README in English with the full source archive link (Mega, SHA-256)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
parent
4c3ed6ba2f
commit
111915420f
2 changed files with 66 additions and 41 deletions
|
|
@ -491,3 +491,14 @@ Rattachement du dépôt local à l'historique publié (2026-09-30) : `.git` sauv
|
|||
(ni fichier modifié ni fichier supprimé sur disque) ; tags remplacés par ceux publiés ; identité locale
|
||||
`edujiro5972` (adresse noreply). `Plugins/McpAutomationBridge/` ajouté au `.gitignore` (reste sur disque) ;
|
||||
`README.md` ajouté à la racine. Retour arrière : restaurer le `.git` sauvegardé.
|
||||
|
||||
## Archive « Full Source Code » V1 (2026-09-30)
|
||||
|
||||
`LifePlay_Revival_V1_UE5.5_Full_Source_Code.7z` (4 851 560 856 octets, SHA-256
|
||||
`38ee16640f960317348a044195a23b55ac8eda34aec085e661034dc9c26cc594`), déposée par l'utilisateur sur Mega :
|
||||
<https://mega.nz/file/zloFkL7T#3P5GDfcfF5U352T0s472vCtyNh131RLgNWn__PSNL2I>. Principe de l'archive de l'auteur
|
||||
(`LifePlay_5_9_UE4_Full_Source_Code.7z`) : dossier projet à la racine, 7z `LZMA2:24 BCJ` solide. Contenu : `Content` complet
|
||||
(24 912 fichiers, dont `Heavy` 8 350, au format UE5), `Binaries`, plugins `StreetMap` et `ModdingExtra`, `.git` d'un clone
|
||||
propre du dépôt publié. Exclus : `Saved` (comme l'auteur), `Intermediate`, `McpAutomationBridge`, `.mcp.json`, `.claude`,
|
||||
captures d'écran, `.git` local. Test d'intégrité 7-Zip réussi. Script : `D:\Game\LifePlay_Publication\make_archive.cmd`.
|
||||
`README.md` réécrit en anglais avec le lien de l'archive.
|
||||
|
|
|
|||
96
README.md
96
README.md
|
|
@ -1,60 +1,74 @@
|
|||
# LifePlay Revival — portage Unreal Engine 5.5
|
||||
# LifePlay Revival — Unreal Engine 5.5 port
|
||||
|
||||
Reprise de [LifePlay](https://github.com/vinfamy/LifePlay) de Vinfamy, simulation de vie open source et moddable
|
||||
(contenu adulte), portée d'Unreal Engine 4.27 vers **Unreal Engine 5.5**.
|
||||
Community continuation of [LifePlay](https://github.com/vinfamy/LifePlay) by Vinfamy, a free, open-source and moddable
|
||||
life simulation RPG (**adult content**), ported from Unreal Engine 4.27 to **Unreal Engine 5.5**.
|
||||
|
||||
> *English summary: community port of Vinfamy's LifePlay from UE 4.27 to UE 5.5. Branch `main` is the validated V1
|
||||
> (compiles, runs, no crash in a 2-hour session). `Content/Heavy` (3D assets) is not in this repository, as in the
|
||||
> original. Migration documentation (in French) is in `Docs/Migration/`.*
|
||||
## Download the full project
|
||||
|
||||
## État : V1 (tag `v1.0`, 2026-09-30)
|
||||
This Git repository does not contain the heavy assets (see [Repository contents](#repository-contents)). To build or
|
||||
play, download the full source archive:
|
||||
|
||||
- L'éditeur `LifePlayEditor` compile sans erreur ; tous les Blueprints se chargent et compilent.
|
||||
- Les 8563 paquets du projet sont au format UE5.
|
||||
- Une build Development empaquetée a été jouée environ 2 h sans plantage : personnages distincts, visibles et habillés,
|
||||
scènes, sauvegarde et rechargement.
