Welcome,
Guest
. Please
login
or
register
.
May 17, 2012, 11:18:30 AM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Search:
Advanced search
Interactive
Modlist
is now online!
136640
Posts in
14043
Topics by
4475
Members
Latest Member:
GuessWho
Pocket Plane Group
Friends and Neighbors
Weimer Republic (WeiDU.org)
WeiDU
(Moderators:
weimer
,
the bigg
)
Source code access.
« previous
next »
Pages:
[
1
]
2
Author
Topic: Source code access. (Read 7491 times)
the bigg
The Avatar of Fighter / Thieves
Moderator
Planewalker
Offline
Gender:
Posts: 3786
Source code access.
«
on:
January 13, 2009, 10:36:45 AM »
I'm now managing the source code for WeiDU via git (the stable code is available via usual HTTP, whereas development code will be available via git). The repository is git://github.com/vbigiani/weidu.git (
Web Interface
).
This post will be edited with actual instructions on how to install git, checkout the code, and submit your changes, once I find a readable tutorial.
Using git with a graphical user interface (probably easier for newbies, but if you're going to edit WeiDU you should really learn up on cygwin anyway):
See
this article
.
Using git with cygwin (instructions can be adapted for OSX and Linux users pretty easily):
This is how Taimon suggests to work:
Quote
Just for the record, here is what I did for to get started:
* `cd WeiDU'
* `git clone git://github.com/vbigiani/weidu.git'
* log into github and fork the main project
* `git remote add mypub git@github.com:<username>/weidu.git'
And these were the steps for the changes:
* `cd WeiDU'
* `git pull' for syncing the local repos with upstream (runs git fetch + git merge)
* edit the files (they're in c::\cygwin\home\<username>\WeiDU if you follow these instructions)
* `git commit -a'
* `git push mypub' for pushing the changes to my public repos on github
Not mentioned here: install
cygwin
; when you get to select packages, choose the 'full' system and install the git and ssh packages. Run cygwin, run these commands:
Code:
mkdir WeiDU
cd WeiDU
git init
git config add user.name "Your full name"
git config add user.email "a valid email address"
ssh-keygen <and follow the instructions>
register to github; when it asks for the public key, it's in c:\cygwin\home\<username>\.ssh\id_rsa.pub by default.
«
Last Edit: February 24, 2009, 07:46:46 AM by the bigg
»
Logged
Author or Co-Author
: WeiDU (
http://j.mp/bLtjOn
) - Widescreen (
http://j.mp/aKAiqG
) - Generalized Biffing (
http://j.mp/aVgw3U
) - Refinements (
http://j.mp/bLHoCc
) - TB#Tweaks (
http://j.mp/ba02Eg
) - IWD2Tweaks (
http://j.mp/98OFYY
) - TB#Characters (
http://j.mp/ak8J55
) - Traify Tool (
http://j.mp/g1Ry9A
) - Some mods that I won't mention in public
Maintainer
: Semi-Multi Clerics (
http://j.mp/9UeIwB
) - Nalia Mod (
http://j.mp/dng9l0
) - Nvidia Fix (
http://j.mp/aRWjjg
)
Code dumps
: Detect custom secondary types (
http://j.mp/hVzzXG
) - Stutter Investigator (
http://j.mp/gdtBn8
)
If possible, send diffs, translations and other contributions using Git (
http://j.mp/aBZFrq
).
Taimon
Planewalker
Offline
Posts: 326
Re: Source code access.
«
Reply #1 on:
January 13, 2009, 03:13:35 PM »
Let me know if you need any help concerning git itself.
Logged
the bigg
The Avatar of Fighter / Thieves
Moderator
Planewalker
Offline
Gender:
Posts: 3786
Re: Source code access.
«
Reply #2 on:
January 13, 2009, 03:32:54 PM »
Can you attempt submitting a patch? I need to see if I've understood fully the 300 steps required for me to accept it.
