1 (edited by matiasmunk 2011-08-07 20:21:09)

Topic: [HELP] Porting to 0.6.0

So, I've been making a new mod. Which I began to work on at 0.5.1, but then teeworlds updated to 0.5.2, and then to 0.6.0 and later into 0.6.1. While my mod is for 0.5.1. Now when I'm pretty much done with my mod I need to port it to 0.6.1. So therefore I need your help to update from 0.5.1 to 0.6.1.
How do I do that?

Trust dies but mistrust blossoms. Sophocles
Landil was here, and wrote the above ^^
HOLY FUCK! Can't believe I met Landil tongue

2

Re: [HELP] Porting to 0.6.0

You'd have to do it manually. There is (luckily) no tool that does it for you.

3 (edited by HipHopBlond 2011-08-07 20:30:43)

Re: [HELP] Porting to 0.6.0

Well I'm not the greatest coder... oh wait... I'm not a coder at all big_smile, but I think you will have to implement your modifications all over the 0.6.1 source code. smile

EDIT: Didn't see Kottizen's post.

4 (edited by Slayer *gV* 2011-08-07 21:32:11)

Re: [HELP] Porting to 0.6.0

You can download a clean 0.5.1 source code and compare the code (programs like "WinMerge" might help you) to see your changes. (=Patch file)

Thought you still have to port the snippets manually to 0.6.1 code (means rewriting them), but you dont need to code everything new.

5

Re: [HELP] Porting to 0.6.0

I figured it out wink.. I am just watching on Matricks github page and editing all the changes all the way up to 0.6.1 tongue

Trust dies but mistrust blossoms. Sophocles
Landil was here, and wrote the above ^^
HOLY FUCK! Can't believe I met Landil tongue

6

Re: [HELP] Porting to 0.6.0

i would create a patch from your mod and the original 0.5.1 source and then would integrate the patch manually into 0.6.1... this is probably the fastest way

uptee - a simple web interface for hosting and maintaining teeworlds servers
teerace - a website gathering results of trusted Race-mod servers providing global ranking and statistics
*gV* rox ^^

7 (edited by BotoX 2011-08-07 21:52:19)

Re: [HELP] Porting to 0.6.0

Sushi Tee wrote:

i would create a patch from your mod and the original 0.5.1 source and then would integrate the patch manually into 0.6.1... this is probably the fastest way

ORLY? Nearly everything changed from 0.5 to 0.6... All functions have other names, all variables, even files like hooks.cpp yikes
I don't think that this will work o_O

8

Re: [HELP] Porting to 0.6.0

i said manually... its the easyest way to integrate all the stuff from the mod without forgetting anything. Its also possible to clean up the mod code while integrating all the stuff.

uptee - a simple web interface for hosting and maintaining teeworlds servers
teerace - a website gathering results of trusted Race-mod servers providing global ranking and statistics
*gV* rox ^^

9 (edited by matiasmunk 2011-08-07 23:53:24)

Re: [HELP] Porting to 0.6.0

What do you mean about this Sushi Tee?

EDIT:
I get some weird errors while I compile after I ported to 0.6.1
Here it is:
EDIT 2: I FIXED IT I FORGOT TO DO THE "moved 0.5 branch to trunk " - 2009-05-31

Trust dies but mistrust blossoms. Sophocles
Landil was here, and wrote the above ^^
HOLY FUCK! Can't believe I met Landil tongue

10

Re: [HELP] Porting to 0.6.0

Sushi Tee wrote:

i said manually... its the easyest way to integrate all the stuff from the mod without forgetting anything. Its also possible to clean up the mod code while integrating all the stuff.

Oh, ok thats sounds nice smile

11 (edited by matiasmunk 2011-08-08 01:15:56)

Re: [HELP] Porting to 0.6.0

I got another error while porting to 0.6.1
Here it is:
EDIT: Nvm fixed again -.-
I had to put bam.lua and configure.lua into the server source big_smile

Trust dies but mistrust blossoms. Sophocles
Landil was here, and wrote the above ^^
HOLY FUCK! Can't believe I met Landil tongue