UFO:Alien Invasion

Technical support => Windows => Topic started by: Muton on July 12, 2009, 04:03:18 pm

Title: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on July 12, 2009, 04:03:18 pm
no longer maintained

(http://ufoai.ninex.info/wiki/images/Make_UfoAI_win32_0.png)

url to wiki (http://ufoai.ninex.info/wiki/index.php/MinGW_Win32_(guided_with_GUI))

Because of the complicated routine that is needed to build ufoai from source
I've started to script a new all in one package to build ufoai from source.

Planned is a fire and forget executable
Just set up path and switches on the GUI then press start and you're done.
No need to download another tool from the net
or set up mingw path variable or something else.
The script will be splitted in 2 parts
The GUI will be part of the C::B package
and the "working" script is part of SVN
to be easy maintainable.

The scripting language is autoit3
I know it's not one of the new cool ones
but the syntax is easy (very important)
it's fairly powerful
it's well documented
it's free (not opensource)
still supported
there is a big community
and no installation is needed

I've attached a screenshot and the script itself
But before i spend days on this project i want to know if there is some interest
especially from the devs


== 2009.12.08 ==============================================

Its time for the first test
UfoAI.zip (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/UfoAI.zip)


place all files into the correct location
This zip contains
.\configure_win32.exe the start stript
.\ufoai represents your ufoai sourcefolder
.\MinGW represents your mingw folder

.)configure_win32.exe can be placed anywhere you want
It will generate an ini file to hold your settings
and the working script itself (this way you dont need to extract it from the exe)

.)ufoai the folder-structure is replicaded from svn
here you find the buildscript

.)Mingw the folder-structure is replicaded from C::B package
added 7za.exe (should already be there)
added 7zan.exe (same as 7za.exe but optimized for P4 SSE2)
added svn 1.6.6 (you should alredy have svn but 1.6.1)
added autoit script interpreter + include files (http://www.autoitscript.com/autoit3/)

run configure_win32.exe make you'r selection and press start
This script merge all infos and push them into the buildscript
First point to the location for C::B MinGW UfoAI and Nsis (use the Button)
then do other selections
ufo2map optimize
UfoAI optimize
press start
configure_win32.exe will close and the buildscript windows should show up

wait until finished
The hardest part
.....
after the script has finished a log file should appear
and the finished installer show up on your desktop
If an error occure zip and attach the log here (its in your %tmp% folder)


== 2009.12.20 ==============================================

UfoAI.zip (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/UfoAI.zip)

added
changed
bug


== 2009.12.30 ==============================================

UfoAI.zip (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/UfoAI.zip)

added
changed
bug

No Admin rights need (w2k XP [dont know NT 6.x])
You need to place all files in a folder with appropriate rights for the user
Users FULL acces

Run this as Admin
Code: [Select]
cacls "C:\Program Files (x86)\my ufoai folder" /T /E /G Users:F
replace Users with the name of the group correnspondig to your language
Run this and you'll se the groupname (here Benutzer)
Code: [Select]
cacls "%ProgramFiles%"

C:\Programme VORDEFINIERT\Benutzer:R
             VORDEFINIERT\Benutzer:(OI)(CI)(IO)(Beschr�nkter Zugriff:)
                                               GENERIC_READ
                                               GENERIC_EXECUTE

             VORDEFINIERT\Hauptbenutzer:C
             VORDEFINIERT\Hauptbenutzer:(OI)(CI)(IO)C
             VORDEFINIERT\Administratoren:F
             VORDEFINIERT\Administratoren:(OI)(CI)(IO)F
             NT-AUTORIT�T\SYSTEM:F
             NT-AUTORIT�T\SYSTEM:(OI)(CI)(IO)F
             VORDEFINIERT\Administratoren:F
             ERSTELLER-BESITZER:(OI)(CI)(IO)F
make_UfoAI_win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/make_UfoAI_win32.exe)

added
changed
bug

I've added 2 new routines
update routine
ufo2map source monitoring

The update routine check by every start if there is a new revision available
If yes the new revision is downloaded into %tmp% and a helper file is called (wait_copy_run.exe)
This helper file wait until the script terminates itself
copy the new revision over your existing one
and run it

The ufo2map source monitoring routine
will help users to stay up2date with there maps (*.bsp) witout cleaning all maps by hand (even if not necessary)
To activate this routine checkbox clean must be unchecked
This routine clean all maps only if a sourcefile of ufo2map.exe has changed (all *.bsp files will be deleted)
if not it will use ufo2map_last_build.md5 to determine which *.map file has changed since the last svn update
and delete the corresponding *.bsp file
In this case only changed maps will be build and the map compilation process is dramatically shorten

I've made a flowchart
map_last_build.md5 ( stores the path, name and md5hash of all *.map files from the last successful mapcompilation )
ufo2map_last_build.md5 ( stores the path, name and md5hash of all *.h *.c files from the last successful mapcompilation )
ufo2map.cbp ( contain all information to build ufo2map.exe [*.h *.c] )
(http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/ufo2map_logic.png)


== 2009.02.14 == 0.5.1 =====================================

I've added a routine to "fix" the nsis script from ufoai source
Changed to user privilege for un-install incl. UAC for Vista and 7

Removed a bug that break the update routine
You have to manualy download the script

make_UfoAI_win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/make_UfoAI_win32.exe)

changed
bug

== 2009.03.14 == 0.5.3 =====================================

Fixed a bug http://ufoai.ninex.info/forum/index.php?topic=2830.msg34927#msg34927
Autoupdate routine is working now!

added
bug

== 2009.03.27 == 0.6.0 =====================================

environment check
Every time you press start, ill check your mingw environment to be sure its up2date
If not you will be questioned to update or not
Nothing will be forced!

make install
You are now able to install UfoAI automatically than to run it from source or manually install it
No, its not a good idea to run the game from the source folder

clean switch
The map compile clean switch
You normally dont need it
A algorithm take care that your maps are up2date

small switch
This was linked to the Installer switch and is now independend
If you only want to build the game and nothing else
this switch is 4 you
The map editing tool (Radiant) is not compiled and not installed

added
changed


== 2009.03.28 == 0.6.1 =====================================

changed

== 2009.03.29 == 0.6.2 =====================================

bug

== 2009.03.29 == 0.6.3 =====================================

changed

== 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
changed

== 2009.05.15 == 0.7.5 =====================================

I've added ufomodel to create mdx files
Its a fast build process so i spared some time and added it into the ufo2map build proecess
The tool itself is compiled with the same gcc settings as applied for ufo2map
Added the possibility to run a command or script after build completion
Some macro's are added see help
>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!
Will only show up during "make" no longer under "config"

added
changed

== 2009.05.22 == 0.7.6 =====================================

.)I've forgotten to clean project folder after compiling ufomodel (fixed)
.)The script now run 7zip with option -mx1 instead of -mx9 to create pk3 files IF switch "Installer" is NOT selected
This should speedup the build process, to the cost of bigger pk3 files

changed

== 2009.05.24 == 0.8.0 =====================================

Added the possibility to compile dev 2.4 or dev 2.3 of Ufoai
If you want to build dev 2.3 you need to get the source too howto (http://ufoai.ninex.info/wiki/index.php/Code::Blocks_(guided_with_GUI)#developer_version_selection)
Store the source directly under the MingW folder (the script will look there for it first [easier switching between 2.4<->2.3])

added

== 2010.07.03 == 0.9.0 =====================================

Two big things have been added
1) a map download >like< map_get.py
The main difference is that you don't download maps that aren't useful for your build
The serverApp run once in an hour that once a day
I do a md5hash on the original *.map files to determine if a map should be downloaded or compiled than do just download
The server log store hash sums of *.map files and the path of them
If you want to download a map (*.bsp)
the script hash your *.map file and check it against the serverlog *.map hash
If both match, the download of this *.bsp will start
If the download failed or the hash is unequal, you will build the map using ufo2map


2) A routine to build an update than a full installer of UfoAI
It will build a update of your last full build (you need to enable this function first)
A new switch "diff" was added into the GUI (It requiers the "Installer" and "7z" switch too, to work)
First time you build a full installer.
Next time you call it, you will build (differential (http://en.wikipedia.org/wiki/Incremental_backup#Differential)) updates
A new file to hold all infos was added too, inst_last_build.md5 (release 2.4) and inst_last_build_2.3.md5 (release 2.3)
If you delete this file you will start from the beginning (there is no GUI switch to do this)
The update include all dlls and executables, only files inside of pk3's are removed from the installer if they are the same (the pk3 files are than updated during installation)
This way you can switch between a release or debug build, even include radiant once and next time without radiant.

added
bugs

== 2010.12.04 == 0.9.4 =====================================
ufo2map will now use quant 4 to compile maps
SSE is now used if selected
The log file is now not opened after completing compilation, except for an error
MinGW is now silently updated if necessary
A small list of bugs have been fixed

changed
bugs

== 2011.01.05 == 0.9.5 =====================================
There was a bug related to mapdownload
The script tried to download outdated maps.
Added a conditional statement to compare ufo2map version level
from server-log and local ufo2map build

bugs

== 2011.02.19 == 0.9.6 =====================================
There was a bug related to mapdownload
Added a "macro" ctrl+s to start the build from the config window
Reduced the hight of the config window a bit (as much as possible)
Added the make model switch (*.mdx files)
Deselecting is only useful if you want to build maps only

added
changed
bugs

== 2011.02.19 == 0.9.7 =====================================
There was a regex bug

bugs

== 2011.03.26 == 0.9.8 =====================================
I've changed the routine to update mingw

changed
Title: Re: All in one win32 build script
Post by: odie on July 12, 2009, 08:46:37 pm
Hi Muton,

I like the looks of it. :D

Btw, is this a working script already? lol. I would love this, though i can still manage the current few scripts (SVN Update, CB compile, ufo2map compile, possible po compile, pk3 compile, NSIS installer script compile and finally upload). :D

U able to automate all those tasks so far?

PS: U might want to consider asking for the originating SVN directory (aka the directory u downloaded the svn to. :D)
Title: Re: All in one win32 build script
Post by: Mattn on July 12, 2009, 08:56:13 pm
we are more trying to get into ./configure and Makefile usage for mingw, too

once we have that working we will remove *.bat files and integrate makefile usage into the c::b project files. it's only one part to maintain and easier for us.

you can of course write the script - it will take a some time to get configure and make done (don't expect this in the next few months)
Title: Re: All in one win32 build script
Post by: odie on July 12, 2009, 08:59:43 pm
we are more trying to get into ./configure and Makefile usage for mingw, too

once we have that working we will remove *.bat files and integrate makefile usage into the c::b project files. it's only one part to maintain and easier for us.

you can of course write the script - it will take a some time to get configure and make done (don't expect this in the next few months)

Ooooo, the getting into minGW part would make CB compilations so much way cooler. :D
Dun rush dun rush, good things can be waited for !! :D

Curious, how will that then be able to differentiate a built that is for clean maps rebuilt / add-on differential maps rebuild, Mattn?

And by the *.bat files, i supposed it will still not pack the pk3 files (aka archives.bat) and NSIS script (which is basically not a DOS batch anyway). Will archives.bat be kept then.?? :D Thanks for attention.



Muton: Good work! :D I would LOVE to see ur script! Lol.
Title: Re: All in one win32 build script
Post by: Mattn on July 12, 2009, 09:05:09 pm
pk3 and nsis is all done in makefiles, too

all you have to call is make win32installer - this would result in recompiling, building maps, compiling languages, generating pk3 and creating nsi (and even upload it to sf.net if you want)
Title: Re: All in one win32 build script
Post by: odie on July 13, 2009, 07:27:38 am
pk3 and nsis is all done in makefiles, too

all you have to call is make win32installer - this would result in recompiling, building maps, compiling languages, generating pk3 and creating nsi (and even upload it to sf.net if you want)

hi Mattn,

Could i clarify something pls? This win32installer is still not in place rite?
Or isit not supposed to be a .bat batch file but a function for calling within the CB??

So far, as of 25148, (still rebuilding the maps though), i have not been able to find any files with "win32installer"..... :D

Thanks.
Title: Re: All in one win32 build script
Post by: Mattn on July 13, 2009, 06:36:24 pm
it's called wininstaller nowadays and we have that (makefile target) since ..... the beginning (i don't know - for ages already)
Title: Re: All in one win32 build script
Post by: Muton on July 13, 2009, 07:05:44 pm
> U able to automate all those tasks so far?
I've already done this with a cmd script
but its pure horror
I'll add my optimations too
to speed up ufo2map ...
Title: Re: All in one win32 build script
Post by: odie on July 14, 2009, 06:09:14 am
> U able to automate all those tasks so far?
I've already done this with a cmd script
but its pure horror
I'll add my optimations too
to speed up ufo2map ...

Nods nods,

ok then! I be looking forward to your script then! :D Toodles!
Title: Re: All in one win32 build script
Post by: PhilRoi on July 14, 2009, 06:12:44 am
your all in one going to be able to do language files as well?


also if i am reading things correctly your using 7zan.exe?  which is a version of 7-zip and included in the codeblocks pre-package? according to the 7-zip the file is no longer included in 7-zip and hasn't been since 2003?
also I just got the latest codeblocks package and it does NOT include 7zan.exe,  7za.exe is included and should do the same thing.
Title: Re: All in one win32 build script
Post by: odie on July 14, 2009, 06:48:20 am
your all in one going to be able to do language files as well?


also if i am reading things correctly your using 7zan.exe?  which is a version of 7-zip and included in the codeblocks pre-package? according to the 7-zip the file is no longer included in 7-zip and hasn't been since 2003?
also I just got the latest codeblocks package and it does NOT include 7zan.exe,  7za.exe is included and should do the same thing.

Just stick to 7za.exe. Or if u r a cmd person, u can download a dos version of it and use as well.

The pk3 files are packed using 7za.exe

And well, if 7zan.exe is included and not used, many we can remove from svn trunk?
Title: Re: All in one win32 build script
Post by: Smight on July 14, 2009, 08:11:56 am
when you make instructions for it please assume we don't know nothing about nothing :)
i hate when someone misses a step and im left with  :-\ putt whatnow into where ??? :'(
Title: Re: All in one win32 build script
Post by: PhilRoi on July 14, 2009, 09:47:01 am
if i am hearing this correctly,  all the needed files will be included in the SVN.  and when complete all you need to do is doubleclick 1 file. and it will update everything, compile everything, and give you a neatly wrapped complete with a ribbon bow packaged installer.

Title: Re: All in one win32 build script
Post by: odie on July 14, 2009, 11:07:25 am
when you make instructions for it please assume we don't know nothing about nothing :)
i hate when someone misses a step and im left with  :-\ putt whatnow into where ??? :'(

Ahem, Smight,

First of all, welcome to the forums. I assume this is ur first post. Pls do watch the proper netiquette here. Thank u. :D

Next, dun worry, Muton does things well, hence, do not make too much assumptions w/o posting the relevant (and in nicer tones) questions pls. lol.

But its a good point brought up nonetheless. Muton, possible to have a simple txt / pdf document for this pls? Like a manual, of course, after everything's ready though. lol. :P

Which brings me to....

if i am hearing this correctly,  all the needed files will be included in the SVN.  and when complete all you need to do is doubleclick 1 file. and it will update everything, compile everything, and give you a neatly wrapped complete with a ribbon bow packaged installer.

Are u making this an open source and including this into the SVN?? If so, u might need to get the dev team's approval. Though i will probably have no qualms abt using this to simplify my life! Lol. (Esp with the ufo2map.exe module). :P
Title: Re: All in one win32 build script
Post by: Muton on July 14, 2009, 07:47:13 pm
> 7zan.exe

Is selfcompiled from 7zip source
optimized for P4 SSE2
its faster if you compress to 7z than 7za.exe

> when you make instructions for it please assume we don't know nothing about nothing
;) I'll remeber that

>if i am hearing this correctly,  all the needed files will be included in the SVN.
No, dev's made it already clear
They dont want unnecessary files stored on svn

>and when complete all you need to do is doubleclick 1 file ....
yes one double klick and you'r done

>u might need to get the dev team's approval
thats the reason why i've asked for it
i'll store only one textfile on svn
The starting executable and the script interpreter will be stores inside C::B package
Title: Re: All in one win32 build script
Post by: odie on July 15, 2009, 05:11:10 am
> 7zan.exe

Is selfcompiled from 7zip source
optimized for P4 SSE2
its faster if you compress to 7z than 7za.exe

Nods, may i clarify what is SSE2 pls? Too mani abbreviations ard already. lol. Dual Core P4 isit?
If that is the case, why do we not change the /base/archives.bat script's contents to utilize it instead of 7za? Its currently using 7za.

