Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3

Author Topic: Urist McTeellox's patches for Masterwork  (Read 7154 times)

Urist McTeellox

  • Bay Watcher
    • View Profile
Re: Urist McTeellox's patches for Masterwork
« Reply #17 on: November 06, 2013, 10:52:34 am »

commit c2b210c625e8e42ebf945502ae9c40a22ab5e7b8
Date:   Thu Nov 7 02:40:03 2013 +1100

Enable blueprints for the orcish tech-tree.
   
    For some reason, the requirement to use blueprints for the Taiga
    Orc tech-tree was disabled. However the blueprints themselves would
    still be generated by raids, and they are still mentioned in the
    manual. It appears they were disabled for testing, and not re-enabled
    before release.
   
    This patch re-enables all blueprints, except for the arcane forge,
    which does not exist in the raws.

Spoiler (click to show/hide)
Logged

thistleknot

  • Bay Watcher
  • Escaped Normalized Spreadsheet Berserker
    • View Profile
Re: Urist McTeellox's patches for Masterwork
« Reply #18 on: November 06, 2013, 10:14:05 pm »

I pm'd you, even commented on reddit.

Will you post a github repository so we can just dl the finished package?

Plus, do you have any interest in other people's bugfix posts?  I'd love to see this become the one stop shop for identified fixes for the mod.

Urist McTeellox

  • Bay Watcher
    • View Profile
Re: Urist McTeellox's patches for Masterwork
« Reply #19 on: November 06, 2013, 10:30:08 pm »

I pm'd you, even commented on reddit.

Huzzah! You *should* have a response to the PM. Unless someone else also PMed me, in which case they have it instead. ;) My apologies for being quiet, I've been having the hectic year of hecticness. ;)

Quote
Will you post a github repository so we can just dl the finished package?

Yes, provided Meph gives his blessings. I've just updated my own repo to be based upon the 4c release, and pushing to github and building zip/rar standalones would be super-easy. However I don't want to be redistributing Meph's work without his approval.

Quote
Plus, do you have any interest in other people's bugfix posts?  I'd love to see this become the one stop shop for identified fixes for the mod.

Yes, and differently yes. :) My main concern is my ability to maintain such. If I end up posting my repo on github, then submitting issues there is going to make maintenance much easier, as I can see at a glance what's been applied and what's outstanding. It also means that other people can easily fork and continue if I disappear. Until then, do continue posting them here. If I can post my repo to github, that'll give me a single thread I can work through to index them all.

Many thanks again!

~ T
Logged

Urist McTeellox

  • Bay Watcher
    • View Profile
Re: Urist McTeellox's patches for Masterwork
« Reply #20 on: November 07, 2013, 03:20:52 am »

commit a0ca45688363e8c7261fc5ffceb6ec0c144285ab
Date:   Thu Nov 7 19:10:41 2013 +1100

Added the Blacksmoke Furnace to Orc Fortress manual.
   
    Previously this rather important workshop was not included in any of
    the docs.

Spoiler (click to show/hide)
Logged

Urist McTeellox

  • Bay Watcher
    • View Profile
Re: Urist McTeellox's patches for Masterwork
« Reply #21 on: November 07, 2013, 09:07:54 am »

commit 4375296a7a2a49f5e80f709bc491a5908457b0ef
Date:   Fri Nov 8 01:04:25 2013 +1100

Dwarves no longer have ludicrously valuable body parts.
   
    A number of MULTIPLY_VALUE tags in the creature_standard files
    conspired together to have dwarf parts be worth vastly more than
    they should have.

Spoiler (click to show/hide)
Logged

thistleknot

  • Bay Watcher
  • Escaped Normalized Spreadsheet Berserker
    • View Profile
Re: Urist McTeellox's patches for Masterwork
« Reply #22 on: November 08, 2013, 08:52:42 pm »

trying to add your body parts patch ran into "previously patched" messages... and I think I lost some changes.

Yeah, I think a repository with all these changes would help.


NM, I used y to assume -R.

guess it worked.
« Last Edit: November 08, 2013, 10:17:59 pm by thistleknot »
Logged

Urist McTeellox

  • Bay Watcher
    • View Profile
Re: Urist McTeellox's patches for Masterwork
« Reply #23 on: November 09, 2013, 07:23:32 am »

commit ce9b8386f34576fd483486b900288f89f3b2f80a
Date:   Sat Nov 9 23:19:56 2013 +1100

creature_birds.txt and creature_subterranean.txt files now use APPLY_CREATURE_VARIATION
   
    There were differences between how masterwork and other tilesets
    constructured birds. This patch brings all of these into line with
    each other, and is important in getting BillyJack's less leather
    patch to apply.
   
    No other changes are made. In particular it was noted that
    ostriches are trainable in some tilesets, but not others.

Full patch on github
Updated patch on github
« Last Edit: November 09, 2013, 07:39:36 am by Urist McTeellox »
Logged

thistleknot

  • Bay Watcher
  • Escaped Normalized Spreadsheet Berserker
    • View Profile
Re: Urist McTeellox's patches for Masterwork
« Reply #24 on: November 09, 2013, 09:34:12 am »

now that you changed formats on me
I'm trying to adjust.
So I dl'd the whole package, and it tells me there's no diff between vC and your version.
Which is weird, that happened with another patch where it was asking me to assume the patch was already applied (body parts), I know meph said he didn't make any raws changes between b and c, and I see your is based on b.

