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Author Topic: Latest trunk build  (Read 70287 times)

Offline Kildor

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Re: Latest trunk build
« Reply #15 on: August 09, 2008, 04:26:47 pm »
mattn, if there is .bsp, ufo2map can`t write new version of .bsp:
Writing D:\mount\new\ufoai/base\maps\forest\fr_craft_crash_scout.bsp

************ ERROR ************
Error opening D:\mount\new\ufoai/base\maps\forest\fr_craft_crash_scout.bsp for writing: Permission denied

Offline TrashMan

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Re: Latest trunk build
« Reply #16 on: August 09, 2008, 07:58:49 pm »
To compile maps, I just use the makefile. Since C::B comes with make.exe this should work for you as well. There should be a Makefile.win in your maps directory. Run make and make it execute that file (refer to the instructions). The advantage of this method is that you don't need to install python.


What make.exe? I don't see it in CodeBlocks and the wiki mentions nothing about it.

It mentions having to have python to compile them.... or did you mean ufo2map.exe

I'm a bit confused atm.

Offline BTAxis

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Re: Latest trunk build
« Reply #17 on: August 09, 2008, 08:35:49 pm »
It's part of MinGW, which is included with C::B. Search for it.

Offline TrashMan

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Re: Latest trunk build
« Reply #18 on: August 09, 2008, 09:13:50 pm »
Found it...but how to use it...I cna't find any instruction in the folders...no readme or .html files


I suspect it's a comannd line run program, but without knowing the parameters...

Offline BTAxis

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Re: Latest trunk build
« Reply #19 on: August 09, 2008, 10:10:59 pm »
Sigh. Look it up, it's really not that hard.

Offline TrashMan

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Re: Latest trunk build
« Reply #20 on: August 09, 2008, 10:57:27 pm »
I wouldn't ask if I didn't have trouble finding.

There are no clear instructions anywhere I checked (wiki, CodeBlocks, MinGW, SNV folders and subfolders)


Has this:
http://ufoai.ninex.info/wiki/index.php/Mapping:Compile
under PARAMETERS got anything to do with it? It looks like it, but if it is , it still doesn't explain how to work with make.exe

Offline geever

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Re: Latest trunk build
« Reply #21 on: August 09, 2008, 11:04:51 pm »
Code: [Select]
make -f makefile.win maps
I guess, but I prefer to download the compiled ones:
Code: [Select]
python contrib/scripts/map-get upgrade
But it also needs python (and I haven't tested it on windows).

-geever

Offline BTAxis

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Re: Latest trunk build
« Reply #22 on: August 09, 2008, 11:35:20 pm »
I wouldn't ask if I didn't have trouble finding.

When you can't find something on our wiki, there's another place you can try.

Offline TrashMan

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Re: Latest trunk build
« Reply #23 on: August 10, 2008, 01:03:49 am »
erm...so let me get this straight...

Make.exe is in c:\development\etc..

The SVN is on my desktop in the UFO_AI folder, however I copied the base folder to e:\games\UFOAI-2.2.1



Soo..I call the program/function from the e:\games\UFOAI-2.2.1 folder...or from the maps folder?

Cause I tried to call it from the folder in which the makefile.win file is located and it sez:
*** no rule to make target 'maps'. Stop

If I tried it without the last maps bit it cannot find arctic map..the first one ..and jsut spits out an error

Offline BTAxis

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Re: Latest trunk build
« Reply #24 on: August 10, 2008, 01:31:27 am »
I use it slightly differently - I renamed Makefile.win to Makefile, and copied it to the UFO:AI root. Then I edited it so the paths make sense again. I did this because this way I can just hit make.exe without any arguments (it will assume the existence of Makefile and attempt to execute rule "all"). This shouldn't be necessary, though. "make -f Makefile.win" when executed in the maps dir should do precisely the same thing. If it fails to build the maps, try posting the entire output here.

Offline TrashMan

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Re: Latest trunk build
« Reply #25 on: August 10, 2008, 01:51:23 am »
Microsoft Windows XP [Version 5.1.2600]
(C) Copyright 1985-2001 Microsoft Corp.

