99 lines
3.6 KiB
Markdown
99 lines
3.6 KiB
Markdown
# KF2-BuildTools
|
|
[![version](https://img.shields.io/github/v/tag/genzmey/KF2-BuildTools)](https://github.com/GenZmeY/KF2-BuildTools/tags)
|
|
[![shellcheck](https://github.com/GenZmeY/KF2-BuildTools/actions/workflows/shellcheck-master.yml/badge.svg)](https://github.com/GenZmeY/KF2-BuildTools/actions/workflows/shellcheck-master.yml)
|
|
[![docs-autoupdate](https://github.com/GenZmeY/KF2-BuildTools/actions/workflows/docs-autoupdate.yml/badge.svg)](https://github.com/GenZmeY/KF2-BuildTools/actions/workflows/docs-autoupdate.yml)
|
|
[![license](https://img.shields.io/github/license/GenZmeY/KF2-Server-Extension)](LICENSE)
|
|
|
|
# Features:
|
|
- Build, brew, test and upload to Steam Workshop;
|
|
- No need to edit KFEditor.ini at all;
|
|
- Sources can be stored in any path;
|
|
- Easily switch between different projects.
|
|
|
|
# Requirements
|
|
- [git-bash](https://git-scm.com/download/win)
|
|
|
|
# Add to your project
|
|
Make sure that the location of folders and files in your project is as follows (Correct it if it's not):
|
|
`/<PackageName>/Classes/*.uc`
|
|
|
|
**There are two ways to add KF2-BuildTools to your project:**
|
|
## 1. As [git submodule](https://git-scm.com/book/en/v2/Git-Tools-Submodules)
|
|
Open git-bash and go to your project: `cd <your_project_path>`
|
|
Add submodule: `git submodule add https://github.com/GenZmeY/KF2-BuildTools tools`
|
|
|
|
**updating build tools:**
|
|
Get updates: `pushd tools && git pull && popd`
|
|
Commit the changes: `git add tools && git commit -m 'update tools'`
|
|
|
|
## 2. As standalone script
|
|
Just create a `tools` folder and put [builder](builder) there.
|
|
Now you can use the script in the same way as in the first case, but you will have to update it yourself.
|
|
|
|
# Usage
|
|
Available commands can be found here: [USAGE.md](USAGE.md)
|
|
|
|
If you have a simple mutator or game mode, then the usage is also simple: just use [the commands](USAGE.md) to compile, test and upload to the steam workshop.
|
|
|
|
![demo](example.gif)
|
|
|
|
## The result can be found here:
|
|
**Compiled packages:**
|
|
`C:\Users\<username>\Documents\My Games\KillingFloor2\KFGame\Unpublished\`
|
|
|
|
**Brewed packages:**
|
|
`C:\Users\<username>\Documents\My Games\KillingFloor2\KFGame\Published\`
|
|
|
|
**Uploaded packages:**
|
|
your steam workshop 🙃
|
|
|
|
# Usage (Advanced)
|
|
If your project contains several mutators, *.upk files, external dependencies, or you want to customize the whole process in more detail, then this section is for you.
|
|
|
|
## Setup
|
|
When you run compilation for the first time or do `./tools/builder --init` `builder.cfg` appears in your project folder.
|
|
Edit it to set build/test/upload options. The config contains the necessary comments inside.
|
|
|
|
Edit the files in the PublicationContent folder - they are responsible for the description in the Steam Workshop.
|
|
|
|
## Project filesystem
|
|
If you have *.upk or localization files, they must be in a specific location.
|
|
|
|
Change the filesystem of the project to such a form that everything works correctly:
|
|
```
|
|
/Localization
|
|
/INT
|
|
*.int
|
|
/PublicationContent
|
|
preview.png
|
|
description.txt
|
|
tags.txt
|
|
title.txt
|
|
/SomePackageName1
|
|
*.upk
|
|
/Classes
|
|
*.uc
|
|
*.upkg
|
|
/SomePackageName2
|
|
*.upk
|
|
/Classes
|
|
*.uc
|
|
*.upkg
|
|
/Config
|
|
*.ini
|
|
/tools
|
|
builder
|
|
builder.cfg
|
|
```
|
|
|
|
## Examples (Projects that use KF2-BuildTools)
|
|
[LightTIM](https://github.com/GenZmeY/KF2-LightTIM) - simplest case (one mutator)
|
|
[ServerExt](https://github.com/GenZmeY/KF2-Server-Extension) - Two mutators are compiled, there are *.upk files and localization
|
|
[UnofficialMod](https://github.com/GenZmeY/UnofficialMod) - Three mutators are compiled (one of them is a dependency), two mutators are uploaded to the steam workshop
|
|
|
|
# Other
|
|
[TODO List](TODO.md)
|
|
|
|
# License
|
|
[GNU GPLv3](LICENSE)
|