Package Ground Zero investor demo

This commit is contained in:
2026-05-14 00:51:47 -07:00
parent 6d25ff690d
commit 1eb752536c
10 changed files with 303 additions and 10 deletions
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@@ -6,6 +6,7 @@
*.wav filter=lfs diff=lfs merge=lfs -text
*.mp3 filter=lfs diff=lfs merge=lfs -text
*.png filter=lfs diff=lfs merge=lfs -text
*.bmp filter=lfs diff=lfs merge=lfs -text
*.jpg filter=lfs diff=lfs merge=lfs -text
*.jpeg filter=lfs diff=lfs merge=lfs -text
*.tga filter=lfs diff=lfs merge=lfs -text
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@@ -8,6 +8,7 @@ Saved/
# Build outputs
Build/
Builds/
*.sln
*.sln.DotSettings.user
*.VC.db
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@@ -128,7 +128,7 @@ Goal: Prepare the project so all future development is controlled, recoverable,
- [x] Decide local development platforms.
- [x] Decide build machine strategy.
- [x] Create repeatable local build instructions.
- [ ] Create repeatable packaged build instructions.
- [x] Create repeatable packaged build instructions.
- [ ] Create repeatable dedicated server build instructions.
- [~] Document required plugins.
- [x] Disable unneeded plugins.
@@ -145,6 +145,12 @@ Current tooling decisions:
- Preferred interactive editor/gameplay connection: Parsec or similar real-GPU remote desktop, not RDP.
- Dedicated server target: Linux for multiplayer hosting.
- Windows compiler used by Unreal 5.7: VS 2022 Build Tools MSVC `14.44.35207`.
- Packaged Windows demo wrapper: `Scripts/PackageWindowsDevelopment.bat`.
- Current investor demo starts on the Ground Zero terrain map: `/Game/Agrarian/Maps/L_GroundZeroTerrain_Test`.
- Investor-demo release rule: whenever all tracked roadmap items for a version
milestone are complete, including minor versions like `.01` or `.6` and major
versions like `1`, build and smoke-test a fresh Windows packaged executable
for investor/demo review.
## 0.3 Design Documentation
@@ -304,6 +310,9 @@ Completed in version .01:
- [x] Converted extracted 1-meter DEM subset into an Unreal Landscape-ready R16 heightmap and import plan.
- [x] Imported the Ground Zero R16 heightmap into `/Game/Agrarian/Maps/L_GroundZeroTerrain_Test`.
- [x] Verified the Ground Zero terrain test map is centered and spans 1 km x 1 km in Unreal.
- [x] Set the packaged investor demo default map to Ground Zero.
- [x] Added first Agrarian Studio splash screen and investor demo legal notices.
- [x] Built a Windows Development packaged demo and smoke-tested launch into Ground Zero.
Open version .01 tasks:
@@ -331,6 +340,7 @@ Open version .01 tasks:
- [x] Acquire or extract the final USGS 3DEP DEM/lidar source for the Ground Zero tile.
- [x] Convert the extracted 1-meter DEM subset into an Unreal Landscape-ready heightmap and import plan.
- [x] Import the Ground Zero R16 heightmap into an Unreal terrain test map.
- [x] Package a Windows Development investor demo that starts on the Ground Zero map.
# Phase 1 - Foundational Survival MVP
@@ -1218,7 +1228,7 @@ These tracks run across all phases and must not be left as afterthoughts.
## K. Build And Release Pipeline
- [x] Define dev editor build process.
- [ ] Define internal test build process.
- [x] Define internal test build process.
- [ ] Define closed alpha build process.
- [ ] Define dedicated server packaging.
- [ ] Define patch distribution.
@@ -1228,9 +1238,10 @@ These tracks run across all phases and must not be left as afterthoughts.
- [ ] Define release approval checklist.
- [x] Add one-command Codex build wrapper for `AgrarianGameEditor`.
- [x] Store editor build logs under `Saved/BuildLogs/BuildEditor-Windows.log`.
- [ ] Add one-command packaged client build wrapper.
- [x] Add one-command packaged client build wrapper.
- [ ] Add one-command Linux dedicated server build wrapper.
