HG Repositories

DerSaidin
Site Admin
Posts: 89
Joined: 2009-08-27 21:49
Location: Brisbane, Australia

HG Repositories

Postby DerSaidin » 2009-09-12 09:54

HG access is intended for developers only.

This content is in development and is not yet ready for release to players.


There is now one repository, with several subrepos.
The main repository contains the code.
The suprepos contains assets.

There is also a development repository with asset sources and design docs.

Textures will be put in pk3s and uploaded to this website.
Check http://www.dersaidin.net/weaver/files/ for files (where same name with a later date, get only new date).

Mercurial (aka hg) client
Windows - TortoiseHG: http://bitbucket.org/tortoisehg/stable/downloads/
*nix - hg cli from your system repository
Also checkout this cheatsheet if your new to it.

Push Access
Please request access to hg push, or ftp account to upload .pk3s from DerSaidin.

To clone
Using GUI:
Goto the folder where you want to put it.
Right click, select TortoiseHg -> Clone.
Source path is the repository URL below.

Primary Repository:
URL: http://hg.dersaidin.net/weaver
This repository contains source files, a few lib binaries.
The files in code/ will remain synced with Xreal svn by DerSaidin.
The xreal SVN is not needed.

Code: Select all

hg clone http://hg.dersaidin.net/weaver


Development Repository:
http://hg.dersaidin.net/weaver_dev
It doesn't matter where you check this out.

Code: Select all

cd anywhere
hg clone http://hg.dersaidin.net/weaver_dev


What files go where?
If you are unsure, ask.

Primary Repository:
  • Code
  • NOT binaries or assets.

Subrepos:
  • Map sources (each map is a separate subrepo)
  • Core game assets, including gfx/, materials/, models/, and most other folders in base.
  • Model textures are also included in models/. (large model sets may be a separate subrepo)
  • NOT textures/, these should be additional pk3s. Upload them to http://www.dersaidin.net/weaver/files/

The Primary Repository must be kept as small as possible.
Textures should be in .png format wherever possible.
Avoid committing .tga to this repository (only if .png is causing some issue).
Never commit .psd to this repository.

Development Repository:
  • Design Documents
  • Asset Sources (photoshop .psd files, 3dsmax .3ds files, etc)
All asset source files (eg, .psd) should be committed to the weaver_dev repository.
These are all files which are not essential to run the game.
The assetsources directory should reflect the mod directory.

Example:
You make a weave projectile model in 3dsmax, and some textures in photoshop.
When your finished, commit the source model and photshop file to the Secondary repository.
weaver_dev/models/weaves/name/texturename.psd
weaver_dev/models/weaves/name/name.3ds

Then convert to md5 and png, and write a shader. Commit to a submodule (e.g. base/data-weaver.pk3dir/ is the root of a submodule):
base/data-weaver.pk3dir/models/weave/name/name.md5mesh
base/data-weaver.pk3dir/models/weave/name/texturename.png
base/data-weaver.pk3dir/materials/weaves.mtr (modify)

DerSaidin
Site Admin
Posts: 89
Joined: 2009-08-27 21:49
Location: Brisbane, Australia

Re: HG Repositories

Postby DerSaidin » 2011-11-27 14:24

THESE INSTRUCTIONS ARE FOR THE OLD REPOSITORY

This content is in development and is not yet ready for release to players.

There are now two repositories. The first is for the files needed to run the game, and the source code.
The second is for larger asset sources during development, and design documents.
Textures will be put in pk3s and uploaded to this website.
Check http://www.dersaidin.net/weaver/files/ for files (where same name with a later date, get only new date).

Mercurial (aka hg) client
Windows - TortoiseHG: http://bitbucket.org/tortoisehg/stable/downloads/
*nix - hg cli from your system repository
Also checkout this cheatsheet if your new to it.

Push Access
Please request access to hg push, or ftp account to upload .pk3s from DerSaidin.

To clone
Using GUI:
Goto the folder where you want to put it.
Right click, select TortoiseHg -> Clone.
Source path is the repository URL below.

Primary Repository:
http://mercurial.intuxication.org/hg/weaver
This repository now contains all of the files needed to develop and play weaver.
This repository is about 600MB.
Only files in base/ should be edited. The rest of this repository will remain synced with Xreal svn by DerSaidin.
The xreal SVN is not needed.

Code: Select all

hg clone http://mercurial.intuxication.org/hg/weaver


Second Repository:
http://mercurial.intuxication.org/hg/weaver_dev
It doesn't matter where you check this out.

Code: Select all

cd anywhere
hg clone http://mercurial.intuxication.org/hg/weaver_dev


What files go where?
Primary Repository:
  • Game code
  • Updated windows binaries (cgamex86.dll, qagamex86.dll, uix86.dll)
  • Map sources
  • Core game assets, including gfx/, materials/, models/, and most other folders in base.
  • Model textures are also included in models/.
  • NOT textures/, these should be additional pk3s. Upload them to http://www.dersaidin.net/weaver/files/
The Primary Repository must be kept as small as possible.
Textures should be in .png format wherever possible.
Avoid committing .tga to this repository (only if .png is causing some issue).
Never commit .psd to this repository.