So... how do I generate my own patch files from these gits?

figured it out, all I have to do is append .patch to your url

http://chem-bla-ics.blogspot.com/2011/01/github-tip-download-commits-as-patches.html

yeah, got a bunch of already patched messages...

I don't get that.  It's saying the changes are already implemented...
« Last Edit: November 09, 2013, 09:47:12 am by thistleknot »
Logged

Urist McTeellox

  • Bay Watcher
    • View Profile
Re: Urist McTeellox's patches for Masterwork
« Reply #25 on: November 09, 2013, 10:53:25 am »

If you've already got git installed, you can get everything with:

Code: [Select]
git clone git@github.com:pjf/masterwork-dwarf-fortress.git
Change into the directory it creates, and you'll have  4c with my patches applied. However you can also `git checkout upstream` from inside that directory to have the baseline 4c release (or whatever is the most recent 'official release' at the time), and `git checkout simple-leather` for the branch that has BillyJack's simple leather patches applied. `git checkout master` will put you back on my default branch. When I make updates in the future, `git pull` will fetch them for you. :)

You can see how everything fits together with this neat graph. Waving over nodes shows you the patches, and you can click on them to see the changes.

The important thing is that you don't need to manually apply patches any more if all you want is 4c with my patch-set. If you actually want the patches, you can generate them with `git show` (of which there are various invocations, but it's almost 3am so I won't be covering them here) and `git diff`. If you're on my master branch, then `git diff upstream` will give you a grand unified patch between vanilla 4c and my working code.

If you don't have git installed, then you can download everything as a zip file, but that will just be my working copy, and it's a large download.

I'll be posting a more fully-fledged howto in the next couple of days. Having said that, if you find yourself wanting to learn a new revision control system, git is amazing (and is also what's used for DFHack code management, which has some seriously cool change history).
Logged

thistleknot

  • Bay Watcher
  • Escaped Normalized Spreadsheet Berserker
    • View Profile
Re: Urist McTeellox's patches for Masterwork
« Reply #26 on: November 09, 2013, 07:54:07 pm »

Code: [Select]
C:\Games\Dwarf Fortress\Mods>git clone git@github.com:pjf/masterwork-dwarf-fortr
ess.git
Cloning into 'masterwork-dwarf-fortress'...
The authenticity of host 'github.com (192.30.252.131)' can't be established.
RSA key fingerprint is 16:27:ac:a5:76:28:2d:36:63:1b:56:4d:eb:df:a6:48.
Are you sure you want to continue connecting (yes/no)? y
Please type 'yes' or 'no': yes
Warning: Permanently added 'github.com,192.30.252.131' (RSA) to the list of know
n hosts.
Permission denied (publickey).
fatal: Could not read from remote repository.

Please make sure you have the correct access rights
and the repository exists.

thistleknot

  • Bay Watcher
  • Escaped Normalized Spreadsheet Berserker
    • View Profile
Re: Urist McTeellox's patches for Masterwork
« Reply #27 on: November 09, 2013, 07:56:55 pm »

If you've already got git installed, you can get everything with:

Code: [Select]
git clone git@github.com:pjf/masterwork-dwarf-fortress.git
The important thing is that you don't need to manually apply patches any more if all you want is 4c with my patch-set. If you actually want the patches, you can generate them with `git show` (of which there are various invocations, but it's almost 3am so I won't be covering them here) and `git diff`. If you're on my master branch, then `git diff upstream` will give you a grand unified patch between vanilla 4c and my working code.

I was running my own branched version with the other fixes I've posted in this thread.
Care to open up the git to other contributions?  Of course I could run them by you first.  I could do diff comparisons of my branch and post it on your thread, and you could implement.

Only issue is... I can't seem to verify your changes are actually implementable in 4c (as I was saying earlier, I dl'd the body parts patch and it kept reading it was implemented).  Which I thought was weird.

not too big a deal, I only really had a few of my own changes, vanilla attribute ranges, and a few other fixes that I found on the bug thread.

Urist McTeellox

  • Bay Watcher
    • View Profile
Re: Urist McTeellox's patches for Masterwork
« Reply #28 on: November 10, 2013, 09:20:07 am »

Code: [Select]
Permission denied (publickey).
fatal: Could not read from remote repository.

D'oh. ssh access probably assumes you've got a github account. https should work fine:

Code: [Select]
git clone https://github.com/pjf/masterwork-dwarf-fortress.git
Quote
Care to open up the git to other contributions?  Of course I could run them by you first.  I could do diff comparisons of my branch and post it on your thread, and you could implement.

Oh goodness yes. That's one of the reasons it's up on github. You don't think I actually want to do actual work myself, do you? ;)

My preferred workflow is if you have a github account then fork my repo, commit the changes to yours, and then send me pull requests. However I know that git can have a pretty steep learning curve, so if pull-requests seem tricky, you can just commit them to your repo and tell me to go find them. :)

If you're working on something, then feel free to open an issue letting me know. Don't ask for permission, especially if it's a bugfix. Pushing something to your repo won't affect mine, but it will give me a chance to easily yoink things over into my branches. :)

Many, many thanks!

~ T
Logged

Urist McTeellox

  • Bay Watcher
    • View Profile
Re: Urist McTeellox's patches for Masterwork
« Reply #29 on: November 10, 2013, 11:56:16 am »

Integrated Masterwork Therapist R4 to my repo (master branch).
Logged
Pages: 1 [2] 3