Chore: Updated the documentation and set the anti-aliasing method back to TAA
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5 changed files with 39 additions and 20 deletions
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@ -114,6 +114,7 @@ r.TemporalAA.Upsampling=False
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r.TemporalAASamples=4
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r.DefaultFeature.AntiAliasing=2
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r.DefaultFeature.LightUnits=2
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r.AntiAliasingMethod=2
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[/Script/IOSRuntimeSettings.IOSRuntimeSettings]
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bSupportsPortraitOrientation=False
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@ -211,7 +212,7 @@ ManualIPAddress=
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;=============================================================================
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; EOSPlus Online Subsystem For Epic EOS. (Tested as of 02-2026)
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; Note: If you do not add the Artifacts and Product Settings, this config defaults as if it's LAN without EOSPlus or EOS.
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; Note: If you do not have the Artifacts and Product Settings, this config defaults as if it's LAN without EOSPlus or EOS.
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; The easiest method for packaging and testing is to use the OnlineSubsystemSteam.ini config since Steam allows use of their server lists without a login.
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; Paste this to the bottom of DefaultEngine.ini when packaging an EOSPlus Epic EOS build of the game.
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; !!! IMPORTANT !!!! Make sure to paste in the settings for the Epic Product Settings and Artifacts Section and
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@ -4,7 +4,7 @@ ProjectName=Cardinal Fall
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CompanyName=Metahusk
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Homepage="http://metahusk.com"
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Description=An Unreal Engine 4 Community Developed Game By Metahusk
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ProjectVersion=0.1.5.7
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ProjectVersion=0.1.5.9
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CopyrightNotice=All Rights Reserved
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ProjectDisplayedTitle=NSLOCTEXT("", "1106FCE8431748B3C91F6E83F252772B", "Cardinal Fall")
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@ -5,16 +5,16 @@ The DLC is the same.
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To push an update:
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1. Make sure the contents of /Config/OnlineSubsystemEOSPlusEpic.ini are in the /Config/DefaultEngine.ini, not EOSPlusSteam.
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2. Paste the Artifacts and Product Settings secrets into /Config/DefaultEngine.ini (There are TWO artifacts sections.)
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2. Paste the Artifacts and Product Settings secrets into /Config/DefaultEngine.ini (There are TWO artifacts sections. Dev and Live are different. Live is for a release.)
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3. Re-open the project because the ini file doesn't load without an editor restart.
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4. In Project Settings, set the Project Version.
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5. Package a "Shipping" copy of the game. Make sure the target folder is empty and BP_DebugGameSettings has all the variables unchecked.
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6. Copy that "Shipping" package of the game into an Epic BuildPatch Tool folder named CardinalReleaseUpload.
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> For Example: C:\Unreal\Projects\BuildPatchTool_1.7.3.1\CardinalReleaseUpload
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> For Example: X:\Unreal\Distribution\BuildPatchTool_1.7.3.1\CardinalReleaseUpload
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7. And paste a copy of the Credits.txt file into the root of CardinalReleaseUpload.
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8. Make sure the root of the CardinalReleaseUpload directory has Epic_CardinalInstaller.exe, Epic_CardinalUninstaller.exe, and Epic_CardinalUninstaller.dat.
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8. Make sure the root of the CardinalReleaseUpload directory has Credits.txt, Epic_CardinalInstaller.exe, Epic_CardinalUninstaller.exe, and Epic_CardinalUninstaller.dat. (4 Files)
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9. Then after that, make sure there's a copy of the file FileAttributeList.txt from the project's Project\Distributions\EpicGamesStore folder in the root of Epic's BuildPatch Tool directory. (Do not copy it into your upload directory)
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> For Example: copy C:\Unreal\Projects\cardinal-fall\EpicGamesStore\FileAttributeList.txt into C:\Unreal\Projects\BuildPatchTool_1.7.3.1
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> For Example: copy X:\Unreal\Projects\cardinal-fall\EpicGamesStore\FileAttributeList.txt into X:\Unreal\Distribution\BuildPatchTool_1.7.3.1
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10. !!!IMPORTANT!!! Delete the Artifacts and Product Settings secrets. DO NOT commit those TWO sections. They're secrets!
