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Asset/Home.md

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# Welcome to the *Generals: Zero Hour - Asset Patch* Wiki
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> [![WARNING]]
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> This wiki is a work in progress and not yet complete. Contributions are welcome!
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## **Overview**
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Welcome to the **Generals: Zero Hour Asset Patch** repository! This project focuses on improving and enhancing the
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in-game assets of *Command & Conquer: Generals - Zero Hour*, including textures, sound files, models, GUI elements,
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localization, and more. This differs from the **GeneralsGameCode** project, which focuses on the game’s source code. The
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goal of this project is to provide a higher quality and more polished experience for players through asset improvements.
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## **Getting Started**
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To get started with the project, you can submit issues or pull requests (PRs). Additionally, you can install the current
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asset patch using **GeneralsModBuilder** (see the [installation guide](Patch/Installation_Instructions.md)),
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which allows you to install the patch directly into your game directory and try it out.
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## **Quick Links**
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- [How to Get Involved](Patch/how_to_involved.md)
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- [Installation Instructions](Patch/Installation_Instructions.md)
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- [List of Improvements and Fixes](Patch/List_of_Improvements.md)
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- [FAQ](Patch/FAQ.md)
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## **Types of Assets, Usage, and Configuration Instructions**
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This project focuses on various types of assets within *Generals: Zero Hour*. These include:
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- **Graphics Files**: Texture upgrades, model fixes, and other visual improvements.
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- **Audio**: Enhancements to sound effects and music.
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- **GUI**: Modifications to graphical user interface elements, including buttons, menus, and other controls.
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- **Localizations**: Updates or fixes to in-game text for better clarity or accuracy.
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- **Game Design (INI Files)**: Improvements or changes to the game’s design and configuration files, affecting mechanics
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and gameplay.
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For a detailed list of asset types and guidelines on how to contribute or fix them, refer to
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the [How to Get Involved](Patch/how_to_involved.md) page.
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For detailed information on how to use and configure the different types of assets in the game, such as the behavior of
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various GUI elements, control mechanics, and more, see the relevant section in the wiki navigation, such as [WND](GUI/wnd_reference.md),
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## **Contact and Community**
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For any questions or issues, please refer to the [Contact and Community Page](Patch/contact_community.md) for contact details
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and additional assistance.

Asset/Patch/contact_community.md

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# Contact and Community
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Have questions, feedback, or need help with the project? You can reach out to the community and the development team
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through the following channels:
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## **Discord Server**
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Join the Community Outpost Discord server to chat with other community members, ask questions, and get the latest
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updates on the project:
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[![Discord](https://img.shields.io/discord/1234567890?color=7289DA&label=Discord&logo=discord&logoColor=white&style=for-the-badge)](https://discord.gg/ZGtT3Qwd3Y)
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## **GitHub Discussions**
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Participate in discussions, share ideas, and ask questions on the GitHub Discussions platform:
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[![GitHub Discussions](https://img.shields.io/badge/GitHub-Discussions-181717?style=for-the-badge&logo=github)](https://github.com/TheSuperHackers/GeneralsGamePatch/discussions)
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## **GitHub Issues**
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If you encounter any bugs, have suggestions, or want to contribute to the project, you can create an issue on GitHub:
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[![GitHub Issues](https://img.shields.io/badge/GitHub-Issues-181717?style=for-the-badge&logo=github)](https://github.com/TheSuperHackers/GeneralsGamePatch/issues)
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## **GameReplays**
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Visit the GameReplays forum to discuss the project, share replays, and connect with other players:
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[![GameReplays](https://img.shields.io/badge/GameReplays-Forum-181717?style=for-the-badge)](https://www.gamereplays.org/community/-cnc_zero_hour-Section.html)

