Package Ground Zero investor demo
This commit is contained in:
@@ -6,6 +6,7 @@
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*.wav filter=lfs diff=lfs merge=lfs -text
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*.mp3 filter=lfs diff=lfs merge=lfs -text
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*.png filter=lfs diff=lfs merge=lfs -text
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*.bmp filter=lfs diff=lfs merge=lfs -text
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*.jpg filter=lfs diff=lfs merge=lfs -text
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*.jpeg filter=lfs diff=lfs merge=lfs -text
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*.tga filter=lfs diff=lfs merge=lfs -text
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@@ -8,6 +8,7 @@ Saved/
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# Build outputs
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Build/
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Builds/
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*.sln
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*.sln.DotSettings.user
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*.VC.db
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@@ -128,7 +128,7 @@ Goal: Prepare the project so all future development is controlled, recoverable,
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- [x] Decide local development platforms.
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- [x] Decide build machine strategy.
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- [x] Create repeatable local build instructions.
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- [ ] Create repeatable packaged build instructions.
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- [x] Create repeatable packaged build instructions.
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- [ ] Create repeatable dedicated server build instructions.
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- [~] Document required plugins.
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- [x] Disable unneeded plugins.
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@@ -145,6 +145,12 @@ Current tooling decisions:
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- Preferred interactive editor/gameplay connection: Parsec or similar real-GPU remote desktop, not RDP.
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- Dedicated server target: Linux for multiplayer hosting.
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- Windows compiler used by Unreal 5.7: VS 2022 Build Tools MSVC `14.44.35207`.
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- Packaged Windows demo wrapper: `Scripts/PackageWindowsDevelopment.bat`.
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- Current investor demo starts on the Ground Zero terrain map: `/Game/Agrarian/Maps/L_GroundZeroTerrain_Test`.
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- Investor-demo release rule: whenever all tracked roadmap items for a version
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milestone are complete, including minor versions like `.01` or `.6` and major
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versions like `1`, build and smoke-test a fresh Windows packaged executable
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for investor/demo review.
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## 0.3 Design Documentation
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@@ -304,6 +310,9 @@ Completed in version .01:
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- [x] Converted extracted 1-meter DEM subset into an Unreal Landscape-ready R16 heightmap and import plan.
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- [x] Imported the Ground Zero R16 heightmap into `/Game/Agrarian/Maps/L_GroundZeroTerrain_Test`.
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- [x] Verified the Ground Zero terrain test map is centered and spans 1 km x 1 km in Unreal.
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- [x] Set the packaged investor demo default map to Ground Zero.
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- [x] Added first Agrarian Studio splash screen and investor demo legal notices.
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- [x] Built a Windows Development packaged demo and smoke-tested launch into Ground Zero.
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Open version .01 tasks:
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@@ -331,6 +340,7 @@ Open version .01 tasks:
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- [x] Acquire or extract the final USGS 3DEP DEM/lidar source for the Ground Zero tile.
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- [x] Convert the extracted 1-meter DEM subset into an Unreal Landscape-ready heightmap and import plan.
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- [x] Import the Ground Zero R16 heightmap into an Unreal terrain test map.
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- [x] Package a Windows Development investor demo that starts on the Ground Zero map.
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# Phase 1 - Foundational Survival MVP
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@@ -1218,7 +1228,7 @@ These tracks run across all phases and must not be left as afterthoughts.
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## K. Build And Release Pipeline
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- [x] Define dev editor build process.
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- [ ] Define internal test build process.
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- [x] Define internal test build process.
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- [ ] Define closed alpha build process.
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- [ ] Define dedicated server packaging.
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- [ ] Define patch distribution.
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@@ -1228,9 +1238,10 @@ These tracks run across all phases and must not be left as afterthoughts.
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- [ ] Define release approval checklist.
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- [x] Add one-command Codex build wrapper for `AgrarianGameEditor`.
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- [x] Store editor build logs under `Saved/BuildLogs/BuildEditor-Windows.log`.
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- [ ] Add one-command packaged client build wrapper.
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- [x] Add one-command packaged client build wrapper.
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- [ ] Add one-command Linux dedicated server build wrapper.
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- [ ] Add smoke-test command for build artifacts.
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- [x] Define investor-demo build trigger at version milestone completion.
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- [x] Add smoke-test command for build artifacts.
