Head deep in Reach right now. Computer breakage kinda borked up the rest of my schedule. But not my reach schedule. reach reach reach
Well I'm out of the loop for the next week, out getting stuff done. I don't think anyone has been paying attention to our google-code hosting but we've (FS and I) been using it with our source for a while now. Still doesn't have the entire OS source tree under it (missing a couple future additions, ie BlamLib) but it should give OS developers something to look at and even use some what (doesn't include the new OpenSauceIDE or OS_tool, etc builds).
I'm sure his name is just still there from when the project was created years ago. He doesn't seem to be active anymore. Very cool stuff guys, I love SVN! I know to commit changes you need to be a project member, but say someone wanted to contribute (which I do), what do they need to do? PM you the information or haggle you for membership?
Last edited by Skarma; September 28th, 2010 at 02:51 AM.
bitter is on there because I nagged him to accept the group link. Doesn't mean he'll ever commit any changes...but doesn't mean he will either. He helped a lot in quite a few parts of the development of Project Yellow so I he deserved access even if he doesn't use it now or ever.
Well, it's not actually SVN. It's Mercurial which is aimed more at distrib-development which is something I thought fit OS's development more than how SVN or (*shiver*) CVS works.
FS is a contributor because I know what his goals are, I know that he's gotten the hang of OS's ropes and the standards used (more or less). If I were to allow anyone else more than read access I would first need to know what their intentions are (since this is the root base of OS and thus everything HAS to work together and without fault) and know that they will stick to the standards/formats that OS uses. I had to help FS learn to run which I didn't mind at all but I really don't have the time to do with anyone new. So any new comers would basically have to create a proposal of what their intended commits are to the source tree, why they're including them and what true value those commits will give to users (either other devs, modders or end users).
Hate to make it sound like business and red tape but right now the goal is to just get OS2 finalized and tested for any last major bugs. I know source control "trunks", "branches" or what not can be used for new and untested content which can then later be merged, but I really don't want to complicate the source tree anymore than it has to for not only FS and I, but also any anonymous browsers. I know I'm savvy with tree branches, not so sure about FS, so I don't want to initiate a fire which I may not be able to control the burn of.
I'm having trouble downloading a copy of the repository. I am familiar with google code and client programs, but it is just not working and throws me an error. I am using RapidSVN and I use to use TortoiseSVN, but it was having shell problems. I go to export and type in the directory: https://open-sauce.googlecode.com/hg and choose my output path and BAM. It tells me: "Error while refreshing filelist (Server sent unexpected return value (405 Method Not Allowed) in response to OPTIONS request for 'https://open-sauce.googlecode.com/hg'). Google Code is doing server maintenance on Thursday, but I don't see how that might effect things right now.
Also is OpenSauce still supporting of other blam games? Would be cool to see the solutions/projects already prefabricated in the trunk. I was really interested in REing other games, like Stubbs the Zombie but I don't even know where to get started with setting it up with OS. I know you said something about shared files in your Wiki, but I only see some really basic files like macros and type definitions in shared. Is there more to this? What are the details of BlamLib?
Last edited by Skarma; October 12th, 2010 at 07:48 PM.
We don't use a SVN based repo, we use a Mercurial powered one, so you can't sync using SVN tools. Google code has resources you can hit up for accessing Mercurial repos with whatever OS and/or editor you use.
The other blam-based games I've written code for is very specific. The only other engine extensions I've written are for Halo 2 Xbox and H2V's tools (so there are no source projects for a Stubbs game for any platform). Neither have been synced yet as the current goal is just to get Halo 1 up and in running order. The H2X codebase also makes use of a generic Xbox1 "module" (aka, "trainer") system which I'm still finalizing the standards for since I'm wanting modules to be loadable by future Xbox (ie, dxbx or cxbx) emulators without having authors reprogram/relink their shit. BlamLib (which is 95% C#) has been positioned for future syncing to the repo but I'm still redacting some parts of the code not meant for public use and also adding some test code to help illustrate its usage.
Shared files are typically just there for generic code sharing or for project sharing. IE, the Halo1_CE and Halo1_CheApe both use shared project source files. This is so I don't have to fuddle around with setting up some honky tonk LIB which only complicates the build process that much more. Shared files are just that, shared to keep out dup'd code and to allow easier compiling/linking of relate-able code.
TortoiseHG is a shell based tool that you can use to interface with the code repository.
Last edited by Shock120; October 13th, 2010 at 09:55 AM.
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