- [ ] Add smoke-test command for build artifacts.
- [x] Define investor-demo build trigger at version milestone completion.
- [x] Add smoke-test command for build artifacts.
## L. Community And Marketing
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@@ -1,6 +1,6 @@
[/Script/EngineSettings.GameMapsSettings]
GameDefaultMap=/Game/ThirdPerson/Lvl_ThirdPerson.Lvl_ThirdPerson
EditorStartupMap=/Game/ThirdPerson/Lvl_ThirdPerson.Lvl_ThirdPerson
GameDefaultMap=/Game/Agrarian/Maps/L_GroundZeroTerrain_Test.L_GroundZeroTerrain_Test
EditorStartupMap=/Game/Agrarian/Maps/L_GroundZeroTerrain_Test.L_GroundZeroTerrain_Test
GlobalDefaultGameMode=/Game/ThirdPerson/Blueprints/BP_ThirdPersonGameMode.BP_ThirdPersonGameMode_C
[/Script/Engine.RendererSettings]
@@ -255,4 +255,3 @@ bReportStats=False
ConnectionType=USBOnly
bUseManualIPAddress=False
ManualIPAddress=
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@@ -1,3 +1,27 @@
[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=1C37CF214211E5FA6177D497FE103AC4
ProjectName=Third Person Game Template
ProjectName=Agrarian
ProjectDisplayedTitle=NSLOCTEXT("[/Script/EngineSettings]", "AgrarianProjectDisplayedTitle", "Agrarian")
ProjectDebugTitleInfo=NSLOCTEXT("[/Script/EngineSettings]", "AgrarianProjectDebugTitle", "Agrarian - Development Build")
Description=Persistent generational civilization survival prototype.
CompanyName=Agrarian Studio
CompanyDistinguishedName=Agrarian Studio
Homepage="https://agrarianstudio.com"
SupportContact=nathan@pacificao.com
CopyrightNotice=Copyright (c) 2026 Agrarian Studio. All rights reserved.
LicensingTerms=Investor demo build. Not for public distribution.
PrivacyPolicy=Internal prototype build; online services and telemetry policies are not final.
[/Script/UnrealEd.ProjectPackagingSettings]
BuildConfiguration=PPBC_Development
ForDistribution=False
FullRebuild=False
UsePakFile=True
bCompressed=True
bShareMaterialShaderCode=True
bSharedMaterialNativeLibraries=True
IncludePrerequisites=True
IncludeAppLocalPrerequisites=False
Build=IfProjectHasCode
+MapsToCook=(FilePath="/Game/Agrarian/Maps/L_GroundZeroTerrain_Test")
+MapsToCook=(FilePath="/Game/ThirdPerson/Lvl_ThirdPerson")
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@@ -0,0 +1,27 @@
# Agrarian Investor Demo Notices
This file is a working legal/credits checklist for internal investor demo
builds. It is not a substitute for legal review before public release.
## Product Notice
Agrarian
Copyright (c) 2026 Agrarian Studio. All rights reserved.
Investor demo build. Not for public distribution.
## Unreal Engine Notice
Agrarian uses Unreal(R) Engine. Unreal(R) is a trademark or registered
trademark of Epic Games, Inc. in the United States of America and elsewhere.
Unreal(R) Engine, Copyright 1998 - 2026, Epic Games, Inc. All rights reserved.
## Third-Party Notices
Before public release, review every third-party asset, plugin, library, font,
sound, texture, and dataset used by the project and add required notices here.
Current known project-specific source data:
- USGS 3DEP 1-meter DEM source data for the Ground Zero terrain prototype.
