139 lines
6.0 KiB
Markdown
139 lines
6.0 KiB
Markdown
# Continuing on another machine
|
|
|
|
This project is a self-contained git repo. Everything needed to build and run is
|
|
in it except **Godot itself** (which you install once per machine). No assets to
|
|
download — the M0 world is generated in code.
|
|
|
|
## 1. Install Godot 4.7+
|
|
- **macOS / Windows / Linux:** download the *standard* build (NOT the .NET/C#
|
|
build — this project is pure GDScript) from https://godotengine.org/download
|
|
- Use **4.7.x or newer 4.x**. The project is on `4.7.2.stable`. **Older
|
|
versions (4.3 etc.) can't run it**: they fail with script errors. Check
|
|
with `godot --version`, or `/Applications/Godot.app/Contents/MacOS/Godot
|
|
--version` on a Mac.
|
|
- macOS shortcut: `brew install --cask godot`. If Homebrew can't unpack it,
|
|
download the zip from the GitHub release page and move `Godot.app` to
|
|
`/Applications` (replacing any older one).
|
|
|
|
## 2. First run on a fresh copy: import once
|
|
Godot keeps its list of named classes (e.g. `Inventory`) in `.godot/`, which
|
|
isn't in git. Opening the project in the editor creates it. If you only run
|
|
**headless** (a server, or the tests), import once after cloning:
|
|
```bash
|
|
godot --headless --path . --import
|
|
```
|
|
Without it you get errors like `Could not find type "Inventory"`.
|
|
`server/run_server.sh` and `tests/run_all.sh` do this for you.
|
|
|
|
## Playing
|
|
```bash
|
|
./play.sh
|
|
```
|
|
It finds Godot (on the PATH, or `/Applications/Godot.app`; set `GODOT=` to
|
|
pick one), checks it's 4.7+, imports a fresh copy once, then opens the game.
|
|
|
|
## 3. Running a dedicated server
|
|
```bash
|
|
server/run_server.sh # settings from server.json
|
|
server/run_server.sh --server-name "Paul's island" --password secret --port 24242
|
|
```
|
|
It checks the Godot version, imports a fresh copy, then starts the server on
|
|
UDP 24242 with no window. Settings live in `server.json` (its path is printed
|
|
at start-up; on macOS it's under
|
|
`~/Library/Application Support/Godot/app_userdata/Emberwild/server/`).
|
|
The shared island is saved in `worlds/server-world/` in that same folder,
|
|
within 10 seconds of any change (and when someone leaves). Stop it with
|
|
Ctrl+C. Players join with **Join Game** on the title screen. Over
|
|
Tailscale, use the server machine's 100.x address or its machine name. See
|
|
`docs/MULTIPLAYER_PLAN.md` for all the options.
|
|
|
|
## Tests
|
|
Run everything (fails on any failed check or script error):
|
|
```bash
|
|
tests/run_all.sh
|
|
```
|
|
Or one at a time:
|
|
```bash
|
|
# Wolves: den, grace period, hunting, fire and walls, pack tactics
|
|
godot --headless --path . --script res://tests/test_wolves.gd
|
|
# Fishing and the mixed diet
|
|
godot --headless --path . --script res://tests/test_fishing_diet.gd
|
|
# Wildlife, melee, spear, bow, butchering, cooking + buffs, cloak, drops
|
|
godot --headless --path . --script res://tests/test_creatures_combat.gd
|
|
# Weather, shelter, snap building, support, doors, beds, regrowth
|
|
godot --headless --path . --script res://tests/test_weather_building.gd
|
|
# Boundary: tries to walk/jump out of the valley in 24 directions
|
|
godot --headless --path . --fixed-fps 30 --script res://tests/test_boundary.gd
|
|
# Terrain: no deep pits / floating water at the boundary, across 8 seeds
|
|
godot --headless --path . --script res://tests/test_terrain_edges.gd
|
|
# Survival loop: inventory, crafting, chopping, mining, pickups, building, chests
|
|
godot --headless --path . --script res://tests/test_survival_core.gd
|
|
# Save/load round trip + world slots (uses user://test_worlds, not your saves)
|
|
godot --headless --path . --script res://tests/test_save_load.gd
|
|
# Multiplayer lobby: a real headless server on UDP 24343 + scripted bot players
|
|
godot --headless --path . --script res://tests/test_net_lobby.gd
|
|
# Multiplayer world: avatars, smooth movement at 100 ms latency, cheat checks (UDP 24345)
|
|
godot --headless --path . --script res://tests/test_net_world.gd
|
|
# Survival stats: hunger, warmth, fire fuel, cooking, foraging, death + grave
|
|
godot --headless --path . --script res://tests/test_survival_stats.gd
|
|
```
|
|
|
|
## Save files
|
|
Worlds are per machine, under
|
|
`~/Library/Application Support/Godot/app_userdata/Emberwild/worlds/` on
|
|
macOS (`%APPDATA%\Godot\app_userdata\Emberwild\worlds\` on Windows). Copy a
|
|
world's folder across to move it to another machine.
|
|
|
|
The game used to be called Valheimlike, and its data lived in
|
|
`app_userdata/Valheimlike/`. The first time Emberwild starts it copies worlds,
|
|
your identity and server settings across to `app_userdata/Emberwild/`
|
|
(`scripts/core/boot.gd`). The old folder is left alone as a backup, and you
|
|
can delete it once you're happy.
|
|
|
|
## 2. Get the project onto the machine
|
|
You have the folder (from the zip, or a git remote). Then:
|
|
|
|
```bash
|
|
# If you brought the .zip:
|
|
unzip valheimlike.zip
|
|
cd valheimlike
|
|
|
|
# If you use a git remote instead (recommended for ongoing work):
|
|
git clone <your-remote-url> valheimlike
|
|
cd valheimlike
|
|
```
|
|
|
|
## 3. Open / run it
|
|
```bash
|
|
# Open in the editor (first open rebuilds the local .godot cache — this is normal):
|
|
godot --path . # or: open Godot, "Import", pick this folder's project.godot
|
|
|
|
# Run the game directly:
|
|
godot --path .
|
|
```
|
|
On macOS the binary inside the app is:
|
|
`/Applications/Godot.app/Contents/MacOS/Godot --path .`
|
|
|
|
## Controls
|
|
WASD move · Mouse look · Shift sprint · Space jump · ESC frees the cursor.
|
|
|
|
## Notes
|
|
- The `.godot/` cache folder is machine-local and git-ignored — it regenerates on
|
|
first open. Don't copy it between machines.
|
|
- If scripts look like they "didn't load", let the first editor open finish its
|
|
import pass, then press play.
|
|
- Where we are: **M0 + M0.5 complete** (detailed, bounded island valley). Next
|
|
is **M1** (gather → craft → build). See `docs/ROADMAP.md`.
|
|
|
|
## Recommended: push to a git remote for cross-machine work
|
|
A zip is a one-time snapshot. For going back and forth between machines, create a
|
|
private remote once and push:
|
|
|
|
```bash
|
|
# GitHub (private): gh repo create valheimlike --private --source=. --push
|
|
# or any remote:
|
|
git remote add origin <your-remote-url>
|
|
git push -u origin main # (branch may be 'master' — check `git branch`)
|
|
```
|
|
Then on each machine it's just `git clone` / `git pull` / `git push`.
|