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To start, In a command prompt, paste this and manually add the SECRET (ClientSecretEnvVar):
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@ -22,7 +22,20 @@ set EpicSecret=<YourClientSecret>
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After that, paste this into a cmd prompt: (Make sure to set the -BuildVersion and -PrereqIds to a unique value each time. If the -PrereqIds is the same, it will not run the Epic_CardinalInstaller.exe on re-installs.)
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Important!!! To push an update for the game, change the BuildVersion and the PrereqIds.
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C:\Unreal\Projects\BuildPatchTool_1.7.3.1\Engine\Binaries\Win64\BuildPatchTool.exe -OrganizationId="o-av2at78fnjrda5k4xzj8duluewkzk8" -ProductId="4c095655c4144ced8f03b770c18dd906" -ArtifactId="8b788ebc4e1e462c8ce9bfbc6ffbef59" -ClientId="xyza7891KpEHJU5XXWJP4oFx5wbKfeva" -ClientSecretEnvVar="EpicSecret" -mode=UploadBinary -BuildRoot="C:\Unreal\Projects\BuildPatchTool_1.7.3.1\CardinalReleaseUpload" -CloudDir="C:\Unreal\Projects\BuildPatchTool_1.7.3.1\CloudDir" -AppLaunch="Cardinal.exe" -AppArgs="" -PrereqPath="Epic_CardinalInstaller.exe" -PrereqArgs="/verysilent" -UninstallActionPath="Epic_CardinalUninstaller.exe" -UninstallActionArgs="/verysilent" -FileAttributeList="C:\Unreal\Projects\BuildPatchTool_1.7.3.1\FileAttributeList.txt" -BuildVersion="0.1.5.3b" -PrereqIds="0.1.5.3b"
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#Dev packaged build
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X:\Unreal\Distribution\BuildPatchTool_1.7.3.1\Engine\Binaries\Win64\BuildPatchTool.exe -OrganizationId="o-av2at78fnjrda5k4xzj8duluewkzk8" -ProductId="4c095655c4144ced8f03b770c18dd906" -ArtifactId="8b788ebc4e1e462c8ce9bfbc6ffbef59" -ClientId="xyza7891KpEHJU5XXWJP4oFx5wbKfeva" -ClientSecretEnvVar="EpicSecret" -mode=UploadBinary -BuildRoot="X:\Unreal\Distribution\BuildPatchTool_1.7.3.1\CardinalReleaseUpload" -CloudDir="X:\Unreal\Distribution\BuildPatchTool_1.7.3.1\CloudDir" -AppLaunch="Cardinal.exe" -AppArgs="" -PrereqPath="Epic_CardinalInstaller.exe" -PrereqArgs="/verysilent" -UninstallActionPath="Epic_CardinalUninstaller.exe" -UninstallActionArgs="/verysilent" -FileAttributeList="X:\Unreal\Distribution\BuildPatchTool_1.7.3.1\FileAttributeList.txt" -BuildVersion="0.1.5.9-dev" -PrereqIds="0.1.5.9-dev"
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#Live packaged build
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X:\Unreal\Distribution\BuildPatchTool_1.7.3.1\Engine\Binaries\Win64\BuildPatchTool.exe -OrganizationId="o-av2at78fnjrda5k4xzj8duluewkzk8" -ProductId="4c095655c4144ced8f03b770c18dd906" -ArtifactId="8b788ebc4e1e462c8ce9bfbc6ffbef59" -ClientId="xyza7891KpEHJU5XXWJP4oFx5wbKfeva" -ClientSecretEnvVar="EpicSecret" -mode=UploadBinary -BuildRoot="X:\Unreal\Distribution\BuildPatchTool_1.7.3.1\CardinalReleaseUpload" -CloudDir="X:\Unreal\Distribution\BuildPatchTool_1.7.3.1\CloudDir" -AppLaunch="Cardinal.exe" -AppArgs="" -PrereqPath="Epic_CardinalInstaller.exe" -PrereqArgs="/verysilent" -UninstallActionPath="Epic_CardinalUninstaller.exe" -UninstallActionArgs="/verysilent" -FileAttributeList="X:\Unreal\Distribution\BuildPatchTool_1.7.3.1\FileAttributeList.txt" -BuildVersion="0.1.5.9-live" -PrereqIds="0.1.5.9-live"
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# To release an update, do this:
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1. MAKE SURE to edit the Patch Notes at https://dev.epicgames.com/portal/en-US/metahusk/products/cardinalfall/epic-games-store/artifacts-and-binaries/ before pushing to live.
