commit
b698c10475
@ -1,4 +1,4 @@
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950d650ca92e6041611258d7e5131ccf661e4ec2 compatibility-merge
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4eddbaff0c5e5d685db96ee3e8427aa0fd96ac83 ryzomcore/v0.8.0
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00d9b6e29e95f56785fbf85abe60afd34674f402 ryzomcore/v0.9.0
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79776c337176dd5b02e1a74fe5dfb703b91747aa ryzomcore/v0.9.1
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fedf2aa443d09707beed814b0f499c6a5519cc84 ryzomcore/v0.10.0
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Ryzom Core is the open-source project related to Ryzom Game. Written in C++, Ryzom Core contains the whole code (client, server, tools) used to make the commercial MMORPG Ryzom. Ryzom Core is a toolkit for the development of massively multiplayer online universes. It provides the base technologies and a set of development methodologies for the development of both client and server code.
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Ryzom Core is open source and released under the terms of the GNU Affero General Public License 3.0 (GNU/AGPLv3) for the source code and the Creative Commons Attributions-ShareAlike 3.0 (CC-BY-SA) for the art assets. Which means you can create your own game using Ryzom Core, for more information on doing so check out Creating Your Own Game Using Ryzom Core.
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#!/usr/bin/python
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#
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# \file a1_worldedit_data.py
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# \brief Install worldedit data
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# \date 2014-09-10 14:01GMT
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# \author Jan Boon (Kaetemi)
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# Python port of game data build pipeline.
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# Install worldedit data
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#
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# NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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# Copyright (C) 2014 by authors
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU Affero General Public License as
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# published by the Free Software Foundation, either version 3 of the
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# License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU Affero General Public License for more details.
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#
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# You should have received a copy of the GNU Affero General Public License
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# along with this program. If not, see <http://www.gnu.org/licenses/>.
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#
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import time, sys, os, shutil, subprocess, distutils.dir_util
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sys.path.append("configuration")
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if os.path.isfile("log.log"):
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os.remove("log.log")
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log = open("log.log", "w")
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from scripts import *
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from buildsite import *
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from tools import *
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sys.path.append(WorkspaceDirectory)
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from projects import *
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# Log error
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printLog(log, "")
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printLog(log, "-------")
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printLog(log, "--- Install worldedit data")
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printLog(log, "-------")
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printLog(log, time.strftime("%Y-%m-%d %H:%MGMT", time.gmtime(time.time())))
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printLog(log, "")
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for ecosystem in WorldEditEcosystems:
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ecosystemName = ecosystem[0]
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srcZoneLigos = ExportBuildDirectory + "/ecosystems/" + ecosystemName + "/ligo_es/zoneligos/"
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dstZoneLigos = WorldEditInstallDirectory + "/" + ecosystemName + "/zoneligos/"
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mkPath(log, srcZoneLigos)
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mkPath(log, dstZoneLigos)
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copyFilesNoTreeIfNeeded(log, srcZoneLigos, dstZoneLigos)
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srcZoneBitmaps = DatabaseDirectory + "/landscape/ligo/" + ecosystemName + "/zonebitmaps/"
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dstZoneBitmaps = WorldEditInstallDirectory + "/" + ecosystemName + "/zonebitmaps/"
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mkPath(log, srcZoneBitmaps)
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mkPath(log, dstZoneBitmaps)
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copyFilesExtNoTreeIfNeeded(log, srcZoneBitmaps, dstZoneBitmaps, ".tga")
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copyFilesExtNoTreeIfNeeded(log, srcZoneBitmaps, dstZoneBitmaps, ".png")
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dstCollisionMap = WorldEditInstallDirectory + "/" + ecosystemName + "/collisionmap/"
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mkPath(log, dstCollisionMap)
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for continentName in ecosystem[1]:
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srcCollisionMap = ExportBuildDirectory + "/continents/" + continentName + "/ai_wmap/"
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mkPath(log, srcCollisionMap)
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copyFilesExtNoTreeIfNeeded(log, srcCollisionMap, dstCollisionMap, ".tga")
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copyFilesExtNoTreeIfNeeded(log, srcCollisionMap, dstCollisionMap, ".png")
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printLog(log, "")
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log.close()
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if os.path.isfile("a1_worldedit_data.log"):
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os.remove("a1_worldedit_data.log")
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shutil.copy("log.log", time.strftime("%Y-%m-%d-%H-%M-GMT", time.gmtime(time.time())) + "_worldedit_data.log")
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shutil.move("log.log", "a1_worldedit_data.log")
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