project-navigation
Personal tools

Author Topic: Latest trunk build  (Read 63306 times)

Offline TrashMan

  • Captain
  • *****
  • Posts: 833
    • View Profile
Re: Latest trunk build
« Reply #30 on: August 10, 2008, 01:08:07 pm »
Third takes friggin forever..it's still on c**** maps.

I tried using map_get.

Sez there's a version mismatch (updated the SVN just now). When I choose Y anyway it closes and does nothing.

This is irritating as hell!

Offline BTAxis

  • Administrator
  • PHALANX Commander
  • *******
  • Posts: 2607
    • View Profile
Re: Latest trunk build
« Reply #31 on: August 10, 2008, 01:53:17 pm »
...sounds much more complicated and difficult to me (a non-coder) than:

1) Go to python progamming website.
2) Download windows installer from "quick links" on left of the front page (It's well marked and conspicuous).
3) Run installer with default choices (nothing fancy, lengthy, or vague, very easy to do!).
4) After install, use standard good old windows explorer to go to the maps folder.
5) Open the compile.py file.
6) Sit back and relax as maps start compiling and updating as needed, unattended.

Yes, the python method is really that easy!

1) copy UFOAI\base\maps\Makefile.win to UFOAI\Makefile
2) copy make.exe to UFOAI\
3) edit Makefile and correct two paths
4) run make.exe
5) Sit back and relax as maps start compiling and updating as needed, unattended.

Sounds even easier than what you wrote down there, hmmm? Plus the big advantage to this method is that you don't need to get extra tools to do this. You might think it's no big deal, but when you start to dabble with the rest of the game development you'll find that you have to keep doing this. SVN? Download extra software. Compiling? Download extra software. Run script A? download extra software. Run script B? Download extra software because it's in a different language than script A. So when there's a method for compiling maps that re-uses software you're already using for something else, that is immensely preferrable to getting python from where I stand.

'Course, it didn't work for him, but I'm going to assume he messed it up.

Offline geever

  • Project Coder
  • PHALANX Commander
  • ***
  • Posts: 2561
    • View Profile
Re: Latest trunk build
« Reply #32 on: August 10, 2008, 03:28:33 pm »
Let's fight, please! :D

Windows way vs. Un*x way.

-geever

Offline Kildor

  • Project Artist
  • Captain
  • ***
  • Posts: 757
  • Project mapper and some other stuff`er
    • View Profile
    • http://ufoai.nx0.ru
Re: Latest trunk build
« Reply #33 on: August 10, 2008, 04:33:20 pm »
Run compile_maps.bat

Offline TrashMan

  • Captain
  • *****
  • Posts: 833
    • View Profile
Re: Latest trunk build
« Reply #34 on: August 10, 2008, 05:24:31 pm »
Run compile_maps.bat

Yup..this one runs way faster than python.Thanks. Hopefully all maps will be compiled by the end of ht day.

Offline TrashMan

  • Captain
  • *****
  • Posts: 833
    • View Profile
Re: Latest trunk build
« Reply #35 on: August 10, 2008, 07:43:47 pm »
K, I have one question...how long is the compiling supposed to take? (curretnly it reached farm/farmhouse map)

And I've been looking at hte compiling readouts, and compile_maps.bat and compile.py seem to process different fiels. What gives?

Offline ghosta

  • Squad Leader
  • ****
  • Posts: 133
    • View Profile
Re: Latest trunk build
« Reply #36 on: August 10, 2008, 09:31:59 pm »
How about uploading a zipped mapfile (~100mb) somewhere? If it gets updated from time to time, there is no need for compiling them for hours. The latest changes can be compiled as usual.

Offline geever

  • Project Coder
  • PHALANX Commander
  • ***
  • Posts: 2561
    • View Profile
Re: Latest trunk build
« Reply #37 on: August 10, 2008, 09:45:31 pm »
How about uploading a zipped mapfile (~100mb) somewhere? If it gets updated from time to time, there is no need for compiling them for hours. The latest changes can be compiled as usual.
The map-get script does this way just you don't have to download hundreds of megabytes for a little change.

-geever

Offline TrashMan

  • Captain
  • *****
  • Posts: 833
    • View Profile
Re: Latest trunk build
« Reply #38 on: August 10, 2008, 09:59:10 pm »
Except that the map_get script doesn't seem to do anything for me.

Hm...it's currently processing /shelter maps.. at this rate another 3 hours or so.

damn, the whole friggin day...on my rig???? Is this normal????

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Latest trunk build
« Reply #39 on: August 10, 2008, 10:48:33 pm »
maybe someone should have a look into the codeblocks project files - it's possible to add user defined commands - so maybe calling "make maps" (from a menu point in codeblocks) should be easy to do (once you know how to handle it in c::b)

Offline Destructavator

  • Combination Multiple Specialty Developer
  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1908
  • Creater of Scorchcrafter, knows the zarakites...
    • View Profile
Re: Latest trunk build
« Reply #40 on: August 10, 2008, 10:54:23 pm »
Quote
damn, the whole friggin day...on my rig?Huh Is this normal?Huh

Actually, yes, it is normal for it to take hours to compile the maps.  That, and if you download pre-compiled ones, they might not be up-to-date.

What I do is if I grab a new SVN copy and don't have any compiled (meaning I have to compile the whole list from scratch) is I let it run overnight.

On a positive note, you should only have to start from scratch like this once, meaning after updating to a new SVN revision, using whatever method you want to use for map compiling should only re-compile the changed maps only.  Depending on how long you wait between updating from SVN and how often changes to maps are made, I've found that on my desktop compiling just updates only takes a few minutes (usually).

Offline BTAxis

  • Administrator
  • PHALANX Commander
  • *******
  • Posts: 2607
    • View Profile
Re: Latest trunk build
« Reply #41 on: August 11, 2008, 12:37:12 am »
maybe someone should have a look into the codeblocks project files - it's possible to add user defined commands - so maybe calling "make maps" (from a menu point in codeblocks) should be easy to do (once you know how to handle it in c::b)

I'd rather you didn't. I tend to use "rebuild project" because otherwise some things might not compile properly, and I don't want to have to wait for the maps when all I'm interested in is an updated binary.

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Latest trunk build
« Reply #42 on: August 11, 2008, 11:19:56 am »
no, that's not what i meant, it would not be related to the build process - but a seperate option in the menubar

Offline TrashMan

  • Captain
  • *****
  • Posts: 833
    • View Profile
Re: Latest trunk build
« Reply #43 on: August 11, 2008, 09:11:53 pm »
Strange...all the maps are compiled, but some missions work (I can enter and fight) and some don't. :-\

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Latest trunk build
« Reply #44 on: August 11, 2008, 09:22:30 pm »
what the console message for those that don't work?