project-navigation
Personal tools

Poll

Are you interested in such a script

Yes
9 (100%)
No
0 (0%)
Don't care
0 (0%)

Total Members Voted: 5

Voting closed: August 12, 2009, 04:03:18 pm

Author Topic: make_UfoAI_win32 (all in one win32 build script)  (Read 149873 times)

Offline Edi

  • Squad Leader
  • ****
  • Posts: 296
    • View Profile
Re: make_UfoAI_win32 (all in one win32 build script)
« Reply #105 on: April 30, 2010, 08:17:07 am »
I can't seem to get the compile process working. Everything goes just fine until right in the end, where it starts assembling the  installer executable, then there are some errors in the log and the compiling ends.

I've been using version 0.6.3 of the compile script according to the wiki entry and haven't even fiddled with any of the settings. The SVN is up to date, build 29651.

Log attached.

What's going wrong?

If I read things right, the relevant bit is at the end of the log:

Quote
Output: "D:\UFOAIwin32BUILDenv\MinGW\ufoai\contrib\installer\windows\ufoai-2.3-dev-win32.exe"
Install: 7 pages (448 bytes), 11 sections (2 required) (11528 bytes), 3828 instructions (107184 bytes), 2947 strings (61243 bytes), 1 language table (354 bytes).
Uninstall: 2 pages (128 bytes),
1 section (1048 bytes), 85 instructions (2380 bytes), 93 strings (1608 bytes), 1 language table (230 bytes).
Datablock optimizer saved 2595621 bytes (~0.2%).

Using lzma (compress whole) compression.

EXE header size:              125952 / 34816 bytes
Install code:                          (181133 bytes)
Install data:                          (863748598 bytes)
Uninstall code+data:                   (101809 bytes)
Compressed data:           658285903 / 864031540 bytes
CRC (0xEC42AC23):                  4 / 4 bytes

Total size:                658411859 / 864066360 bytes (76.1%)

2 warnings:
  File: "..\..\..\src\docs\tex\*.pdf" -> no files found. (D:\UFOAIwin32BUILDenv\MinGW\ufoai\contrib\installer\windows\ufoai.mod.nsi:110)
  label "GameSelected" not used
Endtime:   2010.04.30 09:17:00 6
« Last Edit: April 30, 2010, 08:18:40 am by Edi »

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: make_UfoAI_win32 (all in one win32 build script)
« Reply #106 on: April 30, 2010, 09:04:54 am »
i don't see any errors there - you have created an installer.

Offline Edi

  • Squad Leader
  • ****
  • Posts: 296
    • View Profile
Re: make_UfoAI_win32 (all in one win32 build script)
« Reply #107 on: April 30, 2010, 09:26:19 am »
Am I misunderstanding something then? Because I don't have the executable anywhere. If I look into the output folder specified in the log file, the executable is not there and I have no idea where else it could be or should be.

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: make_UfoAI_win32 (all in one win32 build script)
« Reply #108 on: April 30, 2010, 09:53:50 am »
i don't know anything about that tool - but the installer is created - wherever the tool copies it to.

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: make_UfoAI_win32 (all in one win32 build script)
« Reply #109 on: April 30, 2010, 09:57:20 am »
Normally the installer ends up on the desktop if that helps...

Offline Edi

  • Squad Leader
  • ****
  • Posts: 296
    • View Profile
Re: make_UfoAI_win32 (all in one win32 build script)
« Reply #110 on: April 30, 2010, 10:06:47 am »
Normally the installer ends up on the desktop if that helps...
And there it is! Thank you! I've had so many windows open that I haven't seen the desktop in a good long while. Stupid me, I thought it was supposed to be in the output folder specified in the log. That's what my logic dictates anyhow. Well, learn something new every day.

Now it'll be easier to test things and I have an idea of the compile times. Took nearly six hours the first time to compile everything from scratch using a single core. Second run, using both cores, not compiling maps, roughly an hour.

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: make_UfoAI_win32 (all in one win32 build script)
« Reply #111 on: April 30, 2010, 10:14:36 am »
You can use Muton's script also for making an automatic installation after it has finished building the installer...

