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[nmm-qt-client] added menu file and updated dependencies #16

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[nmm-qt-client] added menu file and updated dependencies #16

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velnias75
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❗ for the upcoming version: the versioning scheme of netmaumau changes to x.x.x

The PR contains a reference to nmm_qt_client.xpm. Since dpkg-source places it in the diff, I didn't know how to include it in this PR and therefore placed it in a Gist: https://gist.github.com/velnias75/20500bd6ca065f992948

@ckorn
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ckorn commented Mar 15, 2015

If you do not have a git client then also GitHub lets you create a file.
There is a "+" after the folder name.

@velnias75
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The question was more WHERE to put it within the nmm-qt-client directory.
Since a XPM is no binary file it is patched in by

dpkg-source --commit

How to add a file with git is no problem for me, but for the releases you
should copy it manually into the source tree, than run

dpkg-source --commit 

and it will get patched in.

@velnias75
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velnias75 commented Mar 15, 2015 via email

@ckorn
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ckorn commented Mar 15, 2015

Either you put it directly in the tarball so you don't need to add it here or you put it in the debian directory and push it here.
No patching required in both ways. Patching is done using "quilt" btw.

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velnias75 commented Mar 15, 2015 via email

@ckorn
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ckorn commented Mar 15, 2015

Directly in the nmm-qt-client directory.

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velnias75 commented Mar 15, 2015 via email

@velnias75
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I had to rebase down to my commit to add the xpm, but unfortunately some of your 0ad commits are now inside too. My attempt to fix resulted in a totally broken local repo now (as usual with that damn git)

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Ok, no chance to get git to make a clean PR. I close this and make a branch as I do for games-overlay

@velnias75 velnias75 closed this Mar 16, 2015
ckorn pushed a commit that referenced this pull request Apr 26, 2015
  * New upstream version
    **Highlights:**

    * Fog of War implemented
    * Spell system implemented with two spells: Summon Worker and Call to War
    * Research logic and UI implemented: rooms, spells and traps should now
    be researched in the library
    * Saving/loading feature
    * Creatures pay day implemented
    * Portals can be claimed and can generate rogue waves that attack keepers
    * Traps must be crafted in the workshop
    * Creatures mood implemented
    * Creature overlays show relevant information on hover (or when pressing
    ALT)
    * Many GUI improvements

    **General:**

    * Saving/loading feature (#531 #534)
    * Many hardcoded values were made configurable via config files
    * Rooms and traps prices are configurable (#346)
    * Tileset configuration and biomes support (#14)
    * Test levels are noted as such (#381)
    * Backup the last three game logs (#567)
    * Packaging/installation improvements:
      - Provide an appdata.xml file (#356)
      - Drop bundled FreeMono.ttf font (#366)
      - Install engine config files in the proper arch-dependent path (#400)
      - Link icon with the game window and executable on Windows (#202)
    * Removed the broken Culling Manager (#170)
    * Disable angelscript as it is not used currently (#504)
    * Code abstration to prepare unit tests (#592)
    * Win32 build now produces a backtrace upon segfault (#680)
    * Lots of bug fixes

    **Gameplay:**

    * Implemented the Fog of War (#295)
      - Implemented trap vision logic (#408)
    * Implemented creatures pay day (#431)
    * Implemented spells support and made workers spawned only via a spell
    (#16)
    * Implemented the Call to War spell (#484)
    * Implemented the library's research logic + research tree (#411 #508)
    * Portals can be claimed (#588)
    * The max number of creatures is configurable and influenced by the
    number of claimed portals (#588)
    * Implemented rogue portal waves (#594 #607)
    * Gold dropped on the floor follows the same mesh logic as the one in
    treasury rooms (#279)
    * Improved the camera perspective (#345)
    * Readded default viewpoint support and made the V key cycle the
    viewpoints (#494)
    * AI repairs damaged rooms (#375)
    * Revised the creature spawning logic (#568)
    * Updated the help window content (#548)

    **Rooms:**

    * The workshop replaces the forge for traps. The forge will be used later
    to craft creature's equipment (#459)
    * Traps are crafted in the workshop only when needed (#469)
    * Add support to disable a room for a specific player in a specific level
    (#86)

    **Creatures:**

    * Workers: Gold dug from gold tiles is now visually carried (#407)
    * Improved creature vision processing (#396)
    * Added support to make creature prefer certain jobs (#354)
    * Implemented creature mood (#11)
    * Improved wall claiming order (#282)
    * Research entities should be brought to the temple center (#576)
    * Many fixes to workers and fighters behaviour

    **UI:**

    * Added the research tree GUI, currently not interactive (#517)
    * Skull flag system to see current creatures health + level + team color
    (#519)
    * Console code cleaned up and using CEGUI (#134 #299)
    * Chat and event messages handling upgrade (#638 #642 #647 #654)
    * Fixed tooltips behaviour (#337 #397)
    * Added a check box, permitting to disable replay creation when quitting
    the game (#406)
    * Improved the UI of Combo-boxes/Check-boxes, ... from generic to OD-like
    (#419)
    * Display the number of controlled fighting creatures (#562)
    * The keeper hand is used as an icon and is above the GUI (#547 #420)

