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Author Topic: Comments on Compiling  (Read 20488 times)

Offline DaiShiva

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Re: Comments on Compiling
« Reply #15 on: October 11, 2007, 05:55:03 pm »
http://mattn.ninex.info/?page=Download

found it last night when I was looking for the latest release (havent tried it yet though)

Punkiee

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Re: Comments on Compiling
« Reply #16 on: October 12, 2007, 12:51:29 pm »
Documentation is a bless for the new and a curse for the maintainers.

Offline DaiShiva

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Re: Comments on Compiling
« Reply #17 on: October 13, 2007, 10:00:09 pm »
oy, I have to check out the game resources with the game source. This makes for a loooooong checkout when all I'm interested in is compiling the game. Here is my suggestion:

Make the folders in trunk/base empty (placeholders, for next step)
create a shell script that will 'svn switch' the game resources into the empty directories. Something like trunk/base/getresources

a 'complete' checkout process would then be:
svn co https://ufoai.svn.sourceforge.net/svnroot/ufoai/ufoai/trunk ufoai
cd ufoai/base
./getresources

Pros:
Shorter checkout time for coders
'svn update' will still get the latest resources that have been switched
can use branch/tag/trunk structure for resources, ie:artists can submit their work to an unstable branch that would not be included in a stable release distribution

Cons:
two extra steps for a complete subversion checkout

Offline BTAxis

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Re: Comments on Compiling
« Reply #18 on: October 13, 2007, 10:25:18 pm »
Doesn't work for Windows users. You can just checkout the src directory only if that's what you want. No need to create extra overhead for everyone else.

Punkiee

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Re: Comments on Compiling
« Reply #19 on: October 13, 2007, 10:31:05 pm »
This is a borkified setup and is a pain to maintain, remember and use if you are not already aware of it. Placing different parts in subprojects and checking out only a subproject is more straightforward, supported by the tools and a standard practice.

Arvenil

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Re: Comments on Compiling
« Reply #20 on: January 12, 2008, 10:55:24 pm »
Is there possibie to install ufo ai binaries into /usr/bin dir, data to /usr/share/ufoai, and libs into /usr/lib64/ufoai ?
Right now make install put everything into datadir.

ufogio

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Re: Comments on Compiling
« Reply #21 on: February 16, 2008, 10:12:30 am »
Ok, the plot thickens.

You _can_ get the latest compiled maps using rsync.

However, this is not documented anywhere relevant.  I just looked through all the docs related to compiling and not one mention of this, only ever instructions to 'make maps'.  I only actually discovered this rsync stuff through the mailing list discussion on this subject.

You guys need to document that and mention it in the right places.  How are people supposed to know otherwise?
I agree with freegamer..
Yesterday I've tried to get the svn version of the game, because I thought I could help you by testing your new code.
But compiling the maps takes just too long.. I couldn't find the map pack at http://mattn.ninex.info/?page=Download is not available, and I don't know how rsync works, neither what is it.
Can you please add the documentation to how to get the compiled maps? it is just this page: http://ufoai.ninex.info/wiki/index.php/Getting_the_source

Thank you very much! :)

nemchenk

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Re: Comments on Compiling
« Reply #22 on: February 24, 2008, 02:12:47 pm »
Yes please! Thank you,

nemchenk