|
||||
- Anomalies connues et lots suivants : [`Docs/Migration/Registre_Erreurs.md`](Docs/Migration/Registre_Erreurs.md) et
|
||||
[`Docs/Migration/04_Cahier_Des_Charges.md`](Docs/Migration/04_Cahier_Des_Charges.md) (lots L7).
|
||||
**[LifePlay_Revival_V1_UE5.5_Full_Source_Code.7z](https://mega.nz/file/zloFkL7T#3P5GDfcfF5U352T0s472vCtyNh131RLgNWn__PSNL2I)** (Mega, 4.85 GB, 8.36 GB extracted)
|
||||
|
||||
- SHA-256: `38ee16640f960317348a044195a23b55ac8eda34aec085e661034dc9c26cc594`
|
||||
- Same layout as the original author's full source archives: the project folder at the archive root, 7z LZMA2.
|
||||
- Contains the complete `Content` folder (including `Content/Heavy` converted to UE5 format), the compiled editor
|
||||
modules in `Binaries` (the project opens without compiling), the `StreetMap` and `ModdingExtra` plugins, and a
|
||||
`.git` folder matching this repository.
|
||||
- Not included: `Saved`, `Intermediate` (regenerated on first build), local development tools.
|
||||
|
||||
Check the file after downloading (PowerShell):
|
||||
|
||||
```powershell
|
||||
Get-FileHash .\LifePlay_Revival_V1_UE5.5_Full_Source_Code.7z -Algorithm SHA256
|
||||
```
|
||||
|
||||
## Status: V1 (tag `v1.0`, 2026-09-30)
|
||||
|
||||
- The `LifePlayEditor` target compiles with no errors; every Blueprint loads and compiles.
|
||||
- All 8,563 project packages are saved in UE5 format.
|
||||
- A packaged Development build was played for about two hours with no crash: distinct, visible and dressed characters,
|
||||
scenes, saving and reloading.
|
||||
- Known issues and planned work: [`Docs/Migration/Registre_Erreurs.md`](Docs/Migration/Registre_Erreurs.md) (error
|
||||
register) and the L7 work packages in [`Docs/Migration/04_Cahier_Des_Charges.md`](Docs/Migration/04_Cahier_Des_Charges.md).
|
||||
|
||||
## Branches
|
||||
|
||||
| Branche | Contenu |
|
||||
| Branch | Contents |
|
||||
|---|---|
|
||||
| `main` | **référence** : la V1 UE 5.5, base des développements suivants |
|
||||
| `ue5.5-v1` | la V1 telle que validée (identique à `main` à sa publication) |
|
||||
| `archive/ue4.27` | le projet tel qu'il tournait sous UE 4.27, avant la migration (archive) |
|
||||
| `archive/original` | le dépôt d'origine de Vinfamy, V3.6 (archive) |
|
||||
| `main` | **reference**: the UE 5.5 V1, base for further development |
|
||||
| `ue5.5-v1` | the V1 as validated |
|
||||
| `archive/ue4.27` | the project as it ran on UE 4.27, before the migration (archive) |
|
||||
| `archive/original` | Vinfamy's original repository, V3.6 (archive) |
|
||||
|
||||
Chaque étape de la migration a ses tags `<lot>-avant` / `<lot>-apres` ; le journal
|
||||
[`Docs/Migration/Journal_Modifications.md`](Docs/Migration/Journal_Modifications.md) décrit chaque modification et son
|
||||
retour arrière.
|
||||
Each migration step has `<step>-avant` / `<step>-apres` (before / after) tags. The change log
|
||||
[`Docs/Migration/Journal_Modifications.md`](Docs/Migration/Journal_Modifications.md) records every change with its
|
||||
rollback procedure.
