Windows Development Builds

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 Post subject: Windows Development Builds
PostPosted: Wed Mar 08, 2006 6:08 am 
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This post is intended to help Windows users who need help keeping an up-to-date build of the unreleased development version of Scorched3d for updating mods and helping in bug testing.

You will first need to acquaint yourself with CVS (Concurrent Versioning System) if you have never used it in the past. You are going to be relying on it to retrieve updated binaries (the executable file you run) and data files (the source code, docs and xml files) from Sourceforge.net. An excellent place to start learning about it is Sourceforge's own CVS documentation. I'd advise reading through that page before continuing onward.

Next, you'll need to install a CVS client, because Windows doesn't come with built in CVS support like Linux. I recommend TortoiseCVS (shown below) as it integrates CVS functionality into Windows Explorer. Although there are also other clients available such as WinCVS. For this little introduction guide, I am using TortoiseCVS.

Once you know a little bit about what CVS is and you have a functional client installed, the next step is to obtain your working copy of the most recent binary, data files and source code. Before doing so however, I recommend you make a new directory on your harddrive where you will do all your Scorched 3D CVS work. Mine is C:\scorched-cvs\, you can put yours wherever you want. I will refer to this location as your dev folder (development folder) or your CVS folder.

Next you'll need to download the latest binary to the new directory you made. This is done by using the CVS 'checkout' command. TortoiseCVS makes this pretty simple. You simply right-click on the new dev folder you just made and choose CVS Checkout. A dialog will pop-up asking you for some information. You'll need to enter in the following information.
    Set protocol to pserver
    The server address is scorched3d-mods.cvs.sourceforge.net
    The repository-folder is /cvsroot/scorched3d-mods
    Your username should be anonymous
    The module name at the bottom is devbuild
Filling those out puts together your CVSROOT info for you, which should read:

Code:
:pserver:anonymous@scorched3d-mods.cvs.sourceforge.net:/cvsroot/scorched3d-mods

The info should look like this:

Image

If all was entered correctly, hitting OK will start the process of downloading the devbuild module to your new cvs directory. After it is done, you should see a new directory called devbuild pop up in your CVS folder. In proper terminology, what you have just done is obtained a copy of the devbuild module from the scorched3d-mods project at Sourceforge. Open it up and you should see a readme file. Read through the readme file and there will be a date and time posted that you will need to use to retrieve the data files and source code in the next step.

Now it is time to retrieve the data files which match up with the binary you just downloaded using that date you saw in the readme file. To do so you will follow the same process you used above to checkout the devbuild module, with a few exceptions. Again, you right-click on your cvs folder and choose CVS Checkout. The protocol and username will remain the same. But, you will need to change the server name to scorched3d.cvs.sourceforge.net and the repository name to /cvsroot/scorched3d (not scorched3d-mods), and the module name is scorched. You will also need to click on the second tab at the top of the dialog labeled, Revision, and down in the Date/Time section, click 'Files at a certain time' and either type in or use the calendar to navigate to the date mentioned in the readme file. When you've got it set up, click OK.

Image

This will download the Scorched3D data files that correspond to the point in time when the build was made. It will take quite a while to download all the data files for the first time, but it will be much faster during subsequent updates. Again, like the first time, a new folder will pop up in your cvs folder, this time called scorched. This new directory contains not only the standard data and documentation files you are used to, but the entire source code for the game as well.

At this point, you should have all the files you need run your up to date (unreleased) build of the game. You could simply extract the scorched.exe file from the devbuild archive straight to the new /scorched/ folder that was created in the last step and run it, but I don't recommend that. Instead I would make another new folder somewhere and then copy the data and documentation folders over to it (from your cvs folder/scorched/). You will also need to copy the .dll files from the scorched module and extract the .exe file from the devbuild archive. You can copy the readme and todo files and such too if you want, but they're not essential just for a testing/development build. You do not need to copy the other folders (borland, generic, src, etc.). They contain the source code which is used to compile the executable file. This will give you a functional copy of the dev build that you keep seperate from your copy of the CVS repository and that you use for your mod development.

Make sure you backup your .scorched3d folder where your ids.xml and your mod files are. If you don't, all your downloaded mod files will be moved to a new 'oldmods' folder and it can be a hassle. You'll also run into various other problems/errors related to changes in the display.xml and/or keys.xml file and so forth. Later, when you want to go back to playing the official release, you can restore the .scorched3d folder you backed up and you won't have any problems that way. Another suggestion to mod makers is that you, the designer, move your working development copy of your mod into your new development build's /data/globalmods folder (the one you keep seperate from CVS). That way it will not be moved around when switching between different builds/versions of Scorched 3D.

In the future, when you want to check for updates. You will follow a similar process. Start by right-clicking on the devbuild module's folder and choose 'CVS Update'. This will check to see if there is a newer binary than the one you currently have in your devbuild folder. If it downloads a newer build, then you'll need to check out the readme file and get the build date again. Now you'll right-click on the scorched module's folder and choose Update Special located under the CVS-> menu option. Select 'Get date/time' and enter in the date that was posted in the readme file.

Image

You should now have all your files back up to date with the more recent build you downloaded. Now, at this point after an update, I generally WOULD extract the .exe file straight to your scorched module's folder. What I would then do is test it out a little bit first to make sure its stable enough on your system before using it to develop. That way, if you run into problems right away, you'll still have your previous build that was functional. If you don't notice any immediate problems after playing a bit, then you can move it over to your actual working development copy (the one seperate from CVS) and use it to continue developing your mod.