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@echo off
setlocal
set "PROJECT_DIR=%~dp0.."
set "PROJECT_FILE=%PROJECT_DIR%\AgrarianGame.uproject"
set "UE_ROOT=C:\Program Files\Epic Games\UE_5.7"
set "RUN_UAT=%UE_ROOT%\Engine\Build\BatchFiles\RunUAT.bat"
set "ARCHIVE_DIR=%PROJECT_DIR%\Builds\WindowsDevelopment"
set "LOG_DIR=%PROJECT_DIR%\Saved\BuildLogs"
set "LOG_FILE=%LOG_DIR%\PackageWindowsDevelopment.log"
if not exist "%LOG_DIR%" mkdir "%LOG_DIR%"
if not exist "%ARCHIVE_DIR%" mkdir "%ARCHIVE_DIR%"
if not exist "%RUN_UAT%" (
echo Unreal Engine 5.7 RunUAT was not found at:
echo %RUN_UAT%
exit /b 1
)
if not exist "%PROJECT_FILE%" (
echo Project file was not found at:
echo %PROJECT_FILE%
exit /b 1
)
echo Packaging Agrarian Windows Development build...
echo Archive: %ARCHIVE_DIR%
echo Log: %LOG_FILE%
call "%RUN_UAT%" BuildCookRun ^
-project="%PROJECT_FILE%" ^
-noP4 ^
-platform=Win64 ^
-clientconfig=Development ^
-build ^
-cook ^
-stage ^
-pak ^
-archive ^
-archivedirectory="%ARCHIVE_DIR%" ^
-map=/Game/Agrarian/Maps/L_GroundZeroTerrain_Test+/Game/ThirdPerson/Lvl_ThirdPerson ^
-prereqs ^
-utf8output ^
-NoUBA > "%LOG_FILE%" 2>&1
set "PACKAGE_EXIT_CODE=%ERRORLEVEL%"
type "%LOG_FILE%"
if not "%PACKAGE_EXIT_CODE%"=="0" (
echo.
echo Package failed with exit code %PACKAGE_EXIT_CODE%.
echo Log file: %LOG_FILE%
exit /b %PACKAGE_EXIT_CODE%
)
echo.
echo Package completed successfully.
echo Archive: %ARCHIVE_DIR%
echo.
exit /b 0
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import struct
from pathlib import Path
import unreal
MAP_PATH = "/Game/Agrarian/Maps/L_GroundZeroTerrain_Test"
PROJECT_ROOT = Path(r"Z:\AgrarianGameBulid")
TILE_ID = "gz_us_ca_pacifica_utm10n_e544_n4160"
HEIGHTMAP_PATH = PROJECT_ROOT / "Data" / "Terrain" / "Unreal" / TILE_ID / f"{TILE_ID}_unreal_1009.r16"
LANDSCAPE_SIZE = 1009
XY_SCALE_CM = 100000.0 / (LANDSCAPE_SIZE - 1)
Z_SCALE_CM = 100.0
LANDSCAPE_MIN_XY = -50000.0
DEMO_ACTORS = [
{
"label": "AGR_DemoPlayerStart",
"class": unreal.PlayerStart,
"location_xy": unreal.Vector(-18500.0, -6400.0, 0.0),
"z_offset": 220.0,
"rotation": unreal.Rotator(0.0, 72.0, 0.0),
},
{
"label": "AGR_DemoWoodResource_01",
"class_path": "/Game/Agrarian/Blueprints/Resources/BP_WoodResourceNode",
"location_xy": unreal.Vector(-16800.0, -5400.0, 0.0),
"z_offset": 80.0,
"rotation": unreal.Rotator(0.0, 25.0, 0.0),
},
{
"label": "AGR_DemoFiberResource_01",
"class_path": "/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode",
"location_xy": unreal.Vector(-15600.0, -7850.0, 0.0),
"z_offset": 80.0,
"rotation": unreal.Rotator(0.0, -15.0, 0.0),
},
{
"label": "AGR_DemoCampfire_01",
"class_path": "/Game/Agrarian/Blueprints/Structures/BP_Campfire",
"location_xy": unreal.Vector(-13200.0, -6350.0, 0.0),
"z_offset": 90.0,
"rotation": unreal.Rotator(0.0, 0.0, 0.0),
},
{
"label": "AGR_DemoPrimitiveShelter_01",
"class_path": "/Game/Agrarian/Blueprints/Structures/BP_PrimitiveShelter",
"location_xy": unreal.Vector(-11500.0, -7750.0, 0.0),
"z_offset": 120.0,
"rotation": unreal.Rotator(0.0, -30.0, 0.0),
},
{
"label": "AGR_DemoRabbitWildlife_01",
"class_path": "/Game/Agrarian/Blueprints/Wildlife/BP_RabbitWildlife",
