User Tools

Site Tools


manual:subwaysim:getting_started:updating_sdk

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
manual:subwaysim:getting_started:updating_sdk [2026/01/07 14:27] dcsmanual:subwaysim:getting_started:updating_sdk [2026/08/22 13:05] (current) dcs
Line 46: Line 46:
  
 {{:manual:subwaysim:framework_explained:sdk1.png?direct&600|}} {{:manual:subwaysim:framework_explained:sdk1.png?direct&600|}}
- 
----- 
- 
-===== Handling BuildMod.bat ===== 
- 
-Special attention is required when updating **BuildMod.bat**. 
- 
-This file is often customized for your project and **must not be overwritten blindly**. 
- 
-After updating the SDK: 
-  * Open the new BuildMod.bat 
-  * Compare it with your existing version 
-  * Manually transfer your project-specific settings 
- 
-This typically includes: 
-  * DLC / Plugin name 
-  * Level path 
-  * Unreal Engine installation path 
- 
-Make sure these values are correctly copied into the new BuildMod.bat version. 
  
 ---- ----
Line 89: Line 69:
   * Let Unreal Engine recompile shaders if required   * Let Unreal Engine recompile shaders if required
   * Check the Output Log for warnings or errors   * Check the Output Log for warnings or errors
-  * Run **BuildMod.bat** once to verify that cooking still works+  * Run **BuildMod** at the Modding Tools once to verify that cooking still works
  
 If everything completes without errors, the SDK update was successful. If everything completes without errors, the SDK update was successful.
manual/subwaysim/getting_started/updating_sdk.1767792475.txt.gz · Last modified: by dcs

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki