Announcement

Collapse
No announcement yet.

[C4:AC][Programming] Subversion / sourceforge project info

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    Download Civilization 4 : Alpha Centauri for free. C4AC is a total conversion mod for Sid Meier's Civilization 4. It is built upon the SDK released by Firaxis.


    The SVN import has been done. It worked without any problem.

    Some administration tasks have to be done now:
    => Adding devellopers to the project and grant them write acces to svn. You have to register on sourceforge and send your unixname to one of the administrators.
    => Adding atleast one extra administrator who can change project properties etc... (Illuminatus, Senethro ) ?
    => Backups. SF.net helps us with tools to create backups, but we still have to store the backups somewhere. Currently two important parts: SVN backup and Site data backup (=bug trackers, feature requests, documentation, news).
    => Project News : find somebody responsable for this, maybe add first news item.
    => File releases : give rights to the people who need this, maybe release a first version.
    => What will we do with the trackers ? (bugs, support, feature requests, 3rd party provided patches). Currently I've left them visible.
    => Will we use the taskmanager ?
    => Will we use the documentation tools provided by sf.net (creating hmtl docs, they can be edited from within your browser) ?
    => Upload some screenshots
    => Will we use the sf.net forum / mailinglists ?
    => We should create a website for c4:ac (MySQL and PHP can be used for hosting on sf.net)


    Most important right now is to add members and check if you can get a subversion checkout to work (checkout, open in VS, compile, move Assets folder to a civ4/mods/ subdirectory and test it).
    no sig

    Comment


    • #17
      registared and waiting for email confirmation
      You have two choices in life; Explore and learn or Vegetate.
      There is a reason for everything.

      Comment


      • #18
        I am writing a small documentation on how to get acces and setup some kind of development environment.
        no sig

        Comment


        • #19
          mdbill, rubin and MMC are currently registered.

          This is a document I wrote based on the chat I had this evening with rubin to give him acces to the source code:
          Download Civilization 4 : Alpha Centauri for free. C4AC is a total conversion mod for Sid Meier's Civilization 4. It is built upon the SDK released by Firaxis.
          no sig

          Comment


          • #20
            I checked in the Clean XML v2. I checked that Civ4 loads and you can start a game. A few items have been left in (for example, one leader--Washingon, is still there) I think you'll find it is easier to work on one area without having so many broken references. If we desire more units or buildings, it's easy to add them, but they will have to be added without old tech or old civic references. Once Rubin uploads his new tech tree, naturally we will want to put references to the new tech IDs. So leave all those old Civ4 techs out. Only Mysticism is still there as a place-holder.

            We should be able to get a few SMAX Factions and SMAX buildings defined in no time for testing.

            I merged the PJay's new Supply Crawler unit into the Clean XML.

            Comment


            • #21
              I'm going to quickly give the SVN directory structure a shake-up to hopefully make it easier for people to navigate. I'll post a full directory listing here, with reasons, once I'm done.
              Last edited by MMC; May 15, 2006, 00:11.
              Ceeforee v0.1 - The Unofficial Civ 4 Editor -= Something no Civ Modder should ever be without =- Last Updated: 27/03/2009
              "Just because I'm paranoid doesn't mean there's no conspiracy"

              Comment


              • #22
                Why does it need to be changed ?

                The CvGameCoreDLL directory contained the (modified) SDK.
                When you opened the project in visual studio and compiled it, the dll was automatically created in the Assets folder.
                The Assets folder followed civ4's structure for all mods (ie: you could directly copy that folder to your civ4/mods/c4ac/ folder).

                Currently nothing is in the subversion repository anymore... (I hope you are still "reworking" the directories, but the latest changes are dated 3 hours ago). I'd rather have people posting their reasons for such changes *before* making them instead of after.


                So, to anybody trying to download the code at this moment: there's nothing wrong with your setup if you don't get anything.
                Last edited by PJayTycy; May 15, 2006, 03:42.
                no sig

                Comment


                • #23
                  I admit I fell asleep during the work... but I did start it at 5am

                  Anywho... here's what I've done (after some discussion with Pjay, and Rubin - but don't blame them):
                  • Moved everything in the 'trunk' folder into '/branches/development/'
                  • Seperated out the development work into 2 versions; 1 with the latest precompiled dll, and 1 with the uncompiled SDK (non-SDK and SDK respectively)
                  • Created a new branch for the up-coming mini-mod: '/branches/mini-mod/'
                  • Created a new branch for the full release, with sub-branches for individual releases: '/branches/v0.x/v0.1/' to '/branches/v0.x/v0.9', etc
                  • Removed the now redundant 'tag' and 'trunk' folders.

                  Whilst I know some of this goes against the norms for SVN, I believe this should make it easier for novices to navigate.

                  NB: All files uploaded before the shake-up are still online, no files have been removed, only empty folders. However, make backups before hand, just in case.

                  The final structure looks like this:
                  Code:
                  |-'branches'-+
                  |            |-'development'-+
                  |            |               |-'non-SDK'
                  |            |               |
                  |            |               |-'SDK'
                  |            |
                  |            |-'mini-mod'
                  |            |
                  |            |-'v0.x'
                  So if you want to edit the artwork without the SDK, either goto https://svn.sourceforge.net/viewcvs....pment/non-SDK/ in your web-browser, or load TortoiseSVN and goto https://svn.sourceforge.net/svnroot/...pment/non-SDK/
                  Last edited by MMC; May 15, 2006, 07:53.
                  Ceeforee v0.1 - The Unofficial Civ 4 Editor -= Something no Civ Modder should ever be without =- Last Updated: 27/03/2009
                  "Just because I'm paranoid doesn't mean there's no conspiracy"

                  Comment


                  • #24
                    Originally posted by MMC
                    All files uploaded before the shake-up are still online, no files have been removed, only empty folders. However, make backups before hand, just in case.
                    Could you point me to the location where you moved them? Currently I only see empty folders...