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## L. Community And Marketing
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@@ -1,6 +1,6 @@
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[/Script/EngineSettings.GameMapsSettings]
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GameDefaultMap=/Game/ThirdPerson/Lvl_ThirdPerson.Lvl_ThirdPerson
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EditorStartupMap=/Game/ThirdPerson/Lvl_ThirdPerson.Lvl_ThirdPerson
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GameDefaultMap=/Game/Agrarian/Maps/L_GroundZeroTerrain_Test.L_GroundZeroTerrain_Test
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EditorStartupMap=/Game/Agrarian/Maps/L_GroundZeroTerrain_Test.L_GroundZeroTerrain_Test
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GlobalDefaultGameMode=/Game/ThirdPerson/Blueprints/BP_ThirdPersonGameMode.BP_ThirdPersonGameMode_C
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[/Script/Engine.RendererSettings]
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@@ -255,4 +255,3 @@ bReportStats=False
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ConnectionType=USBOnly
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bUseManualIPAddress=False
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ManualIPAddress=
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+25
-1
@@ -1,3 +1,27 @@
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[/Script/EngineSettings.GeneralProjectSettings]
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ProjectID=1C37CF214211E5FA6177D497FE103AC4
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ProjectName=Third Person Game Template
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ProjectName=Agrarian
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ProjectDisplayedTitle=NSLOCTEXT("[/Script/EngineSettings]", "AgrarianProjectDisplayedTitle", "Agrarian")
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ProjectDebugTitleInfo=NSLOCTEXT("[/Script/EngineSettings]", "AgrarianProjectDebugTitle", "Agrarian - Development Build")
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Description=Persistent generational civilization survival prototype.
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CompanyName=Agrarian Studio
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CompanyDistinguishedName=Agrarian Studio
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Homepage="https://agrarianstudio.com"
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SupportContact=nathan@pacificao.com
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CopyrightNotice=Copyright (c) 2026 Agrarian Studio. All rights reserved.
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LicensingTerms=Investor demo build. Not for public distribution.
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PrivacyPolicy=Internal prototype build; online services and telemetry policies are not final.
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[/Script/UnrealEd.ProjectPackagingSettings]
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BuildConfiguration=PPBC_Development
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ForDistribution=False
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FullRebuild=False
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UsePakFile=True
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bCompressed=True
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bShareMaterialShaderCode=True
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bSharedMaterialNativeLibraries=True
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IncludePrerequisites=True
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IncludeAppLocalPrerequisites=False
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Build=IfProjectHasCode
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+MapsToCook=(FilePath="/Game/Agrarian/Maps/L_GroundZeroTerrain_Test")
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+MapsToCook=(FilePath="/Game/ThirdPerson/Lvl_ThirdPerson")
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BIN
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@@ -0,0 +1,27 @@
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# Agrarian Investor Demo Notices
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This file is a working legal/credits checklist for internal investor demo
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builds. It is not a substitute for legal review before public release.
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## Product Notice
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Agrarian
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Copyright (c) 2026 Agrarian Studio. All rights reserved.
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Investor demo build. Not for public distribution.
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## Unreal Engine Notice
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Agrarian uses Unreal(R) Engine. Unreal(R) is a trademark or registered
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trademark of Epic Games, Inc. in the United States of America and elsewhere.
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Unreal(R) Engine, Copyright 1998 - 2026, Epic Games, Inc. All rights reserved.
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## Third-Party Notices
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Before public release, review every third-party asset, plugin, library, font,
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sound, texture, and dataset used by the project and add required notices here.
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Current known project-specific source data:
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- USGS 3DEP 1-meter DEM source data for the Ground Zero terrain prototype.
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@@ -0,0 +1,61 @@
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@echo off
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setlocal
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set "PROJECT_DIR=%~dp0.."
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set "PROJECT_FILE=%PROJECT_DIR%\AgrarianGame.uproject"
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set "UE_ROOT=C:\Program Files\Epic Games\UE_5.7"
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set "RUN_UAT=%UE_ROOT%\Engine\Build\BatchFiles\RunUAT.bat"
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set "ARCHIVE_DIR=%PROJECT_DIR%\Builds\WindowsDevelopment"
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set "LOG_DIR=%PROJECT_DIR%\Saved\BuildLogs"
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set "LOG_FILE=%LOG_DIR%\PackageWindowsDevelopment.log"
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if not exist "%LOG_DIR%" mkdir "%LOG_DIR%"
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if not exist "%ARCHIVE_DIR%" mkdir "%ARCHIVE_DIR%"
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if not exist "%RUN_UAT%" (
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echo Unreal Engine 5.7 RunUAT was not found at:
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echo %RUN_UAT%
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exit /b 1
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)
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if not exist "%PROJECT_FILE%" (
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echo Project file was not found at:
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echo %PROJECT_FILE%
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exit /b 1
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)
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echo Packaging Agrarian Windows Development build...