If u wan to change, i can propose the amendments to the batch script (30 secs job) provided the switches are also identical to 7za. :D


> when you make instructions for it please assume we don't know nothing about nothing
;) I'll remember that

:P
If u need, i can help with the grammar and help with proof reading it. lol. :P


>if i am hearing this correctly,  all the needed files will be included in the SVN.
No, dev's made it already clear
They dont want unnecessary files stored on svn

>and when complete all you need to do is doubleclick 1 file ....
yes one double klick and you'r done

Nods, i can understand the dev's point of view.

If that is the case, this doubleclik file will be on...... ?? SVN (as in 1 file?)
Or will u upload somewhere with an instruction txt file in the SVN?


>u might need to get the dev team's approval
thats the reason why i've asked for it
i'll store only one textfile on svn
The starting executable and the script interpreter will be stores inside C::B package

Or does it mean it will be in the CB package? Cos i rmbr ur version is self compiled from source, whilst mine is not, i.e. our CB versions differ. (See other thread (http://ufoai.ninex.info/forum/index.php?topic=3822.new#new)).
Title: Missing Mattn's Codeblocks
Post by: odie on July 15, 2009, 08:53:20 am
Oh yar, mattn,

I went to your site to check your latest version of CB, and realised tat:
http://mattn.ninex.info/downloads/codeblocks.zip

This link is missing.
Title: Re: Missing Mattn's Codeblocks
Post by: geever on July 15, 2009, 09:53:03 am
http://mattn.ninex.info/downloads/codeblocks.zip

it's /download/, isn't it?

-geever
Title: Re: Missing Mattn's Codeblocks
Post by: odie on July 15, 2009, 10:07:54 am
it's /download/, isn't it?

-geever

Yes it is. (At least i rmbr it was last time when i downloaded it....)

Now that i check, the link on the web is not [ url=correctly ] hence, with an s.

Check my 2 screenshots.
I thnk mattn got to fix it, before someone come across it and makes unnecessary noise. lol.

See my 2 links, note the paths (at the bottom of my firefox 3.5)
Title: Re: All in one win32 build script
Post by: Muton on December 07, 2009, 03:29:43 pm
After some absent time from UfoAI
I was shot by an armed civilian during a mission ;)
i'm back and continue my work on the script.

So far the script as a whole is working
and i hope debugged.
The iniztial script (the left) need some work to start from NUL
without C::B and MinGW
A website must be build up 4help ...

I think in the next view days i will start with a testrun waiting for some input
Title: Re: All in one win32 build script
Post by: Muton on December 08, 2009, 03:17:56 pm
updates always on the first post
add questions and error here

enjoy
Title: Re: All in one win32 build script
Post by: horza on December 16, 2009, 01:25:48 am
Downloaded the zip, ran the script ok, found mingw and nsis ok, but the src fails to download via the script repeatedly. Mostly does nothing, sometimes downloads a lot of files, but then just prompts for me to try again.  ???

Links to mingw, script, NSIS, and src in OP would be nice.
Title: Re: All in one win32 build script
Post by: Borsti67 on December 16, 2009, 01:30:22 pm
Not sure if it was explained somewhere (then I must have overseen it): why do I need NSIS, when I don't want to redistribute the generated package?
Title: Re: All in one win32 build script
Post by: Muton on December 17, 2009, 07:25:21 pm
> nsis
I can add a checkbox to build or not to build an installer

@horza
Be a little bit more specific
what gui gives you an error
what is the error
....
Title: Re: All in one win32 build script
Post by: Borsti67 on December 17, 2009, 07:44:12 pm
> nsis
I can add a checkbox to build or not to build an installer
This would be nice, since I don't have NSIS (and I believe I don't need it) but currently it is required.

€dit: Just to be able to test, I made a dummy file makensis.exe.
The script starts by updating from SVN (skipping "trunk", displaying some wrong characters, but that's "cosmetics").
Now it sits on "preparing C::B" for 20 mins, this is not normal, is it?

€²: C::B doesn't run any more now: "Visual C++ runtime error - The application has requested the Runtime to terminate in an unusual way..." :(
Do I need a special version of C::B also?
Title: Re: All in one win32 build script
Post by: Muton on December 18, 2009, 05:38:29 pm
Now it sits on "preparing C::B" for 20 mins, this is not normal, is it?

€²: C::B doesn't run any more now: "Visual C++ runtime error - The application has requested the Runtime to terminate in an unusual way..." :(
Do I need a special version of C::B also?

I modify "%APPDATA%\codeblocks\default.conf"
send me this default.conf
than remove it an restart C::B and it should be fine again
Let me know your C::B build
Title: Re: All in one win32 build script
Post by: horza on December 19, 2009, 03:47:59 pm
> nsis
I can add a checkbox to build or not to build an installer

@horza
Be a little bit more specific
what gui gives you an error
what is the error
....

[/quote]

A picture tells a thousand words(and is attached), however the gui would be the make_win32 script and the error would be "I can't find the UFO AI Source" followed by some failed attempts to download it.
Title: Re: All in one win32 build script
Post by: Muton on December 19, 2009, 07:48:25 pm
ahh
ok now i know where the problem is
a bug

I generaly dont use spaces for names
so i've overlooked it

I'll fix that tomorrow (Europe)
Title: Re: All in one win32 build script
Post by: Muton on December 20, 2009, 05:13:39 pm
UfoAI.zip (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/UfoAI.zip)

added
changed
bug
Title: Re: All in one win32 build script
Post by: Borsti67 on December 20, 2009, 06:09:31 pm
Thanks Muton,

this looks really good!
Also the current operation is better readable.
One thing I don't seem to understand: There is a separate run to compile ufo2map; but I believe this is also done while compiling the whole project? If this aint another file, why don't you compile all of the project first, and do the maps at last?

BTW, "radiant_brushexport" aborts with 6 errors (Revision 27518).
Title: Re: All in one win32 build script
Post by: Muton on December 20, 2009, 06:34:00 pm
One thing I don't seem to understand: There is a separate run to compile ufo2map; but I believe this is also done while compiling the whole project? If this aint another file, why don't you compile all of the project first, and do the maps at last?
You're able to optimize ufo2map special for your system to build maps faster
In the second run you compile ufo2map with the same options as you build the whole project


BTW, "radiant_brushexport" aborts with 6 errors (Revision 27518).
Worked on my system
What's the error you've got
The log file is stored in your %tmp% directory
Title: Re: All in one win32 build script
Post by: Borsti67 on December 20, 2009, 06:45:04 pm
hm. I don't see the meaning of the 2nd run then.  ;D
Code: [Select]
Linking dynamic library: ..\..\radiant\plugins\brushexport.dll
C:\Programme\Codeblocks\MinGW\lib/libstdc++.a(eh_throw.o):eh_throw.cc:(.text+0x7b): undefined reference to `__w32_sharedptr_unexpected'
C:\Programme\Codeblocks\MinGW\lib/libstdc++.a(eh_throw.o):eh_throw.cc:(.text+0x8c): undefined reference to `__w32_sharedptr_terminate'
C:\Programme\Codeblocks\MinGW\lib/libstdc++.a(eh_terminate.o):eh_terminate.cc:(.text+0x67): undefined reference to `__w32_sharedptr_terminate'
C:\Programme\Codeblocks\MinGW\lib/libstdc++.a(eh_terminate.o):eh_terminate.cc:(.text+0x97): undefined reference to `__w32_sharedptr_unexpected'
C:\Programme\Codeblocks\MinGW\lib/libstdc++.a(eh_terminate.o):eh_terminate.cc:(.text+0xb3): undefined reference to `__w32_sharedptr_terminate'
C:\Programme\Codeblocks\MinGW\lib/libstdc++.a(eh_terminate.o):eh_terminate.cc:(.text+0xd3): undefined reference to `__w32_sharedptr_unexpected'
collect2: ld returned 1 exit status
Creating library file: ..\..\radiant\plugins\libbrushexport.dll.a
Process terminated with status 1 (0 minutes, 24 seconds)
6 errors, 0 warnings
Title: Re: All in one win32 build script
Post by: Muton on December 20, 2009, 07:31:49 pm
hm. I don't see the meaning of the 2nd run then.  ;D
Code: [Select]
Linking dynamic library: ..\..\radiant\plugins\brushexport.dll
...

When you optimize ufo2map for your system
and build an installer
than the ufo2map.exe must run on any computer
btw. compiling ufo2map dont take long

What C::B package?
Title: Re: All in one win32 build script
Post by: Borsti67 on December 21, 2009, 05:53:13 pm
aaah, that's it, ok.

My C::B is svn5859, Build Oct 10 2009, wx2.8.10 (windows, unicode)
Title: Re: All in one win32 build script
Post by: Muton on December 21, 2009, 07:04:14 pm
Hmm i meant your mingw (codeblocks.zip) build
How old is it?
Have you compiled radiant in the last days?
Title: Re: All in one win32 build script
Post by: Borsti67 on December 21, 2009, 08:35:51 pm
oups... I DL'ed it from the forums here, should be the last recent one (see http://ufoai.ninex.info/forum/index.php?topic=3974.msg31574#msg31574) plus the new mingw files from your ZIP...

My last compilation of the whole project must be ~2 weeks before. This was the 1st run from your script. I don't compile C::B or mingw by myself, in case you meant that...?
Title: Re: All in one win32 build script
Post by: Muton on December 21, 2009, 10:08:54 pm
I've used that too
without a problem.

Can you build radiant the classic way (using C::B)?
Do you still have the log file?
If so please zip it and upload
Title: Re: All in one win32 build script
Post by: Borsti67 on December 22, 2009, 01:28:38 pm
Can you build radiant the classic way (using C::B)?
No, same errors. May be this is due to some missing parameters? I'm quite sure when I installed C::B the first time, there have been some instructions to add/correct some values regarding compiler, linker, ...
Or does your script all of this automatically?

Quote
Do you still have the log file?
If so please zip it and upload
No, but I'll do so right now. :)
BTW, during map compilation there's always "0 maps to go...?
Title: Re: All in one win32 build script
Post by: Muton on December 22, 2009, 08:21:53 pm
> BTW, during map compilation there's always "0 maps to go...?
Activate the clean checkbox

> May be this is due to some missing parameters? I'm quite sure when I installed C::B the first time, there have been some instructions to add/correct some values regarding compiler, linker, ...
> Or does your script all of this automatically?

The script does it all
Tested this on a new setup

Just done a build as you did debug
no problem (used mattn's last c::b)
http://mattn.ninex.info/download/codeblocks.zip


Delete (backup) the codeblocks folder in your %appdata%
and rerun the script
If you still have a problem check
the c::b setttings
http://ufoai.ninex.info/wiki/index.php/Code::Blocks

If you have done this delete the files from c:\windows\system32
copy the dynamic libraries (*.dll) from contrib\dlls\ to the UFO:AI root dir, or into a directory in your path (e.g. c:\windows\system32).
and do this
Or add the contrib\dlls directory to your path. (btw my script will do this [not generally, only for the buildenvironment])

This is not needed
You may also need to add the c:\development\codeblocks\MinGW\libexec\gcc\mingw32\4.4.0 directory to your path for the compiler to work


=============
You can work arround for the moment if you select small and not full
Title: Re: All in one win32 build script
Post by: Borsti67 on December 23, 2009, 05:33:16 pm
> BTW, during map compilation there's always "0 maps to go...?
Activate the clean checkbox
I don't want to recompile if not necessary. ;)
The maps names run through in the script's window anyway, it's just the counter staying on 0 (some kind of cosmetics? ;)).

Quote
Delete (backup) the codeblocks folder in your %appdata%
and rerun the script
huh? When I remove C::B the script won't run, since it doesn't download it (unlike the source)...   ???

Quote
If you still have a problem check the c::b setttings
http://ufoai.ninex.info/wiki/index.php/Code::Blocks

Ah, this is what I meant. Of course all those paths were missing, I added them again.
Unfortunately it made no difference.
What makes me wonder: It's an error within "libstdc++" from MinGW, not in libbrushexport, no? May be another missing (internal) path information?

Quote
You can work arround for the moment if you select small and not full
Indeed. OTOH, I get this ~600MB-ZIP, which isn't needed for gameplay.  8) BTW, when "no NSIS" is checked, is processing of hardlinks really necessary?

May be you can change the options this way:

Just an idea...
Title: Re: All in one win32 build script
Post by: Muton on December 23, 2009, 06:06:53 pm
> huh? When I remove C::B the script won't run, since it doesn't download it (unlike the source)...

At %appdata%\codeblocks only the conf files are stored
if you remove them C::B will build up a new conf from scratch
Maybe thre is a error in your conf ???

If this doesnt help try to update your C::B ming environment

> The maps names run through in the script's window anyway, it's just the counter staying on 0 (some kind of cosmetics? ).
Thats ok, just to be shure everything is in place

> libstdc++
is part of gcc

> Just an idea...
yes i realy should add a bunch off checkboxes "update source" "build maps" "build installer" ....


During resaerch i've found this http://ufoai.ninex.info/forum/index.php?topic=3551.msg25913#msg25913
Title: Re: All in one win32 build script
Post by: Borsti67 on December 24, 2009, 04:26:11 pm
> huh? When I remove C::B the script won't run, since it doesn't download it (unlike the source)...

At %appdata%\codeblocks only the conf files are stored
Sorry, I confused this with %PROGRAMFILES%

Quote
> Just an idea...
yes i realy should add a bunch off checkboxes "update source" "build maps" "build installer" ....
and eventually Radiobuttons. ;D

Quote
During resaerch i've found this http://ufoai.ninex.info/forum/index.php?topic=3551.msg25913#msg25913
YAY!
Code: [Select]
Process terminated with status 0 (0 minutes, 11 seconds)
0 errors, 0 warnings
Unfortunately it doesn't work by just adding the directory to the linker path; but copying (from 4.4.1) did it!
Title: Re: All in one win32 build script
Post by: horza on December 29, 2009, 01:18:54 pm
This is very embarassing to admit to as I do this for a living, but my problems were down to moving to Windows7 without understanding how MS "fixed" the security model.

Just in case anyone else runs into the same thing:

  If you don't set the configure_win32 program to run as Administrator Windows7 will, without telling you, create and use an alternate set of directories under %USERAPP% somewhere which will be empty and useless. For added joy those directories will be hidden, and you can only show hidden folders on a global basis.

I only worked this out after running into the same problems with other programs that wasted many hours of my life. Needless to say my hate for Windoze and M$ is at a peak right now.
Title: Re: All in one win32 build script
Post by: Muton on December 30, 2009, 08:04:35 pm
UfoAI.zip (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/UfoAI.zip)
(http://ufoai.ninex.info/forum/index.php?action=dlattach;topic=3843.0;attach=2605;image)

added
changed
bug

No Admin rights need (w2k XP [dont know NT 6.x])
You need to place all files in a folder with appropriate rights for the user
Users FULL acces

Run this as Admin
Code: [Select]
cacls "C:\Program Files (x86)\my ufoai folder" /T /E /G Users:F
replace Users with the name of the group correnspondig to your language
Run this and you'll se the groupname (here Benutzer)
Code: [Select]
cacls "%ProgramFiles%"

C:\Programme VORDEFINIERT\Benutzer:R
             VORDEFINIERT\Benutzer:(OI)(CI)(IO)(Beschränkter Zugriff:)
                                               GENERIC_READ
                                               GENERIC_EXECUTE

             VORDEFINIERT\Hauptbenutzer:C
             VORDEFINIERT\Hauptbenutzer:(OI)(CI)(IO)C
             VORDEFINIERT\Administratoren:F
             VORDEFINIERT\Administratoren:(OI)(CI)(IO)F
             NT-AUTORITÄT\SYSTEM:F
             NT-AUTORITÄT\SYSTEM:(OI)(CI)(IO)F
             VORDEFINIERT\Administratoren:F
             ERSTELLER-BESITZER:(OI)(CI)(IO)F
Title: Re: All in one win32 build script
Post by: Borsti67 on December 31, 2009, 07:54:23 pm
Hey Muton,

now this looks VERY promising! Great work!

