Oh, I didn't realize you had all of that in mind. I don't use Python, but getting the changes (description from bzr) would be easy to add. If you are talking about explicit changes .. I don't think I'm gonna get that far into it.Lucifer wrote:Well, making a buildslave is really just translating to Buildbot's api, all in Python. Also, the build master handles checking for changes and telling the buildslaves when to build, and even goes so far as to send the changes to the slaves. If you want to go that route, I'll re-prioritize the buildbot.Light wrote:I really hate to say it, but at this point, it's not going to do much for you. I had to move a bit of stuff around to make any of this work. I do plan on cleaning it up a little though so I can throw it on my server and set a cronjob to do the dirty work. So, maybe next weekend I can post something more helpful.Lucifer wrote:Can you post the scripts you wrote to do all this? I'll use those as the starting point for a buildslave.
Of course, right this minute I'm trying to fix my broke-ass car, so it'll be a bit, but hey, I'm finding time to post here, logic dictates that means I'm finding time again.
I basically just wrote a script to run through the wiki instructions though. The issues I hit were from messing in both wine and Linux builds, but I have a decent start for the next part. My end script is going to do a little more than just build once a week though. I'm going to try keeping up with revisions. My current script already makes sure there's a new revision before doing anything, so I really just need to get this all going as a job.
On the other hand, I may be on the road to doing what you wanted anyways? I could always add uploading to sourceforge into my script, but I have the client and server packaged together and not nearly as many options as were on Z-Man's. I had a couple problems I didn't work out yet with all of that, but right now it's doing the important parts and can make working builds.
Ultimately, build uploads from the buildbot will be on it's own webpage, and whenever we get it up running and stable, it'll basically be the new place for test builds.
What it is it going to take to make a .4 stable release?
Re: What it is it going to take to make a .4 stable release?
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Re: What it is it going to take to make a .4 stable release?
Don't worry too much about adding stuff like that, especially when buildbot handles that stuff automagically. Just, uh, when you get a script that works in a cronjob, can you send it to me so I can use it to make a buildslave? You know, whenever I get back to that?Light wrote:Oh, I didn't realize you had all of that in mind. I don't use Python, but getting the changes (description from bzr) would be easy to add. If you are talking about explicit changes .. I don't think I'm gonna get that far into it.
Re: What it is it going to take to make a .4 stable release?
Sure. And my script would be grabbing that automatically as well, because I am not gonna go copy/paste every time I update. lol But yeah, when I get things together so they can run on a server, I'll be happy to post my findings. Just be aware that the only way I could make it work was by changing things around a little, but that might settle a bit when I go to set it up from scratch. This time through was a bunch of trial and error, but I was happy to finally get it working.Lucifer wrote:Don't worry too much about adding stuff like that, especially when buildbot handles that stuff automagically. Just, uh, when you get a script that works in a cronjob, can you send it to me so I can use it to make a buildslave? You know, whenever I get back to that?Light wrote:Oh, I didn't realize you had all of that in mind. I don't use Python, but getting the changes (description from bzr) would be easy to add. If you are talking about explicit changes .. I don't think I'm gonna get that far into it.
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Re: What it is it going to take to make a .4 stable release?
have not ready everything here, but there are definitely things from sty+cy or ct's trunk based repo worth using. DELAYED_COMMAND being one.
Also can we switch to git?
Also can we switch to git?
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Re: What it is it going to take to make a .4 stable release?
Can't promise a switch to git.kyle wrote:have not ready everything here, but there are definitely things from sty+cy or ct's trunk based repo worth using. DELAYED_COMMAND being one.
Also can we switch to git?
Can you make a list of what's in there? As in, do you know what all is in there and are willing to make the list? Also, after having such a list, when we start picking which ones to take, would you be willing to make a patch for each one? (It's easier to merge one patch at a time, but I realize that may not be possible) I'm personally willing to drop my purity standards a bit to get good stuff for this release, but will still reject anything that's sloppy or too hacky. Unless it's relatively easy for me to fix it.