C:\Documents and Settings\Toni>cd..

C:\Documents and Settings>cd..

C:\>e:

E:\>cd minigames

E:\Minigames>cd ufoai-2.2.1

E:\Minigames\UFOAI-2.2.1>cd base

E:\Minigames\UFOAI-2.2.1\base>cd maps

E:\Minigames\UFOAI-2.2.1\base\maps>make -f Makefile.win
..\..\ufo2map.exe -extra "E:\Minigames\UFOAI-2.2.1\base\maps\africa04d.map"
---- ufo2map 1.2.2 ----
extrasamples = true
path: 'E:\Minigames\UFOAI-2.2.1\base\maps\africa04d.map'
gamedir: E:\Minigames\UFOAI-2.2.1\base\maps/base/
Could not load image pk3, searching in directories for images instead
...map: 'E:\Minigames\UFOAI-2.2.1\base\maps\africa04d'
...bsp: 'E:\Minigames\UFOAI-2.2.1\base\maps\africa04d'

************ ERROR ************
Could not load E:\Minigames\UFOAI-2.2.1\base\maps\africa04d
make: *** [E:\Minigames\UFOAI-2.2.1\base\maps\africa04d.bsp] Error 1

E:\Minigames\UFOAI-2.2.1\base\maps>



-------------------------------------------

Strange this is - I copied the base folder  from the SVN to the 2.2.1 game install. There were already built maps in there.
« Last Edit: August 10, 2008, 01:53:43 am by TrashMan »

Offline Destructavator

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Re: Latest trunk build
« Reply #26 on: August 10, 2008, 04:46:53 am »
You might have less frustration and a much easier time simply using python.  Heck, on the python website front page there is a "quick link" on the left that goes direct to a windows installer which works fine, isn't a large download (it's rather small in size compared to UFO:AI), and simply letting it use the default install options all the way through the short installation process works fine.  After installing it, simply clicking on the compile.py file in windows explorer will do the trick.

I don't see where this desire to avoid python is coming from - yikes, you coders make it sound like using python for the maps is some big deal, like a long, complicated, and painful process to set up when it really isn't.  Sorry, I'm not trying to pick on you guys, but grabbing the python installer, running it, and clicking on the compile file to me is very short, simple, and sounds much easier than trying these other methods.  Geez...

EDIT: I've also never had the python method give me errors or headaches (in fact it worked the first time), unlike the first time I tried to compile the main game, learn what SVN is, or set up any of the development tools needed to build the game.

Heck, this:

Quote
I use it slightly differently - I renamed Makefile.win to Makefile, and copied it to the UFO:AI root. Then I edited it so the paths make sense again. I did this because this way I can just hit make.exe without any arguments (it will assume the existence of Makefile and attempt to execute rule "all"). This shouldn't be necessary, though. "make -f Makefile.win" when executed in the maps dir should do precisely the same thing. If it fails to build the maps, try posting the entire output here.

...sounds much more complicated and difficult to me (a non-coder) than:

1) Go to python progamming website.
2) Download windows installer from "quick links" on left of the front page (It's well marked and conspicuous).
3) Run installer with default choices (nothing fancy, lengthy, or vague, very easy to do!).
4) After install, use standard good old windows explorer to go to the maps folder.
5) Open the compile.py file.
6) Sit back and relax as maps start compiling and updating as needed, unattended.

Yes, the python method is really that easy!
« Last Edit: August 10, 2008, 04:56:38 am by Destructavator »

Offline TrashMan

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Re: Latest trunk build
« Reply #27 on: August 10, 2008, 12:12:51 pm »
Thanks..Python method works without a hitch.

Damn, this map compiling takes forever...lol
So far, only 8 maps are done...:P

Offline Kildor

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Re: Latest trunk build
« Reply #28 on: August 10, 2008, 12:28:28 pm »
If you have normal internet, you may try map_get script, may be it will be faster?

Offline TrashMan

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Re: Latest trunk build
« Reply #29 on: August 10, 2008, 12:33:21 pm »
It's the lighting calculations for day and night maps..it takes forever. ATM it's going over condor_crash04 map