Unfortunately after updating the script runs into an error:
Code: [Select]
Run: "C:\Programme\Codeblocks\codeblocks.exe" --rebuild --target=windows "C:\Programme\Spiele\ufoai-2.3_dev\build\projects\ufo2map.mod.cbp"
at: C:\Programme\Spiele\ufoai-2.3_dev\contrib\scripts
-------------- Clean: windows in ufo2map ---------------
-------------- Build: windows in ufo2map ---------------
Compiling: ..\..\src\common\files.c
mingw32-gcc.exe: unknown: No such file or directory
Process terminated with status 1 (0 minutes, 6 seconds)
does this mean, gcc was not found, or is the file missing (I can't confirm either)?
Title: Re: All in one win32 build script
Post by: Muton on December 31, 2009, 08:27:34 pm
Is there no
.\MinGW\bin\mingw32-gcc.exe
file?
Have you set the right path for mingw in the configure GUI?

You can use the C::B package i'm refering on the initial screen
Title: Re: All in one win32 build script
Post by: Borsti67 on December 31, 2009, 08:38:03 pm
No, my MinGW folder is C:\Programme\codeblocks\MinGW (which is set up correctly in the GUI, and it worked with the previous version of the script)
Title: Re: All in one win32 build script
Post by: Muton on December 31, 2009, 08:48:57 pm
but is there a mingw32-gcc.exe file
Title: Re: All in one win32 build script
Post by: Borsti67 on December 31, 2009, 08:52:47 pm
yup:
Code: [Select]
Verzeichnis von C:\Programme\Codeblocks\MinGW\bin

05.10.2009  02:13           227.840 mingw32-c++.exe
05.10.2009  02:13           227.840 mingw32-g++.exe
21.09.2004  10:15            88.064 mingw32-gcc-3.4.2
12.02.2009  19:04           193.024 mingw32-gcc-4.3.3.exe
02.05.2009  19:52           204.288 mingw32-gcc-4.4.0.exe
05.10.2009  02:14           225.280 mingw32-gcc-4.4.1.exe
05.10.2009  02:14           225.280 mingw32-gcc.exe
05.06.2008  15:36           165.376 mingw32-make.exe
               8 Datei(en)      1.556.992 Bytes
Title: Re: All in one win32 build script
Post by: Muton on December 31, 2009, 09:16:03 pm
hmmm  ???

Please upload the whole log
Title: Re: All in one win32 build script
Post by: Borsti67 on December 31, 2009, 09:21:16 pm
http://pastebin.com/m65042ec3
Title: Re: All in one win32 build script
Post by: Muton on December 31, 2009, 09:49:34 pm
Thank you for your patience
and helping debugging this script

I've found the bug and updated
UfoAI.zip

Title: Re: All in one win32 build script
Post by: Borsti67 on December 31, 2009, 09:58:12 pm
Thank you for your patience
and helping debugging this script
Hey, I asked for it, so it's the least I can do!

Quote
I've found the bug and updated UfoAI.zip
hm, I've downloaded from the link in post #1, but I can't see a difference...? Did you store it elsewhere?
Title: Re: All in one win32 build script
Post by: Muton on December 31, 2009, 10:04:31 pm
i've changed only make_win32.au3
ufoai\contrib\scripts
Title: Re: All in one win32 build script
Post by: Borsti67 on December 31, 2009, 10:13:44 pm
this file is dated 2009-12-30 in the ZIP file, that can't be the right one...
Could you pls check the upload or attach it here?

Otherwise, isn't it time to have some party? ;)
Title: Re: All in one win32 build script
Post by: Muton on December 31, 2009, 10:17:59 pm
just attached it here
Title: Re: All in one win32 build script
Post by: Borsti67 on December 31, 2009, 10:39:48 pm
Yo, this is working now! :)
Thanks a lot!
Title: Re: All in one win32 build script
Post by: Muton on January 03, 2010, 01:55:32 pm
I've made a wiki article
url to wiki (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/Compile_for_Windows_guided_with_GUI.htm)
Title: Re: All in one win32 build script
Post by: Borsti67 on January 03, 2010, 02:59:11 pm
Looks good (and I was able to understand it ;D).
Just some minor typos (e.g. you tend to write "you'r")...
Title: Re: All in one win32 build script
Post by: Borsti67 on January 04, 2010, 09:34:24 pm
Another short addendum:
The script was somewhat stuck at the beginning of map compilation when updating to Revision 27841. It showed the 1st map name, but nothing happened any more?
So I decided to make a "clean" run (my last one was >100 revisions before, so it may be better anyway), and what should I say?
Code: [Select]
Start cleaning maps 2010.01.04 19:55:05
Start counting maps 2010.01.04 19:56:13
Start sorting maps 2010.01.04 19:56:13
Start compiling maps 2010.01.04 19:56:14
Finished all maps 2010.01.04 20:56:51
complete ufo2map time: 01:01:46
Woohoo! The last "standard compilation" w/o Mutons script and optimization took far more than 4 hours...

Great job, thanks again!
Title: Re: All in one win32 build script
Post by: Muton on January 09, 2010, 12:42:34 am
added a work arround to get all needed dlls into the installer
Title: Re: All in one win32 build script
Post by: Rockwolf on January 16, 2010, 03:28:26 pm
Just want to say thank you to Muton for making something like this.

However, I seem to be having a problem getting it to work.

The application downloads the source, gets C::B ready, but when starting on the compile of Ufo2map, it seems to sit and idle.  My CPU is just sitting idling at around 5% activity, with little jumps to 10%, that's about it.  

I chose the option where your application determines the details of my processor.

Edit:  I have an AMD Phenom II, Quadcore, 3.0Ghz, 8Meg total cache, socket AM3
Title: Re: All in one win32 build script
Post by: Muton on January 17, 2010, 05:34:35 pm
@Rockwolf
an amd k10
CPU Layer 1 cache Line size 64byte
CPU Layer 1 cache size 64kbyte
CPU Layer 2 cache size 512kbyte
Leave this field at unknows if you are not shure
you will loose only marginal speed


=== again an update ================================

I've merged both scripts into one
You now need only make_UfoAI_win32.exe
No need to extract a zip ...

wiki (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/Compile_for_Windows_guided_with_GUI.htm)
make_UfoAI_win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/make_UfoAI_win32.exe)

added
changed
bug

I've added 2 new routines
update routine
ufo2map source monitoring

The update routine check by every start if there is a new revision available
If yes the new revision is downloaded into %tmp% and a helper file is called (wait_copy_run.exe)
This helper file wait until the script terminates itself
copy the new revision over your existing one
and run it

The ufo2map source monitoring routine
will help users to stay up2date with there maps (*.bsp) witout cleaning all maps by hand (even if not necessary)
To activate this routine checkbox clean must be unchecked
This routine clean all maps only if a sourcefile of ufo2map.exe has changed (all *.bsp files will be deleted)
if not it will use ufo2map_last_build.md5 to determine which *.map file has changed since the last svn update
and delete the corresponding *.bsp file
In this case only changed maps will be build and the map compilation process is dramatically shorten

I've made a flowchart
map_last_build.md5 ( stores the path, name and md5hash of all *.map files from the last successful mapcompilation )
ufo2map_last_build.md5 ( stores the path, name and md5hash of all *.h *.c files from the last successful mapcompilation )
ufo2map.cbp ( contain all information to build ufo2map.exe [*.h *.c] )
(http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/ufo2map_logic.png)
Title: Re: All in one win32 build script
Post by: Rockwolf on January 18, 2010, 10:20:21 am
Still idling at ufo2map.  I set up the processor in the map compiler as you said.

Do I need to check something for the sse?  

Also, there's a dropdown with 01, 02, 03.  What does that mean, and should I select something other than the default?

If it helps, I'm only running Vista 32bit, even though my processor is a 64bit.  I used my current copy of windows when I built my new system a few months ago.  Putting a computer together and setting it up is about the extent of my skills with computers.  I can troubleshoot some of the simpler hardware issues, but that's pretty much it.  So, basically, I'm quite lost with much of what's required.

Sorry if you'll need to use a lot of explaining of each step.

edit:  Should I have C::B open and running when I try to run your compiler?

edit #2:  I've been doing everything on my D:\, but other than the drive path, everything was set up exactly as you described in the wiki.
Title: Re: All in one win32 build script
Post by: Muton on January 18, 2010, 07:44:27 pm
You have full access to the folder?
Run codeblocks.exe yourself and open project file
ufoai\build\projects\ufo2map.cbp
and recompile the project -> result?

Zip and attach the log file!
UfoAIbuild-*.log
Title: Re: All in one win32 build script
Post by: horza on January 18, 2010, 10:32:03 pm
I've got the following error on the build. Any ideas? No pdfs were downloaded so I'm wondering why it's looking for one, or why none were downloaded if they're needed.


MessageBox: 0: "If you want to play multiplayer games, open the TCP port 27910 in your firewall."
FunctionEnd
SectionGroup Game ->(SECGROUP01)
Section: "Game Files" ->(SEC01)
SetOverwrite: ifnewer
SetOutPath: "$INSTDIR"
File: "COPYING" 14969 bytes
File: "README" 120 bytes
File: "CONTRIBUTORS" 6869 bytes
warning: File: "..\..\src\docs\tex\*.pdf" -> no files found. (C:\Program Files (x86)\UFOAI\ufoai\contrib\installer\ufoai.mod.nsi:91)
File: "C:\PROGRA~2\UFOAI\MinGW\bin\intl.dll" -> no files found.
Usage: File [/nonfatal] [/a] ([/r] [/x filespec [...]] filespec [...] |
   /oname=outfile one_file_only)
Error in script "C:\Program Files (x86)\UFOAI\ufoai\contrib\installer\ufoai.mod.nsi" on line 92 -- aborting creation process
Endtime:   2010.01.18 21:17:57 2
Error 26
Failed to build the installer
Title: Re: All in one win32 build script
Post by: Rockwolf on January 19, 2010, 12:27:50 pm
You have full access to the folder?
Run codeblocks.exe yourself and open project file
ufoai\build\projects\ufo2map.cbp
and recompile the project -> result?

Zip and attach the log file!
UfoAIbuild-*.log

Turns out that I didn't have full access.  I thought I did, so I did change it to full access on both root folders involved.  Crazy windows...  Doesn't even let me have full access on my own computer, under my own account, which is a member of administrators.  grr...

So, I set them up to full access, and ran your program, still idling at ufo2map.  I did check all 4 cores as well.  When I tried to run that project file in Codeblocks, it stopped right away.  I could not find the file UfoAIbuild-*.log, even after a full system search, thought I found a .txt document that matched.

I attached it, I hope this is what you meant.

Title: Re: All in one win32 build script
Post by: Muton on January 19, 2010, 09:45:34 pm
@horza
File: "C:\PROGRA~2\UFOAI\MinGW\bin\intl.dll" -> no files found.

outdated Mingw environment
sfx 7z file codeblocks.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/codeblocks.exe)

@Rockwolf

I've tested the script on a clean vista x64 setup without a problem
So if you are unable to compile ufo2map by hand using codeblocks.exe than the problem is somwhere on your machine
The log file contain no error

Possible that you forgotten something?


Title: Re: All in one win32 build script
Post by: Rockwolf on January 20, 2010, 12:24:20 pm
@horza
File: "C:\PROGRA~2\UFOAI\MinGW\bin\intl.dll" -> no files found.

outdated Mingw environment
sfx 7z file codeblocks.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/codeblocks.exe)

@Rockwolf

I've tested the script on a clean vista x64 setup without a problem
So if you are unable to compile ufo2map by hand using codeblocks.exe than the problem is somwhere on your machine
The log file contain no error



Possible that you forgotten something?




I'll try to do it via the base administrator account, and see if that changes anything.

I'll keep you updated.



Okay, didn't work in Administrator, but then I noticed a little something in the way I had your application set up.  I had Codeblocks set to d:\ufoai_src\codeblocks

Turns out that I had unzipped codeblocks into d:\ufoai_src\codeblocks\codeblocks

I changed that, and hit start, and it's now compiling!

Sorry for my bout of stupidity.


Oh boy, my machine is really chugging away now!  Can't run any other programs until this finishes, lagging my machine really badly.


Okay, failed to build the installer, error 26, after 12 minutes.

I don't mind that it failed, this is the farthest I've gotten so far!  I zipped and attached the .txt, hope you can find out what went wrong!

Cheers again Muton, I really appreciate the effort you've put into making a compiler that someone like myself can use.
Title: Re: All in one win32 build script
Post by: Muton on January 20, 2010, 05:21:57 pm
File: "D:\ufoai_src\MinGW\bin\intl.dll" -> no files found.

You also have an outdated MinGW environment
extract the codeblocks.exe again
Than you'll find not only a codeblocks folder also a MinGW folder
use this MinGW environment to build UfoAI
(copy over you'r existing folder and replace anything)
Title: Re: All in one win32 build script
Post by: Rockwolf on January 21, 2010, 11:13:56 am
Works perfectly now, a few warnings, but looks like I have a working uptodate revision now!

Thanks for all of your patience.
Title: Re: All in one win32 build script
Post by: Muton on February 14, 2010, 11:15:49 am
== 2009.02.14 == 0.5.1 =====================================

I've added a routine to "fix" the nsis script from ufoai source
Changed to user privilege for un-install incl. UAC for Vista and 7

Removed a bug that break the update routine
You have to manualy download the script

make_UfoAI_win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/make_UfoAI_win32.exe)

changed
bug
Title: Re: All in one win32 build script
Post by: Mattn on February 14, 2010, 11:47:51 am
is that something we should integrate into the official version, too? why don't you show patches for your changes on those scripts?
Title: Re: All in one win32 build script
Post by: Muton on February 14, 2010, 03:40:33 pm
A dev should start to fix the dll problem

http://sourceforge.net/apps/trac/ufoai/ticket/60

replace : with a space, Nsis want to build/remove shortcuts with this vars
!define PRODUCT_NAME "UFO:Alien Invasion"
!define SHORT_PRODUCT_NAME "UFO:AI"
!define PRODUCT_NAME_DEDICATED "UFO:Alien Invasion Dedicated Server"
!define PRODUCT_PUBLISHER "UFO:AI Team"



UAC depend on a NSIS plugin
and user privilege to un-install will only wotk with this UAC plugin on Vista/7
the rest is cosmetic
Title: Re: All in one win32 build script
Post by: Mattn on February 14, 2010, 03:53:06 pm
escaping with \: isn't working, too? the : is part of the name
Title: Re: All in one win32 build script
Post by: Mattn on February 14, 2010, 03:55:18 pm
maybe you can integrate http://static.ufo.ludwigf.org/map-get_0.0.4.1.exe into your build scripts, too?
Title: Re: All in one win32 build script
Post by: Mattn on February 14, 2010, 03:56:30 pm
A dev should start to fix the dll problem

it would be cool if you could post patches - svn diff file > patch.diff
Title: Re: All in one win32 build script
Post by: Muton on February 15, 2010, 07:54:42 pm
> escaping with \: isn't working, too? the : is part of the name
Windows/nsis remove : from the filename while creating the shortcut
but during uninstall windows is unable to find foo:bar.lnk
and the shortcut is still in place

> map-get_0.0.4.1
are these maps always up2date
I've seen a lot of changes on the ufo2map source lately

> it would be cool if you could post patches - svn diff file > patch.diff
copy
Title: Re: All in one win32 build script
Post by: Mattn on February 16, 2010, 06:59:27 am
yes, they are up-to-date
Title: Re: All in one win32 build script
Post by: andyr2005 on February 16, 2010, 03:09:51 pm
Hi,

Just thought I would download this and give the development builds a try out to try and bug-report etc.

Downloaded the source fine using this tool, SVN 28625.

