Git for real this time.

Please paste the error when compiling. How can I fix it otherwise?
/edit Also I did test on Windows 7, it worked okay, although I did need to install .NET 4.7. You can install it from here: https://www.microsoft.com/en-us/download/details.aspx?id=55170
No idea how to parse it - windows cmd exe doesn't let me select anything.
Instead I added screenshot.

So most likely it was thing, that I was missing.
You should add this dependency you linked, if you have Windows 7, but no .NET 4.7, so this stuff would be installed automatically if not detected before compiling.

This compiler or DevSetup batch at least could say, that I should install latest .NET or something like that instead failing to compile.

This compiler uses all cores, neat.

This Github repository is behind SVN, as there is Vokayra and ALL Custom Worldviews in modules - both of these were merged to core.
So it seems like someone didn't delete files, as there were deleted in core.
 
Last edited:
Yeah I have a couple fixes for this issue, I just didn't think it would effect anybody.
 
This Github repository is behind SVN, as there is Vokayra and Custom Worldviews in modules - both of these were merged to core.
Ah I think my sync script didn't remove files that were removed, only edited and added them. It was last updated yesterday I think it is synced.
You can confirm by checking the place you merged them into to see if the changes you made are there (I think they will be), after which you can (or I can when I am not at work) delete the modules.
 
Ah I think my sync script didn't remove files that were removed, only edited and added them. It was last updated yesterday I think it is synced.
You can confirm by checking the place you merged them into to see if the changes you made are there (I think they will be), after which you can (or I can when I am not at work) delete the modules.
Well files were removed by others outside modules too.
It could be since SVN 10988 or even earlier (15th August), as slavery module was removed in this SVN.

My merge from modules is here, so others changes are here.

Also why shortcut icons are shown, when these folders aren't shortcuts?
Dwm 2019-08-27 13-15-32-92.png
 
Last edited:
Also why shortcut icons are shown, when these folders aren't shortcuts?
They are shortcuts (actually directory junctions, but same sort of thing) directly to your git repository. That is how the Install.bat script works, it doesn't copy the main directories, just links them. It copies the ini files only at the moment.
 
I just wanted to remove modules, so I did and committed change (#129).
Then Github Desktop decided to be funny - I thought it wanted to update my local respository, but it decided to commit some stuff.
I clicked on revert that change, but appveyor now is doing things.
 
No you don't need to revert it was correct. It did a "merge commit" which is what happens when the remote repository (on github) changed while your local one also changed (because you committed the deleted stuff). So the branches diverged a bit, and git does a merge to bring them back together automatically and commits it, along with your changes. Don't worry it is doing the right thing, you don't need to revert anything.

/edit you should get on discord it will make this conversation a lot more fluid
 
No you don't need to revert it was correct. It did a "merge commit" which is what happens when the remote repository (on github) changed while your local one also changed (because you committed the deleted stuff). So the branches diverged a bit, and git does a merge to bring them back together automatically and commits it, along with your changes. Don't worry it is doing the right thing, you don't need to revert anything.

/edit you should get on discord it will make this conversation a lot more fluid
Ah so I just added someone else changes to Github too?
And how to update local repository?

I guess I need TortoiseGit to see local changes like in SVN.

Also I have to use that pakbuild tool, if I didn't do it before launching game.
What happens if someone adds new art? Do we need to use pakbuild tool again?
 
Last edited:
Ah so I just added someone else changes to Github too?
And how to update local repository?

I guess I need TortoiseGit to see local changes like in SVN.

No you didn't add someone elses changes they were already there, it merged their changes with yours and committed that.
No you can see local changes on the left panel in github desktop. When you change a file (that is not marked so as to be ignored) it will automatically detect it and list it there.
If you want to see what changed in the file you just select it.
 
No you can see local changes on the left panel in github desktop. When you change a file (that is not marked so as to be ignored) it will automatically detect it and list it there.
If you want to see what changed in the file you just select it.
I mean in windows explorer just like SVN - that is folder/file icons, that show if file was added/changed.
 
Last edited:
Question: Are the changes being done to the Main in Git being brought over to the SVN for our players?
 
