#30589 posted by Spike on 2018/09/25 12:40:37
learn git.
people can then either fork your git repo (and easily pull your changes and send patches upstream), or they can use your progs.dat file with their map packs using their own gamedir. There isn't really any practical scope for your own directory name that doesn't also defeat your stated goal.
fteqcc-specific
#pragma copyright "Some Boring Message"
#pragma flag enable embedsrc
Then anyone that opens your .dat with fteqccgui will see that message and be presented with your original source (or they can open it with 7zip or whatever for the source, but no message).
You can also pass the output of external commands in as preprocessor macros, which is a very good idea for eg 'git describe', and can make much of the version tracking automatic.
Additionally you're not limited to just underscores. hypens and dots are commonly used in directory names too.
quake -game progs_dump-1.0.0
Just be sure to avoid leading hyphens or dots. :)
@spike
Thanks, all good info. Yeah git is high on the to-learn list. I decided early on to hold off but a future version will be available.
Embed sources is pretty cool!
Carry The One
#30591 posted by Qmaster on 2018/09/25 18:52:38
D.o.t.s. like progs_dump_1.0.0
Or undersquires like progs_dump_v1_00
Just please don't make version 1.0.9 go to version 1.0.10. That doesn't make mathematical sense to go back down a bunch of versions. Should be 1.1.0 at that point.
Also you could start with 001 as a version.
*ahem* *adjusts Monocle*
#30592 posted by Joel B on 2018/09/25 19:03:59
Version strings aren't floating-point number though. They are a series of numbers separated by dots... x.y.z, where x is major version, y is minor, z is "patch" (or something similar). It's fine and good for example for 1.9 to be followed by 1.10, if that's a minor version increase and not a major release.
/end software developer pedantry
I Agree With Johnny Actually
I did research it here based on how Tb2 is released: https://semver.org/ Although I doubt this will get that many patches but who knows?
Since I am a total newb feel free to share other organizational tips. I am all ears! Thanks guys.
#30594 posted by Qmaster on 2018/09/26 04:03:37
Nope, 0.1 is not larger than 0.1
Significant digits trump your pedantry.
I do like the versioning method as a solid method. I prefer 1.0.00 myself since minor patches tend to be more common on stable longterm projects. And for that matter, 1.00 for anything rather "trivial".
#30595 posted by Spike on 2018/09/26 04:46:12
version numbers don't have to make mathematical sense, but if they don't then they won't sort correctly. sorting correctly is a handy property that's worth willing to pay a couple of extra chars for.
that said, if you don't want to switch to double-digits then you could switch to letters instead of numbers in order to retain sort orders - version numbers don't even have to be numbers!
#30596 posted by Mugwump on 2018/09/26 07:25:37
version numbers don't have to make mathematical sense
Maybe not from a programmer's perspective, but for the everyday joe it's confusing if they don't (e.g. 1.0.10 can be interpreted as 1.0.1.0, which would logically be viewed as earlier than 1.0.9).
#30597 posted by Esrael on 2018/09/26 09:18:16
Personally I think a typical (especially a mathematically less inclined) person would consider 1.0.10 a higher version than 1.0.9.
You guys have probably seen plenty of game patches in your day, with patches like 1.09 followed by 1.10, 1.11 and so on.
That doesn't make mathematical sense
Have you ever seen a number written as 1.0.9?
Touche
#30601 posted by Qmaster on 2018/09/26 18:34:10
#30602 posted by khreathor on 2018/09/26 19:38:30
you can include build number at the end too:
1.0.9.127, 1.0.10.128, 1.1.0.129 etc.
or
1.0.9(127), 1.0.10(128), 1.1.0(129)
(I'm joking, don't do this)
Twitch.tv's Tag System Is Missing A Few
#30603 posted by primal on 2018/09/27 12:15:49
As best I can tell, the new tag system used at Twitch.tv to help discovery does not contain a tag suitable for level design streams. This is clearly an oversight, and you can give them feedback and suggest they add more tags.
The announcement is at https://blog.twitch.tv/introducing-tags-and-new-categories-33744ef7b04f
The feedback form is at https://docs.google.com/forms/d/e/1FAIpQLSd2ZNywaDrcRToquXhXr43krj0zLzyBE6pueNzME4iDY1bWLQ/viewform
The current list of tags is at https://www.dropbox.com/s/2mswa08a1wworo5/New%20Tags%20%28Public%29.xlsx?dl=0
The most relevant tags I can find with a quick scan are just the generic Game Development and Modded for playing a game "that has been modified to change visuals, add additional items or maps, etc." Neither of them are really about creating mods or specifically level design.
Consider putting in your two cents and suggesting additional tags via the form. I think Modding for general modding activities and Level Design for mapping and related activities would be good suggestions, and if you can think of others, great.
Will do.. thanks for putting. Would never have know about this.
Lava
#30606 posted by negke on 2018/10/02 11:56:46
What's the deal with transparent lava in maps... and shouldn't it hurt less?
Maybe It Is A Time To Say To Fuck U
#30607 posted by spy on 2018/10/02 15:44:27
to Q dlc
My Next Map Is Gonna Titled
#30608 posted by spy on 2018/10/02 18:12:02
otr sucks teh shambler dick while he sucks the skackys frenches dickss
The Upcummimg Pack
#30609 posted by spy on 2018/10/02 19:00:42
And This Is Exactly Why We Encourage Registered Users...
#30610 posted by Shambler on 2018/10/02 21:28:08
...because any future posts by Spy, even sober ones, can be put in context given that insightful contribution.
Darkplaces And Glsl Shaders
#30611 posted by Reyond on 2018/10/03 00:20:03
Hello, I would like to use some vertex shaders and some post-process effects in my mod on darkplaces engine. From where should I start? I don’t have any knowledges or experience working in glsl, I just want to find some shaders from the internet or just from other games and adapt them for darkplaces. What should I know to do that? Should it be really hard? Should I learn OpenGL from the basics or should I just learn specifics of shader language in darkplaces to make those shaders work in game engine? Is there any documentation or web source where I can find full information about darkplaces shader language specifics and extensions that are used in the engine? P.S I found not much information on official dp website and if you have the documentation please share it
Thanks for banning spy from tf.
#30613 posted by muk on 2018/10/03 06:19:16
Playing Portal 2 custom levels and im shocked to see none from negke.
Get to it chump.
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