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Icon specification for windows mod.ico is "hard coded" #60

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forcecore opened this issue Sep 9, 2017 · 3 comments
Closed

Icon specification for windows mod.ico is "hard coded" #60

forcecore opened this issue Sep 9, 2017 · 3 comments

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@forcecore
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It seems the mod icon, mod.ico is specified in packaging/windows/buildpackage.sh.
The problem is

  • mod.ico is tracked by git, upstream.
  • buildpackage.sh is tracked upstream too.

This could get troublesome if OpenRAModSDK gets updated and file merges should be kept minimal, preferably only in mod.config.

@pchote
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pchote commented Apr 18, 2018

Do you have a proposal for how to solve this without forcing mods to define icons for all platforms (which modders may not be able to do up front) before they can build packages?

@ghost
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ghost commented May 21, 2018

The issue you describe arises from a use case that is neither recommended nor supported atm, i.e. including your project in a fork. The wiki states in the Getting started section to

Download the latest version of the SDK from the Releases page or using your git client. We recommend that you always use the latest tagged release, as the master branch may have incomplete or insufficiently tested changes.

and advises to

Check for new versions of the Mod SDK on the Releases page, and follow the instructions in the release notes to overwrite or edit any changed files. We recommend that you update the files directly, and do not use git merge unless you are experienced with Git and resolving merge conflicts.

if you want Updating to a new SDK or Engine version.

It is still possible to work with a forked SDK. Resulting (merging) conflicts need to be addressed individually and are neither caused nor solvable upstream.

@abcdefg30
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No activity here in a while, and I agree that using git to update the mod sdk is not ideal (and should not be done, imho).

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