We have replaced the "cookpackages" commandlet with "brewcontent". Among other improvements, it allows smaller update sizes (after this first one).
Using it to brew is similar to using the old commandlet to cook maps, mutators, and game mods, with a few differences (tl;dr you need to list all script packages (.u) on the command line, and add -buildmod if youre building a mod):
A few more important points:
Using it to brew is similar to using the old commandlet to cook maps, mutators, and game mods, with a few differences (tl;dr you need to list all script packages (.u) on the command line, and add -buildmod if youre building a mod):
- Put maps, packages, and compiled script files (.u) into Unpublished\CookedPC, just as before. (The script compiler outputs to Unpublished\CookedPC\Script by default.)
- If you are building a map or a mutator, run the SDK from the command line with rogame brewcontent <your files>. <Your files> is a space separated list of the mutator .u files and .roe map files you want to brew. Any package files (.upk) anywhere inside Unpublished\CookedPC will also be brewed, so dont list them. You dont have to put the .u or .roe extensions on the package names.
- If you are building a mod (scripts that extend ROGameInfo or GameInfo to make a whole new game), you will need to add -buildmod on the command line, rogame brewcontent -buildmod <your files>.
- The maps and packages output into Published\CookedPC, in the same directories they were in Unpublished\CookedPC. Scripts go into the root of Published\CookedPC.
A few more important points:
- On servers, mutators now go into the BrewedPCServer folder. Use them as before, by appending ?mutator=package.class to the map name.
- Brewed files can be used on both the client and server side.
- Cooked mutators (with _SF appended) will still work, if the update didn't otherwise break them, when placed in the BrewedPCServer directory.
- Brewed filenames never have _SF appended to them.
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