Directory Restructuring Project
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Is there even a point now for the mission Directory? It seems like now all the missions are now covered in the “modulesâ€
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Makes total sense.
I have no objections, actually, which is odd.
Oh... but in the interest of making my life easier... let's not set this structure in stone until I've fully migrated to Ogre.
Ogre has its own filesystem, very different from VS. It doesn't flatten things, for instance. I'm not sure it even allows relative paths - all paths are absolute (somewhat... relative to the game's root path). I'm thinking ways to override that, but it may not be easy.
In any case, all this should be considered "temptive layouts" until I can confirm their implementability.
I have no objections, actually, which is odd.
Oh... but in the interest of making my life easier... let's not set this structure in stone until I've fully migrated to Ogre.
Ogre has its own filesystem, very different from VS. It doesn't flatten things, for instance. I'm not sure it even allows relative paths - all paths are absolute (somewhat... relative to the game's root path). I'm thinking ways to override that, but it may not be easy.
In any case, all this should be considered "temptive layouts" until I can confirm their implementability.
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seconded -- let's work on the data side of things until Ogre happens. (I would help but have no idea how )
My Moral Code:
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- The only sin is to treat people as if they were things.
- Rules were made for people, not the other way around.
- Don't deceive. Real life is complicated enough.
- If all else fails, smash stuff.
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Well the first thing I would do since OGER is perhaps only a month or two away is static the project for the most part (models might be the exception), and do a code review. Look at all the python code and figure out what should go where, and notarize it We also need to look the other aspects of the structure not discussed yet,
BTW Klauss, one of the reasons why I wanted to do this is because we are migrating to a new core, in this case OGER.
This should not stop us from documenting the changes need to go where and what needs to happen.
Here is the link to a wiki page for documenting the updates.
http://vegastrike.sourceforge.net/wiki/ ... _Structure
BTW Klauss, one of the reasons why I wanted to do this is because we are migrating to a new core, in this case OGER.
This should not stop us from documenting the changes need to go where and what needs to happen.
Here is the link to a wiki page for documenting the updates.
http://vegastrike.sourceforge.net/wiki/ ... _Structure
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phyton wise the #1 things to do are :
* Add the hidden cargo hold in the Tayla missions;
* Cookies;
* Add ability to save from a capship properly;
* Refine the upgrade system for .blank ships;
* Add some sort of strategic AI for flightgroups beyond "run around along the frontlines". At least make it look like merchants follow trade routes
* Add the hidden cargo hold in the Tayla missions;
* Cookies;
* Add ability to save from a capship properly;
* Refine the upgrade system for .blank ships;
* Add some sort of strategic AI for flightgroups beyond "run around along the frontlines". At least make it look like merchants follow trade routes
My Moral Code:
- The only sin is to treat people as if they were things.
- Rules were made for people, not the other way around.
- Don't deceive. Real life is complicated enough.
- If all else fails, smash stuff.
- The only sin is to treat people as if they were things.
- Rules were made for people, not the other way around.
- Don't deceive. Real life is complicated enough.
- If all else fails, smash stuff.
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Here is the updated restructure sheet.
The currently approved structure documentation can be found at http://vegastrike.sourceforge.net/wiki/ ... _Structure
Some of the items have been worked out but there are others that still need to restructured in particular are. I am including where I think it should go.
Code: Select all
PiArmada Privateer Data 4.x Project Name
.armada001 .privateer100 .vegastrike New Schema Location Established (Savegame Directory)
accounts accounts Unknown
ai ai ai Unknown
ai.easy ai.easy Unknown
ai.hard ai.hard Unknown
animations animations animation Unknown
bases bases bases New Schema Location Established (Unit Directory)
bin bin bin New Schema Location Established (Unit Directory)
cockpits cockpits cockpits New Schema Location Established (Unit Directory)
communications communications communications Unknown
documentation Unknown
history Unknown
meshes meshes meshes New Schema Location Established (Unit Directory)
mission mission mission New Schema Location Established (Mission Directory)
modules modules modules New Schema Location Established (Mission Directory)
music music Unknown
sectors sectors sectors Unknown
sounds sounds sounds Unknown
sprites sprites sprites Unknown
stats Unknown
textures textures textures New Schema Location Established (Unit Directory)
units units units New Schema Location Established (Unit Directory)
universe universe universe Unknown
updater Unknown
Some of the items have been worked out but there are others that still need to restructured in particular are. I am including where I think it should go.
Code: Select all
accounts (Under the Savegame/.<Project> directory?)
ai (unknown)
ai.easy (Combined with ai directory?)
ai.hard (Combined with ai directory?)
animations (Unknown)
communications (Unknown)
documentation (unknown does this need to be included?)
history (unknown does this need to be included?)
music (Unknown)
sectors (Merged into Universe?)
sounds (Unknown)
sprites (Included as Default in units directory)
stats (Under the Savegame/.<Project> directory?)
universe (Unknown)
updater (Under the bin directory, Udates go to Savegame/.<Project> directory?)
