[DONE] OD Windows binaries

Re: [TODO] OD Windows binaries

Postby Bertram » 07 Oct 2013, 16:04

Ok, thanks.

Hopefully, I'll be quicker at compiling the dependencies this time.

Regards,
User avatar
Bertram
VT Moderator
 
Posts: 1652
Joined: 09 Nov 2012, 12:26

Re: [TODO] OD Windows binaries

Postby Bertram » 08 Oct 2013, 22:49

Hi guys!

I compiled the CEGUI 0.7.9 dependencies and packed all what's necessary in a depends zipped file.

I'll put that online asap. (I'll also put the CEGUI 0.8.2 + SFML2.1 pack alongside for later, who knows?)

Note that the use of powl() is making the 4.7.1 compiler crash (yes, you read well.) with the following error:
C:\Users\Yohann\Documents\GitHub\OpenDungeons\source\Creature.cpp||In member function 'void Creature::doTurn()':|
C:\Users\Yohann\Documents\GitHub\OpenDungeons\source\Creature.cpp|330|internal compiler error: in redirect_eh_edge_1, at tree-eh.c:2215|
||=== Build finished: 1 errors, 0 warnings (0 minutes, 9 seconds) ===|
||=== Build finished: 1 errors, 0 warnings (0 minutes, 10 seconds) ===|

The error is happening in random Creature:: functions:
See the bug here:
http://gcc.gnu.org/bugzilla/show_bug.cgi?id=54563

So I had to change it to std::pow() to make it compile.

I've a got a binary, but can't run it as it is complaining about having errors a missing entry point in libstdc++-6.dll.
I bet I'll have to compile it all again using the DW2 flavour of mingw to get something working, since there seems to be conflicting exception handling versions used here,
between the Ogre libraries and the CEGUI/OD binaries.

Still not there yet...

Best regards,
User avatar
Bertram
VT Moderator
 
Posts: 1652
Joined: 09 Nov 2012, 12:26

Re: [TODO] OD Windows binaries

Postby paul424 » 08 Oct 2013, 23:09

ok fixed :) and git pull'ed .
User avatar
paul424
OD Moderator
 
Posts: 660
Joined: 24 Jan 2012, 13:54

Re: [TODO] OD Windows binaries

Postby Bertram » 01 Nov 2013, 09:40

Hi again,

Holidays are holidays but I still couldn't gather enough spare time in one row to actually work on this atm. If all goes well, I'll make another blow at that wall this week-end.

Regards,
User avatar
Bertram
VT Moderator
 
Posts: 1652
Joined: 09 Nov 2012, 12:26

Re: [TODO] OD Windows binaries

Postby paul424 » 01 Nov 2013, 13:38

Difficult, or not try getting some help at #CEGUI channel, Bertram .
User avatar
paul424
OD Moderator
 
Posts: 660
Joined: 24 Jan 2012, 13:54

Re: [TODO] OD Windows binaries

Postby Bertram » 01 Nov 2013, 13:49

Hi, Paul,

Difficult, or not try getting some help at #CEGUI channel, Bertram .

I already did (in the forums). They even had to change an include because of me and and the lack MingW compilation testing. ;)

Now, I have to find enough peaceful time to finish that and test the latest git for them.

Regards,
User avatar
Bertram
VT Moderator
 
Posts: 1652
Joined: 09 Nov 2012, 12:26

Re: [TODO] OD Windows binaries

Postby Bertram » 08 Nov 2013, 02:11

Hi!

I've finished compiling OD on Win7. (Hurray!)
I haven't made much more tests as I'm exhausted but here is already the link to the depends folder to copy into the repository root when willing to compile.
I'll recreate a better archive when I'll have the time to. (Licenses are missing there, for instance)
http://sourceforge.net/projects/valyria ... p/download

The project file and a few more fixes are in my own od repository, you should use it for the moment if willing to give a try with C::B:
https://github.com/Bertram25/OpenDungeons

Last but not least, when using C::B to compile it all, you'll have to install first the TDM version of GCC with Dwarf2 support! The exe ends with (-dw2.exe)
And make sure the project file is using it.