On building I get the following message quite a distance through:

Quote
Error 16
C::B returned an error during G:\UFOAI Development\MinGW\ufoai\build\projects\ufo_ded.mod.cbp

I have pasted the following from the build log to see if it provides any information you guys might need:

Quote
Run:   "G:\UFOAI Development\codeblocks\codeblocks.exe" --rebuild --target=windows_debug "G:\UFOAI Development\MinGW\ufoai\build\projects\ufo_ded.mod.cbp"
   at:   G:\UFOAI Development
-------------- Clean: windows_debug in ufo_ded ---------------
-------------- Build: windows_debug in ufo_ded ---------------
Compiling: ..\..\src\common\cmd.c
Compiling: ..\..\src\common\cmodel.c
Compiling: ..\..\src\common\common.c
Compiling: ..\..\src\common\cvar.c
Compiling: ..\..\src\common\dbuffer.c
Compiling: ..\..\src\common\files.c
Compiling: ..\..\src\common\http.c
Compiling: ..\..\src\common\ioapi.c
Compiling: ..\..\src\common\md4.c
Compiling: ..\..\src\common\mem.c
Compiling: ..\..\src\common\msg.c
Compiling: ..\..\src\common\net.c
Compiling: ..\..\src\common\netpack.c
Compiling: ..\..\src\common\pqueue.c
Compiling: ..\..\src\common\routing.c
Compiling: ..\..\src\common\scripts.c
Compiling: ..\..\src\common\tracing.c
Compiling: ..\..\src\common\unzip.c
Compiling: ..\..\src\game\inv_shared.c
Compiling: ..\..\src\game\q_shared.c
Compiling: ..\..\src\ports\windows\ufo.rc
Compiling: ..\..\src\ports\windows\win_console.c
Compiling: ..\..\src\ports\windows\win_main.c
Compiling: ..\..\src\ports\windows\win_shared.c
Compiling: ..\..\src\server\sv_ccmds.c
Compiling: ..\..\src\server\sv_clientstub.c
Compiling: ..\..\src\server\sv_game.c
Compiling: ..\..\src\server\sv_init.c
Compiling: ..\..\src\server\sv_main.c
Compiling: ..\..\src\server\sv_rma.c
Compiling: ..\..\src\server\sv_send.c
Compiling: ..\..\src\server\sv_user.c
Compiling: ..\..\src\server\sv_world.c
Compiling: ..\..\src\shared\byte.c
Compiling: ..\..\src\shared\infostring.c
Compiling: ..\..\src\shared\mathlib.c
Compiling: ..\..\src\shared\parse.c
Compiling: ..\..\src\shared\shared.c
Linking executable: ..\..\ufo_ded.exe
G:\UFOAID~1\MinGW\lib/libcurl.a(ldap.o):ldap.c:(.text+0x455): undefined reference to `_imp__ldap_err2stringA'
G:\UFOAID~1\MinGW\lib/libcurl.a(ldap.o):ldap.c:(.text+0x4a7): undefined reference to `_imp__ldap_set_optionA'
G:\UFOAID~1\MinGW\lib/libcurl.a(ldap.o):ldap.c:(.text+0x4c6): undefined reference to `_imp__ldap_initA'
G:\UFOAID~1\MinGW\lib/libcurl.a(ldap.o):ldap.c:(.text+0x50b): undefined reference to `_imp__ldap_set_optionA'
G:\UFOAID~1\MinGW\lib/libcurl.a(ldap.o):ldap.c:(.text+0x538): undefined reference to `_imp__ldap_simple_bind_sA'
G:\UFOAID~1\MinGW\lib/libcurl.a(ldap.o):ldap.c:(.text+0x55d): undefined reference to `_imp__ldap_set_optionA'
G:\UFOAID~1\MinGW\lib/libcurl.a(ldap.o):ldap.c:(.text+0x58a): undefined reference to `_imp__ldap_simple_bind_sA'
G:\UFOAID~1\MinGW\lib/libcurl.a(ldap.o):ldap.c:(.text+0x5a7): undefined reference to `_imp__ldap_err2stringA'
G:\UFOAID~1\MinGW\lib/libcurl.a(ldap.o):ldap.c:(.text+0x5e0): undefined reference to `_imp__ldap_search_sA'
G:\UFOAID~1\MinGW\lib/libcurl.a(ldap.o):ldap.c:(.text+0x5fe): undefined reference to `_imp__ldap_err2stringA'
G:\UFOAID~1\MinGW\lib/libcurl.a(ldap.o):ldap.c:(.text+0x629): undefined reference to `_imp__ldap_first_entry'
G:\UFOAID~1\MinGW\lib/libcurl.a(ldap.o):ldap.c:(.text+0x650): undefined reference to `_imp__ldap_get_dnA'
G:\UFOAID~1\MinGW\lib/libcurl.a(ldap.o):ldap.c:(.text+0x697): undefined reference to `_imp__ldap_first_attributeA'
G:\UFOAID~1\MinGW\lib/libcurl.a(ldap.o):ldap.c:(.text+0x6aa): undefined reference to `_imp__ldap_get_values_lenA'
G:\UFOAID~1\MinGW\lib/libcurl.a(ldap.o):ldap.c:(.text+0x7aa): undefined reference to `_imp__ldap_value_free_len'
G:\UFOAID~1\MinGW\lib/libcurl.a(ldap.o):ldap.c:(.text+0x7c7): undefined reference to `_imp__ldap_memfreeA'
G:\UFOAID~1\MinGW\lib/libcurl.a(ldap.o):ldap.c:(.text+0x7d9): undefined reference to `_imp__ldap_next_attributeA'
G:\UFOAID~1\MinGW\lib/libcurl.a(ldap.o):ldap.c:(.text+0x7f2): undefined reference to `_imp__ldap_memfreeA'
G:\UFOAID~1\MinGW\lib/libcurl.a(ldap.o):ldap.c:(.text+0x807): undefined reference to `_imp__ber_free'
G:\UFOAID~1\MinGW\lib/libcurl.a(ldap.o):ldap.c:(.text+0x818): undefined reference to `_imp__ldap_next_entry'
G:\UFOAID~1\MinGW\lib/libcurl.a(ldap.o):ldap.c:(.text+0x83e): undefined reference to `_imp__ldap_msgfree'
G:\UFOAID~1\MinGW\lib/libcurl.a(ldap.o):ldap.c:(.text+0x87b): undefined reference to `_imp__ldap_unbind_s'
collect2: ld returned 1 exit status
Process terminated with status 1 (0 minutes, 21 seconds)
22 errors, 0 warnings
Endtime:   2010.02.16 14:02:31 3
Error 16
C::B returned an error during G:\UFOAI Development\MinGW\ufoai\build\projects\ufo_ded.mod.cbp

Any assistance is appreciated.
Title: Re: All in one win32 build script
Post by: andyr2005 on February 16, 2010, 05:04:26 pm
Hi,

I tried again to run another build off using this tool, only to be greeted with the same error message as above.

I have attached this time, the log file from the previous and this attempt to see if that helps get the problem resolved.
Title: Re: All in one win32 build script
Post by: Muton on February 16, 2010, 06:16:53 pm
You tried to build a debug build
with "aggressive" gcc settings

try default or core2/O1/sse

<Target title="windows_debug">
<Add option="-Wall" /><Add option="-mtune=core2" /><Add option="-O3" /><Add option="-mssse3" /><Add option="-mfpmath=sse" /><Add option="-mieee-fp" /><Add option="-fno-strict-aliasing" />
Title: Re: All in one win32 build script
Post by: andyr2005 on February 16, 2010, 06:40:07 pm
Hi,

Well, with me being new to this, what would be the best settings to use with the build tool?
Title: Re: All in one win32 build script
Post by: andyr2005 on February 16, 2010, 07:51:18 pm
Hi,

I just tried again, but this time deleted and re-downloaded the tool etc so that the default settings are used, i.e. the ones that come from the package, without me changing any.

I get the same result as earlier

Added the log file again in case it is different.
Title: Re: All in one win32 build script
Post by: Muton on February 17, 2010, 09:34:30 pm
try the last codeblocks package
http://www.destructavator.com/92dl/codeblocks_6088.zip
Title: Re: All in one win32 build script
Post by: andyr2005 on February 18, 2010, 12:20:19 am
Hi,

Ok, I am becoming to get a little bit lost here, is there somewhere to download all the latest packages or software required to build the latest SVN's?

I will give the Codeblocks package update a try.

I have installed the Tortoise SVN to download the source code just in case it was something being caused by downloading using the script.

Thanks for the assistance so far.
Title: Re: All in one win32 build script
Post by: Muton on March 14, 2010, 08:55:19 am
== 2009.03.14 == 0.5.3 =====================================

Fixed a bug http://ufoai.ninex.info/forum/index.php?topic=2830.msg34927#msg34927
Autoupdate routine is working now!

added
bug

Title: Re: All in one win32 build script
Post by: Chiumanfu on March 17, 2010, 06:27:54 pm
Thanks Muton!  It works perfectly.  I simply downloaded your package, configured it up and now I've got one click updates!

The only problem I had was missing dll files but I read the thread more carefully and realized you have to copy them out of \UFOAIwin32BUILDenv\MinGW\ufoai\contrib\dlls\ into the ufoai directory.

Fresh build with all the maps, no radiant, no installer took 1hr 18mins on a Core2Duo 2.4GHz w/optimized settings.

Thanks again! ;D
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Morpheas on March 24, 2010, 06:48:21 pm
any1 knows?
i have this cpu
Processor   AMD Athlon™ X2                  any1 knows how to fix the settings in the program "make_UfoAI_win32"
Model   4200+                                     i want to know the sse the L1 L1 L2 settings.and i put athlon xp yes?
OPN Tray   ADA4200DAA5CD                  because im confused about the l2 and l1 count =2......pls help
OPN PIB   ADA4200BVBOX                      
Operating Mode 32 Bit   Yes                   p.s. i think sse2 because sse3 in emulators i used before in ps2(playstation2)
Operating Mode 64 Bit   Yes                   it crashed and i dont know if its the cpu or the emulator.
Revision   E6                                    
Core Speed (MHz)   2200
Virtualization   No
L1 Cache Size (KB)   128
L1 Cache Count   2
L2 Cache Size (KB)   512
L2 Cache Count   2
L3 Cache Size (KB)   0
CMOS   90nm SOI
Socket   939
AMD Business Class   No
Black Edition   No
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: DiDiT on March 24, 2010, 07:04:56 pm
oh, lordy. it sounds like your trying to get it... on a ps2?

* face-palm*
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Morpheas on March 24, 2010, 07:12:24 pm
im not god:P sorry for the misunderstading. i have played before some games on emulator of ps2 and there the graphics used sse2-4 and i used there the sse3 and it crashed the emulator so im asking if im supposted to put sse2 here

im from greece sorry for my english...:P


pls see the page before and answer me:)
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on March 25, 2010, 02:22:30 pm
try using default
meaning don't optimize for a cpu

Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Morpheas on March 25, 2010, 02:48:07 pm
the only changes i made was athlonxp and sse2  and the  second core and i have compiled 1 and works perfect until now i play 2 hours.but i want to know the settings pls about the L1 L1 L2.i showed u my cpu can u tell me how to canculate them or just tell me what to put:P
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Chiumanfu on March 26, 2010, 05:45:09 am
Download CPU-Z from cpuid.com and look under the Cache tab.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Morpheas on March 26, 2010, 10:03:51 am
thx m8:) but i need 1 last confirmation:)
L1 Data cache            2 x 64 KBytes, 2-way set associative, 64-byte line size
L1 Instruction cache    2 x 64 KBytes, 2-way set associative, 64-byte line size
L2 cache                    2 x 512 KBytes, 16-way set associative, 64-byte line size
so i put 128 128 1024?:P(64x2)(64x2)(512x2)?:P thx for ur patience
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on March 26, 2010, 05:52:48 pm
no
64 64 512
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Morpheas on March 26, 2010, 06:05:38 pm
thx:)
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on March 27, 2010, 01:44:13 pm
== 2009.03.27 == 0.6.0 =====================================

added
changed


environment check
Every time you press start, ill check your mingw environment to be sure its up2date
If not you will be questioned to update or not
Nothing will be forced!

make install
You are now able to install UfoAI automatically than to run it from source or manually install it
No, its not a good idea to run the game from the source folder

clean switch
The map compile clean switch
You normally dont need it
A algorithm take care that your maps are up2date

small switch
This was linked to the Installer switch and is now independend
If you only want to build the game and nothing else
this switch is 4 you
The map editing tool (Radiant) is not compiled and not installed

Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: MCR on March 27, 2010, 03:01:47 pm
BIG, BIG THANK YOU  ;D
 8)
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on March 28, 2010, 04:17:56 pm
== 2009.03.28 == 0.6.1 =====================================

changed
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on March 29, 2010, 06:29:43 pm
== 2009.03.29 == 0.6.2 =====================================

bug

== 2009.03.29 == 0.6.3 =====================================

changed
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: balasar on April 20, 2010, 07:43:23 pm
If you run a script using the update maps mode(not clean or fast), he always hangs on compiling new maps (like citybldl_4x4_2a.map), if in a "clean" mode, all right... :-[ Does anyone else this happens?
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Borsti67 on April 20, 2010, 09:58:43 pm
on the 1st run I thought the same and killed the process (which was using 100% processor, so it actually DID something).
I started the script again, and it seemed to me the same way, but then I got interrupted and left everything on - about one hour later I came back and some more maps were done...

Looks like this one simply takes ages now.  ::)

BTW, the script should copy the DLL's from contrib to <main UFO:AI-dir>, shouldn't it? Starting the program failed with a missing DLL (which I then found in contrib).
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: balasar on April 20, 2010, 10:39:20 pm
but in "clean" mode I compiling this map around 10 minutes, and so the longest waiting about 40 minutes and nothing happened
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on April 22, 2010, 07:02:20 pm
http://ufoai.ninex.info/forum/index.php?topic=4678.msg36734#msg36734

citybldl_4x4_2a.map will take longer than all other maps ~1h on a 2ghz processor

the next version will have a "heartbeat"
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Edi 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
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Mattn on April 30, 2010, 09:04:54 am
i don't see any errors there - you have created an installer.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Edi 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.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Mattn 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.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: MCR on April 30, 2010, 09:57:20 am
Normally the installer ends up on the desktop if that helps...
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Edi 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.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: MCR 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.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton 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
changed
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: ufoholic 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.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Edi 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.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: balasar 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?
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: balasar on May 08, 2010, 04:53:11 pm
OK, everything is good, I had a virus, it damaged the script. Sorry.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton 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
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Edi 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.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Edi 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
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on May 09, 2010, 07:41:01 pm
kildor fixed it
http://sourceforge.net/apps/trac/ufoai/changeset/29829
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: MCR on May 11, 2010, 01:20:17 pm
@Muton:
It would be a great addition to makeufo-ai to have the option to select which pk3s to rebuild, so you can choose for example to rebuild only 0maps.pk3, but take 0music.pk3 & all the others from the last build (the pk3 files already existing in ufoaisrc/base)...

This addition would justify version 0.8.0 ;)

Thanks again for coding this great tool for us...
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on May 15, 2010, 08:09:10 pm
== 2009.05.15 == 0.7.5 =====================================

I've added ufomodel to create mdx files
Its a fast build process so i spared some time and added it into the ufo2map build proecess
The tool itself is compiled with the same gcc settings as applied for ufo2map
Added the possibility to run a command or script after build completion
Some macro's are added see help*
>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!
Will only show up during "make" no longer under "config"

added
changed


> It would be a great addition to makeufo-ai to have the option to select which pk3s to rebuild,
I know it takes some time to build the pk3's all the time again, but that would cost to much time
Its more important to get Ming make build process running



*=================================
If selected the command or script that you have entered into the Input will be executed
The working directory is the directory of the current running exe
   Meaning the command cd would return V:\str
Your script is just called nothing else
How and what i've called is stored in the log file
Any command is executed trough cmd.exe
Tip:
   To quickly test your command deselect any 'Build Selection' except small

Example:
   shutdown /s /f /t 0
   ..\..\myscript.cmd
   c:\somewhere\myscript.cmd "parameter"
   "".\strün (x68)\my.cmd" "parameter" "par 2""
Really called:
   cmd /c c:\somewhere\myscript.cmd "parameter"

Normally the script is only executed in case of a success
Durimg an error your command or script is NOT executed
To overrride this use the macro #error#
Example:
   #error#shutdown /s /f /t 0
   ..\..\mys#error#cript.cmd "parameter"

Macros:
   #error# execute the script after an error too
   #elevel# return the error level
   #YEAR# Current four-digit year
   #MON# Current month. Range is 01 to 12
   #MDAY# Current day of month. Range is 01 to 31
   #HOUR# Hours value of clock in 24-hour format. Range is 00 to 23
   #MIN# Minutes value of clock. Range is 00 to 59
   #AppDataDir# path to current user's Application Data
   #DesktopDir# path to current user's  Desktop
   #MyDocumentsDir# path to My Documents target
   #FavoritesDir# path to current user's Favorites
   #ProgramsDir# path to current user's Programs (folder on Start Menu)
   #StartMenuDir# path to current user's Start Menu
   #StartupDir# current user's Startup folder
   #UserProfileDir# Path to current user's Profile folder
   #svn# svn revision
   #installername# only the installer filename (if there is an installer)
   #installerpath# full path to the installer (if there is an installer)
   #logfile# the full path and filename to the log file

Example:
   #error#c:\somewhere\myscript.cmd "#elevel#" "#svn#"
   move /y "#installerpath#\#installername#" "c:\newplace\newname.exe"
   reg add "HKCU\Software\Microsoft\Windows\CurrentVersion\Runonce" /v message /t REG_SZ /d "notepad.exe \"#logfile#\"" /f
   copy /y "c:\mypath\myfile" "%TEMP%"
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: MCR on May 15, 2010, 09:24:29 pm
Huurraayyy !!!