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There's also the bin directory that will be moved. Announcement and reasoning here: http://vegastrike.sourceforge.net/forum ... php?t=5475
I just haven't got around doing it yet.
I just haven't got around doing it yet.
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News to me, but ok. We should all coordinate this so it happens at the same time.
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Who else is joining us? Klauss?
Moving the bin dir is actually not that big an issue -- just two svn commands. I'm just concerned that hellcatv et al. who are constantly rebuilding the windows binaries at the moment don't read this and then recommit stuff to the old directories because some windows project files haven't been adjusted...
Moving the bin dir is actually not that big an issue -- just two svn commands. I'm just concerned that hellcatv et al. who are constantly rebuilding the windows binaries at the moment don't read this and then recommit stuff to the old directories because some windows project files haven't been adjusted...
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That seems likely for now honestly. I'm all for cleaning up the /units directory especially, but we should leave bin alone for now.
My Moral Code:
- The only sin is to treat people as if they were things.
- Rules were made for people, not the other way around.
- Don't deceive. Real life is complicated enough.
- If all else fails, smash stuff.
- The only sin is to treat people as if they were things.
- Rules were made for people, not the other way around.
- Don't deceive. Real life is complicated enough.
- If all else fails, smash stuff.
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That's the main problem with moving the bin directory: it has to be reassembled to be able to run, which make the development process a bit different (ie: build -> copy -> execute -> ok? -> copy back -> commit)Zeog wrote:Who else is joining us? Klauss?
Moving the bin dir is actually not that big an issue -- just two svn commands. I'm just concerned that hellcatv et al. who are constantly rebuilding the windows binaries at the moment don't read this and then recommit stuff to the old directories because some windows project files haven't been adjusted...
Perhaps an email to the dev list?
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Sure, but since I didn't commit anything to SVN yet, you may need to work a bit more for the final commit to SVN (things might be different in SVN than what you have, and I'd prefer a pure restructuring, without content changes, just to have things conceptually different committed in different batches).
Oh... and because you should use SVN's "move directories" functionality, to avoid fattening the repository.
You know the idea with units, right?
Besides adding <modname>/, there should be a further classification on unit type. I'm not sure about the types, but it would be something like:
"WCU/ships/*", "WCU/stations/*", "WCU/props/*"
(props would be things like... hm... asteroids, things like that - perhaps turrets could be in their own directory inside props "WCU/props/turrets/*").
Oh... and because you should use SVN's "move directories" functionality, to avoid fattening the repository.
You know the idea with units, right?
Besides adding <modname>/, there should be a further classification on unit type. I'm not sure about the types, but it would be something like:
"WCU/ships/*", "WCU/stations/*", "WCU/props/*"
(props would be things like... hm... asteroids, things like that - perhaps turrets could be in their own directory inside props "WCU/props/turrets/*").
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I though we already decided on that with
Code: Select all
Root
+ objects
+ <project name>
+ capital_ships
+ <object>
+ model (model, textures, materials, shield mesh, bsp mesh, etc...)
+ cockpit (cockpit elements - 3d model and textures if applicable)
+ room (background and stuff - like 3d dock model)
+ scripts (interface scripts)
+ items
+ <object>
+ model (model, textures, materials, shield mesh, bsp mesh, etc...)
+ cockpit (cockpit elements - 3d model and textures if applicable)
+ room (background and stuff - like 3d dock model)
+ scripts (interface scripts)
+ smallcrafts
+ <object>
+ model (model, textures, materials, shield mesh, bsp mesh, etc...)
+ cockpit (cockpit elements - 3d model and textures if applicable)
+ room (background and stuff - like 3d dock model)
+ scripts (interface scripts)
+ support_ships
+ <object>
+ model (model, textures, materials, shield mesh, bsp mesh, etc...)
+ cockpit (cockpit elements - 3d model and textures if applicable)
+ room (background and stuff - like 3d dock model)
+ scripts (interface scripts)
+ stations
+ <object>
+ model (model, textures, materials, shield mesh, bsp mesh, etc...)
+ cockpit (cockpit elements - 3d model and textures if applicable)
+ room (background and stuff - like 3d dock model)
+ scripts (interface scripts)
+ weapons
+ <object>
+ model (model, textures, materials, shield mesh, bsp mesh, etc...)
+ cockpit (cockpit elements - 3d model and textures if applicable)
+ room (background and stuff - like 3d dock model)
+ scripts (interface scripts)
I know you believe you understand what you think I said.
But I am not sure you realize that what you heard is not what I meant.
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spiritplumber wrote:[...]we should leave bin alone for now.
Let's postpone it then. I've meanwhile read the SVN manual and figured out a way of checking out parts of a repository without being forced to download huge subdirectories. There doesn't seem to be a demand for OSX and linux binaries as well.klauss wrote:That's the main problem with moving the bin directory: it has to be reassembled to be able to run, which make the development process a bit different