Nightinggale
Deity
- Joined
- Feb 2, 2009
- Messages
- 5,281
I'm planning a major redesign of how we store our files.
I'm planning a design like this:
Each mod will get a submodule of it's own. This mean each mod has a master and can make branches from it. Also if you pull a mod, you don't have to pull other mod files as well.
The DLL source code will have a submodule of it's own. It will only contain C++ and project files meaning it is intended to be quite small.
Each mod will then include the source submodule. This mean whenever you finish pulling a mod, it will automatically pull the latest source code and place it inside a directory in what you just pulled. This will make it feel like there is a source code in each mod while in reality it still pulls from just one and changes to it will affect all mods. If we do this right, the game can figure out which mod to compile for just by looking at the mod, which was pulled first meaning Makefile.settings will not longer be needed (though I have no plan for removing this ability).
The problem
Medieval Conquest will end up as a submodule just like all the other mods. This mean it would be fitting to find a new name for the overall project, which contains all the mods and the source code.
I'm thinking of finding some rather generic name like "Colonization mods" or something like that. However I haven't come up with a name that I like. Can any of you come up with a fitting name?
I'm planning a design like this:
Each mod will get a submodule of it's own. This mean each mod has a master and can make branches from it. Also if you pull a mod, you don't have to pull other mod files as well.
The DLL source code will have a submodule of it's own. It will only contain C++ and project files meaning it is intended to be quite small.
Each mod will then include the source submodule. This mean whenever you finish pulling a mod, it will automatically pull the latest source code and place it inside a directory in what you just pulled. This will make it feel like there is a source code in each mod while in reality it still pulls from just one and changes to it will affect all mods. If we do this right, the game can figure out which mod to compile for just by looking at the mod, which was pulled first meaning Makefile.settings will not longer be needed (though I have no plan for removing this ability).
The problem
Medieval Conquest will end up as a submodule just like all the other mods. This mean it would be fitting to find a new name for the overall project, which contains all the mods and the source code.
I'm thinking of finding some rather generic name like "Colonization mods" or something like that. However I haven't come up with a name that I like. Can any of you come up with a fitting name?