TOP TOOL !
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Edi on May 15, 2010, 10:26:25 pm
Thank you! :)

A question: I compiled dev version 2.4 revision 29957 today and got an error about not being able to move the installer, so it got left in the original directory under source. Is this unusual?

The installer itself worked just fine and could be copied out of there manually, of course.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on May 15, 2010, 10:49:00 pm
0.7.0

used a hardcoded name for the installer
Because of a change in nsis script it could not find it and the result was this error

0.7.5
analyze the nsis script and get the name
so the error should be gone
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Edi on May 15, 2010, 10:58:08 pm
Thank you very much! :)
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: balasar on May 15, 2010, 11:29:14 pm
Thank you very much too!
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on May 22, 2010, 04:47:30 pm
== 2009.05.22 == 0.7.6 =====================================

.)I've forgotten to clean project folder after compiling ufomodel (fixed)
.)The script now run 7zip with option -mx1 instead of -mx9 to create pk3 files IF switch "Installer" is NOT selected
This should speedup the build process, to the cost of bigger pk3 files

changed
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Edi on May 22, 2010, 06:40:19 pm
Thank you again for being awesome and providing us with this compiling tool. :)
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Kobold on May 24, 2010, 03:07:30 am
hello i got some questions about the script.It is for me the first time that im compile the game from source, i did set all settings right in the interface, im read that i have to use map optimized enable to play the game.. so im deselected "clear" (rebuild all maps) and "fast" (no lightning)... and now the map compile (lighning) need really long to calculate, there are 505maps and im at 460maps now after 4hours. my question is now: i have to do this everytime again if im compile the game for new revision or just at ones? and is the ingame look much different from "fast" map compiling (no lightning)?

btw i think im download version 2.4 now, but i want to download 2.3. i couldnt choose the version did i something wrong?
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on May 24, 2010, 08:57:07 am
> 460maps now after 4hours. my question is now: i have to do this everytime again
only once
and if a map has changed
but than only this map and not all maps

To speed it up
(http://ufoai.ninex.info/wiki/images/Make_UfoAI_win32_0.png)
Select under *Optimize maps
ufo2map compiler settings
from default to modify
and set
native | O3 | SSE | unknown | unknown | unknown |
to optimize even more look here (http://ufoai.ninex.info/wiki/index.php/Code::Blocks_(guided_with_GUI)#Optimize_maps)
or read the help you'll get if you press modify

> different from "fast" map compiling (no lightning)
No light effects than

> download version 2.4 now, but i want to download 2.3
> i couldnt choose the version
Thats not possible

> did i something wrong
no

2.3 is "beta" only bug fixing
so it was separated from trunk

I will research if it is possible to support both version with this script ....
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Kobold on May 24, 2010, 01:06:37 pm
im compiled the game now 3 times now with different settings from rev 30111 to rev 30115... the game is only around 20MB big, i cant start it if im double on ufo.exe. Here is the console error message:


---- filesystem initialization -----
Adding game dir: ./base
Added packfile ./base/0base.pk3 (1 files)
Added packfile ./base/0maps.pk3 (34 files)
Added packfile ./base/0materials.pk3 (1 files)
Added packfile ./base/0media.pk3 (1 files)
Added packfile ./base/0models.pk3 (307 files)
Added packfile ./base/0music.pk3 (1 files)
Added packfile ./base/0pics.pk3 (47 files)
Added packfile ./base/0shaders.pk3 (1 files)
Added packfile ./base/0snd.pk3 (10 files)
Added packfile ./base/0ufos.pk3 (2 files)
Added packfile ./base/0vids.pk3 (1 files)
Adding game dir: C:\Documents and Settings\Kobold1\Application Data\UFOAI/2.4-dev/base
using C:\Documents and Settings\Kobold1\Application Data\UFOAI/2.4-dev/base for writing
couldn't execute default.cfg
couldn't execute config.cfg

----- network initialization -------
libcurl/7.16.4 zlib/1.2.2 initialized.

------ server initialization -------

----- console initialization -------
Console initialized.

------- video initialization -------
SDL version: 1.2.14
I: desktop depth: 32bpp
I: video memory: 0
I: Available resolutions: 2048x1536 1920x1440 1920x1200 1920x1080 1680x1050 1600x1200 1600x1024 1600x900 1360x768 1280x1024 1280x960 1280x800 1280x768 1280x720 1152x864 1024x768 800x600 720x576 720x480 640x480 (20)
I: video driver: windib
I: setting mode -1
I: set swap control to 0
I: 1024x768 (fullscreen: no)
I: got 8 bits of stencil
I: got 24 bits of depth buffer
I: got double buffer
I: got 8 bits for red
I: got 8 bits for green
I: got 8 bits for blue
I: got 0 bits for alpha
I: got 0 multisample buffers
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 7600 GT/AGP/SSE/3DNOW!
GL_VERSION: 2.1.2
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
using GL_ARB_texture_non_power_of_two
using GL_ARB_shading_language_100
GLSL Version: 1.20 NVIDIA via Cg compiler
using GL_ARB_framebuffer_object
max draw buffers: 4
max render buffer size: 4096
max color attachments: 8
using GL_ARB_draw_buffers
max supported lights: 8
max texture units: 4
max texture coords: 8
max vertex attributes: 16
max texture size: detected 4096
...but using 2048 as requested
Using low resolution globe textures as requested.
R_LoadProgram: world: Link info
---------
No shader objects attached.
R_LoadProgram: warp: Link info
---------
No shader objects attached.
R_LoadProgram: geoscape: Link info
---------
No shader objects attached.
R_LoadProgram: combine2: Link info
---------
No shader objects attached.
R_LoadProgram: convolve3: Link info
---------
No shader objects attached.
R_LoadProgram: atmosphere: Link info
---------
No shader objects attached.
R_LoadProgram: simple_glow: Link info
---------
No shader objects attached.
SDL_image version 1.2.6
Could not load environment map 0
FS_RemoveFile: remove C:\Documents and Settings\Kobold1\Application Data\UFOAI/2.4-dev/base/keys.cfg

Shutdown



And here the compile log file:
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on May 24, 2010, 02:32:06 pm
Your partition seems to be fat32 and not NTFS right?!
All those nice pk3 files where not build because im using Hardlinks (i knew this day would come ;) )

How to fix it?
run convert
CONVERT C: /FS:NTFS

or (more advanced) use a virtual disk (imdisk)
http://www.ltr-data.se/opencode.html
http://www.ltr-data.se/files/imdiskinst.exe
You'll find the program in your control panel not under programs
How2 see screenshot
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Kobold on May 24, 2010, 03:34:10 pm
Your partition seems to be fat32 and not NTFS right?!
All those nice pk3 files where not build because im using Hardlinks (i knew this day would come ;) )

Thanks for the reply. Yes im use fat32 you right :)
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Aesten on May 24, 2010, 03:56:31 pm
> download version 2.4 now, but i want to download 2.3
> i couldnt choose the version
Thats not possible

> did i something wrong
no

2.3 is "beta" only bug fixing
so it was separated from trunk

I will research if it is possible to support both version with this script ....

Whole reason I was about to post, and question answered. Maybe I'll use TortiseSVN or similar to checkout the 2.3branch myself and then I point the GUI to my svn location, and untick the SVN box, correct?
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on May 24, 2010, 07:39:12 pm
Spare the time :)
I've included this into the script already
Need to test things before release ....

Edit :



== 2009.05.24 == 0.8.0 =====================================

url to wiki (http://ufoai.ninex.info/wiki/index.php/Code::Blocks(guided_with_GUI))
Added the possibility to compile dev 2.4 or dev 2.3 of Ufoai
If you want to build dev 2.3 you need to get the source too howto (http://ufoai.ninex.info/wiki/index.php/Code::Blocks_(guided_with_GUI)#developer_version_selection)
Store the source directly under the MingW folder (the script will look there for it first [easier switching between 2.4<->2.3])

added
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Aesten on May 24, 2010, 09:32:36 pm
Awesome! Saves me the trouble of installing tortise :D

One thing I think I noticed, was the radio button wasn't actually click-able. Had to click on the text. However; I am grabbing the 2.3 source, so can't confirm due to GUI being locked. I will once I can though, and get back to ya.

Edit(next morning):
Confirmed, it's not until the rightmost 2-3 pixels of the radio button that it becomes clickable. A minor annoyance, but one of the first things I noticed.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Aesten on May 31, 2010, 10:23:23 am
Was going great doing my own builds, but in the last day I have ran across an issue. I can build the 2.3 just fine, but every time I try to build trunk, I get an error
Quote
Compiling: ..\..\src\shared\utf8.c
Linking executable: ..\..\ufo.exe
.objs\client\src\client\menu\m_icon.o:m_icon.c:(.text+0x244): undefined reference to `MN_IconExists'
collect2: ld returned 1 exit status
Process terminated with status 1 (3 minutes, 5 seconds)
1 errors, 2 warnings
Endtime:   2010.05.31 10:01:46 2
Error 16
C::B returned an error during C:\UFOAI\UFOAIwin32BUILDenv\MinGW\ufoai\build\projects\ufo.mod.mod.cbp

I've even redownloaded almost the entire SVN, minus the base directory because that's large. My last successful build was rev 30226. I'm going to try and see when last time that m_icon.c file was changed and try building before that.

EDIT: Used tortise to check filechanges and it was in rev 30253 when that file was changed, rev 30252 builds fine. Where exactly should I post this compile error?
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on May 31, 2010, 03:23:31 pm
http://ufoai.ninex.info/forum/index.php?topic=4914.msg39305#msg39305
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Aesten on June 01, 2010, 07:44:10 pm
One thing that I'm slightly fuzzy on. The optimize settings, does that only affect the building? I.e. makes the build complete faster through better use of processor? Or does it affect the speed at which the game/maps will run while ingame? If #2 is correct, can I build for a sse4.2(laptop) where the building box only supports ssse3(desktop)?
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on June 02, 2010, 11:01:44 am
> One thing that I'm slightly fuzzy on. The optimize settings, does that only affect the building? I.e. makes the build complete faster through better use of processor?
>Or does it affect the speed at which the game/maps will run while ingame?

(http://ufoai.ninex.info/wiki/images/Make_UfoAI_win32_0.png)
maps related optimization are related to ufo2map and ufomodel only <- optimize for your build system
UfoAI related optimization are related to the game itself <- optimize for your gaming system BUT (http://ufoai.ninex.info/wiki/index.php/Code::Blocks(guided_with_GUI)#Optimize_UfoAI)
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: H-Hour on June 04, 2010, 09:38:45 am
Just used this a couple days ago to make my first build and it was extremely easy, thanks! It seems to have only taken an hour or so without the maps.

Is there a way to have this make Radiant for me as well?
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Edi on June 04, 2010, 01:41:23 pm
Just used this a couple days ago to make my first build and it was extremely easy, thanks! It seems to have only taken an hour or so without the maps.

Is there a way to have this make Radiant for me as well?
Yes. Don't check the box for small installer and it will also build Radiant and include the source.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: H-Hour on June 04, 2010, 03:31:57 pm
Yes. Don't check the box for small installer and it will also build Radiant and include the source.

Great, thanks!
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: pleasedontspamme on June 05, 2010, 09:11:54 pm
I Keep getting this error when I try to build.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Edi on June 05, 2010, 09:31:51 pm
I Keep getting this error when I try to build.

No idea how that came up, since I've never had that problem. What I did was download the all in one package, update the source with Tortoise SVN, update the script to the newest version and build. Never gave me that. If you downloaded the MinGW, Codeblocks and other things separately, you may have missed some step.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: pleasedontspamme on June 05, 2010, 10:44:18 pm
I'm getting the same problems with 2.3 and 2.4
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Aesten on June 06, 2010, 12:02:51 am
If you've been trying release, try debug. If you've been doing debug, try release.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: pleasedontspamme on June 06, 2010, 12:46:34 am
Tried it both ways, same error
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on June 06, 2010, 07:55:32 am
No problem any more -> svn 30353
Some work was done on ufomodel source -> timeline (http://sourceforge.net/apps/trac/ufoai/timeline)
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: H-Hour on June 07, 2010, 02:56:35 pm
I'm a complete novice at this. I used your program (many thanks) and when I go to load the game it shuts down. I compiled with debug, for 2.4, without any maps and with Radiant (didn't check small).

The console output is attached (this is from the little window that loads with the game, my ufoconsole.txt in Application Data was empty).

I've also attached the build log.

Let me know if you need anything else. Thanks.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: geever on June 07, 2010, 02:58:54 pm
I'm a complete novice at this. I used your program (many thanks) and when I go to load the game it shuts down. I compiled with debug, for 2.4, without any maps and with Radiant (didn't check small).

The console output is attached (this is from the little window that loads with the game, my ufoconsole.txt in Application Data was empty).

I've also attached the build log.

Let me know if you need anything else. Thanks.

There is a bug in your menuscripts. Haven't you changed them?

-geever
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: H-Hour on June 07, 2010, 09:10:33 pm
Odd, I missed this on my new posts list today. But yes, of course you're right. I don't know why I didn't think about that. I just added a new hud to play with and forgot to remove it before compiling.

Removed now and it loads. Now to copy the bsps in and see if I can get a map to load!
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: H-Hour on June 07, 2010, 11:57:48 pm
Well, I hope this isn't another stupid mistake I'm doing. So the game loads now, but then I go to skirmish, select Africa small and load. It gets all the way through to loading the map (I can see it), but there are no soldier or alien models in sight (I can see the UFO, which is a fighter model, so at least some model is showing). Then I get the following error and it kicks me to the main screen.

Code: [Select]
2010/06/07 22:27:51 ********************
2010/06/07 22:27:51 ERROR: Unknown model type in R_DrawEntities entity chain: 0
2010/06/07 22:27:51 ********************
2010/06/07 22:27:51 Shutdown server: Server crashed.

I've run your build script without maps but I'm using the map-get.py on my full source, then copying the whole maps folder into the base directory where I'm running the game. (Building 2.4 with radiant if that matters, see above for the log of that build)

ufoconsole.txt attached (note, I started loading another map but then caused it to crash by alt-tabbing out, which always happens, I suspect because my computer just can't handle the load, but that's why the ufoconsole.txt just stops)
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Edi on June 08, 2010, 08:16:59 am
The mapget script is dangerous, because not all of the maps there are up to date. If the already compiled maps themselves are not too large, I can probably upload them for you the next time I compile the game.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: H-Hour on June 08, 2010, 10:47:47 am
I know there have been some concerns about the map-get.py script, but it works for my needs. I'm usually just trying to get a compiled version of one of my maps after I've edited it, and I can check the logs to see if it's been done overnight.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on June 08, 2010, 08:24:03 pm
No offense ;)
but there is a reason why the map-download switch is disabled

Your build lack those maps
maps\b\teamroom.bsp
maps\b\ufohangar.bsp
maps\b\ufohangar_l.bsp
maps\city\citycraft_ufo_corrupter.bsp

and i dont know how much outdated maps
preCOMPILEDmaps.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/preCOMPILEDmaps.exe) is a sfx LZMA2 package with current 2.4 2.3 maps
use this and download changed maps by hand from http://static.ufo.ludwigf.org/maps/

There is no guarantee that this is a map problem
R_DrawEntities
is related to md2 md3 files; models not maps
and because i compile static lightning (mdx) before maps
but in the same procedure
it is likely that there is your problem

I've attached a modded 0.8.0 version
it will always rebuild mdx (ufomodel) files even if map switch is deselected

>  I'm usually just trying to get a compiled version of one of my maps after I've edited it
I really hope that a map dev, compile his changed map(s) and do a fast skirmish on it, before committing


Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: H-Hour on June 09, 2010, 12:58:35 am
Many thanks for the new exe. I'll try it tonight.

