This document explains the different run modes in openage.
After building the project with the commands
./configure
make
you can execute
bin/run
from the same subfolder. This automatically selects the game
mode as default
to start a new game instance and also creates all necessary configs.
If prompts appear, follow the instructions and choose what you think is best. It's almost idiot-proof!
Modes can be selected manually by appending the bin/run
prompt with the mode name.
bin/run game
Start the engine and immediately create a new game instance. This run mode is supposed to jump straight into a game (or replay recording).
If no converted modpacks can be found, this mode will start with a prompt asking if the user wants to convert any before initializing the game.
It's the default run mode.
bin/run main
This run mode is supposed to start a main menu or launcher which allows configuring a
game. Neither of these are implemented at the moment, so main
just does the same
thing as game
.
bin/run test
Used for running tests and engine demos. These show off selected subsystems of the engine.
bin/run convert
Runs the asset conversion subsystem which creates openage modpacks from original game installations.
bin/run convert-file
Allows converting single media files using the original game formats to open formats (PNG for graphics, OPUS for sounds).
bin/run convert-export-api
Exports the openage modding API nyan objects to a modpack that can be loaded by the engine.
This is supposed to be temporary solution until the modding API is finalized. Currently, the modding API nyan objects are hardcoded into the converter. In the future, the modding API modpack should be part of the engine config which is loaded by both the engine the converter subsystem as a single source of truth.
bin/run codegen
Runs the code generation logic for the build process. In particular, this generates code for mako templates and creates the test lists for the testing subsystem.