DRD Team Dev builds (restored)

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Nash
 
 
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Re: DRD Team Dev builds

Post by Nash »

So why is the FMod DLL still being included in the devbuilds?

Also gzdoom.sf2 is missing.
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Re: DRD Team Dev builds

Post by _mental_ »

FluidSynth DLLs are missing too.
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Rachael
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Re: DRD Team Dev builds

Post 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.
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Enjay
 
 
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Re: DRD Team Dev builds

Post by Enjay »

Off-topicy soundfont discussion (that I started :oops: ) split to here: viewtopic.php?f=4&t=56448
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Nash
 
 
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Re: DRD Team Dev builds

Post 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:
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Rachael
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Re: DRD Team Dev builds

Post by Rachael »

I've sent Blzut3 a PM with your post.

QZDoom should be distributing the correct files, if you need them quickly.
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Re: DRD Team Dev builds (temporarily down)

Post 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.
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Rachael
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Re: DRD Team Dev builds (restored)

Post 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.
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drfrag
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Re: DRD Team Dev builds (restored)

Post by drfrag »

32 bit devbuilds (v141_xp) are failing and 64 bit ones are missing too, only the logs are there.
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Graf Zahl
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Re: DRD Team Dev builds (restored)

Post 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.
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drfrag
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Re: DRD Team Dev builds (restored)

Post by drfrag »

The main problem i see here is successful 64 bit builds not being uploaded when the 32 bit ones fail.
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Graf Zahl
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Re: DRD Team Dev builds (restored)

Post 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.
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Re: DRD Team Dev builds (restored)

Post 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.
Last edited by Blzut3 on Mon Jun 24, 2019 4:27 am, edited 1 time in total.
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Graf Zahl
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Re: DRD Team Dev builds (restored)

Post 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?
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Re: DRD Team Dev builds (restored)

Post 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.

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