Skip to content

Quick Setup Guide

Nick edited this page Jul 29, 2017 · 1 revision

Quick Setup

First of all, you will need the following to adequately develop a mod based of off, or contribute to, SWAT: Elite Force development:

  • An adequate text editor. Github Atom is strongly recommended, but Notepad++ is a good enough alternative.
  • A copy of SWAT 4 and its expansion, The Stetchkov Syndicate.
  • A copy of the mod's assets. You can find the most recent assets off of compiled builds on Moddb. This repository only contains code, so things such as maps, textures, sounds, etc will need to be pulled from there. Alternatively, if you are an approved developer, you can access the private Stack storage which has the bleeding edge assets.
  • (Optional) Git. Git can be used to fork this mod directly, and with adequate knowledge of it, you can keep up to date with the most recent developments of the mod.

Setting up your environment

It is strongly recommended to copy the original mod's assets to a separate folder and work there, instead of modifying your "play" version of the mod. This is so that the original mod can be played without needing to be reinstalled.

After you have copied the assets, you can copy this source code into your workspace folder.

Building the project

To compile the game, simply run the CompileSource.bat file (by double clicking on it). The source code will be compiled into several .u files, which are in your System folder. If you want to be able to play multiplayer, you will also need to generate MD5 checksums for your packages with the GenerateMD5.bat script.

Next steps

This wiki contains a lot of specific information about editing the game, but ultimately, the Beyond Unreal wiki has lots of general information regarding the Unreal Engine. Just note that there are several differences between the base Unreal engine and the modified Vengeance engine that is used in SWAT 4.

Clone this wiki locally