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Import patches from FastTrack fork #1068

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sumghai opened this issue Feb 26, 2020 · 9 comments
Open
25 of 35 tasks

Import patches from FastTrack fork #1068

sumghai opened this issue Feb 26, 2020 · 9 comments
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@sumghai
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sumghai commented Feb 26, 2020

A number of compatibility patches have already been brought over from the CE: FastTrack Edition fork, so this issue is primarily a TODO list of the remaining ones I (@sumghai) will be responsible for.

As always, PRs for each set of patches will undergo standard CE vetting.

The following mods have not been updated to 1.1 yet, and so their patches will not be imported:

  • Flommel
  • [Ods] Great War Imperial Germany - Uniforms (replaces [Ods] Kaiser Reich's Imperial Army - Apparel)
  • [Ods] Third Reich - Uniforms
  • Spidercamp's Dog Pack
@N7Huntsman
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@sumghai Any updates on this? By the sound of things, the 1.1/Royalty update shouldn't be overly disruptive to the patch side of things, so I think we can continue to merge patches--though we may change from targeting Dev to Master. I'll keep you posted on that as we figure it out,

@N7Huntsman
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Additionally, you might take a glance at #1076 in regards to Android Tiers to see how it affects the FT patch.

@sumghai
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sumghai commented Mar 4, 2020

Hey @N7Huntsman - I got sidetracked updating my mods for 1.1, but I'm ready to resume migrating the patches from FT.

My first priority would be to resolve the issue regarding conditionally-patched projectiles. I think @Tostov suggested not using inherited defs for patched projectiles, so that may solve my problem.

I'll be sure to take #1076 into account, thanks!

@sumghai
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sumghai commented Mar 8, 2020

Updated OP checklist:

@sumghai
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sumghai commented Mar 15, 2020

Hi @zozilin, just looping you into this conversation as well:

All FastTrack patches are updated to 1.1 standards before being submitted as PRs to the zhrocks11Dev branch, so no further work should be needed post-merger (unless the original mod being patched suddenly adds new content).

@Alicecomma
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There's some slight changes to explosions in XML, the 81mm mortar file is a perfect example including:

  • New CompFragments comp which is split off of CompExplosiveCE
  • New detonateProjectile tag which points to a projectile thingDef to use its projectileProperties (if explosionRadius > 0), CompExplosive, CompExplosiveCE and CompFragments values when appropriate
  • CompExplosive is now a viable comp on ammo, which adds a "wicker" effect, much like vanilla turrets, once a stack is damaged beyond some amount of damage. Again, see the 81mm mortar for a demonstration in-game and in XML

@sumghai
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sumghai commented Mar 27, 2020

@Alicecomma - I assume this means every single explosive ammo/projectile def (whether originally from CE or imported from FT) will need to be updated?

If so, it might be better to handle that in a separate PR, as the remaining patches to be imported for this issue are mostly apparel/race patches, and are highly unlikely to involve explosive ammo.

@sumghai
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sumghai commented Mar 30, 2020

Temporarily unticked More Vanilla Turrets from TODO list, due to problems reported in #1162

@sumghai
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sumghai commented Apr 1, 2020

@N7Huntsman @zhrocks11 - in case I run out of time or otherwise become unavailable, here are the rest of the (not yet updated) FT patches:

ceft patch quarrantine.zip

ceft mod unique ammo.zip

@sumghai sumghai mentioned this issue Apr 9, 2020
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