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Rapid for mods #2957

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sprunk opened this issue Aug 9, 2023 · 4 comments
Open

Rapid for mods #2957

sprunk opened this issue Aug 9, 2023 · 4 comments
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lowpriority A task that can wait, possibly a large one.

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@sprunk
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sprunk commented Aug 9, 2023

It would be good if mods could optionally be on rapid to help with packaging and distribution. The immediate task is to find the answer to these questions:

  • who can add repos to rapid? Abma is hard to contact and Licho is probably too busy to waste his time. Is there anyone else?
  • are there any requirements to get onto rapid? I assume it's just a matter of a rapid maintainer adding a git repo as some config entry, but maybe there's more in which case random little mods aren't even eligible?
  • how reliable is rapid anyway, in the context of base game ZK? Old Spring infra probably isn't collapsing anytime soon but we've already seen springfiles dying once.
@sprunk sprunk added the lowpriority A task that can wait, possibly a large one. label Aug 9, 2023
@sprunk
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sprunk commented Aug 9, 2023

Looks like the answer to the first question is to add a ticket here https://github.com/spring/RapidTools/issues (see closed tickets for a format example)

@Licho1
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Licho1 commented Aug 18, 2023

The plan is to recreate rapid on our infrastructure including ability to uplaod files there (or rather some commandline tools to do so). But I think it needs some thinking/designing. My initial goal would be to replicate existing repositories including content.

@GoogleFrog
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Putting mods on the rapid that abma maintains does seem like a bit of a dead end.

@sprunk
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sprunk commented Aug 19, 2023

I think mods specifically aren't that important to have on rapid so I would rather not waste Licho's time on that. But sure, if we don't trust that instance of rapid in general he may end up setting up a local one anyway.

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