Directory Restructuring Project

Discuss the Wing Commander Series and find the latest information on the Wing Commander Universe privateer mod as well as the standalone mod Wasteland Incident project.
mkruer
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Post by mkruer »

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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klauss
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Post by klauss »

Makes total sense.
I have no objections, actually, which is odd. :roll:

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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Post by Fireskull »

makes sence to me.
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Post by spiritplumber »

seconded -- let's work on the data side of things until Ogre happens. (I would help but have no idea how :oops: )
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Post by mkruer »

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
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Post by spiritplumber »

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 :)
My Moral Code:
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- 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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Post by klauss »

About upgrades, take a look at Vanilla VegaStrike. I already mocked up the upgrade system to make it a little easier to mantain. Perhaps you can use that stuff.
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Post by spiritplumber »

meow? what'd you do?

/grabs cvs
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- Rules were made for people, not the other way around.
- Don't deceive. Real life is complicated enough.
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Post by klauss »

Not much. Don't get your hopes up. I only separated pure implementation from naming schemes and such since it was obviously cumbersome to mantain (proven by the fact that VS CVS worked awfully wrong because all the names had been changed).

But, in any case, you can build on top of that.
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Post by mkruer »

Here is the updated restructure sheet.

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
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

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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Zeog
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Post by Zeog »

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.
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Post by mkruer »

News to me, but ok. We should all coordinate this so it happens at the same time.
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Zeog
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Post by Zeog »

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...
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Post by spiritplumber »

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.
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Post by klauss »

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...
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)

Perhaps an email to the dev list?
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Post by spiritplumber »

Can we start with the units dir? ^_^;
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.
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Post by klauss »

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/*").
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Post by mkruer »

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
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Post by spiritplumber »

Y'all tell me when you know? :)
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.
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Post by klauss »

Ehm... forgot about that. :oops:
But props are still missing (some things that don't fall on any category).
Anyway, some subfolders inside that structure can't be implemented right now - like "rooms" and stuff.

But nice refresher.
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Zeog
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Post by Zeog »

spiritplumber wrote:[...]we should leave bin alone for now.
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
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.
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