One final thing, I would suggest that you DO NOT pass out copies of the development builds to people who are not somewhat knowledgable or building a mod. I would also suggest you don't try to run a public (published) server with a development build as it would likely cause confusion in the online community. However, a non-published server might not be a bad idea if you want to get together with other devs and test the latest server/client code.

Another thing, although I am likely to be the only one to update the builds and the text in the devbuild readme file, ANYONE who is a developer on the scorched3d-mods project at Sourceforge can update the build or the information in the readme. So, if you think something needs to be added to the readme file, feel free to add it.

Well there you have it, a guide to obtaining a recent development build for Windows using TortoiseCVS. If I left anything out, let me know and I'll add it in there. Hope this helps.
Undead.

Scorched 3D Documentation & Help


Last edited by Bobirov on Tue May 16, 2006 4:02 am, edited 2 times in total.

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PostPosted: Thu Mar 09, 2006 9:04 pm 
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the devbuild is at scorched3d-mods, but the cvs updates for the source and data files are ar at scorched3d. hmmmm

perhaps he did it the other way around and also posted the devbuild at scorched3d and not "mods". maybe he hasn't gotten to actually posting it yet? but i thought he did.

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PostPosted: Fri Mar 10, 2006 1:30 am 
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No, I think there was a problem when I posted the devbuild module. My connection has been just screwed as of late as my provider continues to work on their lines. I had noticed this today when I was looking at the repository from work. Going to try to recommit it and see what happens. I was hoping I'd get away without anyone noticing but I guess not.. ;)
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PostPosted: Fri Mar 10, 2006 3:20 am 
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Just a note, Shock: There was trouble with anonymous cvs access on sourceForge for a bit the other day - you may have been trying in that time.

cbx
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PostPosted: Fri Mar 10, 2006 4:45 am 
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Actually it seems like that may still be the case. I can checkout the module just fine as long as I use my ssh key and sourceforge ID. But if I try to checkout using anonymous pserver access, I get the same 'module not found' error. The module isn't showing up in the web based browser either, but I know for a fact it is there as I have committed an updated build and checked it back out using ssh. The really funny thing is, I can checkout other modules with anonymous pserver access, just not the devbuild one. I am kind of stumped here at the moment. Maybe I'll get lucky and it will clear up... :)

However, if you guys want to generate an SSH key, you shouldn't have a problem checking it out. I used PuTTY to generate mine and I use Pageant for authentication. If you ever want to commit your mods to the scorched3d-mods repository, you'll have to do this eventually. Might be a good time. :)
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PostPosted: Fri Mar 10, 2006 11:45 am 
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The anonymous CVS used to be off a seperate replicated server which was slightly behind (time wise) the main CVS servers. Not sure if this is still the case.


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PostPosted: Fri Mar 10, 2006 5:43 pm 
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Ah, I see. Thanks for the info Gav, I was unaware of that. It looks like it has finally been posted. So you should be able to retrieve it anonymously now.

Now all I have to do is figure out how to remove the 2nd module I added thinking the first one was screwed... :oops:
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PostPosted: Sat Apr 08, 2006 5:03 pm 
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I've been getting a crash when destroying my buildings which drop powerups in recent builds. So that is why I haven't updated the dev build just yet. I am waiting for the issue to be resolved. Although I may just go ahead and update it anyways here in the next couple days if the issue is not resolved.

Just thought I'd comment on the lack of a dev build update since CVS came back up. I haven't been neglecting my duties. I've just been searching for a build that is good and stable. :)
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PostPosted: Sat Apr 08, 2006 11:19 pm 
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its ok, they still haven't gotten anonymous CVS support back up. There is no way to update right now. :cry:
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PostPosted: Sat Apr 29, 2006 4:45 pm 
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Slightly off-topic, I know, sorry, but....

Any chance of getting the latest CVS source posted somewhere?
It's been a long time since I've been able to update... :(

cbx
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PostPosted: Sat Apr 29, 2006 7:15 pm 
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At this rate it is probably better to just wait for the CVS to come back up
as it is almost the end of the month now. The CVS should be coming
back up soon if nothing else goes wrong.
Beware the VOID

When in doubt on why your mod broke...
it's all Bobirov's fault.


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PostPosted: Sat Apr 29, 2006 11:06 pm 
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jdog wrote:
At this rate it is probably better to just wait for the CVS to come back up
as it is almost the end of the month now. The CVS should be coming
back up soon if nothing else goes wrong.


Just curious - was it mentioned somewhere that I didn't see that it would be up at month end?
To be honest, I don't fully understand that page, but it sounds like it provides the answers you need. - Deathstryker

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PostPosted: Sun Apr 30, 2006 3:16 pm 
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Quote:
( 2006-04-14 11:18:04 - Project CVS Service ) As of 2006-04-14 we have an estimate on when
the replacement CVS hardware for the new infrastructure will arrive. As soon as we get in into
our hands, we'll actively work on it, with a goal of having it online by the end of the month of
April. This is a best guess, and may not get hit due to the aggressive timeline we have placed on this project. However, be assured that recovery of this service in full is our highest priority.....
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PostPosted: Sat May 13, 2006 9:51 pm 
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Now that CVS is back to functioning. I will be updating the devbuild again here at some point this weekend. Just so you guys know, be on the lookout for it.
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PostPosted: Sun May 14, 2006 9:07 pm 
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Has anyone else been having problems with the new CVS not wanting to finish downloading the files? At first it complained about the files I had there when I tried to update and I move stuff out then it said it couldn't complete the update after it was done(I think). The CVS gave me a error about unable to complete download when I had to stop it and then started it back up untill I got rid of the folder I stop it on.
Beware the VOID

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