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Re: DRD Team Dev builds

PostPosted: Sun May 14, 2017 11:24 pm
by Nash
So why is the FMod DLL still being included in the devbuilds?

Also gzdoom.sf2 is missing.

Re: DRD Team Dev builds

PostPosted: Mon May 15, 2017 1:32 am
by _mental_
FluidSynth DLLs are missing too.

Re: DRD Team Dev builds

PostPosted: Mon May 15, 2017 1:46 am
by Rachael
I updated my personal build system for QZDoom - sorry that took so long.

The update will not take effect until the next time I build QZDoom, though - probably tomorrow.

Re: DRD Team Dev builds

PostPosted: Mon May 15, 2017 9:05 am
by Enjay
Off-topicy soundfont discussion (that I started :oops: ) split to here: viewtopic.php?f=4&t=56448

Re: DRD Team Dev builds

PostPosted: Sat May 20, 2017 12:13 pm
by Nash
- Old OpenAL DLL with no support for stereo weapon sounds is still being distributed
- FMod DLL is still being distributed (for the third time now............)
- FluidSynth DLL missing
- gzdoom.sf2 missing

Anybody home? :shrug:

Re: DRD Team Dev builds

PostPosted: Sat May 20, 2017 3:00 pm
by Rachael
I've sent Blzut3 a PM with your post.

QZDoom should be distributing the correct files, if you need them quickly.

Re: DRD Team Dev builds (temporarily down)

PostPosted: Thu Jun 13, 2019 11:01 pm
by Rachael
Update 2019/Jun/14
The site is undergoing changes. The host pulled out the rug right from under me so I have to recode some of the scripts in order to adapt.

I'll have it back up and running as soon as I can. Sorry. In the meantime you guys are encouraged to post builds in this topic until I get things working again. Linking to AppVeyor artifacts is acceptable as well.

Re: DRD Team Dev builds (restored)

PostPosted: Sat Jun 15, 2019 2:40 am
by Rachael
Update 2019/Jun/15
I've rewritten some of the service scripts that push the files on the site. Everything should be working again. Please let me know if there are any problems.

Re: DRD Team Dev builds (restored)

PostPosted: Sun Jun 23, 2019 4:07 pm
by drfrag
32 bit devbuilds (v141_xp) are failing and 64 bit ones are missing too, only the logs are there.

Re: DRD Team Dev builds (restored)

PostPosted: Mon Jun 24, 2019 2:24 am
by Graf Zahl
drfrag wrote:32 bit devbuilds (v141_xp) are failing


Big surprise there. They need to switch to the non-XP toolset.

Say what you want, but a devbuild server, even if mostly automated, also needs a bit of maintenance and updating if the project it builds changes, and this clearly hasn't happened yet.

Re: DRD Team Dev builds (restored)

PostPosted: Mon Jun 24, 2019 2:32 am
by drfrag
The main problem i see here is successful 64 bit builds not being uploaded when the 32 bit ones fail.

Re: DRD Team Dev builds (restored)

PostPosted: Mon Jun 24, 2019 3:43 am
by Graf Zahl
Agreed. That is indeed a problem. Considering that 64 bit is the primary target it's not good if the secondary one, more prone to undiscovered problems, can block it.

Re: DRD Team Dev builds (restored)

PostPosted: Mon Jun 24, 2019 3:58 am
by Blzut3
You guys know the scripts are public right?

Anyway since drfrag PM'd me, I'll take care of it.

Edit: And done. I assume that the legacy builds (if there should be another one) should still be on the old config?

Edit 2: Opened ticket regarding desire for partially failed builds to be uploaded.

Re: DRD Team Dev builds (restored)

PostPosted: Mon Jun 24, 2019 4:25 am
by Graf Zahl
Blzut3 wrote:You guys know the scripts are public right?


Actually, no, I didn't. How does it work? Make a pull request if something changes?

Re: DRD Team Dev builds (restored)

PostPosted: Mon Jun 24, 2019 4:35 am
by Blzut3
Yep. I do require a pull request instead of giving you all commit access since if there's some environment change like a new compiler requirement then that will ensure that I'm notified and can massage that. But yeah if there's a CMake setting change or if you want to change where it's pulling the libraries from sending a pull request is the best way to go about it.

You can also open tickets against that repo as well as that will ensure that I see your request for change.