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echo Archive: %ARCHIVE_DIR%
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echo Log: %LOG_FILE%
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call "%RUN_UAT%" BuildCookRun ^
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-project="%PROJECT_FILE%" ^
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-noP4 ^
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-platform=Win64 ^
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-clientconfig=Development ^
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-build ^
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-cook ^
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-stage ^
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-pak ^
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-archive ^
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-archivedirectory="%ARCHIVE_DIR%" ^
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-map=/Game/Agrarian/Maps/L_GroundZeroTerrain_Test+/Game/ThirdPerson/Lvl_ThirdPerson ^
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-prereqs ^
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-utf8output ^
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-NoUBA > "%LOG_FILE%" 2>&1
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set "PACKAGE_EXIT_CODE=%ERRORLEVEL%"
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type "%LOG_FILE%"
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if not "%PACKAGE_EXIT_CODE%"=="0" (
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echo.
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echo Package failed with exit code %PACKAGE_EXIT_CODE%.
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echo Log file: %LOG_FILE%
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exit /b %PACKAGE_EXIT_CODE%
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)
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echo.
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echo Package completed successfully.
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echo Archive: %ARCHIVE_DIR%
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echo.
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exit /b 0
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@@ -0,0 +1,166 @@
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import struct
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from pathlib import Path
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import unreal
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MAP_PATH = "/Game/Agrarian/Maps/L_GroundZeroTerrain_Test"
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PROJECT_ROOT = Path(r"Z:\AgrarianGameBulid")
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TILE_ID = "gz_us_ca_pacifica_utm10n_e544_n4160"
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HEIGHTMAP_PATH = PROJECT_ROOT / "Data" / "Terrain" / "Unreal" / TILE_ID / f"{TILE_ID}_unreal_1009.r16"
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LANDSCAPE_SIZE = 1009
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XY_SCALE_CM = 100000.0 / (LANDSCAPE_SIZE - 1)
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Z_SCALE_CM = 100.0
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LANDSCAPE_MIN_XY = -50000.0
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DEMO_ACTORS = [
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{
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"label": "AGR_DemoPlayerStart",
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"class": unreal.PlayerStart,
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"location_xy": unreal.Vector(-18500.0, -6400.0, 0.0),
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"z_offset": 220.0,
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"rotation": unreal.Rotator(0.0, 72.0, 0.0),
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},
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{
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"label": "AGR_DemoWoodResource_01",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_WoodResourceNode",
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"location_xy": unreal.Vector(-16800.0, -5400.0, 0.0),
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"z_offset": 80.0,
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"rotation": unreal.Rotator(0.0, 25.0, 0.0),
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},
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{
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"label": "AGR_DemoFiberResource_01",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode",
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"location_xy": unreal.Vector(-15600.0, -7850.0, 0.0),
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"z_offset": 80.0,
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"rotation": unreal.Rotator(0.0, -15.0, 0.0),
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},
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{
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"label": "AGR_DemoCampfire_01",
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"class_path": "/Game/Agrarian/Blueprints/Structures/BP_Campfire",
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"location_xy": unreal.Vector(-13200.0, -6350.0, 0.0),
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"z_offset": 90.0,
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"rotation": unreal.Rotator(0.0, 0.0, 0.0),
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},
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{
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"label": "AGR_DemoPrimitiveShelter_01",
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"class_path": "/Game/Agrarian/Blueprints/Structures/BP_PrimitiveShelter",
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"location_xy": unreal.Vector(-11500.0, -7750.0, 0.0),
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"z_offset": 120.0,
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"rotation": unreal.Rotator(0.0, -30.0, 0.0),
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},
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{
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"label": "AGR_DemoRabbitWildlife_01",
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"class_path": "/Game/Agrarian/Blueprints/Wildlife/BP_RabbitWildlife",
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"location_xy": unreal.Vector(-19800.0, -8550.0, 0.0),
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"z_offset": 120.0,
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"rotation": unreal.Rotator(0.0, 135.0, 0.0),
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},
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{
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"label": "AGR_DemoSun",
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"class": unreal.DirectionalLight,
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"location_xy": unreal.Vector(-22000.0, -9000.0, 0.0),
