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Total pages: 18
| Name | Author | Last Updated By | Updated On |
|---|---|---|---|
| Encodings, or: Validating UTF8 | anmoch | anmoch | 10/24/2008 |
| Contrary to what some people expect, not every file is valid UTF8. This means that if you mess up and mangle your encodings, the files may get rejected or cause problems with various software, such as the CurseForge packager or WoW. Note: The repository hooks validate the encoding of Lua files before accepting them. WoW addons must encode their files in UTF-8. WAR addons must encode their files in either little-endian UTF-16 with a BOM, or plain ASCII. Notation Most numbers are in decimal; byte ... | |||
| SSH Public Keys | ckknight | Adirelle | 10/10/2008 |
| Repository write access is handled by SSH tunnels that require the SSH public/private key system. Generating your SSH key pair On Windows, using the PuTTy suite is recommended. You can use PuTTyGen to generate your public and private key pair. Reading PuTTy documentation about key authentication is strongly recommended. The public key you will have to copy is displayed under "Public key for pasting into authorized_keys file" in PuTTyGen. The content of the public key file does not fit. On *nix ... | |||
| .pkgmeta file | ckknight | Nevcairiel | 10/09/2008 |
| For your repositories, you can put a '.pkgmeta' file in to provide extra information. Yes, that is a dot followed by 'pkgmeta'. .pkgmeta is a YAML file that goes in the root of your repository project folder. This means /trunk/.pkgmeta for SVN users and /.pkgmeta for Git and Hg users. Remember to use spaces instead of tabs for indentation Your .pkgmeta file, if it exists, will be validated when you commit. Specifying externals Externals are specified by providing the externals header and ... | |||
| Repository FAQ | ckknight | Adirelle | 10/06/2008 |
| Can anyone get a repository? As long as you have an account on the Curse Network and are able to get a project approved, you'll be able to get your own repository. How do I get my own code repository? Create a project if you haven't already, wait for an admin to approve your project. On your project page, you should go to Repository Actions -> Edit Repository. For "Repository Type", select the one you want. Currently Subversion, Git, and Mercurial are supported. In "Package As", but the name of ... | |||
| Repository keyword substitutions | ckknight | Arrowmaster | 10/03/2008 |
| When repositories are packaged, certain keyword substitutions take place on text files. Note: Anything for XML also applies to .mod files (Warhammer Online's XML mod file). Simple replacements @file-revision@ Turns into the current revision of the file in integer form. e.g. 1234 Note: does not work for git @project-revision@ Turns into the highest revision of the entire project in integer form. e.g. 1234 Note: does not work for git @file-hash@ Turns into the hash of the file in hex form. e.g. ... | |||
| What to do after creating a project | ckknight | ckknight | 09/26/2008 |
| Getting approval Before other users can see your project and before it reaches curse.com, an admin has to approve your project. If everything works out fine, you just need to wait and it'll all be good. See Project Acceptance Policy for more details. Editing your project's description You might want to provide more information in your description, add a feature to a feature list, etc. To do this, see Changing Descriptions Uploading images/screenshots This is a pretty simple process. Take a ... | |||
| Why use Revision Control? | ckknight | ckknight | 09/22/2008 |
| Many authors think that writing code, zipping it up, and uploading is a fine way to go about addon development, but it's far from perfect. There are many benefits to revision control: A history is kept of everything. You can know who did what when and to what files. You can revert to a previous revision if things break badly enough. Working with other developers is done in a standard way, you don't have to pass around files to contribute. Concept of branching and merging. You can work on side ... | |||
| Abandoned Project Policy | Kaelten | ckknight | 09/18/2008 |
| This page will outline our policies regarding abandoned projects. What is an abandoned project? Really there are two types of abandoned projects. There are ones that we've marked as abandoned, and there are ones that are abandoned in practice but not in name. We give projects a long time, a very long time, before we mark them as abandoned. So these types are considered essentially dead. However, they can be resurrected. The second category of abandoned projects are those that just haven't been ... | |||
| Getting Started with WowAce | ckknight | ckknight | 09/18/2008 |
| Creating a new project Go to the home page and click "Create a new Project" near the top. You'll see a big, scary form with lots of fields. Name Choose a name for your project. This can be anything. Try to be original but also declarative. Short Name This is a unique identifier for your project. This will be unique for all of WoW, including all projects on curseforge.com. This is what shows up in all urls as well. Must be all lowercase letters, numbers, -, and _. License There are many open ... | |||
| Project Acceptance Policy | ckknight | ckknight | 09/09/2008 |
| If you upload a project that is not your own, it will not be accepted on CurseForge. This doesn't apply is if you have a legitimate change you created and the project in question has a license that would allow you to make said changes. Any license that follows the Open Source Definition is forkable by definition. The only other time you could upload an addon that is not solely your work is if you have the explicit permission of the original author(s). Note that you can't upload an addon ... | |||
