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1 | # Lingo 2 Archipelago Client | ||
2 | |||
3 | The Lingo 2 Archipelago Client is a mod for Lingo 2 that allows you to connect | ||
4 | to an Archipelago Multiworld and randomize your game. | ||
5 | |||
6 | ## Installation | ||
7 | |||
8 | 1. Download the Lingo 2 Archipelago Randomizer from | ||
9 | [the releases page](https://code.fourisland.com/lingo-archipelago2/about/client/CHANGELOG.md). | ||
10 | 2. Open up Lingo 2, go to settings, and click View Game Data. This should open | ||
11 | up a folder in Windows Explorer. | ||
12 | 3. Unzip the randomizer into the "maps" folder. Ensure that archipelago.tscn and | ||
13 | the Archipelago folder are both within the maps folder. | ||
14 | |||
15 | **NOTE**: It is important that the major version number of your client matches | ||
16 | the major version number of the apworld you generated with. | ||
17 | |||
18 | ## Joining a Multiworld game | ||
19 | |||
20 | 1. Launch Lingo 2. | ||
21 | 2. Click on Level Selection, and choose Archipelago from the list. | ||
22 | 3. The selected player is generally ignored by the mod, and you don't even need | ||
23 | to ensure you use the same player between connections. However, if your | ||
24 | player name has a gift map associated with it, Lingo 2 will prioritize the | ||
25 | gift map over loading the mod, so in that case you should choose another | ||
26 | player. | ||
27 | 4. Press Play. | ||
28 | 5. Enter the Archipelago address, slot name, and password into the fields. | ||
29 | 6. Press Connect. | ||
30 | 7. Enjoy! | ||
31 | |||
32 | To continue an earlier game, you can perform the exact same steps as above. You | ||
33 | will probably have to re-select Archipelago from the Level Selection screen, as | ||
34 | the game does not remember which level you were playing. | ||
35 | |||
36 | **Note**: Running the randomizer modifies the game's memory. If you want to play | ||
37 | the base game after playing the randomizer, you need to restart Lingo 2 first. | ||
38 | |||
39 | ## Running from source | ||
40 | |||
41 | The mod is mostly written in GDScript, which is parsed and executed by Lingo 2 | ||
42 | itself, and thus does not need to be compiled. However, there are two files that | ||
43 | need to be generated before the client can be run. | ||
44 | |||
45 | The first file is `data.binpb`, the datafile containing the randomizer logic. | ||
46 | You can read about how to generate it on | ||
47 | [its own README page](https://code.fourisland.com/lingo-archipelago2/about/data/README.md). | ||
48 | Once you have it, put it in a subfolder of `client` called `generated`. | ||
49 | |||
50 | The second generated file is `proto.gd`. This file allows Lingo 2 to read the | ||
51 | datafile. We use a Godot script to generate it, which means | ||
52 | [the Godot Editor](https://godotengine.org/download/) is required. From the root | ||
53 | of the repository: | ||
54 | |||
55 | ```shell | ||
56 | cd vendor\godobuf | ||
57 | godot --headless -s addons\protobuf\protobuf_cmdln.gd --input=..\..\proto\data.proto ^ | ||
58 | --output=..\..\client\Archipelago\generated\proto.gd | ||
59 | ``` | ||
60 | |||
61 | If you are not on Windows, replace the forward slashes with backslashes as | ||
62 | appropriate (and the caret with a forward slash). You will also probably need to | ||
63 | replace "godot" at the start of the second line with a path to a Godot Editor | ||
64 | executable. | ||
65 | |||
66 | After generating those two files, the contents of the `client` folder (minus | ||
67 | this README) can be pasted into the Lingo 2 maps directory as described above. | ||
68 | |||
69 | ## Frequently Asked Questions | ||
70 | |||
71 | ### Is my progress saved locally? | ||
72 | |||
73 | Lingo 2 autosaves your progress every time you solve a puzzle, get a | ||
74 | collectable, or interact with a keyholder. The randomizer generates a savefile | ||
75 | name based on your Multiworld seed and slot number, so you should be able to | ||
76 | seamlessly switch between multiworlds and even slots within a multiworld. | ||
77 | |||
78 | The exception to this is different rooms created from the same multiworld seed. | ||
79 | The client is unable to tell rooms in a seed apart (this is a limitation of the | ||
80 | Archipelago API), so the client will use the same save file for the same slot in | ||
81 | different rooms on the same seed. You can work around this by manually moving or | ||
82 | removing the save file from the level1 save file directory. | ||
83 | |||
84 | If you play the base game again, you will see one or more save files with a long | ||
85 | name that begins with "zzAP\_". These are the saves for your multiworlds. They | ||
86 | can be safely deleted after you have completed the associated multiworld. It is | ||
87 | not recommended to load these save files outside of the randomizer. | ||
88 | |||
89 | A connection to Archipelago is required to resume playing a multiworld. This is | ||
90 | because the set of items you have received is not stored locally. | ||
91 | |||
92 | ### What about wall snipes? | ||
93 | |||
94 | "Wall sniping" refers to the fact that you are able to solve puzzles on the | ||
95 | other side of opaque walls. The player is never expected to or required to do | ||
96 | this in normal gameplay. This randomizer does not change how wall snipes work, | ||
97 | but it will likewise never require the use of them. | ||