Skip to content

Convenient build script with wide possibilities

License

Notifications You must be signed in to change notification settings

GenZmeY/KF2-BuildTools

Repository files navigation

KF2-BuildTools

version shellcheck MegaLinter docs-autoupdate 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

(*) Should also work fine on MSYS2 with git installed (pacman -S git). But I don't test it.

Add to your project

Make sure that the location of folders and files in your project as follows (Correct it if it's not):
/<PackageName>/Classes/*.uc

There are two ways to add KF2-BuildTools to your project:

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 (manual)
Get updates: pushd tools && git pull origin master ; popd
Commit the changes: git add tools && git commit -m 'update tools'

2. As standalone script

Just create a tools folder and put builder there.

Updating build tools

Since version 1.9.0 build script can update itself:
./tools/builder --update

if you have an older version you need to update once manually to start using this feature

Usage

Available commands can be found here: USAGE.md

If you have a simple mutator or game mode, then the usage is also simple: just use the commands to compile, test and upload to the steam workshop.

demo

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\Documents\My Games\KillingFloor2\KFGame\Unpublished\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 details, 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:

📂 <ProjectName>
├── 📁 <SomePackageName1>
│   ├── 📁 Classes
│   │   ├── 📄 *.uc
│   │   └── 📄 *.upkg
│   ├── 📄 *.uci
│   └── 📦 *.upk
├── 📁 <SomePackageName2>
│   ├── 📁 Classes
│   │   ├── 📄 *.uc
│   │   └── 📄 *.upkg
│   ├── 📄 *.uci
│   └── 📦 *.upk
├── 📁 PublicationContent
│   ├── 🌆 preview.png
│   ├── 📄 description.txt
│   ├── 📄 tags.txt
│   └── 📄 title.txt
├── 📁 Localization
│   └── 📁 INT
│       └── 📄 *.int
├── 📁 Config
│   └── 📄 *.ini
├── 📁 BrewedPC
│   └── 📦 *.*
├── 📁 tools
│   └── ⚙️ builder
└── 📄 builder.cfg

Note: Use the BrewedPC folder for additional content such as sound files for your weapons or other stuff. This will be copied to the final BrewedPC before being uploaded to the workshop.
By the way, this allows you to use a script to upload maps (although this was not its original purpose). Just put the map(s) in BrewedPC (don't forget to edit the PublicationContent) and run ./tools/builder -u.

Examples (Projects that use KF2-BuildTools)

Simplest case (one mutator):

Mutator + Localization:

Two mutators are compiled, there are upk and localization:

Three mutators are compiled (one of them is a dependency),
two mutators are uploaded to the steam workshop:

License

license

About

Convenient build script with wide possibilities

Topics

Resources

License

Stars

Watchers

Forks

Contributors 3

  •  
  •  
  •  

Languages