Logged
Author or Co-Author
: WeiDU (
http://j.mp/bLtjOn
) - Widescreen (
http://j.mp/aKAiqG
) - Generalized Biffing (
http://j.mp/aVgw3U
) - Refinements (
http://j.mp/bLHoCc
) - TB#Tweaks (
http://j.mp/ba02Eg
) - IWD2Tweaks (
http://j.mp/98OFYY
) - TB#Characters (
http://j.mp/ak8J55
) - Traify Tool (
http://j.mp/g1Ry9A
) - Some mods that I won't mention in public
Maintainer
: Semi-Multi Clerics (
http://j.mp/9UeIwB
) - Nalia Mod (
http://j.mp/dng9l0
) - Nvidia Fix (
http://j.mp/aRWjjg
)
Code dumps
: Detect custom secondary types (
http://j.mp/hVzzXG
) - Stutter Investigator (
http://j.mp/gdtBn8
)
If possible, send diffs, translations and other contributions using Git (
http://j.mp/aBZFrq
).
Taimon
Planewalker
Offline
Posts: 326
Re: Source code access.
«
Reply #3 on:
January 13, 2009, 04:47:51 PM »
Since I don't have write access to the github repos, that leaves me with the git-send-email option.
I've send the patch to your spellholdstudios.net address.
By the way, you should set user.email to a valid email address.
Logged
the bigg
The Avatar of Fighter / Thieves
Moderator
Planewalker
Offline
Gender:
Posts: 3786
Re: Source code access.
«
Reply #4 on:
January 13, 2009, 04:57:20 PM »
Quote from: Taimon on January 13, 2009, 04:47:51 PM
Since I don't have write access to the github repos, that leaves me with the git-send-email option.
The point is to give you (or other continuative contributers) write access, otherwise I could've just kept manually running patch. What's your github login?
Quote
By the way, you should set user.email to a valid email address.
I managed to set user.mail instead
Logged
Author or Co-Author
: WeiDU (
http://j.mp/bLtjOn
) - Widescreen (
http://j.mp/aKAiqG
) - Generalized Biffing (
http://j.mp/aVgw3U
) - Refinements (
http://j.mp/bLHoCc
) - TB#Tweaks (
http://j.mp/ba02Eg
) - IWD2Tweaks (
http://j.mp/98OFYY
) - TB#Characters (
http://j.mp/ak8J55
) - Traify Tool (
http://j.mp/g1Ry9A
) - Some mods that I won't mention in public
Maintainer
: Semi-Multi Clerics (
http://j.mp/9UeIwB
) - Nalia Mod (
http://j.mp/dng9l0
) - Nvidia Fix (
http://j.mp/aRWjjg
)
Code dumps
: Detect custom secondary types (
http://j.mp/hVzzXG
) - Stutter Investigator (
http://j.mp/gdtBn8
)
If possible, send diffs, translations and other contributions using Git (
http://j.mp/aBZFrq
).
Taimon
Planewalker
Offline
Posts: 326
Re: Source code access.
«
Reply #5 on:
January 13, 2009, 05:47:24 PM »
Quote from: the bigg on January 13, 2009, 04:57:20 PM
The point is to give you (or other continuative contributers) write access, otherwise I could've just kept manually running patch.
There is a git utility that directly applies the patch emails to your local repository. (Haven't tried it.)
Quote
What's your github login?
taimon
/Edit:
I guess the github plan is, that I create my own "fork" of your weidu repos and you pull my changes from this fork.
«
Last Edit: January 13, 2009, 06:18:40 PM by Taimon
»
Logged
the bigg
The Avatar of Fighter / Thieves
Moderator
Planewalker
Offline
Gender:
Posts: 3786
Re: Source code access.
«
Reply #6 on:
January 13, 2009, 06:02:13 PM »
Quote from: Taimon on January 13, 2009, 05:47:24 PM
There is a git utility that directly applies the patch emails to your local repository. (Haven't tried it.)
Oh. Guess it's 1% easier than downloading a patch from here, since I use thunderbird and not mutt
Quote
taimon
OK, now you're a contributor to WeiDU. You should be able to merge stuff directly to the repo, if I understand this correctly.