I mean in windows explorer just like SVN.
Yeah if you want that then TortoiseGit or Git Extensions. However I'm interested on why you would want that when you can see a cut down list of exactly what you changed in github desktop?
Also if you are looking for a "workspace" like editing experience where you see the whole directory structure I would highly recommend Visual Studio Code. In the screen shot you can see it shows the whole mod directory structure, with git status (M = modified), and in the text editor itself I have an extension that shows who last edited the line I have selected at the moment:
Spoiler :

upload_2019-8-27_13-9-20.png

 
Yeah if you want that then TortoiseGit or Git Extensions. However I'm interested on why you would want that when you can see a cut down list of exactly what you changed in github desktop?
I'm just used to that.
Also I have modmods.
 
Question: Are the changes being done to the Main in Git being brought over to the SVN for our players?
Yes they will be. As soon as we can confirm all devs are not going to commit anything more into SVN I can switch SVN trunk to take automatic updates from Git.
To push an update from git to SVN we will simply merge the main branch into release, and the automated system does the rest. When we do it is up to us, we can do it after a specific change, or a set of changes, or schedule it to happen every night for instance. I can make it happen based on a special tag in a commit description (e.g. if you commit changes with '#release' it will send them to SVN as well).
We can have it work however we like basically.
 
I'm just used to that.
Also I have modmods.
Sure, well it is no problem of course you can use whatever tool you want!
Regarding the modmods we need to decide how to work with them. I know nothing about them myself, I guess they go into a specific directory in the main mod? In that case we can set that directory to be ignored by git, so it doesn't ever try to commit anything from it. Otherwise if it is more complicated please explain, and I can try and work out the best way we can use them in this system. I hope you noted the many places I warned that your current Caveman2Cosmos folder got replaced with the one that links to git, so currently your modmods won't be there until you put them into the git directory.
 
Sure, well it is no problem of course you can use whatever tool you want!
Regarding the modmods we need to decide how to work with them. I know nothing about them myself, I guess they go into a specific directory in the main mod? In that case we can set that directory to be ignored by git, so it doesn't ever try to commit anything from it. Otherwise if it is more complicated please explain, and I can try and work out the best way we can use them in this system. I hope you noted the many places I warned that your current Caveman2Cosmos folder got replaced with the one that links to git, so currently your modmods won't be there until you put them into the git directory.
Yeah, my latitude removing/replacing modmods replace files here and there - mostly building infos (modules and buildings in XML), but also animal spawn info and resource info - found in unit/terrain folders, so these are bit all over place.

Also I have testing modmod, that removes most of requirements, that could be never met on my test map (or to simplify testing), this means tons of files all over place.
It changes globals and one python file too for testing.
My modmods are zipped in gameplay folder just being here ready to be updated and uploaded on forums, when things change.
Also I have backup of usersettings folder and that music pack mod, as it is heavy.

Also save after converting to github shows random numbers as github version.
Civ4BeyondSword 2019-08-27 14-21-45-38.png


Also I have my own preferences when it comes to font sizes - that is I have modified one of .thm files for myself - default font sizes are too large for me lol.
 
Last edited:
So using git we can set it up so you can work with these more easily, however github desktop isn't powerful enough to do it, you would need to use GitKraken (or perhaps TortoiseGit could do it I'm not sure):
- You can create a new branch from master
- Put your mod mods in that branch
- You can make changes directly in the new branch and commit them
- When you want to put your changes back to master you can do something called "cherry picking". This allows you to merge only selected commits back to master branch, so it won't merge your modmods back.

This has the benefit that if people make changes to the files you replace you will be able to use the normal merge tools to merge them into your modmods.
It also means anybody can easily try them out by just switching to your branch.
And a final benefit is that you yourself can switch between base game, and one with your modmods with a double click.

If/when you want help doing this give me a shout (but please it will be much easier on discord so we can talk in real time instead of by telegram like this :D )
 
Also save after converting to github shows random numbers as github version.
No that is correct. That is what a full git "change number" looks like. Normally we use a short version (the first 5 numbers iirc) or a tag to identify changes.
 
No that is correct. That is what a full git "change number" looks like. Normally we use a short version (the first 5 numbers iirc) or a tag to identify changes.
I guess you could add which GIT revision it was.
 
Back
Top Bottom