As for the map-get.py. I've never had a problem with any of my /city/ maps and I don't really have any other need for it. But helpful to know I can download them by hand if needed.

>  I'm usually just trying to get a compiled version of one of my maps after I've edited it
I really hope that a map dev, compile his changed map(s) and do a fast skirmish on it, before committing

I haven't even been able to run the game now for several weeks, let alone test a map. I have yet to get a 2.4 build running and of course all the maps (2.4) were conflicting with 2.3 builds, so even a fast compile wouldn't get me there. But mattn has moved the maps to 2.3 now so if the build tonight doesn't work I can download one of the recent exe's and fast compile the 2.3 versioned maps.

I realize that for the coders, running builds is a pretty simple thing. But for some of us it's a huge hurdle. Luckily, as a mapper I don't really need regularly updated builds. It's only been a problem since the 2.3/2.4 split since I can't run maps from one version in another version. And I really appreciate this utility you've built because otherwise I wouldn't even be close to figuring it out.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: geever on June 09, 2010, 04:30:38 am
maps\b\teamroom.bsp
maps\b\ufohangar.bsp
maps\b\ufohangar_l.bsp

These maps should not be in any release. They have been removed from the game!
Clean up your checkout!

-geever
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: H-Hour on June 09, 2010, 05:08:22 pm
Hey Muton. I downloaded the new .exe for building and tried it last night, but still getting the R_DrawEntities entity chain: 0 message when I try to load a map.

For now I'll download one of the latest 2.3's. Mattn told me how I can test my maps out in a 2.3 build (just need to handle the maps.ufo file differently).

I don't know if it's compile related or really anything, but if you think it's something the build process can work out, let me know if you need me to do any more reporting on it.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: pleasedontspamme on June 12, 2010, 08:13:42 pm
I deleted my source files and redownloaded them, and i'm still getting the same error.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on June 13, 2010, 07:10:04 am
I have no problem
Same svn revision and ufomodel is working well

Whats your CPU type?
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: pleasedontspamme on June 13, 2010, 07:13:43 pm
AMD Turion X2
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on June 14, 2010, 06:18:31 pm
(http://ufoai.ninex.info/wiki/images/Make_UfoAI_win32_0.png)

change ( purple arrow )
ufo2map compiler setting:
from
modify
to
default

Let me know if this will fix it or not
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: lostdave on June 24, 2010, 05:09:41 pm
I guess this is the best place to mention it - the server hosting the Code::Blocks, MinGW, etc package (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/UfoAIallIN1.exe) isn't currently there (DNS failure by the looks). Anyone know/have an alternative?
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on June 24, 2010, 08:12:03 pm
retry?
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: lostdave on June 25, 2010, 11:17:44 am
Yeah, it's back up now.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on July 03, 2010, 09:04:03 am
== 2010.07.03 == 0.9.0 =====================================

Two big things have been added
1) a map download >like< map_get.py
The main difference is that you don't download maps that aren't useful for your build
The serverApp run once in an hour that once a day
I do a md5hash on the original *.map files to determine if a map should be downloaded or compiled than do just download
The server log store hash sums of *.map files and the path of them
If you want to download a map (*.bsp)
the script hash your *.map file and check it against the serverlog *.map hash
If both match, the download of this *.bsp will start
If the download failed or the hash is unequal, you will build the map using ufo2map


2) A routine to build an update than a full installer of UfoAI
It will build a update of your last full build (you need to enable this function first)
A new switch "diff" was added into the GUI (It requiers the "Installer" and "7z" switch too, to work)
First time you build a full installer.
Next time you call it, you will build (differential (http://en.wikipedia.org/wiki/Incremental_backup#Differential)) updates
A new file to hold all infos was added too, inst_last_build.md5 (release 2.4) and inst_last_build_2.3.md5 (release 2.3)
If you delete this file you will start from the beginning (there is no GUI switch to do this)
The update include all dlls and executables, only files inside of pk3's are removed from the installer if they are the same (the pk3 files are than updated during installation)
This way you can switch between a release or debug build, even include radiant once and next time without radiant.

added
bugs
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: MCR on July 06, 2010, 12:52:29 pm
Anyone tried to compile current trunk & then actually tried to get on the battlescape, or is it really just me having total crashes with the latest hundreds of revisions ?

It seems to be some Windoof-specific problem ?!

Would be nice if someone could try a skirmish game with current trunk...
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: balasar on July 06, 2010, 08:27:57 pm
I totaly can't run the game.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: MCR on July 06, 2010, 08:41:53 pm
I totaly can't run the game.
I am feeling with you, but afair your problem is hunting you already a quite long time. Or did you get it to run after you last posted problems ?
Which is the latest version you got running ?
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on July 06, 2010, 08:48:47 pm
me too

GL_VENDOR: NVIDIA Corporation2010/07/06 20:31:10 GL_RENDERER: GeForce 7050 PV / nForce 630a/PCI/SSE2/3DNOW!2010/07/06 .....
GL_NV_texgen_reflection GL_NV_texture_barri

ufo.exe just hang
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: shaunc311 on July 06, 2010, 09:17:26 pm
Just tried building from trunk yesterday for the first time and couldn't get it to load.  I figured it was something I was doing incorrectly (still could be) since 2.3 did build and run correctly.  My ufoconsole.log is identical to the one above.  The progress bar on the main loading screen never progressed.

Windows XP
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: MCR on July 06, 2010, 09:31:04 pm
Somehow I am glad, because I am having this error since about 300+ revisions & I was beginning to feel quite alone with it already.
A bugtracker-item was already posted by me some time ago, after making a clean-up, a completely fresh checkout & after a clean compile of the maps did not change my situation.

Hope somebody finds a solution for this problem soon...

To all the other testers here: Thanks for helping me find out that I am not alone with this ;)
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: MCR on July 06, 2010, 09:37:58 pm
Here the bugtracker item if someone wants to comment there:

https://sourceforge.net/tracker/?func=detail&aid=3025415&group_id=157793&atid=805242
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: shaunc311 on July 06, 2010, 10:39:06 pm
Don't know why, but if you go into src/client/renderer/r_main.c and comment out these lines, it'll load:
Code: [Select]
Com_Printf("using GL_ARB_framebuffer_object\n");
Com_Printf("max draw buffers: %i\n", r_config.maxDrawBuffers);
Com_Printf("max render buffer size: %i\n", r_config.maxRenderbufferSize);
Com_Printf("max color attachments: %i\n", r_config.maxColorAttachments);

At least, it loaded for me.  My ufoconsole.log file ended with "max render b" and that let me to the printout error.  I hope it helps you too.  Technically, I should probably find out why but codeblocks debugger isn't stopping at that break point.  Gonna try eclipse now.


Update:  Ok, now I'm confused.  I tried figuring out why the lines were causing it to hang and put the lines back in and everything is still working.  I'll let you know if it happens again.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: MCR on July 06, 2010, 10:59:01 pm
Look how far I get:
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: MCR on July 06, 2010, 11:20:34 pm
@Muton: Could it be that these crashes have something to do with the latest update of your script, because Duke got latest trunk running under Windows (Vista) & also tested the battlescape !?

Timing of my first crashes would fit to that theory somehow...
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on July 07, 2010, 08:09:06 am
The script dont do any magic
I just analyze ufo.workspace and run codeblocks using *.cbp files

I think the cb project file is missing something
or whatever
../../src/client/menu/m_sound.c/h
has been added lately .....


Edit:
Its a 32bit problem
No problem on XPx64
but no run under XPx32
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: MCR on July 07, 2010, 09:37:34 am
The script dont do any magic
I just analyze ufo.workspace and run codeblocks using *.cbp files

I think the cb project file is missing something
or whatever
../../src/client/menu/m_sound.c/h
has been added lately .....


Edit:
Its a 32bit problem
No problem on XPx64
but no run under XPx32


Thanks, Muton, for helping to find this out...
Now we got to get this info to someone who knows how to correct this ;)

!summon Mattn !
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: balasar on July 07, 2010, 10:26:11 am
I am feeling with you, but afair your problem is hunting you already a quite long time. Or did you get it to run after you last posted problems ?
Which is the latest version you got running ?
No, I try to run the game somewhere else with version 306xx. And all the same.
Now try rev.30931.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: MCR on July 07, 2010, 10:43:19 am
Now I got it to run somehow...

Do not ask me how  ::)

Here is what I did:
After making a new install I deleted all the files in the user directory (config.cfg, keys.cfg, stats.log) & used old versions of those I had backed up somewhere...

Suddenly it is starting again, everything seems to work normally. Weird !

I got r30930 running under 32bit XP. I think I will choose a new install-dir for the next update to have a working backup ;)

I hope all you folks with troubles will get it to run eventually, also.
Do not give up the fight, you will finally succeed !!!

Now I can continue my work on the particle-system...
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: ManicMiner on July 07, 2010, 11:58:46 am
Hi

Sorry for posting in the wrong thread Muton, I was well tired last night.

Anyway, I deleted and downloaded everything again, and recompiled as per the attachments. It compiled OK but as per other comments it freezes before the progress bar hits the end; I have to use Task Manager to kill the process. I did try changing SSE settings but that didn't help. I was too tired to try anything else.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: ManicMiner on July 11, 2010, 03:50:05 pm
Hi,

If I uncheck Installer and 7z the whole thing works; then I just copy saved copies of the config file into the folder. Bizarrely, if I tick Installer it compiles everything fine and then fails over some undeclared variable.

I've been able to compile and run ufoai-2.4-dev-30999-Debug-core2-O1-sse3-small-make_install-win32.exe successfully this way.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on August 13, 2010, 06:17:42 pm
Announcement
related to the map download feature

As you know the buildscript is able to download pre compiled maps if you make use of the downloadswitch.
The problem here was the script on the server was bugged  and no update on the server took place since end of July
The bug is fixed and i strongly recommend to use the clean switch >once<
This will force the script to delete all maps on your system and redownload every maps from the server
You only need to do this >once<, so deselect the switch next time.

The buildscript is working correctly you can be shure that in the future your maps are up2date

I'm sorry for the trouble caused to you.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: MCR on September 11, 2010, 03:16:20 pm
Hey Muton !
Is there a possibility you update your tool to cope with the new 'git situation' ?
Would be really helpful...
Greetinx.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: balasar on September 11, 2010, 03:45:54 pm
Oh, it would be cool.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: ManicMiner on September 12, 2010, 11:24:28 pm
Seconded...
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on September 13, 2010, 08:37:59 am
That will take a while...
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: MCR on September 13, 2010, 07:14:21 pm
That will take a while...

I understand that. This git stuff is hard stuff...

But great that you will take it on !
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Gren on September 13, 2010, 07:18:11 pm
That will take a while...

It would be very much appreciated too Muton..  ;) :)
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Borsti67 on September 14, 2010, 11:24:26 am
Yeah, if you need someone for testing - I'm here! ;)
I don't think I can help otherwise, can I?
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on September 26, 2010, 01:10:44 pm
Just want you to inform
There is light at the end of the tunnel

I still have troubles with git ... link (http://ufoai.ninex.info/forum/index.php?topic=5408.msg43326#msg43326)
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on November 07, 2010, 12:10:49 pm

Ok, here (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/UfoAI_win32_build_environment_0.3.1.exe) it is

You'll get the script and a completely new MinGW

.)You need the source too!
Get it with the UfoAI src button (<2Gbyte :o)
or move/copy your (git)source below Mingw (C:\wherever\Mingw\ufoai or C:\wherever\Mingw\usr\ufoai or C:\wherever\Mingw\... )
You can store it outside, but i'll link it into mingw (its slower)

If any path contain non word characters i will substitute your path with next free drive slot available ( cmd /k subst /? )
I'll release it afterwards

.)You can build only 2.4 (master branch)
.)There is a new Windows 2000 checkbox next to the UfoAI debug checkbox
it should build a w2k supported UfoAI, but its again broken
.)you will build inside of MinGW (no more codeblock)
.)Python 2.7,3.1 and git is now included
.)UfoAI is build statically, dlls arnt needed anymore
.)The Gui hasnt changed much and the tool behave like in the svn days


Thats it
Report a success and errors here, but please zip the log file
Suggestions are welcome ....
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Borsti67 on November 07, 2010, 03:06:51 pm
Hey Muton!

So you succeeded in getting up GIT for you script, this is really great news!
Just downloaded and started...

One thing - while checking through the options, I saw the tooltip for "download" (in "optimize maps") is missing (shows the same as "fast").

I believe if checked, this means the maps will not be compiled but downloaded? If I'm right, I'd recommend the following:
Make it the 1st checkbox in the group, and disable all the other options when checked. Just cosmetics, I know, but it would make things a little clearer?

oh, and another proposal: the source path is defaulted by ...mingw\ufoai which is fine in most cases. Anyway on a new installation it is "red" of course and you can't "Start" right away. But when pressing the "ufoai src" button, you don't get this path but must click through from the beginning.
My recommendation: When clicking on "Start" without a valid path, launch the same dialogue as on "ufoai src" after selecting a new, empty directory ("DL source to...?").

Downloading now with only 200 KB/s...  :P

Thanks for your efforts!
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: ManicMiner on November 09, 2010, 09:09:46 pm
Hi,

It's not working for me... I am getting an AutoIT error on Line 6628: "Error: Variable used without being declared." I've attached the log and the INI file.

I already had GIT set up as per the path in the existing script and I've copied the INI file across from the old buildenv to the new one, modifying the paths as appropriate. I used GIT GUI to get the source if that helps.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on November 09, 2010, 10:14:03 pm
run the script again
before accepting the error
post the content of
C:\TEMPUFOAI\UFOAIwin32BUILDenv\MinGW\etc\fstab

Do you made changes on any source file?
How do you cloned ufoai

Run:   "C:\TEMPUFOAI\UFOAIwin32BUILDenv\MinGW\bin\git.exe" pull --rebase
   at:   C:\Users\Public\UFOAIwin32BUILDenv\GIT\ufoai
You asked me to pull without telling me which branch you
want to rebase against, and 'branch.master.merge' in
your configuration file does not tell me, either. Please
specify which branch you want to use on the command line and
try again (e.g. 'git pull <repository> <refspec>').
See git-pull(1) for details.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: ManicMiner on November 09, 2010, 11:42:14 pm
Sorry, I panicked. Turns out the issue was the GIT clone had somehow got itself corrupted; I couldn't even pull manually. I think I might've posted something about it a week or two back.
I've deleted it and am downloading it afresh using your script and that seems to be working better.

Nice fat internet pipe in this hotel...  ;D
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: ManicMiner on November 10, 2010, 01:06:31 am
It seems to be working OK although I have seen two warnings so far:

Found bfd.h
Could not find execinfo.h
Found theora/theora.h
Found xvid.h

Then

make: stat: release-mingw32-i386/ufoded/shared/byte.c.d: Bad file number

I'll leave it to complete before I assess the result.

Night all!
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: MCR on November 25, 2010, 05:29:25 pm
Muton, thanks a lot for all the work you've invested here  8)

GREAT !

I am having some problems with the tool, but I am not sure yet where those come from, so I will post a report about those here later.

THANX AGAIN !!!
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Borsti67 on November 30, 2010, 07:23:58 pm
Hi Muton!

What happened to the script?
Today I was told it is out-of-date and I should download a new one. This one calls itself 0.9.0, but seems to search for SVN instead of GIT? Of course it doesn't seem to work... The DLed file is "UfoAI_win32_build_environment_0.2.0" which cannot be correct.