I'll add more details about it all later as I need to sleep now.

Good night!
User avatar
Bertram
VT Moderator
 
Posts: 1652
Joined: 09 Nov 2012, 12:26

Re: [TODO] OD Windows binaries

Postby Bertram » 09 Nov 2013, 10:48

Hi there,

To start smoothly, could someone review and push those patches to the official repo?

https://github.com/Bertram25/OpenDungeo ... a6c331647b
--> Fixed invalid constructors, at least according MingW. Should be working with linux, too.

https://github.com/Bertram25/OpenDungeo ... f28e9795bd
--> Added the C::B project file to be able to compile using the the od-depends folder.

https://github.com/Bertram25/OpenDungeo ... 20eeb66778
--> CRLF -> LF. Certain files have CRLF line endings and it's preventing from reviewing when reviewing diffs.
As an exemple, the patch below was first unreadable because of that.

https://github.com/Bertram25/OpenDungeo ... d81ea36bfa
--> Undef foreign GetObject() definition to permit compiling angelscript on Windows.

And if you're still interested in merging media files:
https://github.com/Bertram25/OpenDungeo ... 30995aa108
https://github.com/Bertram25/OpenDungeo ... 1fce7ebd2d
https://github.com/Bertram25/OpenDungeo ... 03cb1019fe

Thanks and best regards,
User avatar
Bertram
VT Moderator
 
Posts: 1652
Joined: 09 Nov 2012, 12:26

Re: [TODO] OD Windows binaries

Postby Bertram » 12 Nov 2013, 10:37

Bump?
User avatar
Bertram
VT Moderator
 
Posts: 1652
Joined: 09 Nov 2012, 12:26

Re: [TODO] OD Windows binaries

Postby paul424 » 12 Nov 2013, 13:00

OK , ok I had some improvements on hand as well ... will do it asap
User avatar
paul424
OD Moderator
 
Posts: 660
Joined: 24 Jan 2012, 13:54

Re: [TODO] OD Windows binaries

Postby Bertram » 12 Nov 2013, 13:42

OK , ok

no rush, Paul :)

Thanks for the ack.

Regards,
User avatar
Bertram
VT Moderator
 
Posts: 1652
Joined: 09 Nov 2012, 12:26

Re: [TODO] OD Windows binaries

Postby Bertram » 17 Nov 2013, 00:54

Hi again,

The C::B project was building the source/check.cpp file which was defining a main function. So, I fixed that in:
https://github.com/Bertram25/OpenDungeo ... 0fe10cb505

That removed, the application is now actually starting but is crashing with this strange segfault:
{l Code}: {l Select All Code}
Program received signal SIGSEGV, Segmentation fault.
0x6fc5109e in libstdc++-6!_ZNSt9__cxx199815_List_node_base9_M_unhookEv ()
   from C:\TDM-GCC-32\bin\libstdc++-6.dll
(gdb) bt
#0  0x6fc5109e in libstdc++-6!_ZNSt9__cxx199815_List_node_base9_M_unhookEv ()
   from C:\TDM-GCC-32\bin\libstdc++-6.dll
#1  0x6fc51110 in libstdc++-6!_ZNSt9__cxx199815_List_node_base9_M_unhookEv ()
   from C:\TDM-GCC-32\bin\libstdc++-6.dll
#2  0x6fcb9d0c in libstdc++-6!_ZNSt6locale5_Impl19_M_remove_referenceEv ()
   from C:\TDM-GCC-32\bin\libstdc++-6.dll
#3  0x6fc51341 in libstdc++-6!_ZNSt6localeaSERKS_ ()
   from C:\TDM-GCC-32\bin\libstdc++-6.dll
#4  0x6fc507b4 in libstdc++-6!_ZNSt8ios_base7_M_initEv ()
   from C:\TDM-GCC-32\bin\libstdc++-6.dll
#5  0x6fcbb93f in libstdc++-6!_ZNSt9basic_iosIcSt11char_traitsIcEE4initEPSt15bas
ic_streambufIcS1_E () from C:\TDM-GCC-32\bin\libstdc++-6.dll
#6  0x67ca6c8c in ZN4Ogre3LogC2ERKSsbb ()
   from C:\Users\Yohann\Documents\GitHub\OpenDungeons\OgreMain.dll
#7  0x0c4920a4 in ?? ()
#8  0x6fc9a8b8 in libstdc++-6!_ZNSoC2Ev ()
   from C:\TDM-GCC-32\bin\libstdc++-6.dll
#9  0xffffff94 in ?? ()
#10 0xffffff94 in ?? ()
#11 0x6fcd0a38 in libstdc++-6!_ZTISi () from C:\TDM-GCC-32\bin\libstdc++-6.dll
#12 0x6fcc31ac in libstdc++-6!_ZTv0_n12_NSoD0Ev ()
   from C:\TDM-GCC-32\bin\libstdc++-6.dll
#13 0x6fcc31a0 in libstdc++-6!_ZTv0_n12_NSiD1Ev ()
   from C:\TDM-GCC-32\bin\libstdc++-6.dll
#14 0x00000000 in ?? ()


