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Compiling for Windows (Thread Tracking for Thyranim)

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odie:
Okie, i checked.

My /base/shaders is valid.

The files within are :(See attached for directory)

So, question is, if my compilations are missing the shaders, does that meant that the nsis did not compile them into the script??

Could one of the developers check for me pls?

Attached also my current NSIS script from the current version, R25358.

Thyranim:
as i can understand the attached nsis-script, this script is only searching for pk3-files in base folder and packing them together in 1 installer-file

so which script is responsible to compress the shader-folder to an pk3-file?

odie:

--- Quote from: Thyranim on July 23, 2009, 04:11:21 pm ---as i can understand the attached nsis-script, this script is only searching for pk3-files in base folder and packing them together in 1 installer-file

so which script is responsible to compress the shader-folder to an pk3-file?

--- End quote ---

Not too sure. Should be inside /base/archives.bat now, since they added the line:


--- Code: ---7za u -r -tzip 0shaders.pk3 shaders\*.glsl -x!".svn"

--- End code ---

Shaders should be included now. U might want to download my latest built later, once its up and running.

I do see a couple of updates indicating the current pk3 /base/archives.bat batch file being in a mess and a certain procedure will be introduced to replace this 'mess' as stated in the changelog for R25359.

I be looking forward to see the 'makefile' function that was mentioned in R25359. :D
Though i suspect this is the NSIS script. To be verified. :D

For the records, here's the changelog:


--- Code: ---* fixed pk3 file creation with the bat file - i will soon remove this mess and...
Thursday, July 23, 2009 2:26 PM
tlh2000 * r25359 /ufoai/trunk/base/archives.bat: * fixed pk3 file creation with the bat file - i will soon remove this mess and the windows users have to use the makefiles, too

--- End code ---

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