Building a Game

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Repository Reference | previous chapter: Key Concepts

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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

  1. copy pill.big and all .jam/.vag files into kain_make/installscript/kain/. If directory is not there, create it.
  2. run kain_make/installscript/run_installationscript.cmd

Blood Omen PlayStation

Important: To proceed with PlayStation installation, make sure you have Java v6 installed.
  1. get a image of Blood Omen CD in IMG or BIN format and copy it to kain_make/installscript/kain_psx/kain.img (or kain.bin). If directory is not there, create it.
  2. run kain_make/installscript/run_installationscript_psx.cmd
Tip: For proper handling of CD image files, all attribute files created with image file (.ccd, cue, .sub) should be available as well.

Blood Omen Demo

  1. 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.

Important: Once using DDS cache, engine will skip ALL TGA textures, so if you are testing changes with them or got svn updates, be sure to remove kain/PILL500.PK3 (a file containing generated DDS cache) or rebuild it.
Tip: Setting cvar r_texture_dds_load to 0 will disable DDS cache, but for all things including sprites.



Next chapter: Naming conventions
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