diff --git a/Documentation/README.md b/Documentation/README.md new file mode 100644 index 0000000..8a55e30 --- /dev/null +++ b/Documentation/README.md @@ -0,0 +1,3 @@ +# Documentation +The always actual documentation is on [google drive](https://drive.google.com/drive/folders/1o40kh_8BgrMI3BzPyfNT0ZLG_5mrIjEy?usp=sharing). \ +Thre is only a dump/backup. \ No newline at end of file diff --git a/Documentation/Story.docx b/Documentation/Story.docx index a96746a..abdb2c1 100644 Binary files a/Documentation/Story.docx and b/Documentation/Story.docx differ diff --git a/Images/.gitignore b/Images/.gitignore new file mode 100644 index 0000000..2621fab --- /dev/null +++ b/Images/.gitignore @@ -0,0 +1 @@ +*.blend1 \ No newline at end of file diff --git a/README.md b/README.md index 28abe29..74de493 100644 --- a/README.md +++ b/README.md @@ -1,15 +1,30 @@ # Repo structure -This repository contains all sources and data. The current unreal project is located in UnrealProject/Lost_Edge/. +This repository contains all sources and data for project Lost_Edge excluding server and network deploy configs. \ +Most of subdirectories represents individual modules and contains their own README. \ -# Documentation -Actualised documentation is on [google drive](https://drive.google.com/drive/folders/1o40kh_8BgrMI3BzPyfNT0ZLG_5mrIjEy?usp=sharing). +Lost_Edge/ +├─ [Audio/](Lost_Edge/src/branch/master/Audio) ---> Audio data (e.g. music, sounds, dialogues) +├─ [Documentation/](Lost_Edge/src/branch/master/Documentation) ---> Documentation (e.g. game and level design) +├─ [Fonts/](Lost_Edge/src/branch/master/Fonts) ---> Fonts used in project +├─ [Images/](Lost_Edge/src/branch/master/Images) ---> Image data (e.g. textures, postures, logo) +├─ [Models/](Lost_Edge/src/branch/master/Models) ---> Models data (e.g. characters, decorations, foliages) +├─ [ReleaseBuilds/](Lost_Edge/src/branch/master/ReleaseBuilds) +│ ├─ Legacy/ ---> Legacy build created as high school project +│ └─ vX.X/ ---> Current builds of Lost_Edge (university project) +├─ UnrealProject/ +│ ├─ [Lost_Edge/](Lost_Edge/src/branch/master/UnrealProject/Lost_Edge) ---> Current unreal project of Lost_Edge +│ └─ Lost_Edge_Legacy/ ---> Legacy unreal project created as high school project +└─[VoiceGenerator/](Lost_Edge/src/branch/master/UnrealProject/VoiceGenerator) ---> AI voice generation module -# How to compile -It's recommended to work in Unreal Engine 5.4 and to install Visual Studio with the necessary packages as it described in the [official documentation](https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-visual-studio-development-environment-for-cplusplus-projects-in-unreal-engine) (recommended settings aren't needed). \ -After repo cloning, the Visual Studio project files needs to be generated. It can be done in the explorer RMB context menu of file "UnrealProject/Lost_Edge/Lost_Edge.uproject". Or by typing "%UE5PATH%\Engine\Build\BatchFiles\GenerateProjectFiles.bat" "%REPOPATH%\UnrealProject\Lost_Edge\Lost_Edge.uproject". \ -After generating, "Lost_Edge.sln" can be opened and project can start building for the first time, which will fail. This is because of using OpenCV plugin that together with UnrealEngine implement their own "check()" function. This error can be used to determine that in the file "%UE5PATH%\Engine\Plugins\Runtime\OpenCV\Source\ThirdParty\OpenCV\include\opencv2\core\utility.hpp" it is necessary to comment out the warning macro on lines 52-54 and rename the function itself on line 957 to, for example, "checkcv()". -After this modification, the build should run fine and it is possible to open the project in UnrealEngine. +# Building your own project copy +Building a copy of the game requires only [Lost_Edge/UnrealProject/LostEdge/](Lost_Edge/src/branch/master/UnrealProject/Lost_Edge) directory. \ +For that purposes you can download the directory as archive or do a sparse checkout via commands below. \ +- git clone --no-checkout https://pixelyfier.com/git/Pixelyfier/Lost_Edge.git +- cd Lost_Edge/ +- git sparse-checkout init +- git sparse-checkout set UnrealProject/Lost_Edge +- git checkout master # Git lfs common issues -The download can be sometimes too long which make git lfs drop the connection with error "LFS: Put "https://pixelyfier.com/git/Pixelyfier/Lost_Edge.git/info/lfs/objects/HASH": read tcp IP:PORT->pixelyfier.com:443: i/o timeout" \ +The download can be sometimes too long which makes git lfs drop the connection with error "LFS: Put "https://pixelyfier.com/git/Pixelyfier/Lost_Edge.git/info/lfs/objects/HASH": read tcp IP:PORT->pixelyfier.com:443: i/o timeout" \ - To fix this set local/global repo config `git config lfs.activitytimeout 240` diff --git a/UnrealProject/Lost_Edge/README.md b/UnrealProject/Lost_Edge/README.md new file mode 100644 index 0000000..3e325b0 --- /dev/null +++ b/UnrealProject/Lost_Edge/README.md @@ -0,0 +1,5 @@ +# How to compile +It's recommended to work in Unreal Engine 5.4 and to install Visual Studio with the necessary packages as it described in the [official documentation](https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-visual-studio-development-environment-for-cplusplus-projects-in-unreal-engine) (recommended settings aren't needed). \ +After repo cloning, the Visual Studio project files needs to be generated. It can be done in the explorer RMB context menu of file "UnrealProject/Lost_Edge/Lost_Edge.uproject". Or by typing "%UE5PATH%\Engine\Build\BatchFiles\GenerateProjectFiles.bat" "%REPOPATH%\UnrealProject\Lost_Edge\Lost_Edge.uproject". \ +After generating, "Lost_Edge.sln" can be opened and project can start building for the first time, which will fail. This is because of using OpenCV plugin that together with UnrealEngine implement their own "check()" function. This error can be used to determine that in the file "%UE5PATH%\Engine\Plugins\Runtime\OpenCV\Source\ThirdParty\OpenCV\include\opencv2\core\utility.hpp" it is necessary to comment out the warning macro on lines 52-54 and rename the function itself on line 957 to, for example, "checkcv()". +After this modification, the build should run fine and it is possible to open the project in UnrealEngine. \ No newline at end of file