Repository Reference/Key Concepts
m (→Linked to Blood Omen) |
m (→Linked to Blood Omen) |
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By just downloading a working copy of repository you dont get a working game. Since Blood Omnicide is a port, it heavily depends on original game media files. | By just downloading a working copy of repository you dont get a working game. Since Blood Omnicide is a port, it heavily depends on original game media files. | ||
− | + | Blood Omen files got copied when Blood Omnicide release version is being installed on a computer. Development version doesnt have such installer, but it have a '''test installation script''' that does the same job. The process of getting a working copy of Blood Omnicide is called '''test installation'''. | |
==Sources are saved== | ==Sources are saved== |
Revision as of 22:03, 9 August 2012
Development vs Release
Blood Omnicide release version is different from what you get in repository.
For development version:
- All files are real files (except for test installation)
- options compressed textures (DDS Cache)
- Uncompressed textures
- Sources and development files
- SDK and tools included
In release version:
- All files packed into game archives
- Textures are compressed (DDS cache only)
- Source files and developent files deleted
- SDK in separate download
Release version fo the game weights about 800Mb and have lesser loading times.
Linked to Blood Omen
By just downloading a working copy of repository you dont get a working game. Since Blood Omnicide is a port, it heavily depends on original game media files.
Blood Omen files got copied when Blood Omnicide release version is being installed on a computer. Development version doesnt have such installer, but it have a test installation script that does the same job. The process of getting a working copy of Blood Omnicide is called test installation.
Sources are saved
All media files sources get saved to SVN, including source files for tools, textures and models. The only reason source files dont get saved, is when it's size are too big (>100Mb). Sources are saved in the same folder as their exported files. The code sources doesnt need an futher explanation, but textures and models apparently are:
Texture sources
- Source are the base image (PSD or whatever) you are exporting to TGA texture.
Model sources
- This have alot of variation. For static models its best to save sources as ASE files, if models are animated, store whatever source file you have (MAX, blend etc.)
Common conventions
A number of rules that should be followed in order to keep repository clean.
Files names
- All files, folders, file extensions must be lowercase with all-latin characters and with no spacers. Failing this rule can throw a number of problems like limited portability and SVN errors.
Commits
- Dont commit files no one will use. SVN is not a light version of FTP. It stores all file versions, even if it was deleted. So abusing it with many unused files will waste HDD space.
Next chapter: Building a Game
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