When searching in the WIKI for hints here: http://ufoai.ninex.info/wiki/index.php/Code::Blocks%28guided_with_GUI
...I see the link in "Starting from Scratch" leads to a 404 page. :(

I redownloaded 0.3.1 from this thread now.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on November 30, 2010, 08:03:43 pm
Its still "beta"
Some outdated functions ....
as this one.
Just say no if you are asked to update

Will fix this ... weekend
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: avid4545 on December 02, 2010, 06:20:17 am
first of all thinks for all the work you have done on this script (I know programming is not the easiest thing to do, I should know I got a degree in it,) but anyways, at first I had troubles using it but then I figured it out and it works fine but if memory serves it does at the end give multiple “name" unknown variable then skips them. I do not know if this is intentional or not, or if you are not aware so her it is.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on December 04, 2010, 02:05:45 pm
== 2010.12.04 == 0.9.4 =====================================
ufo2map will now use quant 4 to compile maps
SSE is now used if selected
The log file is now not opened after completing compilation, except for an error
MinGW is now silently updated if necessary
A small list of bugs have been fixed


changed
bugs



@Borsti
I'll keep things as they are
If you are unable to download a map you'll compile it yourself
This way you will not end up with a missing map
The "ufoai src" button must focus on "my computer", otherwise you are unable to select a path outside the UFOAIwin32BUILDenv folder
The other proposal with the start button is a little bit confusing 4 people ( pressing a red button to make it green ... )
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: ManicMiner on December 04, 2010, 05:56:50 pm
Do you have a direct download link to just update the script utility?
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Borsti67 on December 05, 2010, 12:38:46 pm
Thanks Muton, the script now updated itself automatically to 0.9.4 and seems to work fine!

Regarding my proposals - I'm not sure if you got me right, but on the other hand I don't know the tool(s) you're programming with. May be I should explain in German (via PM)?
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on December 05, 2010, 07:54:33 pm
feel free to do so
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on January 05, 2011, 10:03:43 am
== 2011.01.05 == 0.9.5 =====================================
There was a bug related to mapdownload
The script tried to download outdated maps.
Added a conditional statement to compare ufo2map version level
from server-log and local ufo2map build


bugs
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Borsti67 on January 07, 2011, 07:36:17 pm
hm, starting the update script throws an error - in the background there is a DOS window (wait_copy_run.exe), the popup shows "unable to copy new revision"?

€dit: Now it works w/o having changed anything... ???
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: ManicMiner on January 18, 2011, 01:51:05 pm
Same issue here.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on January 18, 2011, 05:44:07 pm
Then get it here (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/make_UfoAI_win32.exe)
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: ManicMiner on January 28, 2011, 02:31:06 pm
Hi,

I'm still having no joy even when at home, same error every time.

Code: [Select]
Starttime: 2011.01.28 13:27:57 6
CommandLine: "CBplaceholder" "C:\TEMPUFOAI\UFOAIwin32BUILDenv\MinGW" "C:\TEMPUFOAI\UFOAIwin32BUILDenv\MinGW\NSIS" "C:\TEMPUFOAI\UFOAIwin32BUILDenv\MinGW\ufoai" 3 1 1 1 4 1 1 4 1 4 4 4 core2 O1 sse4.1 L1-line=64 L1-size=32 L2-size=3072 1 4 core2 O1 sse4.1 1 "C:\Users\Public\UFOAI-2.4-dev" 4 2.4 4 4
OSArchitecture X64
OS WIN_VISTA
OSsp Service Pack 2
CPU Intel(R) Core(TM)2 Duo CPU     T9400  @ 2.53GHz
Intel64 Family 6 Model 23 Stepping 6
2527 MHZ
Memory 6107 MB
available 1157 MB
Run: "C:\TEMPUFOAI\UFOAIwin32BUILDenv\MinGW\bin\git.exe" fetch
at: C:\TEMPUFOAI\UFOAIwin32BUILDenv\MinGW\ufoai
ufoai.git.sourceforge.net[0: 216.34.181.91]: errno=No error
fatal: unable to connect a socket (No error)
Endtime: 2011.01.28 13:28:22 6
Error 2
Error during git fetch
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on February 01, 2011, 10:03:06 am
> fatal: unable to connect a socket (No error)

google says (http://webcache.googleusercontent.com/search?q=cache:1Tq4uh4XiaQJ:stackoverflow.com/questions/496277/git-error-fatal-unable-to-connect-a-socket-invalid-argument+msysgit+fatal:+unable+to+connect+a+socket+%2B"(No+error)"&cd=1&hl=en&ct=clnk&source=www.google.com)

Quote:
Finally realized it was AVG anti virus software running. I disabled the "resident shield" within AVG and works like a charm now.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Adzik_Master on February 06, 2011, 01:05:22 am
Muton,

I have a question about layout of UfoAI configure 0.95. On today there is fixed size of window and it doesn't match on some resolutions (mean eg. netbooks 1024x600). Here start question - Is there a posibility by You to change size from fixed to scaled or maximality just to match all options on it. If there is needed to have some fixed options, you just could scale the big info box on the right.

what do you think about that? 
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Flagibule on February 17, 2011, 06:20:07 pm
Hi all

I don't well speak English but I am going to try

When I try to compile (with "make ufoai win32"), I always have the same error

See the log attached...

Thanks for yours answers  :)
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Kemlo on February 17, 2011, 09:26:22 pm
Same here. I've been getting this for a couple of weeks now. I've attached one of my logs as well.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on February 17, 2011, 09:42:27 pm
not your fault

bug found ...
be patient until the patch is pushed


> for a couple of weeks now
If you got an error for a few days
let us know ....


> On today there is fixed size of window
Scaling would ruin the gui
This scripting language is limited
I can reduce the hight a little bit and add a macro (CRTL+S) to start the build
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Kemlo on February 17, 2011, 09:56:14 pm
> for a couple of weeks now
If you got an error for a few days
let us know ....

Sorry, didn't realise it was a bug in your script. I did mention it in another thread (http://ufoai.ninex.info/forum/index.php?topic=5791.msg46406#msg46406) which you understandably didn't see.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Flagibule on February 18, 2011, 02:39:07 pm
thank you for answers

That works by updating codeblocks (v10.05) and Mingw

I was finally able to compile my release

Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Adzik_Master on February 18, 2011, 10:04:46 pm
> On today there is fixed size of window
Scaling would ruin the gui
This scripting language is limited
I can reduce the hight a little bit and add a macro (CRTL+S) to start the build


That'll be enough I think. Thanks a lot :)
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on February 19, 2011, 02:01:32 pm
== 2011.02.19 == 0.9.6 =====================================
There was a bug related to mapdownload
Added a "macro" ctrl+s to start the build from the config window
Reduced the hight of the config window a bit (as much as possible)
Added the make model switch (*.mdx files)
Deselecting is only useful if you want to build maps only


added
changed
bugs

== 2011.02.19 == 0.9.7 =====================================
There was a regex bug

bugs
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on March 26, 2011, 11:12:03 am


== 2011.03.26 == 0.9.8 =====================================
I've changed the routine to update mingw

changed
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: ypsen on April 13, 2011, 08:13:17 pm
Muton,
      Just thought that I'd let youi known that the make_UfoAI_win32 is currently not working, I'm guessing that it is related to the change in the article below?

http://ufoai.ninex.info/forum/index.php?topic=5846.msg0;boardseen#new

The actual error in the log file is

src/client/cgame/../../common/xml.h:24:18: fatal error: mxml.h: No such file or directory    compilation terminated.

Finally I'd like to say thank you for developing a very useful tool,

yp.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on April 14, 2011, 12:27:16 pm
Thats included already (see 0.9.8)

in you log there should be a line called
Info:   MinGW is not up2date. .........
I only update my mingw build
So
if you use your own mingw or
do not select "git" in the gui you'll never get the update
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: ypsen on April 14, 2011, 08:28:30 pm
Okay, I've attached the log file, hopefully you can see why it isn't working. 
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on April 15, 2011, 09:05:00 am
please take a look into your older log files

to search for mingw update problems or let you machine do the work
open a cmd window adapt and copy past this
find /I "MinGW is not up2date" C:\UFOAIwin32BUILDenv\*.log
Attach this log

Fix this
look at C:\UFOAIwin32BUILDenv\MinGW\include for mxml.h (is this file missed)
open
C:\UFOAIwin32BUILDenv\MinGW\bin\WINenvVER
modify 0.3.3
to
0.3.1
retry
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: ypsen on April 15, 2011, 07:50:43 pm
Thanks for your help Muton,

Just to confrim that your fix sorted the problem and it now compiles happily,

yp.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Nimmo on April 16, 2011, 05:38:01 pm
I am also having some troubles with the tool.

I get as far as building the installer, but it fails at that stage.

I have attached the log in the hopes that it may be of some use to you.

Thanks,
Nimmo
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on April 17, 2011, 08:56:24 am
do not deselect translator
Wiki (http://ufoai.ninex.info/wiki/index.php/MinGW_Win32_(guided_with_GUI)#translator)

help states:
If selected msgfmt.exe will create *.po files
which are the Language files for UfoAI and Radiant

This is essential if you want to build an installer!

(http://ufoai.ninex.info/wiki/images/Make_UfoAI_win32_0.png)
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Nimmo on April 17, 2011, 07:00:21 pm
Ah, that seems to have done the job, sorry about that.

Not sure what led me to disable that option earlier on.

Thanks
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: FWishbringer on June 07, 2011, 06:59:13 pm
When trying to build the current master, rather than downloading the maps, its trying to compile them, regardless of setting.

Perhaps something changed?
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Edi on June 07, 2011, 10:20:41 pm
When trying to build the current master, rather than downloading the maps, its trying to compile them, regardless of setting.

Perhaps something changed?
You should compile the maps now, because there has been three tons of updates that affect nearly all maps.

In fact, it may be a good idea to refrain from compiling for a couple of more days so that you won't repeatedly have to build the same maps all over again because some texture changed.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: geever on June 08, 2011, 08:39:30 pm
When trying to build the current master, rather than downloading the maps, its trying to compile them, regardless of setting.

Perhaps something changed?

How do you build.

-geever
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on June 09, 2011, 08:31:32 pm
A bugged map let ufo2map hung around (messagebox)
The script was unable to continue
but i've fixed that on Monday.

This buildtool behave differently compared to mapget.py
If you request a compiled map from the server
I compare your source map *.map against the one on the server
If they don't match, you need to compile on your own
http://ufoai.ninex.info/wiki/index.php/MinGW_Win32_(guided_with_GUI)#download
This simply prevents usage of outdated maps

A log of the last map compilation is available here (http://www.students.meduniwien.ac.at/~mzellh39/ufoai/UfoAIbuild.log)
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: ManicMiner on November 01, 2011, 08:29:22 pm
Hi

I've been off the board for a while but recently tried compiling from source using build script 0.9.8 and it flunks out on "Update Source" but everything else checks out OK. I'm trying to maintain an x64 build that's optimized for my dual core laptop.

Have I missed something?
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on December 28, 2011, 10:19:58 am
== 2011.12.28 == 1.0.0 =====================================
Its finally done!
There is only one small bugfix related to the gui (diff switch)
and an enhanced "threading" during the build.
Meaning
the script will do two things at the same time
like building pk3 files and compile ufo.

changed
bugs
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: ShipIt on January 01, 2012, 07:28:14 pm
First of all : Great !

I used it on my laptop yesterday and had no problems.

Today on my pc it always breaks on 'Ufo AI src' showing this :

(http://www7.pic-upload.de/01.01.12/ihq291wdn15o.jpg) (http://www.pic-upload.de/view-12483577/error.jpg.html)

(http://www7.pic-upload.de/01.01.12/ctd9y65b3lge.jpg) (http://www.pic-upload.de/view-12483912/error2.jpg.html)

Can you help me with this?
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on January 02, 2012, 09:54:12 am
It seams you never got the source completely
(git clone is error prone :()

fatal index-pack failed
the remote end hung unexpectedly

btw
You should attach the log instead of a screenshot

There are 2 options
1) delete the ufoai source and retry (but pray before)
2) run ?:\UFOAIwin32BUILDenv\MinGW\msys.bat and (careful *inux shell)
cmd /c "start %WD%bash --login -i"
git wont return all output into a minitty console, its better to use sh instead
cd /ufoai
git fsck
and google for this error to fix it
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: ShipIt on January 03, 2012, 02:26:31 pm
Got it working. My fault (as expected).

Thank you very much for this.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: balasar on January 21, 2012, 10:30:02 pm
I have the same problem as you solved it?
After pressing "OK" all downloaded data remove. :'(

All is well. I got it manually using the Mingw git and wiki ...
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: ShipIt on January 28, 2012, 09:03:06 am
Hello muton,

balasar is reporting about missing models in the game, using your tool. Link http://ufoai.ninex.info/forum/index.php/topic,6354.msg50517.html#msg50517. He also attached the log there.

I remember I had similar problem once, so maybe you want to have a look at this.

@balasar I missed this post from you, too  :(. Sorry, but I cant remember how I solved it. But the problem was like yours.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: balasar on January 30, 2012, 12:23:26 am
@Muton
How about this error11? (http://sourceforge.net/tracker/?func=detail&aid=3480474&group_id=157793&atid=805242)

I explored that this error appears at, if you select optimization option O3 to build maps. If decrease it - all good.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on January 30, 2012, 09:26:23 am
Hmm
my mapbuild_server is using this options on
Intel(R) Core(TM)2 Duo CPU     E6550
core2 O3 ssse3 L1-line=32 L1-size=32 L2-size=4096

btw you should always attach the whole log as zip
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: balasar on January 30, 2012, 09:56:44 am
I attached him on tracker.
I'll add new here.

My system: AMD PhenomII X2 O3 ssse4a L1-line=64 L1-size=64 L2-size=512
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on January 30, 2012, 02:08:05 pm
try to use
k8-sse3
or
sse3 (not ssse3)
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: balasar on February 01, 2012, 10:41:36 am
With K8-sse3 and only K8 and sse3 is the same error. If decrease O3 to O2 - error is gone.

Update

I made another discovery - error not occurs if you select only one core (any of the two).
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: bucata on February 04, 2012, 11:09:14 am
http://imageshack.us/photo/my-images/7/instance.png/
Compiled this game 10000 times and now i got this!? Any idea anyone.
I tryed all even re-downloaded all sources, compilers and shit.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on February 06, 2012, 08:30:41 am
@balasar

Just to clear things
O3 O2 ... isnt called by the script
I just use it to keep things strait and simple
The reason is this error you get

gcc group a lot of options into Os O1 O2 ...
I simply removed all those options that let ufo2map crash on a AMD K8 & intel
-O3 adds this option
-finline-functions -funswitch-loops -fpredictive-commoning -fgcse-after-reload -ftree-vectorize

Because i dont have a K10 at hand
try this
run
C:\UFOAIwin32BUILDenv\MinGW\msys.bat
use the arrow up button to
export LDFLAGS='-s' ; export CFLAGS='-mtune=native -O1 -msse -mfpmath=sse -mieee-fp -fno-strict-aliasing ....' && make ufo2map Q= -B -j4  || exit 1 ; exit 0
remove the leading  || exit 1 ; exit 0
and the CFLAGS options
-finline-functions -funswitch-loops -fpredictive-commoning -fgcse-after-reload -ftree-vectorize
one by one
to find the option that let ufo2map crash
possible that only one of these options (or maybe 2)
is responsible for this error.

Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: balasar on February 06, 2012, 05:57:46 pm
@muton
I investigated that without "-ftree-vectorize" flag ufo2map does not crash. Also if set -threads <2 then ufo2map don't crash in any case.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on February 07, 2012, 08:12:36 am
thx
ill remove it in 1.0.1

Maybe an explanation why this is working on K8 but not on K10
http://www.xbitlabs.com/articles/cpu/display/amd-k10_7.html

That the whole thing is working in single thread
is expected in such a case.

Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on February 09, 2012, 05:56:41 pm
== 2012.02.09 == 1.0.1 =====================================
Fixed a bug that let ufo2map crash if its running on a AMD K8/K10

bugs
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: bucata on February 13, 2012, 11:40:58 pm
Any way I can get older version of that script that was actually working for me!?
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on February 14, 2012, 07:58:24 am
what for?
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: bucata on February 14, 2012, 10:14:36 am
Because of this: http://imageshack.us/photo/my-images/7/instance.png/
Some process check? Well have no other instance of the compiler running. I cannot attach the log.. cause with this error it does not make one... it can actually download the source but at compiler phase it gives this message and stops. Dunno what happened.. does it make some temp files I should erase?
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on February 14, 2012, 07:04:10 pm
That
Code: [Select]
If @OSVersion = "WIN_2000" Then
$Process_array = ProcessList(StringLeft(@ScriptName, 15))
If $Process_array[0][0] > 1 Then
MsgBox(270352, "Error 000", @CRLF & "An instance of " & @ScriptName & " is already running!" )
Exit
EndIf
Else
$Process_array = ProcessList(@ScriptName)
If $Process_array[0][0] > 1 Then
MsgBox(270352, "Error 000", @CRLF & "An instance of " & @ScriptName & " is already running!" )
Exit
EndIf
EndIf

was added @ 0.9.3

Because you are the only one with this problem
its hard 4me to debug.