    **Graphics:**

    * Better light handling (#446 #453 #456)
    * Support for normals (#514)
    * Added normals for many materials
    * Use more keeper hand animations (#350)
    * New workshop and corresponding elements (#609 #612)
    * New training dummy and wall models for the training hall (#656)
    * New troll bed (#503)
    * New goblin + bed (#438 #449)
    * New grimoire model (#544)
    * New gold ground tile (#536)
    * Fixed material errors (#529 #570 #606)
    * Spring cleaning: unused textures, models and materials dropped (#492
    #579)

    **Editor:**

    * Fixed adding/moving lights (#19 #20 #486)
    * Fixed seeing traps in the map editor (#455)
    * Made adding portals/temple possible via the editor (#192)

    **Balancing:**

    * Decreased amount of gold stored in each treasury tile to 1000
    * Reduced creature walking speed by 10%
    * Set armor increase/level to 0.1 for all creatures
    * Raised experience gained from battle
    * Creature regain mood points when hitting other creatures (#649)
    * Reduced workers claiming rate (#650)
    * Increased portal cooldown (+25%)
ckorn pushed a commit that referenced this pull request Apr 26, 2015
  * New upstream version
    **Highlights:**

    * Fog of War implemented
    * Spell system implemented with two spells: Summon Worker and Call to War
    * Research logic and UI implemented: rooms, spells and traps should now
    be researched in the library
    * Saving/loading feature
    * Creatures pay day implemented
    * Portals can be claimed and can generate rogue waves that attack keepers
    * Traps must be crafted in the workshop
    * Creatures mood implemented
    * Creature overlays show relevant information on hover (or when pressing
    ALT)
    * Many GUI improvements

    **General:**

    * Saving/loading feature (#531 #534)
    * Many hardcoded values were made configurable via config files
    * Rooms and traps prices are configurable (#346)
    * Tileset configuration and biomes support (#14)
    * Test levels are noted as such (#381)
    * Backup the last three game logs (#567)
    * Packaging/installation improvements:
      - Provide an appdata.xml file (#356)
      - Drop bundled FreeMono.ttf font (#366)
      - Install engine config files in the proper arch-dependent path (#400)
      - Link icon with the game window and executable on Windows (#202)
    * Removed the broken Culling Manager (#170)
    * Disable angelscript as it is not used currently (#504)
    * Code abstration to prepare unit tests (#592)
    * Win32 build now produces a backtrace upon segfault (#680)
    * Lots of bug fixes

    **Gameplay:**

    * Implemented the Fog of War (#295)
      - Implemented trap vision logic (#408)
    * Implemented creatures pay day (#431)
    * Implemented spells support and made workers spawned only via a spell
    (#16)
    * Implemented the Call to War spell (#484)
    * Implemented the library's research logic + research tree (#411 #508)
    * Portals can be claimed (#588)
    * The max number of creatures is configurable and influenced by the
    number of claimed portals (#588)
    * Implemented rogue portal waves (#594 #607)
    * Gold dropped on the floor follows the same mesh logic as the one in
    treasury rooms (#279)
    * Improved the camera perspective (#345)
    * Readded default viewpoint support and made the V key cycle the
    viewpoints (#494)
    * AI repairs damaged rooms (#375)
    * Revised the creature spawning logic (#568)
    * Updated the help window content (#548)

    **Rooms:**

    * The workshop replaces the forge for traps. The forge will be used later
    to craft creature's equipment (#459)
    * Traps are crafted in the workshop only when needed (#469)
    * Add support to disable a room for a specific player in a specific level
    (#86)

    **Creatures:**

    * Workers: Gold dug from gold tiles is now visually carried (#407)
    * Improved creature vision processing (#396)
    * Added support to make creature prefer certain jobs (#354)
    * Implemented creature mood (#11)
    * Improved wall claiming order (#282)
    * Research entities should be brought to the temple center (#576)
    * Many fixes to workers and fighters behaviour

    **UI:**

    * Added the research tree GUI, currently not interactive (#517)
    * Skull flag system to see current creatures health + level + team color
    (#519)
    * Console code cleaned up and using CEGUI (#134 #299)
    * Chat and event messages handling upgrade (#638 #642 #647 #654)
    * Fixed tooltips behaviour (#337 #397)
    * Added a check box, permitting to disable replay creation when quitting
    the game (#406)
    * Improved the UI of Combo-boxes/Check-boxes, ... from generic to OD-like
    (#419)
    * Display the number of controlled fighting creatures (#562)
    * The keeper hand is used as an icon and is above the GUI (#547 #420)

    **Graphics:**

    * Better light handling (#446 #453 #456)
    * Support for normals (#514)
    * Added normals for many materials
    * Use more keeper hand animations (#350)
    * New workshop and corresponding elements (#609 #612)
    * New training dummy and wall models for the training hall (#656)
    * New troll bed (#503)
    * New goblin + bed (#438 #449)
    * New grimoire model (#544)
    * New gold ground tile (#536)
    * Fixed material errors (#529 #570 #606)
    * Spring cleaning: unused textures, models and materials dropped (#492
    #579)

    **Editor:**

    * Fixed adding/moving lights (#19 #20 #486)
    * Fixed seeing traps in the map editor (#455)
    * Made adding portals/temple possible via the editor (#192)

    **Balancing:**

    * Decreased amount of gold stored in each treasury tile to 1000
    * Reduced creature walking speed by 10%
    * Set armor increase/level to 0.1 for all creatures
    * Raised experience gained from battle
    * Creature regain mood points when hitting other creatures (#649)
    * Reduced workers claiming rate (#650)
    * Increased portal cooldown (+25%)
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