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UnrealOni: Difference between revisions

m
Reformulated to not use "I" or "we" to avoid ambivalent/more confusing situations. Added a link to my un-forked files, before Barnacle made contributions.
m (trying a fix to help out my script, it just wasn't designed for this weird scenario of commented-out sections and section links)
m (Reformulated to not use "I" or "we" to avoid ambivalent/more confusing situations. Added a link to my un-forked files, before Barnacle made contributions.)
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Since the Unreal Engine can be fully modified by C++ the question is rather '''how much of Oni can be replicated by Blueprint scripting''' and '''what parts need real programming'''.
Since the Unreal Engine can be fully modified by C++ the question is rather '''how much of Oni can be replicated by Blueprint scripting''' and '''what parts need real programming'''.


We will document learned knowledge in hope it might become useful one day for a ''real'' project.
Learned knowledge will be documented in hope for being useful one day for a ''real'' project.


Test data will be uploaded and linked to. While that data is created, we will try to port it to the always most up to date, stable Unreal engine version.
<!--Test data should be compatible with most up to date, stable Unreal engine version.
-->
A blueprint project can be extended later [https://www.youtube.com/watch?v=u1JCV3HNVwM&list=PLSlkDq2rO1t6FCotFtvQEyURMThnQYKQD by C++].<!-- https://wiki.unrealengine.com/How_to_Convert_a_BP/Content_Project_to_a_C%2B%2B_Project_in_8_Steps total conversion to C++ --> For learning purposes blueprints are used.


A blueprint project can be extended later [https://www.youtube.com/watch?v=u1JCV3HNVwM&list=PLSlkDq2rO1t6FCotFtvQEyURMThnQYKQD by C++].<!-- https://wiki.unrealengine.com/How_to_Convert_a_BP/Content_Project_to_a_C%2B%2B_Project_in_8_Steps total conversion to C++ --> For learning purposes we start with blueprints.
It is clear that the combat system will be the most difficult to recreate. The project might focus on easier parts first.
 
It is clear that the combat system will be the most difficult to recreate. However, we are not in a hurry to achieve just that. Instead we will focus is on the easier parts first.


This bottom-up approach will possibly make learning the engine and its possibilities somewhat easier. No need to kill the fun and jump to tasks out of reach.
This bottom-up approach will possibly make learning the engine and its possibilities somewhat easier. No need to kill the fun and jump to tasks out of reach.
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==Contributions==
==Contributions==
If you are also interested in Unreal you will be able to fork this project from Git, make changes and create a pull request.
If you are also interested in Unreal you will be able to fork this project from Git, make changes and create a pull request.
: Todo: Give Barnacle his own space? His files/project changes seem to lack general compatibility with vanilla installations of UE4.


For the improbable case that this test gets big, actual contributors can be added later avoiding the forking workflow.
For the improbable case that this test gets big, actual contributors could be added later avoiding the forking workflow.




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* Install Git LFS
* Install Git LFS
* Run Git Bash/CMD and enter <code>git lfs install</code>
* Run Git Bash/CMD and enter <code>git lfs install</code>
: Since files larger than 100 MB are rejected we need the Large File Storage to store those files on a separate server. It is meant to keep the actual Git repo small.
: Since files larger than 100 MB are rejected '''Large File Storage''' is needed to store those files on a separate server. It is meant to keep the actual Git repo small. (Separates code from big binary content.)
: A git repos shouldn't get bigger than 1 GB.
: A git repos shouldn't get bigger than 1 GB.
: https://www.youtube.com/watch?v=Hv_v3tPuNj4
: https://www.youtube.com/watch?v=Hv_v3tPuNj4
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==Project setup==
==Original project setup (reminder)==
* Start Unreal Laucher
* Start Unreal Laucher
* From the library choose newest installed engine
* From the library choose newest installed engine
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* Have a Github account
* Have a Github account
* Install Git, Git LFS and Github Desktop
* Install Git, Git LFS and Github Desktop
* Open Github Desktop
* Open '''Github Desktop'''
: File > Clone Repository > URL
: File > Clone Repository > URL
: <nowiki>https://github.com/Paradox-01/UnrealOni.git</nowiki>
: After download confirm LFS
: Right after download confirm LFS
:: the current project file is to be opened with '''UnrealEngine 4.22''':
:: '''with Barnacle's changes:'''
::: https://github.com/Paradox-01/UnrealOni.git
:: '''Original:'''
::: change branch to OriginalParadox (local files will be changed)
 
 
===Branch "OriginalParadox"===
This is basically a blank project with:
* an UE4 pre-loading splash screen (a "title bar" ?)
* a Bink video test (unofficial AE video)
* OniGameInstance with logic for ai2_chump and dev console [Alt]+[#]
* Xenotron font
* Oni mouse cursor
* data table for Xenotron font styles and glow tex (test images for IPge)
 
You might have seen screenshots of this project suggesting other content. This was simply the latest test with different content.
 


==Documentation==
==Documentation==
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