This is coming from the libstdc++6.dll file from TDM gcc (dw2). I'll post that in there forums to get to know what the bug could be.

The bad news is that the bug seems to be from upstream now, so I'll have to wait for this one to be able to compile using C::B.
I guess I'll need to use MSVC to compile the beast, so I'm on square 1 for now but at least, I'm starting to get used to what it takes to compile it. ;)

If daemon is interested in building OD using cross-compilation, he might be more lucky btw.

Stay tuned!
User avatar
Bertram
VT Moderator
 
Posts: 1652
Joined: 09 Nov 2012, 12:26

Re: [TODO] OD Windows binaries

Postby chronomaster » 17 Nov 2013, 10:06

its nice to see that things are being getting going in the programming aspect.
chronomaster
 
Posts: 99
Joined: 14 Oct 2013, 03:27

Re: [TODO] OD Windows binaries

Postby paul424 » 17 Nov 2013, 11:58

The source is little trashed from other project , that is check.cpp was part of it , and I left it someone in future won't to play with it or check something ;) .
Anyway there are some other files not used .
Can you post the game's cerr and cout output ?
Usually there is much stuff printing what stage the program is ...

To get the list of needed files look at CMakeLists.txt

{l Code}: {l Select All Code}
##################################
#### Source files (.cpp) #########
##################################

#Add new .cpp files here so that they get compiled

set(OD_SOURCEFILES
    #AngelScript sources
   ${ANGELSCRIPT_SRC_DIR}/as_atomic.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_builder.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_bytecode.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_callfunc.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_callfunc_arm.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_callfunc_mips.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_callfunc_ppc.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_callfunc_ppc_64.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_callfunc_sh4.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_callfunc_x64_gcc.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_callfunc_x64_msvc.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_callfunc_x64_mingw.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_callfunc_x86.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_callfunc_xenon.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_compiler.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_configgroup.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_context.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_datatype.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_gc.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_generic.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_globalproperty.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_memory.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_module.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_objecttype.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_outputbuffer.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_parser.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_restore.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_scriptcode.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_scriptengine.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_scriptfunction.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_scriptnode.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_scriptobject.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_string.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_string_util.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_thread.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_tokenizer.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_typeinfo.cpp
    ${ANGELSCRIPT_SRC_DIR}/as_variablescope.cpp

    #AngelScript Addon sources
    ${ANGELSCRIPT_ADDON_DIR}/scriptarray/scriptarray.cpp
    ${ANGELSCRIPT_ADDON_DIR}/scriptbuilder/scriptbuilder.cpp
    ${ANGELSCRIPT_ADDON_DIR}/scripthelper/scripthelper.cpp
    ${ANGELSCRIPT_ADDON_DIR}/scriptstdstring/scriptstdstring.cpp
   
