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Coding / Re: Comments on Compiling
« on: October 10, 2007, 10:06:56 pm »I am looking forward to a more formalized splitup.Glad we agree on that. :-)
Quote from: Punkiee
The second point being the long times for maps compiling. Apparently the non annoyed svn users just dont recompile their maps. For over a month i have only been looking in the game code and thus didnt need to recompile the language files nor the maps.This is a good point except... you are not using svn maps - i.e. not using full svn. Know what that means? People not testing the exact contents properly, but merely a close estimate of the svn version of the game. Subtle bugs could easily sneak in with this scenario.
Quote from: Punkiee
As shown you can get bootstrapped fast by the mappacks. So all in all, the long time for compiling maps is a problem with a magnitude several orders less then you make it look like.With the svn split you agree with, ok, it is a smaller issue, but it can be made to go away entirely.
Quote from: Punkiee
Executables in svn? Of course, they ARE the source!That's a strange statement to make. A .exe or .dll can not be considered source. They can be considered libraries or tools. Talking about derived vs source makes no sense and in all my years of experience I have never heard anybody try to rationalise this like you do.
Quote from: Punkiee
*svn is not what [freegamer] thinks it isI know exactly what svn is, but I'm suggesting that binding svn to handling only source is an ideological view, whereas the practical view is to use it for things that aid development and makes it easier for new contributors. By using svn astutely instead of ideologically, you can distill your svn build process to this:
Code: [Select]
svn co http://ufoai.svn.sourceforge.net/svnroot/ufoai ufoai
cd ufoai
make
And getting completely up to date to this:
Code: [Select]
svn up
make clean && make
Instead you have multiple steps, multiple ways of accomplishing these steps, and an arduous map compilation process.