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"fixed_z": 35000.0,
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"rotation": unreal.Rotator(-42.0, -35.0, 0.0),
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},
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{
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"label": "AGR_DemoSkyLight",
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"class": unreal.SkyLight,
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"location_xy": unreal.Vector(-18000.0, -7000.0, 0.0),
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"fixed_z": 12000.0,
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"rotation": unreal.Rotator(0.0, 0.0, 0.0),
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},
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{
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"label": "AGR_DemoFog",
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"class": unreal.ExponentialHeightFog,
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"location_xy": unreal.Vector(-18000.0, -7000.0, 0.0),
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"fixed_z": 4000.0,
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"rotation": unreal.Rotator(0.0, 0.0, 0.0),
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},
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]
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def get_actor_label(actor):
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try:
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return actor.get_actor_label()
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except Exception:
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return actor.get_name()
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def set_actor_label(actor, label):
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try:
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actor.set_actor_label(label, mark_dirty=True)
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except TypeError:
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actor.set_actor_label(label)
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def load_blueprint_class(path):
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generated_class = unreal.EditorAssetLibrary.load_blueprint_class(path)
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if not generated_class:
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raise RuntimeError(f"Could not load Blueprint class: {path}")
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return generated_class
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def load_heightmap():
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raw = HEIGHTMAP_PATH.read_bytes()
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expected_bytes = LANDSCAPE_SIZE * LANDSCAPE_SIZE * 2
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if len(raw) != expected_bytes:
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raise RuntimeError(f"Unexpected heightmap size: {len(raw)} != {expected_bytes}")
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return struct.unpack(f"<{LANDSCAPE_SIZE * LANDSCAPE_SIZE}H", raw)
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def terrain_z_cm(height_values, x_cm, y_cm):
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sample_x = max(0, min(LANDSCAPE_SIZE - 1, round((x_cm - LANDSCAPE_MIN_XY) / XY_SCALE_CM)))
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sample_y = max(0, min(LANDSCAPE_SIZE - 1, round((y_cm - LANDSCAPE_MIN_XY) / XY_SCALE_CM)))
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height_value = height_values[int(sample_y) * LANDSCAPE_SIZE + int(sample_x)]
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elevation_m = (float(height_value) - 32768.0) * Z_SCALE_CM / (100.0 * 128.0)
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return elevation_m * 100.0
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def remove_existing_demo_actors(labels):
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for actor in unreal.EditorLevelLibrary.get_all_level_actors():
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if get_actor_label(actor) in labels:
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unreal.EditorLevelLibrary.destroy_actor(actor)
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def spawn_demo_actor(spec, height_values):
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location_xy = spec["location_xy"]
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z = spec.get("fixed_z")
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if z is None:
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z = terrain_z_cm(height_values, location_xy.x, location_xy.y) + spec.get("z_offset", 0.0)
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actor_class = spec.get("class")
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if actor_class is None:
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actor_class = load_blueprint_class(spec["class_path"])
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actor = unreal.AgrarianEditorAutomationLibrary.spawn_actor_in_editor_world(
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actor_class,
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unreal.Vector(location_xy.x, location_xy.y, z),
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spec["rotation"],
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spec["label"],
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)
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if not actor:
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raise RuntimeError(f"Could not spawn {spec['label']}")
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set_actor_label(actor, spec["label"])
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unreal.log(f"Placed {spec['label']} at {actor.get_actor_location()}")
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return actor
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def main():
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if not unreal.EditorLevelLibrary.load_level(MAP_PATH):
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raise RuntimeError(f"Could not load map: {MAP_PATH}")
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labels = {spec["label"] for spec in DEMO_ACTORS}
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remove_existing_demo_actors(labels)
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height_values = load_heightmap()
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for spec in DEMO_ACTORS:
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spawn_demo_actor(spec, height_values)
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unreal.EditorLevelLibrary.save_current_level()
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unreal.log("Ground Zero demo map setup complete.")
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main()
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Reference in New Issue
Block a user