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Accessing the Plug and Play SoureForge Repository

Discussion in 'Civ4 - Plug and Play Project' started by Impaler[WrG], Apr 25, 2007.

  1. Impaler[WrG]

    Impaler[WrG] Civ4:Col UI programmer

    Joined:
    Dec 5, 2005
    Messages:
    1,750
    Location:
    Vallejo, California
    For those interested in in working on the cutting edge of Module creation accessing and testing the modules created by Perplexes is key. Perplexes administers a branch of the CCCP SourceForge repository devoted to creating and distributing modules of all types. Their are two high level divisions within the Repository, the 'Library' which is for finished, released product meant for public consumption and use in gaming. Then theirs the 'Workshop' which as the name implies is for the messy half created modules and ones that haven't passed usability testing. Getting to both is basically the same so you can simply substitute the two directories for each other in the rest of this guide depending on what you want to get at. This repository like all SourceForge repositories is free and open for everyone to read from Anonymously but you will need to be a project member to write to it, request authorization from myself or Perplexes to be admitted, you will need to register with SourceForge and send your account name so it can be added to the registry. Though much content will be made available here at CFC for download to accesses the repository and get on the cutting or contribute directly will require a popular version control program know as Subversion (SVN) which can be found at

    http://subversion.tigris.org/

    I also recommend the add on program tortoise which acts as a handy Windows GUI overlay to SVN, it works through the left click pop up menu, otherwise your going to be using the command line. Get it at

    http://tortoisesvn.tigris.org/

    Once you have downloaded and Installed both of these programs open up your Warlords directory go to Mods and create a new folder for your mod, call it something like "Plug & Play Testing", create within it nested subdirectories Assets and then Modules so you now have "Mods/Plug & Play/Assets/Modules" as the pathway. Now in another location perhaps on your desktop create another Directory call it Workshop, right click to select in and use the new "SVN checkout" option in the menu, this will open the SVN program and provide a window ware you select what you want to checkout. The top space is the source which needs to be a SVN repository, the bottom is the destination ware your local copy of those files will go.

    The CCCP library is already very large and checking out the whole thing would require well over a Gig of space, currently new Civs are overwhelming the largest portion, if you have the space to spare you can do so by entering

    Code:
    https://civ4ccp.svn.sourceforge.net/svnroot/civ4ccp/Library
    As your source, this checks out the whole Library giving you ALL the modules of all the various types, to check out smaller portions of the total library simply add additional directories to the checkout to narrow it. To know what directories are available you can browse the repository on the web by going to

    Code:
    http://civ4ccp.svn.sourceforge.net/viewvc/civ4ccp/Library/
    Once you have selected a module you would like to checkout, lets use the Aborigine Civ as an example, put the full path (cut and paste from the overhead line of text in the browser works very well) in your checkout string as

    Code:
    https://civ4ccp.svn.sourceforge.net/svnroot/civ4ccp/Library/Custom Civilizations/Aborigines
    Make sure you have "HEAD Revision" selected then Accept and the checkout dialog box will run and the numerous files will stream but at what ever speed your connection can manage. When your done you will now have a copy of the Module and are ready to play or modify it. To play move the module into the Modules directory of the mod you created earlier, make sure you preserve or if necessary recreate the directory structure the module uses. All the modules are designed to run with pathways identical to those they reside in for the repository with only 'Modules' taking the place of 'Library' so for example the above Aborigines modules should go under Mods/Plug & Play/Assets/Modules/Custom Civilizations/Aborigines Anything else will result in either the module not loading or its art files being unfindable which gives you pink buttons and Red Ball units/buildings.

    You can simply move the module between the Library and the Plug and Play mod to turn it on or off, if you want to help test run one or more Modules together and report any technical errors you find and advice to the creator who should be listed in a readme.txt within the module itself. If you like to modify or try to fix the module you can easily do so but you will notice a red "!" sign replaces the green check once you change the file in any way, this is how version control tells you theirs a modification. If your changes break anything simply perform a 'Revert' operation to get back what you originally checked out, Reverting can be done at any directory level and is applied hierarchically to everything within. You can also run the Update command to quickly and efficiently get any updates. Modules in the Library are expected to be relatively stable but ones in the Workshop should change rapidly until their declared done and move to the Library, if your working with a developer on testing perform an update before every play test. Lastly the developer commands 'add' and 'Commit' are used for adding new files to your local copy and sending in changes you've made to the repository to update it, the latter is password protected, requiring your SourceForge Password.
     
  2. TAfirehawk

    TAfirehawk WoC Team Manager

    Joined:
    Aug 25, 2006
    Messages:
    2,326
    Location:
    Florida
  3. NikNaks

    NikNaks Deity

    Joined:
    Jul 25, 2006
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    Location:
    England

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