"location_xy": unreal.Vector(-19800.0, -8550.0, 0.0),
"z_offset": 120.0,
"rotation": unreal.Rotator(0.0, 135.0, 0.0),
},
{
"label": "AGR_DemoSun",
"class": unreal.DirectionalLight,
"location_xy": unreal.Vector(-22000.0, -9000.0, 0.0),
"fixed_z": 35000.0,
"rotation": unreal.Rotator(-42.0, -35.0, 0.0),
},
{
"label": "AGR_DemoSkyLight",
"class": unreal.SkyLight,
"location_xy": unreal.Vector(-18000.0, -7000.0, 0.0),
"fixed_z": 12000.0,
"rotation": unreal.Rotator(0.0, 0.0, 0.0),
},
{
"label": "AGR_DemoFog",
"class": unreal.ExponentialHeightFog,
"location_xy": unreal.Vector(-18000.0, -7000.0, 0.0),
"fixed_z": 4000.0,
"rotation": unreal.Rotator(0.0, 0.0, 0.0),
},
]
def get_actor_label(actor):
try:
return actor.get_actor_label()
except Exception:
return actor.get_name()
def set_actor_label(actor, label):
try:
actor.set_actor_label(label, mark_dirty=True)
except TypeError:
actor.set_actor_label(label)
def load_blueprint_class(path):
generated_class = unreal.EditorAssetLibrary.load_blueprint_class(path)
if not generated_class:
raise RuntimeError(f"Could not load Blueprint class: {path}")
return generated_class
def load_heightmap():
raw = HEIGHTMAP_PATH.read_bytes()
expected_bytes = LANDSCAPE_SIZE * LANDSCAPE_SIZE * 2
if len(raw) != expected_bytes:
raise RuntimeError(f"Unexpected heightmap size: {len(raw)} != {expected_bytes}")
return struct.unpack(f"<{LANDSCAPE_SIZE * LANDSCAPE_SIZE}H", raw)
def terrain_z_cm(height_values, x_cm, y_cm):
sample_x = max(0, min(LANDSCAPE_SIZE - 1, round((x_cm - LANDSCAPE_MIN_XY) / XY_SCALE_CM)))
sample_y = max(0, min(LANDSCAPE_SIZE - 1, round((y_cm - LANDSCAPE_MIN_XY) / XY_SCALE_CM)))
height_value = height_values[int(sample_y) * LANDSCAPE_SIZE + int(sample_x)]
elevation_m = (float(height_value) - 32768.0) * Z_SCALE_CM / (100.0 * 128.0)
return elevation_m * 100.0
def remove_existing_demo_actors(labels):
for actor in unreal.EditorLevelLibrary.get_all_level_actors():
if get_actor_label(actor) in labels:
unreal.EditorLevelLibrary.destroy_actor(actor)
def spawn_demo_actor(spec, height_values):
location_xy = spec["location_xy"]
z = spec.get("fixed_z")
if z is None:
z = terrain_z_cm(height_values, location_xy.x, location_xy.y) + spec.get("z_offset", 0.0)
actor_class = spec.get("class")
if actor_class is None:
actor_class = load_blueprint_class(spec["class_path"])
actor = unreal.AgrarianEditorAutomationLibrary.spawn_actor_in_editor_world(
actor_class,
unreal.Vector(location_xy.x, location_xy.y, z),
spec["rotation"],
spec["label"],
)
if not actor:
raise RuntimeError(f"Could not spawn {spec['label']}")
set_actor_label(actor, spec["label"])
unreal.log(f"Placed {spec['label']} at {actor.get_actor_location()}")
return actor
def main():
if not unreal.EditorLevelLibrary.load_level(MAP_PATH):
raise RuntimeError(f"Could not load map: {MAP_PATH}")
labels = {spec["label"] for spec in DEMO_ACTORS}
remove_existing_demo_actors(labels)
height_values = load_heightmap()
for spec in DEMO_ACTORS:
spawn_demo_actor(spec, height_values)
unreal.EditorLevelLibrary.save_current_level()
unreal.log("Ground Zero demo map setup complete.")
main()