CntoDev / cnto-additions

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Merge latest Arma Additions into CNTO Additions #1

Closed milivojm closed 3 years ago

milivojm commented 3 years ago

See PR https://github.com/CntoDev/cnto-additions/pull/41 for details.

milivojm commented 3 years ago

Alright, to avoid this re-merging stuff in the future, I have some very practical suggestion. @freghar forked his child to Arma Additions to remove CNTO specifics, which was a fair move. Now, considering the most likely we'll be both working on this and Freghar is an undead and has no life (I know you'll read this) and spends his 4AM mornings trying to create a PR for CNTO, it would be much better that we:

Since we're already dependent on CBA, ACE3, ACRE2 and all other mods, I don't see a reason why wouldn't we want to depend on AA. Of course, this my personal opinion only. :)

freghar commented 3 years ago

Sure, that would make more sense.

Ie. use cnto_ as prefix for CfgPatches and functions, cnto\additions\* for PBOPREFIX to match cnto-assets, which IIRC uses cnto\assets\*, .. you can even create both $PBOPREFIX$ as well as $PREFIX$ to make it pack-able using either armake or PBO Manager.

You can then use your standard mod processes to include https://steamcommunity.com/sharedfiles/filedetails/?id=1470700937 in the modset, potentially modify it (if you really want to) by either removing PBOs or unpacking using PBO Manager, removing folders, and repacking back using PBO Manager - that should work. It wouldn't be too different from what CNTO does (used to do?) with NIArms, optionals for ACE, etc.

I even write out "change notes" when uploading to Steam, so you can perhaps version it by date from there.

freghar commented 3 years ago

@Seb105 You mentioned you had issues packing cnto-additions using some tool (was it BI's Addon Builder?) which is why you used CBA/ACE structure for your mods. Is that correct?

Seb105 commented 3 years ago

@freghar I've never had issues building cnto-additions using Armake2

It was mikero's tools/Armake2 I couldn't get working for my personal mods, so I use HEMMT there as that's what I was able to figure out first.

Contributing to cnto-additons came after that, and after being shown a setup and shell script for Armake2 I have no issues.

milivojm commented 3 years ago

Yeah, think it's best to leave CNTO Additions structure and build process the same. Personally I don't like ACE structure of using (too) many macros, code readability is questionable. For me A3AA code is readable and understandable without any need going through other .hpp files.

freghar commented 3 years ago

Okay, could @milivojm please create a cnto-additions-neo repository and give me full access to it (can be revoked later), so that I can set up settings, branches, etc.?

I'll create some basic addon structure, some placeholder README, port over Seb's littlebird HUD addon, CNTO editor categories, etc., and make sure all of that is PBO Manager compatible, so that even non-RnD members can easily pack the addons into PBOs (without breaking things).

The intention being that cnto-additions-neo + customized arma-additions from Steam (per guide I sent to Clarke, hopefully to-be-documented in Repo Addons spreadsheet) should be able to fully replace these old cnto-additions.

Does that make sense?

Seb105 commented 3 years ago

Don't port littlebird, it has an issue I haven't fixed yet.

freghar commented 3 years ago

Don't port littlebird, it has an issue I haven't fixed yet.

So you plan to re-submit it via PR on the new repo, once it's set up?

Seb105 commented 3 years ago

Yep. Should be able to do so before the op today.

freghar commented 3 years ago

Yep. Should be able to do so before the op today.

You are overestimating my free time to create the new repo structure. :)

milivojm commented 3 years ago

Will review this hopefully soon.

freghar commented 3 years ago

Is there anything else to review?