|
||||
|
||||
## Contenu du dépôt
|
||||
## Repository contents
|
||||
|
||||
Mêmes règles que le dépôt d'origine (voir `.gitignore`) : code C++, configuration, plugins `ModdingExtra` et
|
||||
`StreetMap`, contenu de gameplay (`BPs`, `UI`, `Structs`, `Render`, `Scenes`), données texte `Content/Modules`,
|
||||
Same rules as the original repository (see `.gitignore`): C++ code, configuration, the `ModdingExtra` and `StreetMap`
|
||||
plugins, gameplay content (`BPs`, `UI`, `Structs`, `Render`, `Scenes`), the text data in `Content/Modules`, and
|
||||
documentation.
|
||||
|
||||
**Absents** : `Content/Heavy` (modèles 3D, textures, animations : environ 6 Go), `Content/Saves`, les fichiers
|
||||
`*.png`, `*.7z`, `*.mp4`, les binaires et caches. **Le dépôt seul ne suffit donc pas pour compiler et jouer.**
|
||||
L'auteur d'origine distribuait les sources complètes (dont `Heavy`, au format UE 4.27) ici :
|
||||
<https://mega.nz/folder/1XYSXbRb#nFHZ1wdwTbL6rS1oUdMe0g>. La V1 a été validée avec un `Heavy` converti au format
|
||||
UE5 ; la distribution de ce `Heavy` converti reste à organiser.
|
||||
**Not in Git**: `Content/Heavy` (3D models, textures, animations: about 6 GB), `Content/Saves`, `*.png`, `*.7z` and
|
||||
`*.mp4` files, binaries and caches. **The repository alone is not enough to build or play**: use the archive above.
|
||||
|
||||
## Prérequis
|
||||
## Requirements
|
||||
|
||||
- Unreal Engine **5.5** (validé en 5.5.4), Windows 64 bits.
|
||||
- Visual Studio 2022 avec la charge de travail « Développement Desktop en C++ ».
|
||||
- Le plugin d'outillage `McpAutomationBridge` (automatisation de l'éditeur par IA) est référencé par le
|
||||
`.uproject` mais n'est pas fourni : l'éditeur propose de le désactiver au premier lancement.
|
||||
- Unreal Engine **5.5** (validated with 5.5.4), Windows 64-bit.
|
||||
- Visual Studio 2022 with the "Desktop development with C++" workload, to rebuild the C++ modules.
|
||||
- The `.uproject` references `McpAutomationBridge`, an optional AI editor-automation plugin used during the port
|
||||
([ChiR24/Unreal_mcp](https://github.com/ChiR24/Unreal_mcp), MIT). It is not distributed here: when the editor asks,
|
||||
let it disable the plugin.
|
||||
|
||||
## Documentation de la migration
|
||||
## Migration documentation
|
||||
|
||||
Point d'entrée : [`Docs/Migration/README.md`](Docs/Migration/README.md) (architecture de LifePlay, audit, plan de tests,
|
||||
cahier des charges, journal, registre des erreurs). Les outils de contrôle (`Tools/*.ps1`) et les commandlets de
|
||||
diagnostic et de correction (`Source/LifePlayEditorTools`) y sont décrits.
|
||||
The migration documentation is written in French. Entry point: [`Docs/Migration/README.md`](Docs/Migration/README.md)
|
||||
(LifePlay architecture, software audit, test plan, specifications, change log, error register). The checking scripts
|
||||
(`Tools/*.ps1`) and the diagnostic and fix commandlets (`Source/LifePlayEditorTools`) are described there.
|
||||
|
||||
## Licences
|
||||
## Licenses
|
||||
|
||||
Code et contenu sous licence **AGPL-3.0** (`LICENSE`), comme le projet d'origine. Licences et crédits des composants
|
||||
tiers (StreetMap, OpenStreetMap, ManuelLab, MakeHuman, modèles 3D, modding) : dossier [`Licenses/`](Licenses/).
|
||||
Code and content are licensed under **AGPL-3.0** (`LICENSE`), like the original project. Third-party licenses and
|
||||
credits (StreetMap, OpenStreetMap, ManuelLab, MakeHuman, 3D models, modding): see [`Licenses/`](Licenses/).
|
||||
|
|
|
|||
Loading…
Reference in a new issue