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# Sample patch notes:
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**NEW FEATURES**
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**BUG FIXES**
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2. Push the release to stage and test it. https://dev.epicgames.com/portal/en-US/metahusk/products/cardinalfall/epic-games-store/release-management
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3. !IMPORTANT! Make sure the Deployment ID is set in the Artifact when it goes Live. https://dev.epicgames.com/portal/en-US/metahusk/products/cardinalfall/epic-games-store/artifacts-and-binaries/
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Double Check:
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1. Make sure the correct settings and TWO settings were pasted into /Config/DefaultEngine.ini
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@ -35,11 +48,11 @@ Double Check:
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For the DLC, from the Steam directory paste the dlc-bronze, dlc-silver, dlc-gold folders into the BuildPatch Tool root, and then run these in a cmd prompt:
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Bronze:
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C:\Unreal\Projects\BuildPatchTool_1.7.3.1\Engine\Binaries\Win64\BuildPatchTool.exe -OrganizationId="o-av2at78fnjrda5k4xzj8duluewkzk8" -ProductId="4c095655c4144ced8f03b770c18dd906" -ArtifactId="96d41f84bb054b6c8fcc628991b9071e" -ClientId="xyza7891KpEHJU5XXWJP4oFx5wbKfeva" -ClientSecretEnvVar="EpicSecret" -mode=UploadBinary -BuildRoot="C:\Unreal\Projects\BuildPatchTool_1.7.3.1\dlc-bronze" -CloudDir="C:\Unreal\Projects\BuildPatchTool_1.7.3.1\CloudDir" -BuildVersion="Release2" -AppLaunch="" -AppArgs=""
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X:\Unreal\Distribution\BuildPatchTool_1.7.3.1\Engine\Binaries\Win64\BuildPatchTool.exe -OrganizationId="o-av2at78fnjrda5k4xzj8duluewkzk8" -ProductId="4c095655c4144ced8f03b770c18dd906" -ArtifactId="96d41f84bb054b6c8fcc628991b9071e" -ClientId="xyza7891KpEHJU5XXWJP4oFx5wbKfeva" -ClientSecretEnvVar="EpicSecret" -mode=UploadBinary -BuildRoot="X:\Unreal\Distribution\BuildPatchTool_1.7.3.1\dlc-bronze" -CloudDir="X:\Unreal\Distribution\BuildPatchTool_1.7.3.1\CloudDir" -BuildVersion="Release2" -AppLaunch="" -AppArgs=""
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Silver:
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C:\Unreal\Projects\BuildPatchTool_1.7.3.1\Engine\Binaries\Win64\BuildPatchTool.exe -OrganizationId="o-av2at78fnjrda5k4xzj8duluewkzk8" -ProductId="4c095655c4144ced8f03b770c18dd906" -ArtifactId="18ba9f3c816d4d238861af71169bba43" -ClientId="xyza7891KpEHJU5XXWJP4oFx5wbKfeva" -ClientSecretEnvVar="EpicSecret" -mode=UploadBinary -BuildRoot="C:\Unreal\Projects\BuildPatchTool_1.7.3.1\dlc-silver" -CloudDir="C:\Unreal\Projects\BuildPatchTool_1.7.3.1\CloudDir" -BuildVersion="Release2" -AppLaunch="" -AppArgs=""
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X:\Unreal\Distribution\BuildPatchTool_1.7.3.1\Engine\Binaries\Win64\BuildPatchTool.exe -OrganizationId="o-av2at78fnjrda5k4xzj8duluewkzk8" -ProductId="4c095655c4144ced8f03b770c18dd906" -ArtifactId="18ba9f3c816d4d238861af71169bba43" -ClientId="xyza7891KpEHJU5XXWJP4oFx5wbKfeva" -ClientSecretEnvVar="EpicSecret" -mode=UploadBinary -BuildRoot="X:\Unreal\Distribution\BuildPatchTool_1.7.3.1\dlc-silver" -CloudDir="X:\Unreal\Distribution\BuildPatchTool_1.7.3.1\CloudDir" -BuildVersion="Release2" -AppLaunch="" -AppArgs=""
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Gold:
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C:\Unreal\Projects\BuildPatchTool_1.7.3.1\Engine\Binaries\Win64\BuildPatchTool.exe -OrganizationId="o-av2at78fnjrda5k4xzj8duluewkzk8" -ProductId="4c095655c4144ced8f03b770c18dd906" -ArtifactId="56a328ff349b46f0bab68741ab258022" -ClientId="xyza7891KpEHJU5XXWJP4oFx5wbKfeva" -ClientSecretEnvVar="EpicSecret" -mode=UploadBinary -BuildRoot="C:\Unreal\Projects\BuildPatchTool_1.7.3.1\dlc-gold" -CloudDir="C:\Unreal\Projects\BuildPatchTool_1.7.3.1\CloudDir" -BuildVersion="Release2" -AppLaunch="" -AppArgs=""
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X:\Unreal\Distribution\BuildPatchTool_1.7.3.1\Engine\Binaries\Win64\BuildPatchTool.exe -OrganizationId="o-av2at78fnjrda5k4xzj8duluewkzk8" -ProductId="4c095655c4144ced8f03b770c18dd906" -ArtifactId="56a328ff349b46f0bab68741ab258022" -ClientId="xyza7891KpEHJU5XXWJP4oFx5wbKfeva" -ClientSecretEnvVar="EpicSecret" -mode=UploadBinary -BuildRoot="X:\Unreal\Distribution\BuildPatchTool_1.7.3.1\dlc-gold" -CloudDir="X:\Unreal\Distribution\BuildPatchTool_1.7.3.1\CloudDir" -BuildVersion="Release2" -AppLaunch="" -AppArgs=""
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To make the update active in the launcher:
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1. Activate the Binary: In the Dev Portal, go to Epic Games Store > Artifacts and Binaries. Find your artifact, click Edit, and set your recently uploaded binary as the Active Binary
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@ -6,17 +6,17 @@ To update on Steam: (If SteamCMD is already set up)
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1. Before opening the project, add these three things in the /Config/DefaultEngine.ini file:
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1a. The EOSPlus Steam config from /Config/OnlineSubsystemEOSPlusSteam.ini.
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1b. Set GameVersion=X under [OnlineSubsystemSteam].
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1c. Add the Artifacts and Product Settings secrets. (There are TWO artifacts sections.)
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1c. Add the Artifacts and Product Settings secrets. (There are TWO artifacts sections. Dev and Live are different. Live is for a release.)
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2. Open the editor and in the Project Settings, set the Project Version.
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3. Package a shipping copy of the game. Make sure the target folder is empty and the map's BP_DebugGameSettings has all the variables unchecked.
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4. Copy that shipping package of the game into the Steam sdk at \sdk\tools\ContentBuilder\content\.
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> Keep the Steam_InstallScript.vdf, EpicOnlineServicesInstaller.exe, and Steam_CardinalInstaller.exe files in the same directory.
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4. Copy that shipping package of the game into the Steam sdk at \sdk_version\tools\ContentBuilder\content\.
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> Keep the Credits.txt Steam_InstallScript.vdf, EpicOnlineServicesInstaller.exe, and Steam_CardinalInstaller.exe files in the same directory. (4 Files)
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5. And paste a current copy of the Credits.txt file into the same directory.
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> Make sure the folder has Steam_CardinalInstaller.exe, EpicOnlineServicesInstaller.exe, and Steam_InstallScript.vdf.
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> If you're not using crossplay with Epic, the content folder doesn't need EpicOnlineServicesInstaller.exe. Make sure to comment out the relative section in the Steam_InstallScript.vdf file.
