Docs: local Sacred Gold install required, no hard-coded game path

README explains --game-dir and the stored GameDir; the VS Code launch
uses the stored path and builds through build.ps1.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
This commit is contained in:
khallaandClaude Opus 5.5 committed 2026-10-20 00:14:36 +02:00
1 parent 6c467e22c4
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@@ -3,13 +3,15 @@
"configurations": [
{
// Builds, then starts the game through the launcher (no debugger in the game).
// The game folder comes from build/x86-debug/sacredK.ini: run the
// launcher once with --game-dir "<Sacred Gold folder>" (README.md).
"name": "Run Sacred (sacredK)",
"type": "cppvsdbg",
"request": "launch",
"program": "${workspaceFolder}/build/x86-debug/sacredK.exe",
"args": ["--game-dir", "D:\\Gaming\\Sacred Gold", "log"],
"args": ["log"],
"cwd": "${workspaceFolder}/build/x86-debug",
"preLaunchTask": "CMake: build",
"preLaunchTask": "Build x86-debug",
"console": "internalConsole"
},
{
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"version": "2.0.0",
"tasks": [
{
"label": "CMake: build",
"type": "cmake",
"command": "build",
"targets": ["all"],
// build.ps1 enters the MSVC x86 environment and builds the x86-debug
// preset; unlike a CMake Tools task it needs no preset picked in VS Code.
"label": "Build x86-debug",
"type": "process",
"command": "powershell",
"args": ["-NoProfile", "-ExecutionPolicy", "Bypass", "-File", "${workspaceFolder}/build.ps1", "x86-debug"],
"options": { "cwd": "${workspaceFolder}" },
"group": { "kind": "build", "isDefault": true },
"problemMatcher": ["$msCompile"]
}
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@@ -14,9 +14,11 @@ the work so far is **mods** — behaviour changes on top of the original
auto-attack, skill reworks, respec, map fixes, ...). The game stays playable
at every step; the user plays it to test.
- Target binary: the original `sacred.exe` in `D:\Gaming\Sacred Gold\`
(path in `build\x86-debug\sacredK.ini`, `[paths] GameDir`). Ignore the
`SacredReborn*` files in that folder.
- Target binary: the original `sacred.exe` of a local Sacred Gold 2.28
installation (see `README.md`, Supported build). The game is not in the
repo; its folder is given to the launcher once (`--game-dir`) and kept in
`build\<preset>\sacredK.ini`, `[paths] GameDir`. Read it from there; never
hard-code a local path in code, docs or configs.
- Game texts are German (Fertigkeiten, Attribute, Blitzschlag, ...); keep the
game's names when talking about features.
- The user's monitor is 3440x1440; the game renders about 1835x768 scaled up.
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@@ -41,11 +41,24 @@ the CMake presets.
## Running
The game is not part of this repository. You need a local installation of
Sacred Gold 2.28 with the `sacred.exe` listed under [Supported build](#supported-build)
(e.g. the Steam or GOG release), and you tell the launcher its folder once:
```powershell
build\x86-debug\sacredK.exe --game-dir "D:\Gaming\Sacred Gold" # first run; remembered in sacredK.ini
build\x86-debug\sacredK.exe log # later runs; extra args go to the game
build\x86-debug\sacredK.exe --game-dir "<Sacred Gold folder>" # first run; remembered in sacredK.ini
build\x86-debug\sacredK.exe log # later runs; extra args go to the game
```
The folder is stored as `[paths] GameDir` in `sacredK.ini` next to the
launcher (one per build preset, not tracked by git). Without it, the launcher
looks for `sacred.exe` in its own folder and otherwise asks for `--game-dir`.
The VS Code launch configuration relies on this stored path too.
Save games and the game's `Settings.cfg` live in `Documents\Sacred\save` and
`Documents\Sacred\config`; on the first start they are copied there from the
game folder (see `docs/user-folders.md`).
`sacredK.log` (next to the DLL) records what was hooked plus every message the
game sends to its internal logger, even when the game's own logging is off.