project-navigation
Personal tools

Author Topic: NSIS reworked, radiant_runtime updated  (Read 3661 times)

Offline Muton

  • Sergeant
  • *****
  • Posts: 496
    • View Profile
NSIS reworked, radiant_runtime updated
« on: May 16, 2009, 02:54:52 pm »
I've reworked ufoai\src\ports\windows\installer.nsi

Shorten things up a little (recursive)

and replaced the undocumented radiant_runtime.zip stuff
The problem here is
the "dev" need to extract the zip file inside of ufoai\radiant
but its not documented
so the "dev" run always in an NSIS build error

I've added a part where the radiant_runtime is a sfx 7z file (btw dll's are updated)
that is extracted on the users client machine during installation
http://www.mediafire.com/file/3nzdolmkmqy/radiant_runtime.exe http://ul.to/22g67b

I think this will simplify the build process

[attachment deleted by admin]

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: NSIS reworked, radiant_runtime updated
« Reply #1 on: May 16, 2009, 05:58:57 pm »
looks nice - commited to trunk

Offline Muton

  • Sergeant
  • *****
  • Posts: 496
    • View Profile
Re: NSIS reworked, radiant_runtime updated
« Reply #2 on: May 17, 2009, 02:04:06 pm »
I never tought that you add this that quickly.

There is a bug with radiant, the old nsis had this too.
After installation you're unable to use radiant.

You need to extract some pk3 files first
i see no reason why the installer shouldnt handle that
but it depends on contrib\scripts\7za.exe



[attachment deleted by admin]

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: NSIS reworked, radiant_runtime updated
« Reply #3 on: May 17, 2009, 02:13:13 pm »
hm. that is more a bug in radiant then. it should be able to read files from pk3 files. there should be really no need to extract anything.

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: NSIS reworked, radiant_runtime updated
« Reply #4 on: May 17, 2009, 02:16:37 pm »
the map sources should not go into radiant/base/maps - but into base/maps.

also prefabs should be included in the map sources.

i've commited a small patch to the nsi script a few minutes ago.

Offline Muton

  • Sergeant
  • *****
  • Posts: 496
    • View Profile
Re: NSIS reworked, radiant_runtime updated
« Reply #5 on: May 17, 2009, 02:38:47 pm »
hm ....

http://ufoai.ninex.info/wiki/index.php/Mapping_For_Dummies
Quote
Before launching GtkRadiant, you want to find your path to the ufo.exe file on your system. In this folder you'll find a folder called base. Inside here are files with .pk3 for the extension. They're simply .zip files with a different name. Unpack them into their subdirectories

If i run uforadiant.exe
I'll got first "Engine Path not found"
Engine Path: F:/UFOAI-2.3-dev
OK

result in

Radiant - Error
Could not load F:/UFOAI-2.3-dev/base/ufos/entities.ufo

You are right if Engine Path is F:/UFOAI-2.3-dev
radiant can read pk3 files