Try this (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/make_UfoAI_win32.3.3.6.1.zip) one
i've compiled it using autoit 3.3.6.1
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: bucata on February 15, 2012, 06:15:36 pm
Nope, its same error.

If its not too much bother can you just put in comment all this section... or just give me the script i will recompile myself.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on February 16, 2012, 08:44:05 am
The problem is on your side
you should find out why this problem occur.
Possibly a virus scanner who run the program internally to check the behavior ...
File emulation .... (http://en.wikipedia.org/wiki/Antivirus_software#Identification_methods)

There is a reason for this check
if you run it twice you would screw up the whole setup

The source is always extracted as soon as you start the program
its called make_UfoAI_win32.au3
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: bucata on February 16, 2012, 10:43:08 pm
Well something is wrong for sure.. prolly have to preinstall windows next time to fix it.
But anyway I bypassed the process check as result now IT WORKS.
Thanks a lot of your help.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on April 09, 2012, 03:21:20 pm
== 2012.04.09 == 1.1.1 =====================================
You are now able to select the branch you want to build
Be careful with it because youll switch to the selected branch
and than you likely need to compile maps again
(http://ufoai.org/forum/index.php?action=dlattach;topic=3843.0;attach=7740;image)


best practice if you switch often
Code: (open cmd) [Select]
md D:\UFOAIwin32BUILDenv\2.4
md D:\UFOAIwin32BUILDenv\2.5
copy /y D:\UFOAIwin32BUILDenv\make_UfoAI_win32.exe D:\UFOAIwin32BUILDenv\2.4
copy /y D:\UFOAIwin32BUILDenv\make_UfoAI_win32.exe D:\UFOAIwin32BUILDenv\2.5
md D:\UFOAIwin32BUILDenv\MinGW\ufoai_2.4\.git
md D:\UFOAIwin32BUILDenv\MinGW\ufoai_2.5\.git
@echo \objects\>"%tmp%\exclude.txt"
xcopy D:\UFOAIwin32BUILDenv\MinGW\ufoai\.git D:\UFOAIwin32BUILDenv\MinGW\ufoai_2.4\.git /E /V /H /R /Y /EXCLUDE:%tmp%\exclude.txt
xcopy D:\UFOAIwin32BUILDenv\MinGW\ufoai\.git D:\UFOAIwin32BUILDenv\MinGW\ufoai_2.4\.git /E /V /H /R /Y /EXCLUDE:%tmp%\exclude.txt
del "%tmp%\exclude.txt"
linkd D:\UFOAIwin32BUILDenv\MinGW\ufoai_2.4\.git\objects D:\UFOAIwin32BUILDenv\MinGW\ufoai\.git\objects
linkd D:\UFOAIwin32BUILDenv\MinGW\ufoai_2.5\.git\objects D:\UFOAIwin32BUILDenv\MinGW\ufoai\.git\objects
This will hardlink
D:\UFOAIwin32BUILDenv\MinGW\ufoai\.git\objects
and save you a lot of space

start D:\UFOAIwin32BUILDenv\MinGW\msys.bat
Code: (msys.bat) [Select]
cd /ufoai_2.4
git checkout .
cd /ufoai_2.5
git checkout .

Now run D:\UFOAIwin32BUILDenv\2.4\make_UfoAI_win32.exe
point to the directories and dont forget to use ufoai_2.4 or ufoai_2.5 as the source directory

start compiling

add
bug
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on April 21, 2012, 12:07:27 pm
== 2012.04.21 == 1.1.2 =====================================
Just a tiny bug
that lists all revision time stamps of a commit instead of only the last one


bug
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: aestend on April 23, 2012, 03:06:42 am
I've been gone a while, and when I try to redownload the starter file "UfoAI_win32_build_environment_0.3.1.exe" The file size is only about 70meg and errors out. I seem to recall the file being much larger than 70meg. Is it a temporary issue? Can't wait to get back in, game seems to have improved markedly since last I was around.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: H-Hour on April 23, 2012, 09:33:42 am
Welcome back. We now offer nightly builds of the latest development version as well as our release candidate for the next stable version (2.4). Check out our downloads (http://ufoai.org/wiki/index.php/Download) page under 2.4 dev for the stable release candidate and Development (latest) for a nightly build of our latest development version.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on April 23, 2012, 06:27:37 pm
UfoAI_win32_build_environment_0.3.1.exe is in fact just 76MB big (and working well)
You would need the source too and than you will get your >2Gig

As already mentioned
better use the nightly builds
but (self-praise ::)) i prefer this one (http://ufoai.org/forum/index.php/topic,6302.msg49930.html#msg49930)
getting updates is easier this way
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: aestend on April 24, 2012, 05:41:21 pm
Strange, guess i'll download it again.
I hear you on the nightly build updater thing, but in the past I enjoyed editing some of the .h files to tweak the campaign difficulty :p

Using a third browser, and when extracting, it gets to 125meg processed, and then halts, and goes no further.

Even stranger, though I had tried before, using 7zip itself to unpack worked!
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on April 24, 2012, 06:28:05 pm
Its an LZMA2 archive and most tools cant handle that kind of type
thats why its an sfx archive

Hope you have a fat line to the net
or you run into troubles getting the source from sourceforge
referring to http://ufoai.org/wiki/index.php/Getting_the_source#github

Would be a good idea for me to use github and than switch to sourceforge as suggested
Some work 4the weekend ;)
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: aestend on April 24, 2012, 11:44:35 pm
About 1.5 MByte/s Should suffice, considering last time (SVN days) my pipe was only 1 MegaBIT lol
Doubly strange, the make tool wouldn't start, tossed me a crash error. But works fine since I restarted my lappy.

Just want to verify, I can update mingw and codeblocks from the web right? If I can without breaking anything.... should I?
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on April 25, 2012, 06:36:56 pm
the tool will do any update 4you
just run it and forget the rest

but you should realize that git is different from svn
if you modify the sources you run into troubles getting any source update

git will deny any update on top of your changes
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: aestend on April 26, 2012, 03:56:21 am
The particular thing I liked to change in the source was the attribute scores distribution on newly created soldiers. Poked around for hours, then checked the already installed ufos.pk3, and it's in one of those files :D So I'm all good.

However one particular thing I'm not sure is possible, or if it would even matter. From what I understand, if I were to build while selecting processor details for my computer(i.e. sse 4.2), it would run a bit better/smoother/faster/whatever, than the catch all PentiumSSE builds. If that is the case, then what would need to be done to build as 64bit?
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on April 26, 2012, 05:37:26 pm
The game doesnt run faster when using sse
im using it manly for compatibility (x87 80bit <> double 64bit, rounding problem, SSE 64bit)
and 64bit is a completely different story
you need 64bit mingw and 64bit libs
which means month of work
for nearly nothing

Dont compile the game if you dont need to
no troubles on your side
Just enjoy the ride with the nightly build
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: JFDionne on May 31, 2012, 12:20:23 am
Hello, hope you are doing well, I'm trying to build the game with your nice product, but when I press the start button I got the error:

Error 48
Unable to find a free Drive slot

any suggestion to do for fix this error? :)
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on June 02, 2012, 03:09:59 pm
That means the script is unable to find a free srive slot
like
C:
d:
or whatever
store the whole thing in a folder where the name contains no spaces
like c:\compile_ufoai

The easiest way to get the game is by using the nightlys
http://ufoai.org/forum/index.php/topic,6302.0.html
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: ManicMiner on June 13, 2012, 08:00:23 pm
Hi

All of a sudden I'm getting  "fatal: unable to connect a socket" messages when using the build script- and I'm currently away from home, but with access to a very fat internet pipe with no proxy server or port restrictions. Antivirus etc are all turned off as well. Has anything happened recently (in the past month) that might have adversely impacted the build script?
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on June 15, 2012, 06:22:08 am
git error
sourceforge seams to be offline

appears from time to time
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: ManicMiner on June 15, 2012, 10:17:27 pm
Thanks. I'll try it again tomorrow. I'm at home now and am still having difficulties.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: ManicMiner on July 22, 2012, 02:37:10 pm
Hi,

I never did get to the bottom of the GIT errors but after several attempts I did eventually manage to get it going. I now get different issues during compiles. Sometimes it compiles with warnings but completes OK, other times it errors out.

I have attached the latest one that failed.

Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on July 23, 2012, 08:46:57 am
maybe you are out of diskspace?
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: ManicMiner on July 23, 2012, 05:05:37 pm
No, I have 87GB free.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on July 27, 2012, 03:15:08 pm
i cant help you than
"im idling"

All i can say is
that on my server the nightlys are build fine ...
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: ShipIt on July 27, 2012, 09:44:37 pm
Works fine on my laptop, too.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: ManicMiner on July 29, 2012, 01:47:56 pm
Works fine on mine too. 50% of the time anyway...
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on August 11, 2012, 09:07:17 am
== 2012.08.11 == 1.1.3 =====================================
To hunt this zip error down
the script will now return the called program error code
instead of 1 to indicate an error


change
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: ManicMiner on August 11, 2012, 11:47:14 pm
Ta!
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: ShipIt on September 27, 2012, 05:42:25 pm
What do I need to change after the repo switch? If I start now, it reports error, "Unable to copy new revision".
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on September 28, 2012, 05:49:39 pm
????
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: DarkRain on September 28, 2012, 11:27:28 pm

New SF project SW / New git URLs / repo location (http://ufoai.org/forum/index.php/topic,6921.0.html)
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on September 29, 2012, 08:21:49 am
== 2012.09.29 == 1.1.4 =====================================
The script will check each time you build UfoAI
if your git repository setting is correct and if not change it


add
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: ShipIt on September 29, 2012, 03:03:59 pm
This solved the problem, despite the fact I did not describe it very well.  :-X  Thanks.

Next problem is an error that occours later on. Of course I am not sure if it is a problem of the script at all. Log attached.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on September 29, 2012, 04:21:43 pm
There i a glitch with your copy
"H:\UFOAIwin32BUILDenv\MinGW\bin\git.exe" pull --rebase
........
error: unable to unlink old 'src/client/cgame/staticcampaign/cl_game_staticcampaign.h' (Permission denied)
error: unable to unlink old 'src/client/cgame/staticcampaign/save/save_staticcampaign.h' (Permission denied)
error: unable to unlink old 'src/client/cgame/staticcampaign/scp_missions.h' (Permission denied)
error: unable to unlink old 'src/client/cgame/staticcampaign/scp_parse.h' (Permission denied)
error: unable to unlink old 'src/client/cgame/staticcampaign/scp_shared.h' (Permission denied)
error: unable to unlink old 'src/tools/radiant/radiant/ui/textureoverview/TextureOverviewDialog.cpp' (Permission denied)

seams to be a file-ACL error
do you have full permissions on that (sub)folder

be sure that there is no git error:
run
h:\UFOAIwin32BUILDenv\MinGW\msys.bat
cd /ufoai (or wherever your source is)
git fsck
git fetch
git pull --rebase
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: ShipIt on September 29, 2012, 11:10:30 pm
It worked  :D - I re-checked the write access for the drive, and followed the git instructions. 'pull --rebase' reported "refusing to pull with rebase: your working tree is not up-to-date" - I did 'stash save', 'stash drop' and 'pull --rebase' again. After this the script worked nicely again.

Thanks for your help.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: DexCisco on November 17, 2012, 04:58:04 am
Tried running the EXE.  It set off my antivirus several times.  I finally got around that and then I got this error:

Error 48
Unable to find a free Drive slot
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on November 17, 2012, 07:33:31 am
Poor AV programs always trigger a false positive if they encounter Autoit

Because of that path
C:\Documents and Settings\Administrator.EXPERIEN-F6A02D\ufoai
i try to subst this path to a drive
but i wasnt able to find a free slot.
The source cannot be compiled with that path


http://ufoai.org/wiki/MinGW_Win32_(guided_with_GUI)#First_we_need_MinGW_and_tools

Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Azrael0480 on November 19, 2012, 09:37:57 am
Hi, just a stupid question. Is it normal that the map hashes in my local "map_last_build.md5" are always different from the ones found at "http://www.students.meduniwien.ac.at/~mzellh39/ufoai/map_last_build.md5"? So it seems useless for me to choose the download option for the maps, as it always downloads all maps even when there are no changes. Or depend those hashes on the environment where the game is build?
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on November 19, 2012, 05:39:52 pm
Those online-maps are from the master branch (2.5)
if you compile 2.4 its highly likely that you need to compile the maps on your own

Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Azrael0480 on November 20, 2012, 08:24:25 am
Hi, i use the master branch (see attached ini) to build the game.  ::)  The source files are freshly updated with TourtoiseGIT. If i use the GIT option in "make_UfoAI_win32.exe" it won't build.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on November 20, 2012, 05:20:54 pm
You should take this git error seriously
git denies to pull
and so your master is not up2date

You need to fix this git error
Code: [Select]
src/client/ui/node/ui_node_model.cpp: needs update
src/game/g_spawn.cpp: needs update
src/server/sv_rma.cpp: needs update
src/server/sv_rma.h: needs update
src/tests/test_mapdef.cpp: needs update
src/tests/test_rma.cpp: needs update
refusing to pull with rebase: your working tree is not up-to-date

btw.
trash TourtoiseGIT


run ?:\UFOAIwin32BUILDenv\MinGW\msys.bat and (careful *inux shell)
cmd /c "start %WD%bash --login -i"
git wont return all output into a minitty console, its better to use sh instead
cd /ufoai
git fsck
git reset --hard
git fetch
git pull --rebase
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Legendman3 on December 17, 2012, 06:58:14 pm
== 2012.09.29 == 1.1.4 =====================================
The script will check each time you build UfoAI
if your git repository setting is correct and if not change it

Where is the download for the 1.1.4 version?
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: ShipIt on December 17, 2012, 08:32:56 pm
Should still be make_UfoAI_win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/make_UfoAI_win32.exe).
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Legendman3 on December 17, 2012, 09:19:50 pm
Thanks. I just skimmed this thread and looked at the wiki(which has .97 version btw).
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Legendman3 on December 18, 2012, 12:25:54 am
Thanks. I just skimmed this thread and looked at the wiki(which has .31 version btw).
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Azrael0480 on May 29, 2013, 10:02:10 pm
Hi, i have a problem with the build script. The last time i used the script (22 April 2013) everything was fine. Now the building process of the PK3 files stops with a Window with the title "Error 56" and a text :"Error 2 during pk3 compression". Do you have any idea whats wrong now?

The log and ini files are attached.

Thx in advance,

Azrael
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on June 01, 2013, 07:42:07 am
Having this trouble too ...

http://ufoai.org/forum/index.php/topic,6521.msg59492.html#msg59492
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Azrael0480 on June 03, 2013, 11:32:48 am
Today i gave it another try and it's working again.  :)
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: balasar on June 13, 2013, 09:00:59 am
Hi. I can't compile source. Error 54 and 2...
see http://ufoai.org/bugs/ufoalieninvasion/issues/5025 There is attached a log.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on June 13, 2013, 05:10:21 pm
use notepad to open C:\UFOAIwin32BUILDenv\MinGW\bin\WINenvVER
and change the string to 0.3.1

Ive used incremental patches instead of differential ...
fixed it
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Azrael0480 on August 05, 2013, 04:54:09 pm
Hi, i tried to compile the source today and got Error 51 and Error 2 during ufomodel. Logs are attached.

Thx in advance,

Azrael
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Kemlo on August 05, 2013, 06:02:29 pm
Hi, i tried to compile the source today and got Error 51 and Error 2 during ufomodel. Logs are attached.

Thx in advance,

Azrael

Same issue here.
Title: Re: make_UfoAI_win32 (all in one win32 build script)
Post by: Muton on November 04, 2013, 05:31:36 pm
no longer maintained