Testing & Publishing

Debug your layouts with seeds and MapCheck, then package your mod and ship it to the Steam Workshop.

Testing Your Map

When building lighting, the MapCheck utility that automatically runs with it will attempt to report as many errors as it can find with your Level Layouts. This is very comprehensive, so it should catch any misconfigurations or logic errors in what you have set up (there will inevitably be loads!).

RP has a pretty extensive custom play menu for testing things in editor. This menu can be used to your heart’s content to test specific Level Layouts, and has a variety of helpful debug settings.

RP's custom play menu for testing specific Level Layouts in editor.

The Seed

The most useful debug setting is probably the Seed variable. The Seed is a random 32-bit integer, and is used to determine the random outcomes of the level generation. By default in RP, the seed is chosen at random when a campaign is created, kept the same, and used for every mission in that campaign.

Inputting a seed value manually should always produce the same “random” result (within reason). You can use this to test specific bugs or issues if someone has supplied you with a seed that contains the bug. You should be able to reproduce it 100% of the time.

Overriding the Level Layout is very useful in conjunction with the “Simulate” function in the editor, as it lets you stay in the editor and check the variables and values of Actors that have been randomized.

Override the Seed to reproduce a specific 'random' result — inputting a seed value manually should always produce the same outcome.

The ManagerPassResults variable on the Randomization Manager can be quite nice to check sometimes, to see how the Randomization behaved. You can also check the MercTrackerComponent on the BP_MercManager, to see how many Merx spawned across the level!

ManagerPassResults on the Randomization Manager, and the MercTrackerComponent on BP_MercManager.

Packaging Your Mod

Once you have finished your level, you will need to package it for release on the Steam Workshop!

  1. Package your mod by pressing the Package Modbutton and selecting your mod’s name from the dropdown menu.
Package your mod by pressing the Package Mod button.

Uploading to the Workshop

  1. Once the mod is packaged, upload it to Steam using the Workshop Uploader button.
  2. Set the details, and add a thumbnail (512×512 is recommended).
  3. Once the upload is complete, set the mod to public, and it should be visible and usable by the RP community!
Upload to Steam using the Workshop Uploader — set the details and add a 512×512 thumbnail.