Wuzzy wrote:It's a lame template. It's just using the style used in most Minetest Game mods, I hate this style since it is so useless most of the time.
First some criticisms about the template design and content:
The license information comes before the actual description. But the description is more important and should come first. It is the main reason why people bother to read readme files in the first place. Also, why making LGPLv2.1 part of the template? That decision seems arbitrary.
The section “How to use this mod:” suggests to add external links which point to the actual manual of the mod. This is a very bad idea and I hate it whenever I open readme files. This defeats the whole purpose of a readme file. If the user is not online at the moment, then the readme file becomes useless. There are many situations where you can be offline, e.g. you are travelling, your router is broken, the ISP screwed up, and so on. The readme should contain the help text, not just pointers to the help text.
But I am OK with links to licenses since this is not as important as the actual description.
Finally, I prefer to use Markdown syntax and call the file “README.md” instead of “README.txt”. First its syntax is well-defined and second Markdown's syntax is already actively being used to pretty-print the readme file on Minetest Bower. That's very useful! Here's an example:
https://minetest-bower.herokuapp.com/mods/pep
Markdown files can also be read without problems in any text editor:
http://repo.or.cz/minetest_pep.git/blob ... /README.md
IMO this approach is better than using ad-hoc syntax where everyone uses a different style, and your template is, frankly, not helping as you have not formally defined the syntax.
Wuzzy wrote:Adding bower.json might be overkill (I also don't know 100% how Minetest Bower works), I think. But Markdown would be a good idea, even if the mod never shows up on Minetest Bower.
And okay, I almost guessed the license thing was more like an example. But still, people tend to be lazy and forget to change it, so it should be something like “insert license here” or whatever. ;-)
Wuzzy wrote:I suggest to also add the following dummy files:
- screenshot.png
- description.txt
- settingtypes.txt
- Empty directories: sounds, textures, media, models
Screenshot can be just a dummy image, but of the correct size because it can be easily forgotten.
Description can contain just a dummy description and settingtypes.txt contains maybe some examples or just a referece to builtin/settingtypes.txt of the Minetest installation.
The idea is that the user can always delete files which are not required.
LNJ wrote:But I can't add empty directories in git. There have to be at least one file inside them (as in minetest mods/mods_here.txt).
Or is there a special option in git, that I don't know?
Git FAQ wrote:Currently the design of the Git index (staging area) only permits files to be listed, and nobody competent enough to make the change to allow empty directories has cared enough about this situation to remedy it.
Directories are added automatically when adding files inside them. That is, directories never have to be added to the repository, and are not tracked on their own.
You can say "git add <dir>" and it will add the files in there.
If you really need a directory to exist in checkouts you should create a file in it. .gitignore works well for this purpose (there is also a tool MarkEmptyDirs using the .NET framework which allows you to automate this task); you can leave it empty or fill in the names of files you do not expect to show up in the directory.
LNJ wrote:And which size should have the screenshot?
kaeza wrote:From the source, it seems the aspect ratio is 3:2. The *actual* (as in, pixel) dimensions of the image vary depending on screen resolution/window size and is scaled accordingly.
EDIT: Maybe 360x240 would be a good choice (480x320 if you want/need more detail).
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