    #Tinygettext sources
    ${TINYGETTEXT_DIR}/dictionary_manager.cpp
    ${TINYGETTEXT_DIR}/dictionary.cpp
    ${TINYGETTEXT_DIR}/language.cpp
    ${TINYGETTEXT_DIR}/plural_forms.cpp
    ${TINYGETTEXT_DIR}/po_parser.cpp
    ${TINYGETTEXT_DIR}/tinygettext.cpp
     
   #Tinyxml2 sources
   ${TINYXML_DIR}/tinyxml2.cpp

    #OpenDungeons sources
    ${SRC}/AbstractApplicationMode.cpp
    ${SRC}/AIFactory.cpp
    ${SRC}/AIManager.cpp
    ${SRC}/AIWrapper.cpp
    ${SRC}/ASWrapper.cpp   
    ${SRC}/BaseAI.cpp
    #{SRC}/Bspline.cpp
    ${SRC}/CameraManager.cpp
    ${SRC}/ChatMessage.cpp
    ${SRC}/Client.cpp
    ${SRC}/ClientNotification.cpp
    ${SRC}/Console.cpp
    ${SRC}/Console_executePromptCommand.cpp
    ${SRC}/Console_getHelp.cpp
    ${SRC}/ConsoleMode.cpp
    ${SRC}/Creature.cpp
    ${SRC}/CreatureAction.cpp
    ${SRC}/CreatureDefinition.cpp
    ${SRC}/CreatureSound.cpp
    ${SRC}/DirectionalTrap.cpp
    ${SRC}/Director.cpp
    ${SRC}/EditorContext.cpp
    ${SRC}/EditorMode.cpp
    ${SRC}/Field.cpp
    ${SRC}/FppMode.cpp
    ${SRC}/Functions.cpp
    ${SRC}/GameContext.cpp
    ${SRC}/GameEntity.cpp
    ${SRC}/GameMap.cpp
    ${SRC}/GameMode.cpp
    ${SRC}/GameContext.cpp
    ${SRC}/GameStateManager.cpp
    ${SRC}/GoalClaimNTiles.cpp
    ${SRC}/Goal.cpp
    ${SRC}/GoalKillAllEnemies.cpp
    ${SRC}/GoalMineNGold.cpp
    ${SRC}/GoalProtectCreature.cpp
    ${SRC}/GoalProtectDungeonTemple.cpp
    ${SRC}/Gui.cpp
    ${SRC}/HermiteCatmullSpline.cpp
    ${SRC}/LogManager.cpp
    ${SRC}/main.cpp
    ${SRC}/MapLight.cpp
    ${SRC}/MapLoader.cpp
    ${SRC}/MenuMode.cpp
    ${SRC}/MiniMap.cpp
    ${SRC}/MissileObject.cpp
    ${SRC}/ModeContext.cpp
    ${SRC}/ModeManager.cpp
    ${SRC}/MortuaryQuad.cpp
    ${SRC}/MovableGameEntity.cpp
    ${SRC}/MusicPlayer.cpp
    ${SRC}/NullAI.cpp
    ${SRC}/ODApplication.cpp
    ${SRC}/ODFrameListener.cpp
    ${SRC}/Player.cpp
    ${SRC}/ProximityTrap.cpp
    ${SRC}/PrefixTreeLL.cpp
    ${SRC}/Quadtree.cpp
    ${SRC}/RadialVector2.cpp
    ${SRC}/Random.cpp
    ${SRC}/RenderManager.cpp
    ${SRC}/RenderRequest.cpp
    ${SRC}/ResourceManager.cpp
    ${SRC}/Room.cpp
    ${SRC}/RoomDojo.cpp
    ${SRC}/RoomDungeonTemple.cpp
    ${SRC}/RoomForge.cpp
    ${SRC}/RoomObject.cpp
    ${SRC}/RoomPortal.cpp
    ${SRC}/RoomQuarters.cpp
    ${SRC}/RoomTreasury.cpp
    ${SRC}/Seat.cpp
    ${SRC}/Server.cpp
    ${SRC}/ServerNotification.cpp
    ${SRC}/Socket.cpp
    ${SRC}/SoundEffectsHelper.cpp
    ${SRC}/Spell.cpp
    ${SRC}/TestAI.cpp
    ${SRC}/TextRenderer.cpp
    ${SRC}/Tile.cpp
#   ${SRC}/TileMap.cpp
    ${SRC}/TileCoordinateMap.cpp
    ${SRC}/TileContainer.cpp
    ${SRC}/TileContainersModificator.cpp
    ${SRC}/Translation.cpp
    ${SRC}/Trap.cpp
    ${SRC}/TrapBoulder.cpp
    ${SRC}/TrapCannon.cpp
    ${SRC}/Weapon.cpp
)
User avatar
paul424
OD Moderator
 
