Author Topic: Magic Mod  (Read 1248 times)

andy_5995

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Magic Mod
« on: 4 February 2019, 23:03:01 »
After playing the magic faction derived from ZetaPack, making a few changes based on titi's comments.

GitHub Repo | magic-testing
« Last Edit: 21 February 2019, 16:41:33 by andy_5995 »

Pizza90

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Re: Magic Mod
« Reply #1 on: 13 March 2019, 22:47:57 »
Any chance to port the improvements to MG's magic?
I translated Megaglest in italian and i keep the translation updated.

andy_5995

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Re: Magic Mod
« Reply #2 on: 14 March 2019, 05:06:59 »
At this time there hasn't been any discussion about changing Magic in MegaPack.

One reason is there's debate on what are "improvements". :)

The ZetaPack version we sometimes play is version A1. I haven't asked titi to put it in the mod center yet because there are some things I noticed need changing. But we still play it sometimes and it can be downloaded from Jammy's google drive at https://drive.google.com/open?id=1sK71diIdIaViSr8yPBUKnM_A8_IkxwqA

I've set up repos for future changes, one of them is at https://github.com/zetaglest/zetapack-testing so if you have any ideas for changes, feel free to use the GitHub issue tracker.

Docs aren't all in place yet. That repo uses 2 submodules. To pull and update them:

Code: [Select]
git submodule update --recursive --remote while in the zetapack-testing repo directory.

If you're not a git person, I'll post updates when there's a release.

The reason submodules are used is to hopefully make testing and integrating changes from other factions easier in the future.