Logged
Author or Co-Author
: WeiDU (
http://j.mp/bLtjOn
) - Widescreen (
http://j.mp/aKAiqG
) - Generalized Biffing (
http://j.mp/aVgw3U
) - Refinements (
http://j.mp/bLHoCc
) - TB#Tweaks (
http://j.mp/ba02Eg
) - IWD2Tweaks (
http://j.mp/98OFYY
) - TB#Characters (
http://j.mp/ak8J55
) - Traify Tool (
http://j.mp/g1Ry9A
) - Some mods that I won't mention in public
Maintainer
: Semi-Multi Clerics (
http://j.mp/9UeIwB
) - Nalia Mod (
http://j.mp/dng9l0
) - Nvidia Fix (
http://j.mp/aRWjjg
)
Code dumps
: Detect custom secondary types (
http://j.mp/hVzzXG
) - Stutter Investigator (
http://j.mp/gdtBn8
)
If possible, send diffs, translations and other contributions using Git (
http://j.mp/aBZFrq
).
the bigg
The Avatar of Fighter / Thieves
Moderator
Planewalker
Offline
Gender:
Posts: 3786
Re: Source code access.
«
Reply #7 on:
January 13, 2009, 06:20:30 PM »
Cheers, I got the whole process going
Can you write a straight tutorial for pulling, branching and pushing for the benefit of other contributors?
Logged
Author or Co-Author
: WeiDU (
http://j.mp/bLtjOn
) - Widescreen (
http://j.mp/aKAiqG
) - Generalized Biffing (
http://j.mp/aVgw3U
) - Refinements (
http://j.mp/bLHoCc
) - TB#Tweaks (
http://j.mp/ba02Eg
) - IWD2Tweaks (
http://j.mp/98OFYY
) - TB#Characters (
http://j.mp/ak8J55
) - Traify Tool (
http://j.mp/g1Ry9A
) - Some mods that I won't mention in public
Maintainer
: Semi-Multi Clerics (
http://j.mp/9UeIwB
) - Nalia Mod (
http://j.mp/dng9l0
) - Nvidia Fix (
http://j.mp/aRWjjg
)
Code dumps
: Detect custom secondary types (
http://j.mp/hVzzXG
) - Stutter Investigator (
http://j.mp/gdtBn8
)
If possible, send diffs, translations and other contributions using Git (
http://j.mp/aBZFrq
).
Taimon
Planewalker
Offline
Posts: 326
Re: Source code access.
«
Reply #8 on:
January 13, 2009, 06:31:46 PM »
Wait a sec, I think I messed something up.
I've created the fork and pushed there, but afterwards decided to also push to git@github.com:vbigiani/weidu.git.
(Check git log to see what I mean.)
I'm unsure whether I should push to my fork or to the main-line (i.e. your account) now.
Logged
the bigg
The Avatar of Fighter / Thieves
Moderator
Planewalker
Offline
Gender:
Posts: 3786
Re: Source code access.
«
Reply #9 on:
January 13, 2009, 06:36:50 PM »
Quote from: Taimon on January 13, 2009, 06:31:46 PM
Wait a sec, I think I messed something up.
I've created the fork and pushed there, but afterwards decided to also push to git@github.com:vbigiani/weidu.git.
(Check git log to see what I mean.)
I'm unsure whether I should push to my fork or to the main-line (i.e. your account) now.
Um, your patch needs my signoff for being applied, so what you're doing appears to work correctly... But then again, it's not like I actually know 100% of what's going on and what's supposed to go on.