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Re: What it is it going to take to make a .4 stable release?
Yes I'll try to make a list, I may just make a branch off of 0.4 and reapply the stuff there so it can be easily merged.
Re: What it is it going to take to make a .4 stable release?
From what I have read, it seems that OpenBSD's SDL2 port is now working properly. Unfortunately, I can't check this using Arma because Arma crashes on startup, as explained in the following thread:Lucifer wrote:* SDL2 support. Apparently this is a thing. Add to it: https://wiki.libsdl.org/SDL_GetPowerInfo as a data source for cockpits. Also, having re-read this thread, is there an OpenBSD port of SDL2 or are we going to have to try to support SDL1.3 for platforms that don't have SDL2 yet?
http://forums3.armagetronad.net/viewtop ... 19#p296319
Any help on fixing that issue would be appreciated
Playing since December 2006
Re: What it is it going to take to make a .4 stable release?
If I can turn this thread back toward the cockpit-branch for a moment, Durf was trying out my new design and found that loading a cockpit through the console created some pretty bad widget placement. He goes on to say:
Just passing on this info in case anyone gets inspired to play around with that branch. I've also noticed the cockpit breaking when I toggle from full-screen (16:10) to windowed (4:3), but I imagine that's one of the pending fixes.D-Man wrote:it seems tho, when you load a cockpit from the console, it will apply the cockpit as if you had a normal ratio, and anything too high will get placed off screen.
This is what I had to do:
full screen ratio, object is placed at Y = 0.4
wide screen ratio, object placed at Y = 0.1
So loading from console it seems to cut off 0.3 units from the visible screen, like it slaps in the cockpit regardless of aspect ratio.
Starting up from tron however, on a widescreen display, 0.4 is near the top, and visible! whereas 0.1 is farther down.
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Re: What it is it going to take to make a .4 stable release?
That would be nice.kyle wrote:Yes I'll try to make a list, I may just make a branch off of 0.4 and reapply the stuff there so it can be easily merged.
Re: What it is it going to take to make a .4 stable release?
I noticed a Filters feature on the internet multiplayer list and was going to try it, but it does not accept any keyboard input here.
Also, I noticed sometimes it doesn't like to allow you to enter a password when logging into a global ID (workaround: just hit up to username and hit down again and it should start working again.)
Both are related to keyboard input and probably have some same root cause.
Also, I noticed sometimes it doesn't like to allow you to enter a password when logging into a global ID (workaround: just hit up to username and hit down again and it should start working again.)
Both are related to keyboard input and probably have some same root cause.
Re: What it is it going to take to make a .4 stable release?
This was definitely working in previous versions, but I've realized it not working as well. Hoped it was working in newer releases since I don't update as often as I should, but it would be nice to have back.aP|Nelg wrote:I noticed a Filters feature on the internet multiplayer list and was going to try it, but it does not accept any keyboard input here.
Re: What it is it going to take to make a .4 stable release?
This happens to me too except that it's everytime, not just sometimes. The workaround works for me too btw.Nelg wrote:Also, I noticed sometimes it doesn't like to allow you to enter a password when logging into a global ID (workaround: just hit up to username and hit down again and it should start working again.)
Playing since December 2006
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Re: What it is it going to take to make a .4 stable release?
me too, I know at one point it was not an issue. It became an issue over a year ago sometime before September 13, 2015.Monkey wrote:This happens to me too except that it's everytime, not just sometimes. The workaround works for me too btw.Nelg wrote:Also, I noticed sometimes it doesn't like to allow you to enter a password when logging into a global ID (workaround: just hit up to username and hit down again and it should start working again.)
Re: What it is it going to take to make a .4 stable release?
Confirmed the filter bug. It's probably SDL2 related. Annoyingly, what also broke in SDL2 is the debug recording of entering text in text menu entries in general, so I'd better fix that first.
Re: What it is it going to take to make a .4 stable release?
The new SDL_TEXTINPUT event type was simply not handled correctly for recordings and the server filter. It's new in SDL2 and I also have just learned of its existence.