Open Panquesito7 opened 4 years ago
Well, we use submodules for mods we didn't touch, for each one we modified for our server adaptation needs, we can't properly use submodules because we rewrite little parts to entire mods
For 3d_armor, we have custom armors values + new armors for class warrior/hunter/wizard + other mods synergy i surely forget (like regeneration rates, increase in run speed for hunter, etc. which are allocated to a full armor equiped)
It's why it's a really tricky to work with our mods, as many are linked together :/
If you're thinking about a way to handle this with submodules, go ahead, and enjoy yourself updating this mods :)
Well, we use submodules for mods we didn't touch
Ahh, I see, so, I'll convert all non-modified mods (such as areas) into a submodule. I'll set mods that already use submodules to point to the original repository (in case it's out-dated or not modified).
For 3d_armor, we have custom armors values + new armors for class warrior/hunter/wizard + other mods synergy i surely forget (like regeneration rates, increase in run speed for hunter, etc. which are allocated to a full armor equiped)
I've created a pull request (#540) to update 3d_armor
to version 0.4.13.
It also updates many, many other mods.
(This is kinda off-topic to submodules, but I'll create a PR for the submodules soon.)
Upstream mods here are very outdated (e.g. 3d Armor).
We should use submodules instead. We must fork each mod that is here, update it to our needs, and add it as a submodule.
What do you think?