Logged
Author or Co-Author
: WeiDU (
http://j.mp/bLtjOn
) - Widescreen (
http://j.mp/aKAiqG
) - Generalized Biffing (
http://j.mp/aVgw3U
) - Refinements (
http://j.mp/bLHoCc
) - TB#Tweaks (
http://j.mp/ba02Eg
) - IWD2Tweaks (
http://j.mp/98OFYY
) - TB#Characters (
http://j.mp/ak8J55
) - Traify Tool (
http://j.mp/g1Ry9A
) - Some mods that I won't mention in public
Maintainer
: Semi-Multi Clerics (
http://j.mp/9UeIwB
) - Nalia Mod (
http://j.mp/dng9l0
) - Nvidia Fix (
http://j.mp/aRWjjg
)
Code dumps
: Detect custom secondary types (
http://j.mp/hVzzXG
) - Stutter Investigator (
http://j.mp/gdtBn8
)
If possible, send diffs, translations and other contributions using Git (
http://j.mp/aBZFrq
).
Taimon
Planewalker
Offline
Posts: 326
Re: Source code access.
«
Reply #10 on:
January 13, 2009, 07:10:17 PM »
So I guess there are two different options for the workflow:
1. I get updates from the main repos (your public repos), make changes locally, push them to my fork and send a pull request to you.
You pull from my public to your local repos, check if everything is fine and push the changes to the main repos.
2. Instead of pushing to the fork, I directly push to your public repos (needs the contributor status)
Logged
the bigg
The Avatar of Fighter / Thieves
Moderator
Planewalker
Offline
Gender:
Posts: 3786
Re: Source code access.
«
Reply #11 on:
January 13, 2009, 07:11:38 PM »
Umm, I guess 1 is fine for occasional contributors and 2 is better for people who contribute more consistently (you, dev, and somebody else I guess).
Logged
Author or Co-Author
: WeiDU (
http://j.mp/bLtjOn
) - Widescreen (
http://j.mp/aKAiqG
) - Generalized Biffing (
http://j.mp/aVgw3U
) - Refinements (
http://j.mp/bLHoCc
) - TB#Tweaks (
http://j.mp/ba02Eg
) - IWD2Tweaks (
http://j.mp/98OFYY
) - TB#Characters (
http://j.mp/ak8J55
) - Traify Tool (
http://j.mp/g1Ry9A
) - Some mods that I won't mention in public
Maintainer
: Semi-Multi Clerics (
http://j.mp/9UeIwB
) - Nalia Mod (
http://j.mp/dng9l0
) - Nvidia Fix (
http://j.mp/aRWjjg
)
Code dumps
: Detect custom secondary types (
http://j.mp/hVzzXG
) - Stutter Investigator (
http://j.mp/gdtBn8
)
If possible, send diffs, translations and other contributions using Git (
http://j.mp/aBZFrq
).
devSin
Planewalker
Offline
Gender:
Posts: 1625
Re: Source code access.
«
Reply #12 on:
January 13, 2009, 07:41:57 PM »
Quote from: the bigg on January 13, 2009, 07:11:38 PM
Umm, I guess 1 is fine for occasional contributors and 2 is better for people who contribute more consistently (you, dev, and somebody else I guess).
Uh, whatever.
Like Wes before you, if I come up with it, you'll hear about it here. You guys can repo main and repo public and repo local and push and pull and fork and request. I'm sticking to "DO THIS PLEASE THANK YOU GBYE."
Logged
Mike1072
Planewalker
Offline
Gender:
Posts: 190
Re: Source code access.
«
Reply #13 on:
January 14, 2009, 02:19:59 AM »
I tried making some edits to the docs via Cygwin. Hadn't used git before but I think that it worked...
However, I'm pretty lost as to whether I should be also doing stuff on the website or just via the command-line. Also I don't know about all this branch/forking stuff.
«
Last Edit: January 14, 2009, 02:26:49 AM by Mike1072
»
Logged
Taimon
Planewalker
Offline
Posts: 326
Re: Source code access.
«
Reply #14 on:
January 14, 2009, 06:06:05 AM »
The fork process is a special github action.
By clicking on the fork button you basically create your own public repository (that is somehow linked to the original project) and push your local changes into it.
(Try something like `git remote add mypub git@github.com:username/weidu.git' and then `git push mypub'.)
Logged
the bigg
The Avatar of Fighter / Thieves
Moderator
Planewalker
Offline
Gender:
Posts: 3786
Re: Source code access.
