Getting Started on DS Developer's Guild

Created by: Charles McCann

Last Updated: 01/12/02
Updated by: Charles McCann


Index

First Steps

Setting up CVS for Windows

Using WinCVS

Rules of Conduct

Development Tools Standards

NOTE: This file has been saved in CVS - dsdevguild\docs\start_guide.html and published to the document manager.


First Steps

The first setps in starting with Dungeon Siege Developers Guild (or DSDevGuild or DSDG for short) are as follows:

Let us know if you have any questions.

 

Setting up CVS for Windows

There is already a repository in CVS. Everything is under the module "dsdevguild" (without the quotes... so, you'll just need to 'checkout module' at first) If this becomes too difficult for you to do, and you know you won't be checking files back into the repository for awhile... you can always just browse the CVS repository.

Here's a doc that goes over the details of WinCVS and setting it up for DSDG. If you find problems in the instructions or you run into things, please document and let us know. We want to have this document be the end all source for getting new users setup on WinCVS.

When you have pulled the module down (dsdevguild), check the CVS folder that is created to ensure the Root file looks like this:
:ext:mccann@cvs.dsdevguild.sourceforge.net:/cvsroot/dsdevguild

After using our doc to setup the tools, here are some more links for you to read if you need more information:

  1. Win32/CVS/SSH Guide
  2. Win32/CVS/SSH HowTo
  3. Win32/CVS/SSH addendum for WinCVS
  4. SourceForge setup tool for CVS/SSH/Win32
  5. CVS/SSH FAQ

 

Using WinCVS

CVS Basics: http://sfsetup.sourceforge.net/tutorial_cvsbasics.html

Adding new files

When adding new files to CVS, first determine if the file is binary or text based. If binary, click on the Modify->Add selection binary. If text based, click Modify->Add Selection. (Folders are text based and must be added before files can be added that are within a folder). Now you must Commit your changes (see below).

Getting the latest Source

Checkout the latest files by Modify->Update Selection. This will mark files that we have updated and if someone else has updated it on the server it will be pulled down locally. Unless, you have modified a file and it can not resolve the changes. U, M, and C are the codes you'll see fly by as the files are updated. U=updated, M=Marked for update, C=conflict (could not update local copy because your copy was different and not resolvalbe via CVS - if text based, you can resolve manually... if binary, talk with the person that check in last and figure out how to fix.

Getting the Clean Copy

When you update the latest source, you can also request the clean copy (checkbox after clicking update). This will allow you to get whatever is latest on the server, and ignore what ever you have on your system. Do this if you don't want to keep your changes or you have conflicts.

Commiting your changes

After adding, updating changes, or removing files, nothing is finalized until you commit your changes. Modify->Commit Selection. You will also need to add some text to the change log.

 

Rules of Conduct
See Guild Code of Conduct

 

Development Tools Standards

See the Developers tools page for Links.

Code

  1. Code should be written in clear consise manner.
  2. Comment the sections that would improve understanding of the code.
  3. 4 space widths.
  4. all tabs converted to spaces.
  5. keep consistent coding standards that were previously used
  6. default coding format should be in Java style (where applicable)

3D

Please use gmax or 3DS when doing 3D development so others can work with the models that are created. Currently, we are using version 3 of 3DS.

2D

Please use Photoshop for textures. Other concept drawings, etc can be anything including freehand scanned images. 2D images used to create 3D models should be in a format that the 3D artists can use.

Maps

Please use AutoREALM when possible. Photoshop is also usable. Hand drawings are only allowed as concept drawings, but should be converted.