                    So if you want to edit the artwork without the SDK, either goto ...
                    Your links are wrong, SDK should be uppercase.


                    Anyway, I still have doubts about this, I hope you'll write a more detailed guide about how to exactly use this system of yours.
                    Which directory should we checkout to work with and update?
                    Where is the "current" version of the mod located (ie: with my crawler code, mdbill's clean xml and rubin's new art) ?
                    no sig

                    Comment


                    • #25
                      Originally posted by PJayTycy
                      Could you point me to the location where you moved them? Currently I only see empty folders...
                      Damn automation... TortoiseSVN was telling me that everything was up-to-date when it wasn't. I have now found out the hard way that subfolders are not uploaded automatically, and must must be done individually.

                      Originally posted by PJayTycy
                      Your links are wrong, SDK should be uppercase.
                      Fixed.

                      Originally posted by PJayTycy
                      Anyway, I still have doubts about this, I hope you'll write a more detailed guide about how to exactly use this system of yours.
                      Which directory should we checkout to work with and update?
                      Where is the "current" version of the mod located (ie: with my crawler code, mdbill's clean xml and rubin's new art) ?
                      Once I've solved the versioning problem on my machine, the "current" version of the mod will be in the SDK and non-SDK folders.

                      EDIT: Ok, problem solved... I deleted all the .svn folders (there were a lot ) and it finally saw the content-containing folders as different to what was on the server.
                      Last edited by MMC; May 15, 2006, 09:00.
                      Ceeforee v0.1 - The Unofficial Civ 4 Editor -= Something no Civ Modder should ever be without =- Last Updated: 27/03/2009
                      "Just because I'm paranoid doesn't mean there's no conspiracy"

                      Comment


                      • #26
                        Ok, the files are up now.
                        Ceeforee v0.1 - The Unofficial Civ 4 Editor -= Something no Civ Modder should ever be without =- Last Updated: 27/03/2009
                        "Just because I'm paranoid doesn't mean there's no conspiracy"

                        Comment


                        • #27
                          MMC, I applaud your initiative and effort. However, I'm not sure we want this. This is something that should definitely be discussed first. For one, the subversion documentation now does not match our tree structure. These people (subversion designers) know A LOT about versioning systems and have decided on a format for good reasons I imagine.

                          I took a look at the tree. I see two separate places for the XML, Python, etc. That doesn't make any sense to me. People should be able to check out C4AC/ and put that in their ...mods/ folder. The mod should work and not have any extra files in there.

                          Let's take a step back and figure out what "problems" you were trying to solve with this new tree. Thousands of projects probably have these same issues. Let's solve ours the correct way.

                          I seems like you did a lot of work, so I hate to say it but I'm leaning towards an Undo.
                          Last edited by mdbill; May 15, 2006, 12:07.

                          Comment


                          • #28
                            I think this is how the authors intended it.

                            Code:
                            |-'branches'-+
                            |            |-'SMAXunitsDll'
                            |-'trunk'-+
                            |            |-'C4AC'-+
                            |            |            |-'C4AC.ini'
                            |            |            |-'Assets'-+
                            |            |            |               |-'CvGameCoreDLL.dll'
                            |            |            |               |-'Art'-+
                            |            |            |               |-'Python'-+
                            |            |            |               |-'XML'-+
                            |            |-'SMAXunits'-+
                            |            |            |-'SMAXunits.ini'
                            |            |            |-'Assets'-+
                            |            |            |               |-'CvGameCoreDLL.dll'
                            |            |            |               |-'Art'-+
                            |            |            |               |-'Python'-+
                            |            |            |               |-'XML'-+
                            |            |-'CvGameCoreDLL '-+
                            |            |            |               |-''-+
                            |            |            |               |-''-+
                            |-'tags'-+
                            |            |-'v0.x'
                            |            |-'vx'
                            |            |-'vx'
                            Last edited by mdbill; May 15, 2006, 15:30.

                            Comment


                            • #29
                              So mdbill, you would use the same dll for the smacx units mod as for C4AC ? I don't see the dll for the smacx units in your tree, but we need it for the "smacx units" mod too, because otherwise the crawler doesn't work.

                              I think might be better to seperate those 2 code bases completely. The dll will probably be changed a lot more for the c4ac mod than for the units of smacx mod...


                              Currently I am reading the svnbook chapter on branching and merging because it explains the reasons behind the directory structure and such...
                              no sig

                              Comment


                              • #30
                                Originally posted by PJayTycy
                                So mdbill, you would use the same dll for the smacx units mod as for C4AC ? I don't see the dll for the smacx units in your tree, but we need it for the "smacx units" mod too, because otherwise the crawler doesn't work.

                                I think might be better to seperate those 2 code bases completely. The dll will probably be changed a lot more for the c4ac mod than for the units of smacx mod...


                                Currently I am reading the svnbook chapter on branching and merging because it explains the reasons behind the directory structure and such...
                                I showed the branch for making a seperate SMAX dll. I didn't show the deliverable dll which would mirror the location of the C4AC dll but in SMAXunits/ I'll edit my post...

                                Comment

                                Working...
                                X