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Messages - hwoarangmy

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46
Coding / Re: Using cmake to setup build env
« on: September 28, 2015, 10:35:21 pm »
I've just created a PR with MinGW build with appVeyor (with MinGW, I've activated Radiant build)

Note that I've tried to activate unit tests but for some reason, I get no output with appVeyor. The tests are launched but nothing happens. It seems to work well on Travis (but some tests fail).

47
Coding / Re: Using cmake to setup build env
« on: September 27, 2015, 11:55:59 pm »
Note that I've never used OSX. The cmake build is likely to fail as I did nearly nothing about it.

48
Coding / Re: Using cmake to setup build env
« on: September 27, 2015, 06:41:01 pm »
Compilation is fixed with appVeyor and Travis ^^
Travis PR is released

49
Coding / Re: Using cmake to setup build env
« on: September 26, 2015, 10:26:26 pm »
He uploaded the file today on sourceforge. link:
https://sourceforge.net/projects/ufoai/files/UFO_AI%202.x/2.5/ufoai-deps.zip/download

I'm currently checking there is no problem and I will create a PR when it is done

50
Feature Requests / Re: Smoke on higher difficulty settings
« on: September 25, 2015, 07:05:18 pm »
IMHO, smoke is ATM the only way to not loose every soldier in some missions. I remember a mission in 2.5 with an Heracles dropship and an Ortnok with a needler and direct vision in front of the entrance. I even loose soldiers trying to launch the smoke grenade (because of reaction fire).

For me, without smoke, the game would be unplayable because aliens too many TU and they can snipe from a distance even with close quarter weapons or rifles. It would be very unlikely to have a soldier reach a high level...

51
Coding / Re: Using cmake to setup build env
« on: September 21, 2015, 12:43:56 am »
I could setup appveyor to compile UFOAI. If there somewhere where I can upload the deps ? For my tests, I've used a private server to host the file but it would be good to use some UFOAI storage ^^
Note that I just need the deps I've uploaded in this thread available somewhere. If someone could upload it and post the link here, it will be enough.

I will go for a PR as soon as I know where to download the deps from.

52
Coding / Re: Using cmake to setup build env
« on: September 20, 2015, 11:07:39 am »
I'm not used to travis or appveyor but in travis, it seems like cmake is not used (we can see the error comes from not finding ufo2map not being found).

In appveyor, cmake is used but dependencies are not found. Have you uploaded them ? The easiest (if possible) would be to upload the dependencies in the bundle (link in this thread) and set the UFOAI_DEPS variable.

EDIT: In any case, I'm interested in this kind of build systems for another open source project I'm involved in (Open Dungeons if you want to know) and I will take the opportunity to have a look.

53
Windows / Re: Solution to building uforadiant on windows platform
« on: September 19, 2015, 09:36:29 pm »
Note that since july, I've fixed what was needed to configure all projects on windows (using C::B and MinGW). I've not seen what have been changed here but some changes might already be in.

54
Coding / Re: Using cmake to setup build env
« on: September 17, 2015, 10:44:41 pm »
Note that one solution could be to separate in the common folder the files that requires some flags and the files that can be safely compiled and linked. We could do that separation in the makefile and compile the common files that need the flags twice. But that would mean that if someone adds COMPILE_UFO in a common source that did not had it, the project will fail with a linker error and it won't be straihtforward to find where the error comes from.
I guess the best would be to split the common folder and make clear that the first part is for common not flagged code and that the second if for COMPILE_UFO/COMPILE_MAP. But I'm not sure the compile time gained is worth it (because it makes a strong link between source files architecture and the flags allowed to be used).

WDYT ?

55
Coding / Re: Using cmake to setup build env
« on: September 17, 2015, 10:14:24 pm »
I've had a look but it might be more complicated than expected. From what I've seen, some compiler flags are used in the common files (at least COMPILE_MAP/COMPILE_UFO but also some more that I don't know like PARANOID)...

56
Coding / Re: Using cmake to setup build env
« on: September 17, 2015, 10:02:02 pm »

57
Coding / Re: Using cmake to setup build env
« on: September 17, 2015, 09:56:19 pm »
Using:

  add_library(common ${COMMON_SRC})
  target_link_libraries(common ${COMMON_DEPS})

  add_executable(ufoded ${UFODED_SRC})
  target_link_libraries(ufoded common)

would greatly reduce compile times.
I'm comfortable with C/C++ but I'm not a cmake expert and I didn't look into UFOAI code very deep (only for the errors the compiler was complaining about).
However, every projects do not share the same common sources files. Using a project with the common sources would decrease compile time but increase executables size since they will embed not wanted stuff. That's a choice to make ^^

BTW, same goes for "shared" sources I guess.

58
Coding / Re: Using cmake to setup build env
« on: September 16, 2015, 10:35:50 pm »
I confirm it still compiles. The pull request is created. You can review it ^^

59
Coding / Re: Using cmake to setup build env
« on: September 16, 2015, 09:44:15 pm »
I've uploaded the bundle. You can get it and upload it wherever you want
http://dl.free.fr/nUwn4l4zh

I'm currently compiling after rebase. I will create the PR as soon as I've checked it still compiles

60
Coding / Re: Using cmake to setup build env
« on: September 07, 2015, 08:41:55 pm »
Well, I'm talking about MSVC2013 because that's what I have. But it might work with an older version I've not tried ^^

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