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Readme.md cleanup part 1.
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README.md
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README.md
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# Broken Seals
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### The project requires a few custom engine modules to run! read the Editing the game part!
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### In order to open the game project in Godot, you need [See Here](#editing-the-game)
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Binary releases will be available eventually.
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Keep in mind, that most of the work went into the engine modules so far, and the style itself.
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@ -67,46 +69,141 @@ https://github.com/Relintai/texture_packer.git
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https://github.com/Relintai/godot_fastnoise.git
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These modules should be more like core modules. Game specific c++ features will go to a different module. I'll set it up soon.
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https://github.com/Relintai/mesh_data_resource.git
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https://github.com/Relintai/procedural_animations.git
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https://github.com/Relintai/props.git
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https://github.com/Relintai/mesh_utils.git
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https://github.com/Relintai/broken_seals_module.git
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https://github.com/Relintai/thread_pool.git
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## Compiling
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Before compiling, in the project's folder just run scons, it will set every dependency up. Like:
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First make sure, that you have everything installed to be able to compile the engine. See: [Official docs for compiling GODOT](https://docs.godotengine.org/en/latest/development/compiling/index.html)
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Now let's clone this repository:
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``` scons ```
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I still have the old setup scripts in the repository, in case the scons command fails:
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`EngineSetup.bat` on windows, or `engine_setup.sh` on linux/osx.
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Before compiling, in the project's folder just run scons, it will set every dependency up. Like:
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And then just compile godot as usual. Note I have a bunch of scripts to do it in the root of the project, you can just select the one you need.
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``` git clone https://github.com/Relintai/broken_seals ```
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[Official docs for compiling GODOT](https://docs.godotengine.org/en/latest/development/compiling/index.html)
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cd into the new folder:
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``` cd broken_seals ```
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Now let's run the project's setup script, by calling scons without arguments.
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``` scons ```
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This will clone and setup the engine, and all of the required modules into a new engine folder inside the project, using http.
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(If you want to use the github's ssh links append `repository_type=ssh` like ``` scons repository_type=ssh ```)
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Once it is done you can compile the engine, either by going into the engine folder and following the
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[official docs](https://docs.godotengine.org/en/latest/development/compiling/index.html), or by using build words without changing directories.
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(These are inspired by how pacman works.)
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Once the build finished you can find the editor executable inside the `./engine/bin/` folder, but you can also run it using the provided `editor.sh`,
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or `editor.bat` (These will create a copy, so you can compile while the editor is running).
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### Build words
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The project's setup script now contains support for "build words".
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For example to build the editor for windows with 4 threads you can use:
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``` scons bew -j4 ```
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The first argument must start with b (build), then it needs to be followed by a few abbreviations (the order does not matters)
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The rest of the arguments will be passed directly to godot's scons script.
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#### Editor
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Append `e` to build with `tools=yes` a.k.a the editor.
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``` scons bew -j4 ```
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if you omit `e`, the system will build the export template for you. For example:
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``` scons bw -j4 ```
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This will be the `release_debug` windows export template.
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#### Platform abbreviations
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`l`: linux
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`w`: windows
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`a`: android
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`j`: Javascript
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`i`: iphone (Not yet finished, use `build_ios.sh`, and `build_ios_release.sh`)
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Mac OSX: Not yet finished, use `build_osx.sh`
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#### Target abbreviations
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By default ther system builds in release_debug.
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Append `d` for debug, and `r` for release.
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``` scons bewd -j4 ```
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build editor windows debug
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``` scons bwr -j4 ```
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build windows release (this will build the windows release export template)
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#### Shared modules
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Note: This only works on linux!
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append `s` to the build string.
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Optionally you can also make the build system only build a target module, by appending one of these:
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`E`: Entity Spell System
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`T`: Texture Packer
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`V`: Voxelman
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`W`: World Generator
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`P`: Procedural Animations
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Example:
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``` scons belsE -j4 ```
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build editor linux shared (Entity Spell System) with 4 threads
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Note: to easily run the editor while it's build like this, you can use the editor.sh in the root of the project.
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#### Scons cache, and sdk locations
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Unfortunately the sdk locations and the scons cache location is hardcoded atm, as I kind of forgot about it. This will be fixed very soon.
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In the meantime you can always just go into the engine directory,
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``` cd engine ```
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and compile godot using the [official docs](https://docs.godotengine.org/en/latest/development/compiling/).
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## Pulling upstream changes
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After you pull changes, just run `scons`, it will update the dependencies.
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## Editing/Exporting the model
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## Upgrading the modules
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To edit the model you will need blender, and the better collada exporter plugin for it.
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Note: this is how to update the HEADS file. Normally you don't need to do this.
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If you edit the model (the armature), and want to export it, you will need to do it with these settings:
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If you want to update the modules, and the engine to the latest, you can use (`action=update`):
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![Export settings](pictures/export_settings.png)
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``` scons a=u ```
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I recommend, that before exporting, you set the action back to the rest action, like
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You can also update different targets: `all`, `engine`, `modules`, `all_addons`, `addons`, `third_party_addons`
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![Export Action](pictures/export_setting_action.png)
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this will usually eliminate the import issue below.
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Sometimes when the model gets imported into godot it will look like this:
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![Export Error](pictures/export_error.png)
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(I'll add an in-editor screenshot aswell when it happens again)
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Usually the simplest fix is to just export again (since blender is probably still open).
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I was also able to fix it by changins some settings and clicking reimport a few times in the inspector.
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But exportin again is usually the fastest.
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I haven't been able to figure out what causes this yet.
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For example to update the engine to the latest: ``` scons a=u target=engine ```
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target += 'bin/libworld_generator.x11.opt.tools.64.so'
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elif 'P' in arg:
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target += 'bin/libprocedural_animations.x11.opt.tools.64.so'
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elif 'M' in arg:
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target += 'bin/libfqms.x11.opt.tools.64.so'
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print('Running command: ' + build_string)
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