This repository contains the C++ headers for Star Wars Republic Commando and everything that is needed to create mods written in C++. The code is based on the Unreal Tournament v432 public sources. It was made compatible with Republic Commando by reverse engineering the Game's binaries. Since this is an ongoing effort, not everything is 100% usable and there is still some information missing. But creating gameplay mods and some more advanced things are possible and are already being done in existing projects.
The project is called CT because that was the name used for the original project files when the game was in development.
The following projects are part of the Visual Studio solution and built by default:
First you need to clone this repository into the Republic Commando installation directory next to GameData. It should be called Code because that's where the game expects the UnrealScript files. But the name can be configured in System.ini.
git clone https://github.com/SWRC-Modding/CT.git Code
You can then just open the solution CT.sln and build it from within Visual Studio but you can also use build.bat if you want to use a different text editor or just wish to build on the command line. It is used as follows:
build.bat <configuration>
build.bat clean <configuration>
where <configuration> is either debug or release. debug is the default if no arguments are given.
All dlls and executables are automatically copied into ..\GameData\System.
If you want to use a more recent Visual Studio version you need to first open the solution and convert it. Then you can use the build.bat file or build from within the IDE.
Everything was tested to work with Visual Studio 2022 without any issues.
Follow this guide on how to create C++ based mods.
936 commits
21 commits
C
97.0%
C++
2.9%
This repository contains the C++ headers for Star Wars Republic Commando and everything that is needed to create mods written in C++. The code is based on the Unreal Tournament v432 public sources. It was made compatible with Republic Commando by reverse engineering the Game's binaries. Since this is an ongoing effort, not everything is 100% usable and there is still some information missing. But creating gameplay mods and some more advanced things are possible and are already being done in existing projects.
The project is called CT because that was the name used for the original project files when the game was in development.
The following projects are part of the Visual Studio solution and built by default:
First you need to clone this repository into the Republic Commando installation directory next to GameData. It should be called Code because that's where the game expects the UnrealScript files. But the name can be configured in System.ini.
git clone https://github.com/SWRC-Modding/CT.git Code
You can then just open the solution CT.sln and build it from within Visual Studio but you can also use build.bat if you want to use a different text editor or just wish to build on the command line. It is used as follows:
build.bat <configuration>
build.bat clean <configuration>
where <configuration> is either debug or release. debug is the default if no arguments are given.
All dlls and executables are automatically copied into ..\GameData\System.
If you want to use a more recent Visual Studio version you need to first open the solution and convert it. Then you can use the build.bat file or build from within the IDE.
Everything was tested to work with Visual Studio 2022 without any issues.
Follow this guide on how to create C++ based mods.
936 commits
21 commits
C
97.0%
C++
2.9%