From The Mana World
(→‎Install Dependencies: replace build-essential with g++-multilib, which is what it really requires)
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'''  [http://www.debian.org/index.html Debian] derivates (including [http://www.ubuntu.com/ Ubuntu])'''
'''  [http://www.debian.org/index.html Debian] derivates (including [http://www.ubuntu.com/ Ubuntu])'''
* Open a terminal.
* Open a terminal.
  sudo apt-get install build-essential flex bison
  sudo apt-get install g++-multilib flex bison


==Set Up Own Server==
==Set Up Own Server==

Revision as of 07:50, 28 December 2012

Note : This Page is under strong update, I do apologize for inconvenience --Nard 22:30, 20 October 2012 (CEST)

We're using Git as version control system for our source files and content. Have a look at our Tutorial about how to use Git.


Set Up

This is a how to help content development for official TMW-eA using Ubuntu and the Mana client. Other OS and clients may differ. Following this guide, you should be able to get development testing versions of the client data (tmwdata), server-data (eathena-data) and participate in development by using a localhost server. After getting these, you can both test current development and begin development in the direction you find most fitting.


Install Dependencies

In addition to the basic build tools (GCC, Make, headers, ...), Bison, and Flex are needed.

Debian derivates (including Ubuntu)

  • Open a terminal.
sudo apt-get install g++-multilib flex bison

Set Up Own Server

Here are the steps to use when creating a new local testing server.

  • Open a terminal.
 mkdir ~/tmw-ea
 cd ~/tmw-ea/
 git clone git://github.com/themanaworld/tmwa.git eathena
 git clone --recursive git://github.com/themanaworld/tmwa-server-data.git eathena-data
 cd eathena/
  • If you are running an older version than 3.82 of make:
 mkdir -p obj/{common,login,char,map,ladmin,tool} 

Debian and Ubuntu, in particular are famous for still not having Make 3.82, which is a much more compliant implementation. If you are technically inclined, I recommend installing it in /usr/local. -o11c

 make
 sudo make install (you can use prefix=/path to install somewhere other than /usr/local)
 git config --global url.git@github.com:.pushInsteadOf git://github.com [1] [2]
 cd ../eathena-data
  • Preferably, add the update hooks.
 ln -s ../../git/hooks/post-merge .git/hooks/
 ln -s ../../../../git/hooks/post-merge .git/modules/client-data/hooks/ (git 1.7.8 or newer)
 ln -s ../../../git/hooks/post-merge client-data/.git/hooks/ (git 1.7.7 or older)
 make conf
 cd client-data
 git checkout master
 cd music
 git checkout master

Updating the Server

Running and Administrating the Server

The TMWAthena (eAthena) is in fact 3 servers:

  • The char-server which manages characters and connects them to the map server.
  • The login server which manages accounts and connection to char server.
  • The map-server which manages game content (maps, monsters, items, scripts...) and their interaction with characters


  • Start the servers: Open a terminal and run all three local servers.
 cd ~/tmw-ea/eathena-data/
 ./char-server& ./login-server& ./map-server&
  • In the terminal, Launch ladmin the administration tool, add yourself as an user and make yourself a GM:
cd ~/tmw-ea/eathena-data/login
ladmin (not ./ladmin)
add <username> M <password> 
gm <username> 99


Note : Be sure that you are running ladmin from within the "login/" directory. Check that the config files are correct: the connection port should be 6901 for tmwa's configuration, not 6900, which is the hard-coded default.

See also: GM Commands

Connecting

  1. Open a command line terminal and run your client pointing to your client data and your local server :
 mana --server localhost --port 6901 -u -d ~/tmw-ea/eathena-data/client-data

If all went well, you are now ready to test new content and participate with development.

Server's git repository has been moved to GitHub

the following is a copy of te information post by o11c: tmwAthena switch to github: http://forums.themanaworld.org/viewtopic.php?f=2&t=16241

I've switched the tmwAthena repository to github. I was originally intending to wait for me to finish my rewrite, but figured it wasn't worth the wait.

