Building a Game
Test installation
Test installation will turn downloaded repository into the working game (a developer version). Test installation does exactly same things as real installation of Blood Omnicide. For each version of the game (PC, PlayStation, Demo) installation procedure is slightly different.
Blood Omen PC Version
- copy pill.big and all .jam/.vag files into kain_make/installscript/kain/. If directory is not there, create it.
- run kain_make/installscript/run_installationscript.cmd
Blood Omen PlayStation
- get a image of Blood Omen CD in IMG/BIN/ISO/MDF format and copy it to kain_make/installscript/kain_psx/kain.img (or kain.bin, kain.iso, kain.mdf). If directory is not there, create it.
- run kain_make/installscript/run_installationscript_psx.cmd
- Important: For proper handling of CD image files, all attribute files created with image file (.ccd, cue, .sub) should be available as well.
- Tip: Only valid disk images are supported. There is some user-made translations which may work with PSX emulator, but is not working with install script because jPSXDec unable to extract index for them
Blood Omen Demo
- run kain_make/installscript/run_installationscript_demo.cmd
Updating
Launch svn update command regularly to get all latest changes on repository made by other users.
Some updates bring the changes into the file structure (adding new monsters, renaming files). In this case test installations needs to be run once again. Check log for a message after updating you need to run test installation script.
Textures DDS cache
Release version of the game contain all textures compressed in DDS format. DDS cache helps saving HDD space and lowering VRAM requirements.
Blood Omnicide with 32-bit textures requires videocard with 1GB VRAM, while with compressed textures only 256MB VRAM.
To build DDS cache for all textures run kain_make/makedds/makedds_textures.bat.
Next chapter: Naming conventions
Back to index | Top of the page