«
Reply #15 on:
January 14, 2009, 07:01:44 AM »
The workflow is like this:
setup:
install cygwin, and the git and ssh package.
register at github. Follow the instructions for setting up git and ssh and providing all the required info.
Fork my github repository (via github)
Via cygwin, create a new directory (for ex. WeiDU-devel), cd into it, and run `git init && git remote add mypub git@github:<username>/weidu.git'
writing publishing one or more diffs:
via github, merge your repository with mine.
cd into the git directory
git pull mypub
do whatever change you might want and test it
git commit -a -m 'one line description of the patch'
git push mypub master
once you're done and your work is tested:
if you're a contributor: push your commit to my repository (via github)
if not: send me a pull request
I don't need either because I subscribe via RSS to everything happening to vbigiani/weidu, but a push to my repo/pull request is a good way of telling me 'I'm done with this work, and it's tested'.
Logged
Author or Co-Author
: WeiDU (
http://j.mp/bLtjOn
) - Widescreen (
http://j.mp/aKAiqG
) - Generalized Biffing (
http://j.mp/aVgw3U
) - Refinements (
http://j.mp/bLHoCc
) - TB#Tweaks (
http://j.mp/ba02Eg
) - IWD2Tweaks (
http://j.mp/98OFYY
) - TB#Characters (
http://j.mp/ak8J55
) - Traify Tool (
http://j.mp/g1Ry9A
) - Some mods that I won't mention in public
Maintainer
: Semi-Multi Clerics (
http://j.mp/9UeIwB
) - Nalia Mod (
http://j.mp/dng9l0
) - Nvidia Fix (
http://j.mp/aRWjjg
)
Code dumps
: Detect custom secondary types (
http://j.mp/hVzzXG
) - Stutter Investigator (
http://j.mp/gdtBn8
)
If possible, send diffs, translations and other contributions using Git (
http://j.mp/aBZFrq
).
Taimon
Planewalker
Offline
Posts: 326
Re: Source code access.
«
Reply #16 on:
January 14, 2009, 08:31:46 AM »
Just for the record, here is what I did for to get started:
`git clone git://github.com/vbigiani/weidu.git'
log into github and fork the main project
`git remote add mypub git@github.com:<username>/weidu.git'
And these were the steps for the changes:
`git pull' for syncing the local repos with upstream (runs git fetch + git merge)
edit + `git commit -a'
`git push mypub' for pushing the changes to my public repos on github
Logged
the bigg
The Avatar of Fighter / Thieves
Moderator
Planewalker
Offline
Gender:
Posts: 3786
Re: Source code access.
«
Reply #17 on:
January 14, 2009, 08:47:47 AM »
Quote from: Taimon on January 14, 2009, 08:31:46 AM
Just for the record, here is what I did for to get started:
`git clone git://github.com/vbigiani/weidu.git'
log into github and fork the main project
`git remote add mypub git@github.com:<username>/weidu.git'
And these were the steps for the changes:
`git pull' for syncing the local repos with upstream (runs git fetch + git merge)
edit + `git commit -a'
`git push mypub' for pushing the changes to my public repos on github
Um, does that sync with my repo before your editing?
Logged
Author or Co-Author
: WeiDU (
http://j.mp/bLtjOn
) - Widescreen (
http://j.mp/aKAiqG
) - Generalized Biffing (
http://j.mp/aVgw3U
) - Refinements (
http://j.mp/bLHoCc
) - TB#Tweaks (
http://j.mp/ba02Eg
) - IWD2Tweaks (
http://j.mp/98OFYY
) - TB#Characters (
http://j.mp/ak8J55
) - Traify Tool (
http://j.mp/g1Ry9A
) - Some mods that I won't mention in public
Maintainer
: Semi-Multi Clerics (
http://j.mp/9UeIwB
) - Nalia Mod (
http://j.mp/dng9l0
) - Nvidia Fix (
http://j.mp/aRWjjg
)
Code dumps
: Detect custom secondary types (
http://j.mp/hVzzXG
) - Stutter Investigator (
http://j.mp/gdtBn8
)
If possible, send diffs, translations and other contributions using Git (
http://j.mp/aBZFrq
).