I've updated the wiki page and the test server. you can switch your local clone like this:

$ git remote set-url origin git://github.com/themanaworld/tmwa.git

although you should probably first confirm that you are, indeed, in the correct repository:

$ git remote -v
origin  git://gitorious.org/tmw-eathena/mainline.git (fetch)
<other lines may follow>


(I also enabled automatic builds through travis-CI, so I don't have to worry as much about breaking other systems. Of course, I still need to see what config needs to be done so it will test with other gcc versions) -o11c

develop new content

You are now free to do some changes, first close the client and your servers.

Notes for client data changes: 1) commit and push them in the client-data repo 2) commit and push "client-data" when it shows "(new commits)" in your server-data 3) commit and push other server data changes.

  • Make your modifications (e.g. Change a map) and save them.
  • Open a terminal.
 cd ~/tmw-ea/eathena-data/client-data
 git status
 git add [modified files]
 git commit

git push

Note: push
 cd ..
 make maps (if you changed a map)
 git status
 git add [modified files]
 git add client-data (if git status shows (new commits). Don't do this if you don't have push access to client-data!)
 git commit

git push

Note: push
  • Close the terminal.
Note: push

 : a step for those with commit access to the remote repositories. For others, you don't need to reconfigure your clone and please make a patch on steps where git push is suggested.

Note: once

 : you only need to do this once, no matter how many times you independently clone the repositories.

 git format-patch -M -C origin/master
  • pastebin the patch(es) and post for review at irc.themanaworld.org channel: #tmw-dev or on our development forums. Extensive patches must be posted on the forum as a series of well-formed patches with descriptive commit messages. In particular, later patches should not fix errors introduced in earlier patches, and each patch should form a logically independent part.

Note : This is kind of outdated; with github it's often easier to do patches on branches there. see: Working With Git page


You can also pull the data which has been modified.

  • Open a terminal.
cd ~/tmw-ea/eathena-data
git pull
  • If you haven't installed the hook,
git submodule update --merge  at toplevel (for client-data) and in client-data (for music)
  • Close the terminal.

See Also: README.mv.txt - Documentation on using git submodules, like client-data and tmw-music.

Making Content

Making Map Content

See Mapping Tutorial.

Python Converter Tool

After editing maps for the client, you need to generate the walkmaps and imports for the server. yhis can be done either by the Tiled application or by running the python script tmx_converter.py which is located in the tools folder of the Server Data folder. (see Mapping Tutorial#Creating the WLK files) After that, commit and push the files that the converter edited. Note that, if you do not have push access to the main repository, you should let someone else update the submodule itself.

Getting Art Content Into The Game

  • Post [CPT] or [WIP] art on the graphics development forum.
  • Work with the Art Director and collaborators on getting the art consistent.
  • When finished, edit topic as [FND].
  • Art Director approves [FND] art and marks it [RC]. Should the art need animation or special effect, the Art Director requests xml for it. If not, the Art Director commits it and marks as [GIT].
  • XML Team reviews or drafts xml related to the art, then commits the .png and .xml. Topic can be marked as [GIT].
  • Art content affected: client-data/graphics/sprites then related directory for .png and .xml animation addition.
  • Project developer requests database entry reservations from a General Content Team developer.
  • Map entry server data affected: resnametable.txt and .wlk files in the data directory, map content files in the npc directory.
  • Map entry client data affected: .tmx files in the maps directory.
  • Map entry requires the running of the .tmx converter (aka java converter) before commits can be made.
  • Art content server data affected: entry made in the item_db.txt, mob_db.txt or mob_skills_db.txt in the db directory.
  • Art content client data affected: entry added in items.xml, monsters.xml or other identification file.

Handling General Content Team [REQ]s

  • General Content Team member adds a [REQ] topic to the graphics development forum.
  • General Content Team member adds the [REQ] topic as a hyperlink under "Required Art" on the Art in Development page.
  • Art Director attempts to network with other artists to assign the art to an artist.

Bit Masking

Bit Masking helps us reduce our variable count while offering a dynamic method of script writing that is versatile and flexible to both linear and non-linear script writing.

Bit Masking Test Script