hello! spiritplumber here!
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hello! spiritplumber here!
Miaow, so I'm supposed to put WCU related stuff here? *confuzzled*
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we added you to the WCU project...so you just gotta get the cvs client
find your directory with the patch
then do
cvs -dspiritplumber@cvs.sourceforge.net:/cvsroot/wcuniverse import wcu foo bar
(wcuniverse is a taken module by dmjc... no reason to screw with it-totally outdated)
then you need ot check out your own data
cvs -dspiritplumber@cvs.sourceforge.net:/cvsroot/wcuniverse checkout wcu
then we can help edit it
find your directory with the patch
then do
cvs -dspiritplumber@cvs.sourceforge.net:/cvsroot/wcuniverse import wcu foo bar
(wcuniverse is a taken module by dmjc... no reason to screw with it-totally outdated)
then you need ot check out your own data
cvs -dspiritplumber@cvs.sourceforge.net:/cvsroot/wcuniverse checkout wcu
then we can help edit it
Vega Strike Lead Developer
http://vegastrike.sourceforge.net/
http://vegastrike.sourceforge.net/
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the directionality was annoying for perry and new const...I think we at least got perry right for 1.0
Vega Strike Lead Developer
http://vegastrike.sourceforge.net/
http://vegastrike.sourceforge.net/
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Update update!
Hey.. This is going to be the LAST update with the old system. I'm going to go do the CVS thingy now. Whee!
http://www.spiritplumber.com/priv_remake/wcu-code.zip
MUST DOWNLOAD. These are the definition files for the new AI, new universe, new automap, new units and so on. Small file (300k)
http://www.spiritplumber.com/priv_remak ... update.zip
GET THIS IF YOU ALREADY HAD MY PREVIOUS VERSION. Contains mainly the graphics for the units I've added. Medium file (7mb)
http://www.spiritplumber.com/priv_remake/wcu-data.zip
GET THIS IF YOU DID NOT HAVE THE WCU PATCH AT ALL. Contains all the new unit graphics. Big file (18mb)
What's new?
* A couple of new AI types (interceptor, large capship, and infantry)
* New flight group names for kilrathi, retro and pirates.
* Carriers will occasionally use shuttles when attacking another carrier or a base. Shuttles fly near their targets and deploy assault troops, which travels at low relative speed past the shield and weakens armor.
* A ton and a half new units -- now every faction has their own fighter lineup. Also, lots more capital ships.
* Fighters and bombers launch appropriately from hangar bays, afterburning out, instead of just spawning near the carrier.
* Kilrathi systems can be military (front lines) or civilian, with differences in the type of ships you can find there.
* A nice medley of units from WC1, WC2, Priv, Armada and some WC3.
* Secret ship -- which game is it from? (Won't show up in game, you have to look around)
* Stormfire and leech guns fixed.
* Buyable maps fixed, doesn't show you hidden systems anymore. The idea is to make it so different factions offer different maps eventually.
http://www.spiritplumber.com/priv_remake/wcu-code.zip
MUST DOWNLOAD. These are the definition files for the new AI, new universe, new automap, new units and so on. Small file (300k)
http://www.spiritplumber.com/priv_remak ... update.zip
GET THIS IF YOU ALREADY HAD MY PREVIOUS VERSION. Contains mainly the graphics for the units I've added. Medium file (7mb)
http://www.spiritplumber.com/priv_remake/wcu-data.zip
GET THIS IF YOU DID NOT HAVE THE WCU PATCH AT ALL. Contains all the new unit graphics. Big file (18mb)
What's new?
* A couple of new AI types (interceptor, large capship, and infantry)
* New flight group names for kilrathi, retro and pirates.
* Carriers will occasionally use shuttles when attacking another carrier or a base. Shuttles fly near their targets and deploy assault troops, which travels at low relative speed past the shield and weakens armor.
* A ton and a half new units -- now every faction has their own fighter lineup. Also, lots more capital ships.
* Fighters and bombers launch appropriately from hangar bays, afterburning out, instead of just spawning near the carrier.
* Kilrathi systems can be military (front lines) or civilian, with differences in the type of ships you can find there.
* A nice medley of units from WC1, WC2, Priv, Armada and some WC3.
* Secret ship -- which game is it from? (Won't show up in game, you have to look around)
* Stormfire and leech guns fixed.
* Buyable maps fixed, doesn't show you hidden systems anymore. The idea is to make it so different factions offer different maps eventually.
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CVS (Concurrent Versions System) is just a convenient way of saving and organising contributions to a project.
It's not even the best, but it's the industry standard. Things like Subversion and DARCS are better evolutions of the concept of cooperative development.
It's not even the best, but it's the industry standard. Things like Subversion and DARCS are better evolutions of the concept of cooperative development.
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If you updated using CVS, yup it should be.
Strange thing is, though, I thought I'd browse CVS of WCU online which promisingly shows you having updated files in the base directory very recently. Worryingly, all of the subdirectories are empty. Is this anonymous CVS being slow? Or sf.net's CVS browsing being broken (quite possible)? Or have some files not been added to the project?
Strange thing is, though, I thought I'd browse CVS of WCU online which promisingly shows you having updated files in the base directory very recently. Worryingly, all of the subdirectories are empty. Is this anonymous CVS being slow? Or sf.net's CVS browsing being broken (quite possible)? Or have some files not been added to the project?
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Hmm there appears to be more under the wcu-code subproject. Gotta say I'm not yet grokking the layout of the wcu CVS. It seems a little disjointed, to say the least.
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