Secondary Repository:
  • Design Documents
  • Asset Sources (photoshop .psd files, 3dsmax .3ds files, etc)
All asset source files (eg, .psd) should be committed to the weaver_dev repository.
These are all files which are not essential to run the game.
The assetsources directory should reflect the mod directory.

Example:
You make a weave projectile model in 3dsmax, and some textures in photoshop.
When your finished, commit the source model and photshop file to the Secondary repository.
weaver_dev/models/weaves/name/texturename.psd
weaver_dev/models/weaves/name/name.3ds

Then convert to md5 and png, and write a shader. Commit to the Primary repository.
base/models/weave/name/name.md5mesh
base/models/weave/name/texturename.png
base/materials/weaves.mtr (modify)

DerSaidin
Site Admin
Posts: 89
Joined: 2009-08-27 21:49
Location: Brisbane, Australia

Re: HG Repositories

Postby DerSaidin » 2012-05-10 08:40

THESE INSTRUCTIONS ARE FOR THE OLD REPOSITORY

HG access is intended for developers only.

This content is in development and is not yet ready for release to players.


There is now one repository, with several subrepos.
The main repository contains the code.
The suprepos contains assets.

There is also a development repository with asset sources and design docs.

Textures will be put in pk3s and uploaded to this website.
Check http://www.dersaidin.net/weaver/files/ for files (where same name with a later date, get only new date).

Mercurial (aka hg) client
Windows - TortoiseHG: http://bitbucket.org/tortoisehg/stable/downloads/
*nix - hg cli from your system repository
Also checkout this cheatsheet if your new to it.
Mercurial version 2.0 is required to pull the subrepos easily.

Push Access
Please request access to hg push, or ftp account to upload .pk3s from DerSaidin.

To clone
Using GUI:
Goto the folder where you want to put it.
Right click, select TortoiseHg -> Clone.
Source path is the repository URL below.

Primary Repository:
URL: http://beta.intuxication.org/hg/dersaidin/weaver
This repository contains source files, a few lib binaries.
The files in code/ will remain synced with Xreal svn by DerSaidin.
The xreal SVN is not needed.

Code: Select all

hg clone http://beta.intuxication.org/hg/dersaidin/weaver


When cloning with mercurial < 2.0
You will see mesages like:

Code: Select all

pulling subrepo base/data-weaver.pk3dir from http://beta.intuxication.org/hg/dersaidin/weaver/base/data-weaver.pk3dir

This is the wrong url for the submodule. You need to edit base/data-weaver.pk3dir/.hg/hgrc

Code: Select all

# Change the
path = http://beta.intuxication.org/hg/dersaidin/weaver/base/data-weaver.pk3dir
# to
path = http://beta.intuxication.org/hg/dersaidin/weaver-data-weaver

You will need to do this in each submodule (change "weaver/base/" to "weaver-", remove ".pk3dir").

Development Repository:
http://mercurial.intuxication.org/hg/weaver_dev
It doesn't matter where you check this out.

Code: Select all

cd anywhere
hg clone http://mercurial.intuxication.org/hg/weaver_dev


What files go where?
Primary Repository:
  • Code
  • NOT binaries or assets.

Subrepos:
  • Map sources (each map is a separate subrepo)
  • Core game assets, including gfx/, materials/, models/, and most other folders in base.
  • Model textures are also included in models/. (large model sets may be a separate subrepo)
  • NOT textures/, these should be additional pk3s. Upload them to http://www.dersaidin.net/weaver/files/

The Primary Repository must be kept as small as possible.
Textures should be in .png format wherever possible.
Avoid committing .tga to this repository (only if .png is causing some issue).
Never commit .psd to this repository.

Development Repository:
  • Design Documents
  • Asset Sources (photoshop .psd files, 3dsmax .3ds files, etc)
All asset source files (eg, .psd) should be committed to the weaver_dev repository.
These are all files which are not essential to run the game.
The assetsources directory should reflect the mod directory.

Example:
You make a weave projectile model in 3dsmax, and some textures in photoshop.
When your finished, commit the source model and photshop file to the Secondary repository.
weaver_dev/models/weaves/name/texturename.psd
weaver_dev/models/weaves/name/name.3ds

Then convert to md5 and png, and write a shader. Commit to a submodule (e.g. base/data-weaver.pk3dir/ is the root of a submodule):
base/data-weaver.pk3dir/models/weave/name/name.md5mesh
base/data-weaver.pk3dir/models/weave/name/texturename.png
base/data-weaver.pk3dir/materials/weaves.mtr (modify)



Return to “General Discussion”

Who is online

Users browsing this forum: No registered users and 1 guest

cron