There is also a python script (map.get.py) that gets the maps already compiled (bsps) from a server which should compile them every midnight...
But Muton found out that those are not always up-to-date, so you are on the safe side, if you compile the maps yourself.

Offline Muton

  • Sergeant
  • *****
  • Posts: 496
    • View Profile
Re: make_UfoAI_win32 (all in one win32 build script)
« Reply #112 on: May 04, 2010, 02:37:54 pm »
== 2009.05.04 == 0.7.0 =====================================

Next to some smaller changes
you'll get a smarter map compiling process
Its no longer forced to run on only one core
Depending on the maps that needs to be compiled the script determine if it is better to run on one core or all your selected cores
If you use the fast switch for compiling maps, the script will use only one core (only lightning is multithreaded [so there is no gain])
You will find a download checkbox which is disabled
Yes i've started to use map_get but currently its only of little use

added
  • ending sounds are back (they have been converted to ogg)
  • verbose output during map compilation ( added to log too )
  • real clean up (the old script leave some tmp files on the system)
  • a "create" button next to the "make install" button ( if the folder dont exist .... )
  • if you close the script while running you will be asked if you really want to do this
  • revision level (svn)
changed
  • gcc option -O2 -O3 ( they wont break threaded run of ufo2map any more )
  • ufo2map_last_build.md5 is not used ( using -V --version output from ufo2map instead [this will prevent a recompile of all maps without reason {a dev know better if it is necessary or not }])
  • map compilation is not single threaded ( it depends on maps [>750k multi, <100k single, in between depends on cores and amount of <100k maps] )
« Last Edit: May 15, 2010, 07:48:46 pm by Muton »

Offline ufoholic

  • Cannon Fodder
  • **
  • Posts: 1
    • View Profile
Re: make_UfoAI_win32 (all in one win32 build script)
« Reply #113 on: May 04, 2010, 11:14:54 pm »
Thanks for a great app to make an average Joe's live easier when compiling the game.

I've noticed that every time one close the make_UfoAI_win32.exe, even when no compiling was started (not even any change in the setting was made) the app says "My child processes and I are still alive! Shall i really close and leave all childs unattended?". Is that the expected behavior ?

Can I also suggest a little feature request? I think that would be quite useful to have a choice for a path when installer is saved. If it's too much work to change the GUI even a parameter in the INI file would suffice.

Offline Edi

  • Squad Leader
  • ****
  • Posts: 296
    • View Profile
Re: make_UfoAI_win32 (all in one win32 build script)
« Reply #114 on: May 06, 2010, 07:38:09 pm »
The installer is saved to the desktop, which is actually fine, since it's easy to move from there to whatever place you want.

I downloaded the newest version of the script (0.7.0) and for some reason the script failed to compile Radiant for build 29770. It encountered some sort of problem and the process terminated right there. Log below:

Code: [Select]
</CodeBlocks_project_file>
Run: "D:\UFOAIwin32BUILDenv\codeblocks\codeblocks.exe" --rebuild --target=windows_debug "D:\UFOAIwin32BUILDenv\MinGW\ufoai\build\projects\radiant.mod.cbp"
at: D:\UFOAIwin32BUILDenv
-------------- Clean: windows_debug in uforadiant ---------------
Running target pre-build steps
..\..\contrib\scripts\codeblocks_check.bat "D:\UFOAIwin32BUILDenv\MinGW\"
D:\UFOAIwin32BUILDenv\MinGW\
D:\UFOAIW~1\MinGW\
Win32 build environment is up2date
-------------- Build: windows_debug in uforadiant ---------------
Compiling: ..\..\src\shared\entitiesdef.c
cc1.exe: warning: command line option "-Wno-non-virtual-dtor" is valid for C++/ObjC++ but not for C
Compiling: ..\..\src\shared\parse.c
cc1.exe: warning: command line option "-Wno-non-virtual-dtor" is valid for C++/ObjC++ but not for C
Compiling: ..\..\src\tools\radiant\libs\archivedir\archive.cpp
Compiling: ..\..\src\tools\radiant\libs\archivezip\ZipArchive.cpp
Compiling: ..\..\src\tools\radiant\libs\entity\eclassmodel.cpp
Process terminated with status 1 (0 minutes, 7 seconds)
0 errors, 2 warnings
Endtime: 2010.05.06 17:26:01 5
Error 16
C::B returned an error during D:\UFOAIwin32BUILDenv\MinGW\ufoai\build\projects\radiant.mod.cbp

