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UMOD extractor release

UT now belongs to the "old" Unreal as well. Supporting it for OpenGL and Sound its time to put up a board now.

Moderator: Buggie

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Ooper
OldUnreal Member
Posts: 82
Joined: Sun Feb 09, 2020 11:36 am

UMOD extractor release

Post by Ooper »

I made a basic umod extractor for ut written in javascript.

Demo video
https://www.youtube.com/watch?v=NRiEup2e9WE

Download: https://github.com/scottadkin/umod-extr ... es/tag/1.0

Github: https://github.com/scottadkin/umod-extractor


Requirements
- Node.js

How To Install
To directly unpack to the correct folders:

- Place contents of archive into your Unreal Tournament main directory. e.g C:/UnrealTournament/
- You can also place the package anywhere else if you don't want to directly place the extracted files into their respective folders.


How To Run

- Open command prompt in the installed directory.
- Type: node app filename to unpack a single package, note you don't add the file extension.
- Type node app filename, filename2, filename3 to unpack multiple files.
Last edited by Ooper on Sat Dec 05, 2020 12:42 pm, edited 1 time in total.
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Dr.Flay™
OldUnreal Member
Posts: 423
Joined: Sun Dec 09, 2012 5:57 pm

Re: UMOD extractor release

Post by Dr.Flay™ »

Please add a note to say "never overwrite your manifest file with the one you find inside a UMOD"
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Zeddy_Ryan
Posts: 1
Joined: Sun Dec 27, 2020 4:17 pm

Re: UMOD extractor release

Post by Zeddy_Ryan »

Please add a note to say "never overwrite your manifest file with the one you find inside a UMOD"
What is the purpose of the Manifest.ini and Manifest.int files included with a UMOD? I always ignore these files when extracting files from a UMOD, and it hasn't caused any issues. Should I be storing them somewhere else? Should I be copying and inserting their contents into the existing Manifest files?
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Dr.Flay™
OldUnreal Member
Posts: 423
Joined: Sun Dec 09, 2012 5:57 pm

Re: UMOD extractor release

Post by Dr.Flay™ »

Manefest.ini contains a list of the installed base files.
This is used when launching the setup.exe to install UMODs, or when running setup.exe with no parameters (try it yourself).

The contents of the UMOD manifest will be added to the base list, so that when you run the setup on its own, you have a convenient way to uninstall mods properly.

If you overwrite the manifest with one from a UMOD, you lose the ability to cleanly remove existing mods you no longer want.

If you can combine the mod manifest with the game manifest, that is ideal.
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tlk
OldUnreal Member
Posts: 64
Joined: Fri May 08, 2020 6:24 am

Re: UMOD extractor release

Post by tlk »

As it happens, the old Perl script umodpack from the early noughties still works after some light tinkering.
(even though "support for perl is rather bad nowadays"))) which isn't true ofc)

If anyone's interested, I could upload the fixed package somewhere.

JFYI
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