Mr.lie Posted July 15, 2020 Author Report Share Posted July 15, 2020 1 Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted July 15, 2020 Author Report Share Posted July 15, 2020 (edited) I've found a small issue on the pers_champion_cavalry_archer (animation_walk): And he is using an arrow on animation "attack_slaughter" Edited July 15, 2020 by Mr.lie 1 Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted July 15, 2020 Author Report Share Posted July 15, 2020 Camelry-Archer who have an helmet-prop attached have problems with the animation "attack_slaughter" - until now i didn't found a solution. 1 Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted July 15, 2020 Author Report Share Posted July 15, 2020 At least for now, the approach_grain-variant needs to be correct: 2 Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted July 16, 2020 Author Report Share Posted July 16, 2020 15 hours ago, Nescio said: Yes, command-line git is powerful and straightforward, whereas github, gitlab, etc. add a graphical interface on top of that, which can make it less obvious what you're doing. I'm glad you're comfortable with using a terminal, that makes things easier for me to reproduce. Whenever you don't know which git command to use, type: git help To start, get a fresh repository (you already did that): git clone https://github.com/0ADMods/millenniumad.git ad1000 cd ad1000/ And update it (that should not change anything right now): git pull Next, set your github credentials: git config --local user.name "your github username" git config --local user.email "your github e-mail" At any point you can check your repository (that does not change anything, but makes it easier to understand what is happening): git status In this case, get the relevant commit (you already did that too): git merge 2d06dab647b27ac28a341f12779148c7c1224417 In other cases, make changes in your repository, then commit them: git add * git commit -m "message what you did" Then push to the relevant branch: git push https://github.com/mrlie58/millenniumad Enter your github username and password when prompted. Next, visit https://github.com/mrlie58/millenniumad in your web browser. It should say: This branch is 1 commit ahead of 0ADMods:master. Click on “Pull request” (and sign in to your github account if you've not done so already). Click on “Create pull request”. Describe what you've done in the “Write”/“Leave a comment” field. Click on “Create pull request”. Wait for someone else to review and commit your pull request. Just create a "Pull request" in the manner you describe - seems to be ok Quote Link to comment Share on other sites More sharing options...
Nescio Posted July 16, 2020 Report Share Posted July 16, 2020 @Stan`, I've added a .editorconfig file to the Han China, which could be useful for other mods as well. 20 hours ago, Mr.lie said: What should i find in the 'interestinglog.html'? A list of all the errors and warnings you encountered in 0 A.D. or Atlas. 20 hours ago, Mr.lie said: 3. I know how to enable or disble mods - my question was, whether or not i can leave all mod-files in the mod-folder independently of they are enable or not. Yes, you can leave all files in your local 0ad/mods/{any mod}/ folder. 5 hours ago, Mr.lie said: Just create a "Pull request" in the manner you describe - seems to be ok I've replied over there. Only someone with push authorization (e.g. @Stan`) can merge pull requests into the master repository, though. 2 Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 16, 2020 Report Share Posted July 16, 2020 I've never used it before @Nescio but thanks I guess. 6 minutes ago, Nescio said: 5 hours ago, Mr.lie said: I've replied over there. Only someone with push authorization (e.g. @Stan`) can merge pull requests into the master repository, though. Will try to look tomorrow 1 Quote Link to comment Share on other sites More sharing options...
Nescio Posted July 17, 2020 Report Share Posted July 17, 2020 14 hours ago, Stan` said: I've never used it before @Nescio but thanks I guess. It's automatically detected by gitbucket, github, gitlab, etc. and could help preventing people from messing up file indentation etc. 14 hours ago, Stan` said: Will try to look tomorrow #54 corrects some unit templates. #55 improves numerous art files. #56 properly formats json data files. Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted July 17, 2020 Author Report Share Posted July 17, 2020 4 hours ago, Nescio said: It's automatically detected by gitbucket, github, gitlab, etc. and could help preventing people from messing up file indentation etc. #54 corrects some unit templates. #55 improves numerous art files. #56 properly formats json data files. I've just installed Visual Studio Code and the Plug-in "EditorConfig for VS Code". So editing files with VS Code should always match your rules, is this right? Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted July 17, 2020 Author Report Share Posted July 17, 2020 The difference between VS Code as VS is, that VS Code format the files on opening. In Visul Studio you have always use Ctrl-K, Ctrl-D (or menu) to format the code. And VS Code is much more quicker. Quote Link to comment Share on other sites More sharing options...
