there instead.
- Added support for the new "AddIni" command for UMODs in UT 4.05B
  which allows UMODs to add new lines to INI files. This can be used
  to add packages to the ServerPackages list when a mod is installed.
  Select the "Add new line" option when adding an INI change to use it.

v1.25
- Fixed a small bug in the umod wizard config loading code
  that prevented the archive name from being loaded properly.
- Fixed a bug in the preset manager code that would cause the
  requirement preset count not to be increased properly when 
  adding a new preset.

v1.24
- Added the ability to edit an INI file change line on the 
  'Set INI Change' page.
- Fixed a bug in the 'Remove' button code on both the INI and 
  MOD Requirement pages.

v1.23
- Fixed a bug that would cause UCC.EXE to fail if the product
  title had spaces.
- Fixed a bug that would replace the archive name with the 
  product name + ".umod" even if there was already text there.
- The INI change list now starts off empty. The numbers in the
  box were left there from when I was debugging the scrolling 
  code for the INI box - looks like I forgot to remove them in 
  the final build :o)

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. 
