SourceMod developer and occasional ITer Scott Ehlert (“DS”) has overhauled the way we do source code access at AlliedModders. If you have any kind of Mercurial, SVN, or CVS access with us, this pertains to you. If not, you probably want to save yourself the boredom and read something else.
All source code services are now on a separate server. You need to use hg.alliedmods.net, svn.alliedmods.net, cvs.alliedmods.net, etc. Using just alliedmods.net will not work.
If you used SSH access (“ssh://” or “svn+ssh://”) to access a repository, your account is no longer valid. Our new account system uses e-mail addresses for user names. We’ve made an easy website for converting your old account to an e-mail address based one:
If you had source code access and you want to keep it, you MUST provide a PUBLIC key. You CANNOT push to source code repositories with a password anymore. Keys are required, and of course you should be careful to protect the private half of your key.
When accessing source code repositories, you need to use your full account name. For example, “[email protected]@hg.alliedmods.net”. If you have SSH access to our webserver, you can continue to use your old account name.
For Mercurial users, you no longer have to type “//hg/” before every path. For example, “//hg/sourcemod-central” is now “/sourcemod-central“.
For Subversion (SVN) users, the same applies for “/svnroot“. If you had “/svnroot/users/dvander” it is now “/users/dvander“.
We now have a fairly easy way for developers to create their own Mercurial repositories without filing bugs and waiting. You can read more here:
This replaces our old, vastly insecure Subversion management tool. We don’t really want to give out new Subversion repositories unless there are extenuating circumstances. If you would like changes to your SVN repo, or a migration to Mercurial, please just file a bug.
I think we’re in a much better position now to quickly give community developers the resources they need to do secure, versioned, shared development. There were quite a few trials and tribulations getting this thing working. DS worked on and off on this for a while, only taking a “break” to help out with the L4D2 porting effort. Hopefully it’ll all have been worth it – and a huge thanks to him regardless.