Issue cloning a game

Game development with Board Game Arena Studio
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grivin
Posts: 8
Joined: 23 September 2012, 10:39

Issue cloning a game

Post by grivin »

Hi all,

It might be a question for admins...

I was thinking about making some minor improvements on Hex game.
I got read-only access and the repo was available to me.

Then I tried to create my own Hex game, cloned from the real game repo.
I got an error durring the process, which obviously I didn't get any record, as I got a lot during tutorial development and refresh solved most of the thing.

How I tried to clone it:
- from the admin page, I created a new game "hexbygrivin" from an existing game "'Hex", and use the bgg_id (same used by hex).


My project is named "hexbygrivin", and it state is not consistent as:
- the SFTP repo is available
- the project is NOT available in the "manage games" administration page
- now I cannot recreate a project name "hexbygrivin" as the sftp repo already exists, and maybe svn.

Can an admin reset the situation ? I mean or delete all trace of "hexbygrivin", or make it available to the admin page ?

Thanks for support,
Vincent.
User avatar
Een
Posts: 3861
Joined: 16 June 2010, 19:52

Re: Issue cloning a game

Post by Een »

Bounty hunting is not a top priority for us at the moment (we have some claims piling up already), but you can send us an email at studio@boardgamearena.com so that we remember to look into that at some point.
User avatar
Tikhonov
Posts: 14
Joined: 24 June 2020, 13:08

Re: Issue cloning a game

Post by Tikhonov »

I didn't want to open a new thread and hope that the admins will see my post here, too. I wanted to fix some bugs in Russian Railroads (and later maybe even to add the expansions). But I'm already struggling to test my changes. At first I tried:

1. Create a new project based on the existing Russian Railroads project (https://studio.boardgamearena.com/studi ... oadsbugfix)
2. Download the current state via lftp
3. Make the changes and upload it again via lftp
4. Enter a commit message and press "Commit my modifications now"
5. Press "play" to test my changes

But it looks like it always starts the realeased state of RRR. That's why I made another approach:

1. Create a new empty project (https://studio.boardgamearena.com/studi ... slocbugfix)
2. On the project page I used the overwrite option (RussianRailroadLocBugfix => RussianRailroad)
3. Download the current state via lftp
4. Make the changes and upload it again via lftp
5. Enter a commit message and press "Commit my modifications now" (somehow the commit message now appears three times?)
6. Press "play" to test my changes

=> Now it worked and I could see that the locomotive bug is fixed. But this can't be the way to use your tools, can it? So, my questions are (I couldn't find the answers in your documentation, sorry):

1. How can I see, whether my changes were uploaded properly via lftp (something similar to "git diff"?)
2. How can I delete/squash/reorder commits?
3. How is it foreseen to make changes to existing projects (my second attempt is way to cumbersome imho and it is very hard to see what exactly changed between the currently active RRR version and my version)?
4. I could fix this bug: https://boardgamearena.com/bug?id=7110 Here (https://studio.boardgamearena.com/bounties) you say I should go to the bug and try to claim the reward. But there are only listed the top bounties and here (https://boardgamearena.com/bugs?game=1086) there is no claim button. Where can I see all bounties on the studio website?

Thank you very much for helping!
User avatar
Een
Posts: 3861
Joined: 16 June 2010, 19:52

Re: Issue cloning a game

Post by Een »

Hello,

Yes, this process is far from perfect. It has not been used a lot (most developers prefer to work on new games), and unfortunately as I expressed, at the moment we also lack time to validate patches (which is important as patches can be worse than the bugs sometimes!)

Some tips: when uploading, you are uploading directly to the working directory. No need to commit before testing. Just upload and test. Mounting the sftp folder is really handy also, much more practical than using a sftp tool to download then upload. Some sftp tools can also watch changes to a directory and synchronize automatically if you don't have the possibility to do a sftp mount on your system.

About integrating a patch, well that's still very much something to define. As I said, didn't happen much. At the moment, the process I have in mind is the patch is validated by a diff on the copy project (which shows exactly what the developer has changed) then if the patch is validated, we overwrite the main project with the copy then deploy. Maybe not fancy but should work :D

The main issue in my opinion is: quality time to validate the patches.
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