A small install package compiled just fine. Took a lot less time too since the maps were already compiled with the previous attempt.

Offline balasar

  • Rookie
  • ***
  • Posts: 78
    • View Profile
Re: make_UfoAI_win32 (all in one win32 build script)
« Reply #115 on: May 08, 2010, 12:58:43 pm »
I see the error when starting to compile maps with script (0.7.0)
PhenomII/2G/7900GS/WinXPSP3/r29785
which may be the problem?
« Last Edit: May 08, 2010, 03:49:43 pm by balasar »

Offline balasar

  • Rookie
  • ***
  • Posts: 78
    • View Profile
Re: make_UfoAI_win32 (all in one win32 build script)
« Reply #116 on: May 08, 2010, 04:53:11 pm »
OK, everything is good, I had a virus, it damaged the script. Sorry.

Offline Muton

  • Sergeant
  • *****
  • Posts: 496
    • View Profile
Re: make_UfoAI_win32 (all in one win32 build script)
« Reply #117 on: May 08, 2010, 05:47:45 pm »
I had once a problem in a win2000 VM environment that a msvc*.dll was called but not found
but the program itself did run as it should.

I cant really say what the problem was
I've reinstalled the VM later and never had that problem again

Try the attached version

Offline Edi

  • Squad Leader
  • ****
  • Posts: 296
    • View Profile
Re: make_UfoAI_win32 (all in one win32 build script)
« Reply #118 on: May 09, 2010, 01:50:07 pm »
The script is no longer working because the Contributors file got nmoved to wiki and is no longer in the source or some other reason.

Code: [Select]
SectionGroup Game ->(SECGROUP01)
Section: "Game Files" ->(SEC01)
SetOverwrite: ifnewer
SetOutPath: "$INSTDIR"
File: "COPYING" 14928 bytes
File: "README" 120 bytes
File: "..\..\..\CONTRIBUTORS" -> no files found.
Usage: File [/nonfatal] [/a] ([/r] [/x filespec [...]] filespec [...] |
   /oname=outfile one_file_only)
Error in script "D:\UFOAIwin32BUILDenv\MinGW\ufoai\contrib\installer\windows\ufoai.mod.nsi" on line 109 -- aborting creation process
Endtime: 2010.05.09 14:24:11 1
Error 26
Failed to build the installer

That's from the build log, right at the end. Core2 Duo processor, Windows XP SP3 and running all settings native for build 29827, no customizations for the script.

Offline Edi

  • Squad Leader
  • ****
  • Posts: 296
    • View Profile
Re: make_UfoAI_win32 (all in one win32 build script)
« Reply #119 on: May 09, 2010, 02:17:44 pm »
The failure happens both when building a full installer and a small installer. With small installer, the same error happens on a different line, though.

Code: [Select]
FunctionEnd
SectionGroup Game ->(SECGROUP01)
Section: "Game Files" ->(SEC01)
SetOverwrite: ifnewer
SetOutPath: "$INSTDIR"
File: "COPYING" 14928 bytes
File: "README" 120 bytes
File: "..\..\..\CONTRIBUTORS" -> no files found.
Usage: File [/nonfatal] [/a] ([/r] [/x filespec [...]] filespec [...] |
   /oname=outfile one_file_only)
Error in script "D:\UFOAIwin32BUILDenv\MinGW\ufoai\contrib\installer\windows\ufoai.mod.nsi" on line 110 -- aborting creation process
Endtime: 2010.05.09 15:19:50 1
Error 26
Failed to build the installer