Join the Potential Rework #156
Replies: 4 comments 7 replies
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Hello! I just newly cloned the repo and am starting the basics of importing it into my IDE, getting to it to build/package in my env, just starting at the bottom. In another reply to me you stated you use PDM (I come from a corpo env where it's all Poetry, but it's fine, if you've seen one package/build manager in Python, you've seen them all), so I went and grabbed it. It does seem that PDM is pretty opinionated, because the first thing it did when I ran Looking at the dev branch, none of these are in place, it still looks like a regular setuptools project? |
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PDM is based on a bunch of Python and pip standards. So its while it might be opinionated it comes very close to what a official Python package manager may look like (like pip but more up to date). |
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The thing is that one of the first things I would normally do, would also be a refactor dive-in. Also a re-structure of the code and intro unit tests, if at all possible. So we'd end up with a lot of clashing and overlaps. I need to look at the WIP branch, maybe I can cherry pick some bits. |
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It's working perfectly, just ignore the MS32 error and it's good to go. I'm running it on Arch Linux (Garuda). It even detects other games. I will try it out on Lutris to see if it runs on other game platforms |
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If you like to join the Team for the potential wemod-launcher rework,
you can reach out here, if you want to.
Feel free to reach out in other ways.
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