Taimon
Planewalker
Offline
Posts: 326
Re: Source code access.
«
Reply #18 on:
January 14, 2009, 11:04:20 AM »
Yep, the `git pull' there fetches any updates from your repos (as this was the one I cloned from) and merges them into the current branch.
Logged
Mike1072
Planewalker
Offline
Gender:
Posts: 190
Re: Source code access.
«
Reply #19 on:
January 14, 2009, 08:20:57 PM »
Quote from: Taimon on January 14, 2009, 08:31:46 AM
Just for the record, here is what I did for to get started:
`git clone git://github.com/vbigiani/weidu.git'
log into github and fork the main project
`git remote add mypub git@github.com:<username>/weidu.git'
And these were the steps for the changes:
`git pull' for syncing the local repos with upstream (runs git fetch + git merge)
edit + `git commit -a'
`git push mypub' for pushing the changes to my public repos on github
Just wanted to say, this works and is relatively easy.
Thanks for the instructions.
Logged
plainab
Sasha al'Therin
Planewalker
Offline
Posts: 486
Re: Source code access.
«
Reply #20 on:
July 02, 2009, 02:38:57 PM »
I tested out github. Hope it worked. I think it did. Taimon sent me an e-mail saying that I didn't have to send requests for him to look at my edits.
But I didn't do everything that was listed in the instructions. I just used the github website. Is that sufficient? Or do I need to figure out how to use the various offline programs?
If it helps, the only thing I'd ever do is add new macros and/or functions and adjust the readme doc to include information about them. I'll leave the actual "weidu engine" alone...
Logged
My working mods:
an AI Party Script
for BG2 game engine
DOWNLOAD LINK ONLY!
Interactive Tweaks
for BG series with some IWD support.
DOWNLOAD LINK ONLY!
Rest For 8 Hours
an IWD mod
-------------------------------------------
My contributions:
BG1Fixpack
, BG1Tweaks
On Hold: Solestia an NPC for SOA
-------------------------------------------
My website:
http://sasha-altherin.webs.com
the bigg
The Avatar of Fighter / Thieves
Moderator
Planewalker
Offline
Gender:
Posts: 3786
Re: Source code access.
«
Reply #21 on:
July 02, 2009, 06:39:01 PM »
I received correctly the patches. The only hiccup was that you sent the whole files as patches because of CRLF issues, but this is not a git(hub) issue.
Logged
Author or Co-Author
: WeiDU (
http://j.mp/bLtjOn
) - Widescreen (
http://j.mp/aKAiqG
) - Generalized Biffing (
http://j.mp/aVgw3U
) - Refinements (
http://j.mp/bLHoCc
) - TB#Tweaks (
http://j.mp/ba02Eg
) - IWD2Tweaks (
http://j.mp/98OFYY
) - TB#Characters (
http://j.mp/ak8J55
) - Traify Tool (
http://j.mp/g1Ry9A
) - Some mods that I won't mention in public
Maintainer
: Semi-Multi Clerics (
http://j.mp/9UeIwB
) - Nalia Mod (
http://j.mp/dng9l0
) - Nvidia Fix (
http://j.mp/aRWjjg
)
Code dumps
: Detect custom secondary types (
http://j.mp/hVzzXG
) - Stutter Investigator (
http://j.mp/gdtBn8
)
If possible, send diffs, translations and other contributions using Git (
http://j.mp/aBZFrq
).
plainab
Sasha al'Therin
Planewalker
Offline
Posts: 486
Re: Source code access.
«
Reply #22 on:
July 15, 2009, 06:13:13 PM »
Finally got msysgit to work. So now I should be able to add macros or functions to the appropriate tpp files, push the changes to my public repo and ask for them to be pulled.
When I set it up I told it to use unix style line endings, it seemed the least confusing of all the options. Also, might solve some of the crlf issues I apparently had the last time I made some adjustments...