Posts: 660
Joined: 24 Jan 2012, 13:54

Re: [TODO] OD Windows binaries

Postby Bertram » 18 Nov 2013, 10:44

Hi Paul,

The source is little trashed from other project , that is check.cpp was part of it , and I left it someone in future won't to play with it or check something ;) .
Anyway there are some other files not used .

Indeed, I've seen that but I forgot to remove that specific file. :)

Can you post the game's cerr and cout output ?

Here it is, nothing spectacular unfortunately:
[...]\OpenDungeons.exe 1> output.txt 2>&1
{l Code}: {l Select All Code}
Start app...
Home path is: C:\Users\Yohann\OpenDungeons\


To get the list of needed files look at CMakeLists.txt

Don't worry, I did. I simply overlooked that one.

Now, I'll try and add several outputs within the sequential call of function to get to know which the the app is crashing in.

Best regards,
User avatar
Bertram
VT Moderator
 
Posts: 1652
Joined: 09 Nov 2012, 12:26

Re: [TODO] OD Windows binaries

Postby Bertram » 27 Nov 2013, 11:45

Hi,

The error was rather obvious after all: I'll need to build Ogre by hand using the same compiler (gcc-tdm dw2 flavour).

Anybody to apply my own commits in the reference git repo?

Best regards,
User avatar
Bertram
VT Moderator
 
Posts: 1652
Joined: 09 Nov 2012, 12:26

Re: [TODO] OD Windows binaries

Postby Bertram » 16 Dec 2013, 11:06

Hi there,

Just a quick note on where I am now with this:
I spent something like 3 hours working on this this week-end. And on VT when waiting for the DirectX SDK to download...

I've built the Ogre dependencies using gcc tdm dw2 after dealing with the now usual linker errors to fix along the way, and started looking into building Ogre itself.
(Note that I needed DirectX to be able to build OIS on windows.)
This is helping for the record: http://vijay.axham.com/blog/498/buildin ... 1-on-mingw
http://www.ogre3d.org/tikiwiki/Building ... nd%20MinGW

Hopefully, during the week, I'll trigger a successful ogre build, meaning that I'll be able to test this out with OD.

Cheers!
User avatar
Bertram
VT Moderator
 
Posts: 1652
Joined: 09 Nov 2012, 12:26

Re: [TODO] OD Windows binaries

Postby oln » 16 Dec 2013, 11:38

I noticed that paul424 has started to change the code to use ogre 1.9 (not sure if there are any breaking changes there) and CEGUI 0.8.x (which is incompatible with older versions. I hope that doesn't delay things further. (I suppose you could just not checkout the newer versions for now.)
User avatar
oln
 
Posts: 1020
Joined: 26 Oct 2010, 22:16
Location: Norway

Re: [TODO] OD Windows binaries

Postby Bertram » 16 Dec 2013, 11:51

Hi oln,

Thanks for the hint!

Indeed, I'm not going to pull/checkout things for now and try to get things going there.
Yet, it's a very good thing that Paul is going to upgrade the dependencies, as the newest versions are usually in a better
shape when its comes into compiling.