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6. Decide if the branch should be default or alpha. For an alpha, remove the \\ comment the "SetLive" vdf line on sdk\tools\ContentBuilder\scripts\Steam_AppBuild4020030.vdf to reflect this choice.
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6. Decide if the branch should be default or alpha. For an alpha, remove the \\ comment the "SetLive" vdf line on sdk_version\tools\ContentBuilder\scripts\Steam_AppBuild4020030.vdf to reflect this choice.
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6. Then open Steam command.
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> For Example: C:\Unreal\Projects\sdk_162\tools\ContentBuilder\builder\steamcmd.exe
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> For Example: X:\Unreal\Distribution\sdk_162\tools\ContentBuilder\builder\steamcmd.exe
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7. And login.
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> For example: login <account_name> <password>
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8. Then build the depot (which uploads the project files in the content folder) For example: run_app_build ..\scripts\Steam_AppBuild4020030.vdf
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@ -30,6 +30,11 @@ Double Check:
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3. Make sure the root of the content folder has Credits.txt, Steam_CardinalInstaller.exe, EpicOnlineServicesInstaller.exe, and Steam_InstallScript.vdf
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4. And when done, MAKE SURE the TWO ARTIFACTS section were DELETED!
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# To release an update, do this:
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1. Push the release to Alpha using the Epic Live sandbox credentials and TEST it.
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2. Set a description with the version number and then Set build live on branch.... default (Default is the release branch.)
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2. Make a community update about the release. This is prompted when you set the build live. For major updates, open the full editor. (The option is on the left)
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It's available for edit here: https://steamcommunity.com/games/4020030/partnerevents/
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To release on Steam:
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Before opening the project to build, make sure the OnlineSubsystem section of the /Config/DefaultEngine.ini file has the EOSPlus Steam config from /Config/OnlineSubsystemEOSPlusSteam.ini.
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@ -41,17 +46,17 @@ Copy a "Shipping" build of the game into the Steam sdk at \tools\ContentBuilder\
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And paste a copy of the Credits.txt file into the same directory along with Steam_CardinalInstaller.exe and Steam_InstallScript.vdf.
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> If you're using crossplay with Epic, make sure the folder has EpicOnlineServicesInstaller.exe from the EOS SDK in the \Tools folder.
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CopySteam_AppBuild4020030.vdf into into the Steam sdk's scripts directory.
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> For example: C:\Unreal\Projects\sdk_162\tools\ContentBuilder\scripts
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> For example: X:\Unreal\Distribution\sdk_162\tools\ContentBuilder\scripts
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Copy all the "depots" (e.g. Steam_DepotBuild4020031.vdf, SteamDLC_DepotBuild_Bronze.vdf, and etc) into into the Steam sdk's scripts directory.
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> For example: C:\Unreal\Projects\sdk_162\tools\ContentBuilder\scripts
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> For example: X:\Unreal\Distribution\sdk_162\tools\ContentBuilder\scripts
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Copy all the dlc directories into the tools\ContentBuilder folder of the sdk.
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> For example: dlc-bronze, dlc-silver, and dlc-gold directories in the Steamworks folder
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Copy Steam_Installscript.vdf from the Steamworks folder in the project directory into the Steam sdk content directory.
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> For example: C:\Unreal\Projects\sdk_162\tools\ContentBuilder\content
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> For example: X:\Unreal\Distribution\sdk_162\tools\ContentBuilder\content
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Copy Steam_CardinalInstaller.exe from the Steamworks folder in the project directory into the Steam sdk content directory.
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> For example: C:\Unreal\Projects\sdk_162\tools\ContentBuilder\content
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> For example: X:\Unreal\Distribution\sdk_162\tools\ContentBuilder\content
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Then open Steam command.
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> For Example: C:\Unreal\Projects\sdk_162\tools\ContentBuilder\builder\steamcmd.exe
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> For Example: X:\Unreal\Distribution\sdk_162\tools\ContentBuilder\builder\steamcmd.exe
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And login.
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> For example: login <account_name> <password>
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Then build the depot (which uploads the project files in the content folder) For example: run_app_build ..\scripts\Steam_AppBuild4020030.vdf
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