Logged
My working mods:
an AI Party Script
for BG2 game engine
DOWNLOAD LINK ONLY!
Interactive Tweaks
for BG series with some IWD support.
DOWNLOAD LINK ONLY!
Rest For 8 Hours
an IWD mod
-------------------------------------------
My contributions:
BG1Fixpack
, BG1Tweaks
On Hold: Solestia an NPC for SOA
-------------------------------------------
My website:
http://sasha-altherin.webs.com
the bigg
The Avatar of Fighter / Thieves
Moderator
Planewalker
Offline
Gender:
Posts: 3786
Re: Source code access.
«
Reply #23 on:
July 15, 2009, 06:39:56 PM »
cough some git guru should tell me the option to ignore crlf issues cough
Logged
Author or Co-Author
: WeiDU (
http://j.mp/bLtjOn
) - Widescreen (
http://j.mp/aKAiqG
) - Generalized Biffing (
http://j.mp/aVgw3U
) - Refinements (
http://j.mp/bLHoCc
) - TB#Tweaks (
http://j.mp/ba02Eg
) - IWD2Tweaks (
http://j.mp/98OFYY
) - TB#Characters (
http://j.mp/ak8J55
) - Traify Tool (
http://j.mp/g1Ry9A
) - Some mods that I won't mention in public
Maintainer
: Semi-Multi Clerics (
http://j.mp/9UeIwB
) - Nalia Mod (
http://j.mp/dng9l0
) - Nvidia Fix (
http://j.mp/aRWjjg
)
Code dumps
: Detect custom secondary types (
http://j.mp/hVzzXG
) - Stutter Investigator (
http://j.mp/gdtBn8
)
If possible, send diffs, translations and other contributions using Git (
http://j.mp/aBZFrq
).
Taimon
Planewalker
Offline
Posts: 326
Re: Source code access.
«
Reply #24 on:
July 16, 2009, 12:34:55 AM »
Well, at least for the diff you can say --ignore-space-at-eol.
Logged
Pages:
[
1
]
2
« previous
next »
Jump to:
Please select a destination:
-----------------------------
BG2 Completed Mods
-----------------------------
=> Kelsey
=> Banter Packs
=> de'Arnise Romance
=> Unfinished Business
===> UB Workroom
===> Finished Business
=> Quest Pack
===> Quest BETA
=> NPC Flirt Packs
=> Virtue
=> Keto
=> Xan
=> Assassinations
=> Dungeon Crawl
=> Six's Idle Meddlings
=> Turnabout
=> Dungeon-Be-Gone
=> House Of Sim
=> Ashes of Embers
=> Zyraen's Miscellaneous Mods
=> Event Modding: Iron Modder and One-Day NPC
-----------------------------
BG1 Completed Mods
-----------------------------
=> BG1Tutu General
===> BG1Tutu Bugs and Support
===> BG1Tutu V6 Beta
=> Tutu Mods and Modding
=> The Fields of the Dead
=> BG1 Unfinished Business
===> BG1UB Workroom
===> BG1 Finished Business
-----------------------------
IWD Completed Mods
-----------------------------
=> Icewind Dale NPCs
-----------------------------
Works In Progress
-----------------------------
=> Zathali
=> King Strohm's Tomb
===> Surayah
=====> Hessa
===> Cailean
===> Lady Delcia Caan Romance (Replace This Mod!)
-----------------------------
Friends and Neighbors
-----------------------------
=> Weimer Republic (WeiDU.org)
===> Solaufein
===> Solaufein Workshop
===> Valen
===> Ascension/WeiDU
===> Other Weimer Mods
===> WeiDU
===> Icewind Gate II
=> Near Infinity
-----------------------------
Miscellany, Inc.
-----------------------------
=> BG/PST/IWD Gameplay
===> All Other Gaming
=> Mod Discussion and Announcements
=> Infinity Engine Modding Q&A
=> Tutorials
=> Fan Fiction
===> Bad Kelsey: A Challenge
=> Ensign First Class Blather