So, my two thumbs up for this!
User avatar
Bertram
VT Moderator
 
Posts: 1652
Joined: 09 Nov 2012, 12:26

Re: [TODO] OD Windows binaries

Postby paul424 » 27 Dec 2013, 11:17

OK, Bertram the Ogre1.9 and CEGUI 0 8 2 is almost done . It compiles and Editor runs fine, could you start your tinkertoying with current development branch ?
User avatar
paul424
OD Moderator
 
Posts: 660
Joined: 24 Jan 2012, 13:54

Re: [TODO] OD Windows binaries

Postby Bertram » 27 Dec 2013, 23:47

Hi paul, :)

Cool, I'll have a look into it. Did you start the game with the new ogre/CEGUI version?

Best regards,
User avatar
Bertram
VT Moderator
 
Posts: 1652
Joined: 09 Nov 2012, 12:26

Re: [TODO] OD Windows binaries

Postby paul424 » 28 Dec 2013, 11:28

Yes , the game runs as well ; though the mouse click for monsters does not work properly .. ... hmm for sure it is to be removed that you get the working Windows binary anyway. ...
User avatar
paul424
OD Moderator
 
Posts: 660
Joined: 24 Jan 2012, 13:54

Re: [TODO] OD Windows binaries

Postby Bertram » 28 Dec 2013, 14:15

Great work!

Using Ogre 1.9 will somehow be easier.

On the other hand, I have bad news.
I requested some time ago to get some of my patches back in the main branch, and it seems it wasn't done for any reason.

The worst part is that you kept working on files with CR/LF line endings, making them nearly impossible to rebase on.

Thus, I have a high level priority-level request:
Could you use this command in the git repo root folder:
{l Code}: {l Select All Code}
dos2unix `find . -name \*.h -print -o -name \*.cpp -print`

And commit this asap?

My request to fetch and cherry-pick all my other commits remains, of course. :)
(Except maybe for the ones about adding media files. It's up to you.)

Thanks and best regards,
User avatar
Bertram
VT Moderator
 
Posts: 1652
Joined: 09 Nov 2012, 12:26

Re: [TODO] OD Windows binaries

Postby paul424 » 28 Dec 2013, 19:04

Ok I dos2unix'ed with above command .


What commits do you have I should cherry pick ?
The newest Bert* is :
{l Code}: {l Select All Code}
commit 9213b40b686b64fa7b8aef528861cd1ed22b82fa
Author: Côme Bernigaud <come.bernigaud@laposte.net>
Date:   Mon Apr 11 09:34:55 2011 +0200

Is it yours ? What I am supposed to do ?
User avatar
paul424
OD Moderator
 
Posts: 660
Joined: 24 Jan 2012, 13:54

Re: [TODO] OD Windows binaries

Postby Bertram » 29 Dec 2013, 14:27

Hi Paul, :)

Thanks a lot for the quick answer!

I successfully rebased my commits on top of yours now.

I can understand your confusion about the commits since their SHA have changed since the time I posted the links to them
(I do forced updates to keep my repo clean, and with my own commits on top of history. But this is changing the commits SHA each time.)

To get my latest commits, you can refer to this link:
https://github.com/Bertram25/OpenDungeons/commits/development

My commit are the ones on top of yours there. I added the keyword MEDIA to the commits adding media files and TEMP to the commit
that shouldn't be merged as it is specific to my own needs for now.
You can go ahead and cherry pick all the others, but feel free to review them and tell me whether there are any mistakes there that I'll happily fix.

Just in case it could help, to import my commits cleanly, I'd request you to fetch my repo, using the following command:
{l Code}: {l Select All Code}
git fetch https://github.com/Bertram25/OpenDungeons.git


This will import the commits refs to your local repo, but don't worry, won't touch your own repo otherwise.

You'll then be able to import the desired commits by doing:
{l Code}: {l Select All Code}
git cherry-pick <commit SHA>


You should import the commits from the oldest to the newest for obvious reasons. :)

Voilà !

Thanks again and best regards,
User avatar
Bertram
VT Moderator
 
Posts: 1652
Joined: 09 Nov 2012, 12:26

Who is online

Users browsing this forum: No registered users and 1 guest