Asset/Patch/contribution.md

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# How to contribute feedback and ideas
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To participate in conversations, please create a GitHub Account and engage in existing or new reports. Please act
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professional by maintaining a friendly and helpful attitude and refraining from using sarcasm and other disrespectful
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language.
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When formulating feedback and ideas, it is preferable to bring forward as much relevant information as possible to help
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the developers.
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## Examples
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### Example study 1
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A developer presents a change where the Gamma damage of the GLA Toxin Tunnel Defender is increased from 52 to 60, so
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that its damage is consistent with the GLA Toxin Tunnel Defender from the campaign mission. This affects multiplayer.
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We post feedback to this proposal.
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Bad 1:
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> This is a silly change.
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Bad 2:
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> I do not like this. Looks unnecessary.
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Good 1:
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> This change looks suspicious. Could you please explain why the increased damage is desired?
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Good 2:
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> This change is likely undesired, because the Gamma damage of the GLA Toxin Tunnel Defender is already 30% better than
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> the rocket damage of all other faction rocket men, except that of the laser guided missile of the USA Missile Defender
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> (+100% damage). The Toxin General is already one of the strongest factions in the game and raising the Gamma damage of
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> the rockets will elevate its strengths unnecessarily.
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### Example study 2
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We look over several different changes and do not understand their purpose. We would like to ask for clarification
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before we go into more detailed feedback.
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Bad:
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> I looked at several changes and half of them made no sense. No idea what you guys are doing.
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Good:
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> I looked at these changes ---inserted list of changes--- and it is not clear to me what their purpose is. Some of them
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> appear to be missing a rationale. Could you please update them so I can re-review them?
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## How to contribute as developer
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To make content contributions, aka Pull Requests, either fork this repository and clone that fork, or just clone this
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repository if you are invited as a Contributor of the TheSuperHackers.
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Various Generals modding documents are [located here](https://github.com/TheSuperHackers/GeneralsDocuments).
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Various Generals modding tools are [located here](https://github.com/TheSuperHackers/GeneralsTools).
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## Change Documentation
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Every change for the game needs to be documented.
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All documentation ideally is written in the present tense, and not the past.
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Good:
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> Fixes particle effect of USA Missile Defender
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Bad:
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> Fixed particle effect of USA Missile Defender
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When a text refers to a faction unit, structure, upgrade or similar, then the unit should be worded without any
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abbrevations and should be prefixed with the faction name. Valid faction names are USA, China, GLA, Boss, Civilian.
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Subfaction names can be appended too, for example GLA Stealth.
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Good:
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> Fixes particle effect of USA Missile Defender
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Bad:
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> Fixes particle effect of MD
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### 1. Script Changes and Documentation
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Changes ideally are concise and only touch the lines of code that the change relates to. Any changes made to INI and STR
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files need to be accompanied by a comment where the change is made. The comment can be inlined or put at the begin of
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the changed block. It must be clear from the change description what has changed.
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The expected comment format is
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```text
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; Patch104p @keyword author DD/MM/YYYY A meaningful description for this change.
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```
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The `Patch104p` word and `@keyword` are mandatory. `author` and date can be omitted when preferred.
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| Keyword | Use-case |
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|--------------|-------------------------------------------------------------|
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| @bugfix | Fixing a bug |
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| @feature | Adding something new |
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| @fix | Fixing something, but is not a user facing bug |
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| @performance | Improving performance |
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| @refactor | Moving or rewriting code, but does not change the behaviour |
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| @tweak | Changing some values or settings |
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Block comment sample
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```text
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; Patch104p @bugfix commy2 13/09/2021 Add missing upgrade icon for Anthrax Beta.
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UpgradeCameo1 = Upgrade_GLAAnthraxBeta
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UpgradeCameo2 = Upgrade_GLACamoNetting
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```
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Inline comment sample
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```text
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ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
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...
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HideSubObject = Flag01A Flag01B Flag01C ; Patch104p @bugfix commy2 02/10/2022 Hides USA flag.
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End
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```
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### 2. Pull Request Documentation
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The title of a new Pull Request is prefixed either with `Fix:` for being a fix or `Change:` for being a change that is
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not a fix, followed by a descriptive title of the change. Documentation and maintenance pulls are exempt of this rule.
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The text body begins with links to related issue report(s) and/or pull request(s) if applicable.
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To write a link, use the following format:
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```text
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* Relates to #555
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* Follow up for #666
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* Fixes #222
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```
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Some keywords are interpreted by GitHub. Read about
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it [here](https://docs.github.com/en/issues/tracking-your-work-with-issues/linking-a-pull-request-to-an-issue).
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The text body continues with a description of the change in appropriate detail. This serves to educate reviewers and
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visitors to get a good understanding of the change without the need to study and understand the associated changed
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files. If the change is controversial or affects gameplay in a considerable way, then a rationale text needs to be
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appended. The rationale explains why the given change makes sense.
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### 3. Change Log Documentation
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Every change needs to be accompanied with a yaml definition file for the change log generation. It is supposed to
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contain concise information for the change. The yaml file needs to be created inside the `Patch104pZH/Design/Changes`
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folder or the appropriate subfolder. There is a template.yaml file that can be used as a base. The name of the file
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begins with the number of the Pull Request and a few words to summarize the essence of the change, seperated by
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underscores. It is possible that a new change extends an existing yaml file instead of creating a new one. In that case
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a txt file with the same naming rules can be created to refer to the actual yaml file.

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