Nescio Posted July 17, 2020 Report Share Posted July 17, 2020 1 hour ago, Mr.lie said: I've just installed Visual Studio Code and the Plug-in "EditorConfig for VS Code". So editing files with VS Code should always match your rules, is this right? 51 minutes ago, Mr.lie said: The difference between VS Code as VS is, that VS Code format the files on opening. In Visul Studio you have always use Ctrl-K, Ctrl-D (or menu) to format the code. And VS Code is much more quicker. Just place the .editorconfig file in your mod folder and see what happens. Fedora 32 (operating system) and gedit (text editor) here, so I don't really know how things on Windows and in Visual Studio. Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 17, 2020 Report Share Posted July 17, 2020 Pretty sure using LF will mess things up on Windows, we'll see. Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted July 17, 2020 Author Report Share Posted July 17, 2020 (edited) On 7/16/2020 at 12:34 AM, Mr.lie said: Camelry-Archer who have an helmet-prop attached have problems with the animation "attack_slaughter" - until now i didn't found a solution. Hello guys, maybe i've found the solution, please can you check this: Edited July 17, 2020 by Mr.lie 2 Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted July 18, 2020 Author Report Share Posted July 18, 2020 On 7/16/2020 at 1:51 PM, Mr.lie said: Enter your github username and password when prompted. Next, visit https://github.com/mrlie58/millenniumad in your web browser. It should say: This branch is 1 commit ahead of 0ADMods:master. Click on “Pull request” (and sign in to your github account if you've not done so already). Click on “Create pull request”. Describe what you've done in the “Write”/“Leave a comment” field. Click on “Create pull request”. Wait for someone else to review and commit your pull request. I have just push some small changes in this manner, but at this point i can't go on: After click on "Pull request i got this: So at this point i'll stopped and waiting for your instructions Quote Link to comment Share on other sites More sharing options...
Nescio Posted July 18, 2020 Report Share Posted July 18, 2020 37 minutes ago, Mr.lie said: I have just push some small changes in this manner, but at this point i can't go on: After click on "Pull request i got this: So at this point i'll stopped and waiting for your instructions Since you've already created a pull request, pushing to its branch is sufficient. As you can see your three commits are included: https://github.com/0ADMods/millenniumad/pull/55/commits Now you just have to edit your opening post to summarize what you've done. 1 Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted July 18, 2020 Author Report Share Posted July 18, 2020 15 minutes ago, Nescio said: Now you just have to edit your opening post to summarize what you've done. What exactly do you mean with "opening post"? Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted July 18, 2020 Author Report Share Posted July 18, 2020 Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted July 18, 2020 Report Share Posted July 18, 2020 Opening as in the first post of this thread Enjoy the Choice Quote Link to comment Share on other sites More sharing options...
Nescio Posted July 18, 2020 Report Share Posted July 18, 2020 1 hour ago, Mr.lie said: What exactly do you mean with "opening post"? 8 minutes ago, Loki1950 said: Opening as in the first post of this thread Enjoy the Choice https://github.com/0ADMods/millenniumad/pull/55#issue-450128890 Quote Link to comment Share on other sites More sharing options...
Nescio Posted July 18, 2020 Report Share Posted July 18, 2020 @Stan`, could you change the “About” to: Millennium A.D. is a mod for 0 A.D. covering the AD 500–1000 timeframe. Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 18, 2020 Report Share Posted July 18, 2020 It's a bit hard to keep track of all the issues :/ Quote Link to comment Share on other sites More sharing options...
Nescio Posted July 18, 2020 Report Share Posted July 18, 2020 8 minutes ago, Stan` said: It's a bit hard to keep track of all the issues :/ Sorry for the spam, but shouldn't this thread be moved to the [Millennium A.D. subforum](https://wildfiregames.com/forum/index.php?/forum/297-1000-ad/)? Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted July 18, 2020 Author Report Share Posted July 18, 2020 47 minutes ago, Nescio said: https://github.com/0ADMods/millenniumad/pull/55#issue-450128890 Done:git mv umayyads.xml sandbox_umayyads.xml How undo the 6 templates so that you have a minimum work with that? Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted July 18, 2020 Author Report Share Posted July 18, 2020 Also how to undo the files related to "objectcolor" so that you have a minimum work on it? Quote Link to comment Share on other sites More sharing options...
Nescio Posted July 18, 2020 Report Share Posted July 18, 2020 (edited) You could try: git restore simulation/templates/* Though I suspect that has no effect in this case, since you already committed your changes. Which means you'll have to open the affected files, manually revert the changes you made, and save the files. [EDIT] Basically it could be solved by copy-and-paste. In this case it's not too much work, only 3 + 6 files, I believe: art/actors/units/anglo/infantry_javelinist_a.xml art/actors/units/anglo/infantry_javelinist_b.xml art/actors/units/anglo/infantry_javelinist_e.xml simulation/templates/template_unit_infantry_melee.xml simulation/templates/units/anglo_support_female_citizen.xml simulation/templates/units/caro_support_female_citizen.xml simulation/templates/units/norse_support_female_citizen.xml simulation/templates/units/umay_infantry_clubman_merc_b.xml simulation/templates/units/umay_support_female_citizen.xml Once you've done them all, commit them again: git add * git commit -m "address requested changes" git push https://github.com/mrlie58/millenniumad Edited July 18, 2020 by Nescio listed the files involved Quote Link to comment Share on other sites More sharing options...
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