Author Topic: Compiling and Saving a Module, outside of toolset?  (Read 2033 times)

Baaleos

  • Administrator
  • Hero Member
  • *****
  • Posts: 1916
  • Karma: +0/-0
Compiling and Saving a Module, outside of toolset?
« on: January 06, 2011, 11:36:53 am »


               Is it possible to compile a Module, and save it as a Mod file, outside of toolset?

eg - Custom Tools that take the files in the temp.0 folder, and turns them into a module?

It just occurs to me that it would interesting to be able to SVN all the files in a temp.0 folder, and have them compiled and saved via scheduled task on a server machine.
               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Compiling and Saving a Module, outside of toolset?
« Reply #1 on: January 06, 2011, 02:23:24 pm »


               Well letoscript with moneo is able to manage mod files, open/save/close/add/remove files. Not sure if there is source available though.
               
               

               
            

Baaleos

  • Administrator
  • Hero Member
  • *****
  • Posts: 1916
  • Karma: +0/-0
Compiling and Saving a Module, outside of toolset?
« Reply #2 on: January 06, 2011, 02:47:54 pm »


               hmm, Sounds interesting.



Even if a scheduled task did the following



Copy base module to directory,

Open,

Remove any files

Add Content from another folder

Save Module.



The idea I had was that for collaborative efforts, instead of multiple people having to have access to a whole module, to make changes to something like.... a script, they could instead svn checkout a single file, edit it, check it back in, and have the scheduled task on the server rebuild the mod, and run it.
               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Compiling and Saving a Module, outside of toolset?
« Reply #3 on: January 06, 2011, 03:54:21 pm »


               Yea, and you can do this even without any such tool. Since everyone have actual files, only you as admin will do new module versions with the actual files from svn. You just need to copy work folder into your temp0 folder and save module, thats all.
               
               

               
            

Baaleos

  • Administrator
  • Hero Member
  • *****
  • Posts: 1916
  • Karma: +0/-0
Compiling and Saving a Module, outside of toolset?
« Reply #4 on: January 06, 2011, 04:54:52 pm »


               I know its do-able manually, but it still requires a manual presence opposed to an automated compilation system.



eg - Comit to svn, and Scheduled Task gets latest files on the server, and then once per hour, a new module is cranked out automagically.
               
               

               
            

Legacy_Lightfoot8

  • Hero Member
  • *****
  • Posts: 4797
  • Karma: +0/-0
Compiling and Saving a Module, outside of toolset?
« Reply #5 on: January 06, 2011, 05:43:06 pm »


               I see two simple solutions with out any extry tools.  



one:

Just place all the new updates into the override folder.  



Two:

Place a couple of extra haks into the hak list.  have the builders jut upload the haks to the hak folder.  



one a week or so manuly add the contents of the haks to the module and clen the contents out of the haks..  



When the module restarts the content will be in the module.  It will even let you make sure there are not any conflicts before you add the  content.  If you use the hak method just add the lowest hak to the modlus first ten the higher ones.

]

L8.

               
               

               
            

Legacy_FunkySwerve

  • Hero Member
  • *****
  • Posts: 2325
  • Karma: +0/-0
Compiling and Saving a Module, outside of toolset?
« Reply #6 on: January 07, 2011, 05:10:43 am »


               We do exactly this with our subversion repo, baaleos, though it doesn't include area files (git/gic/are), just everything else (nss(not ncs, compile before upload required), utc, uti, utp, dlg, etc). We don't actually physically make a new module, however, just replace the files in temp0 (the mod must be open to sync and commit). The reason that we do NOT do this with area files is that they're more difficult than the others to diff. We update the server by saving the mod normally and upping in a rar via ssh, rather than physically reconstructing it on the host machine. Some custom tools are involved, along with some standard lin programs like nano, but nothing so complicated as trying to reconstruct a module, which seems like overkill for the added capability of automatically constructing a module every so often. Do you really want all your team's edits going live in that short a span, in any case?



Funky
               
               

               
            

Baaleos

  • Administrator
  • Hero Member
  • *****
  • Posts: 1916
  • Karma: +0/-0
Compiling and Saving a Module, outside of toolset?
« Reply #7 on: January 07, 2011, 11:17:44 am »


               I suppose not.



It was more a point of interest I suppose.



At the minute, when I comitt changes to my module, I svn upload the whole module, but the weird thing is that when I make a script change, the upload takes a few seconds, and only sends about 85 kb of data before finishing.



When I do edit an area inside the module, it then requires several mb to possibly the whole module size in data having to be transfered.



I was just wondering if tortoise svn is able to see scripts inside the mod file, and is it doing a merge, which is what is causing the short upload time for script changes, instead of the large upload time for areas etc.



Question - nwnx_resman  -   does this allow the adding of areas, and items etc while the module is running?



Are there any instructions around for it, for windows?

I cant seem to find any specific instructions on how to trigger it to sync etc.
               
               

               
            

Baaleos

  • Administrator
  • Hero Member
  • *****
  • Posts: 1916
  • Karma: +0/-0
Compiling and Saving a Module, outside of toolset?
« Reply #8 on: January 07, 2011, 11:30:05 am »


               Do you guys use the prc compiler for nss files?



Can this be kicked off on scheduled task, to compile, and copy ncs files to the resman source file?
               
               

               
            

Legacy_FunkySwerve

  • Hero Member
  • *****
  • Posts: 2325
  • Karma: +0/-0
Compiling and Saving a Module, outside of toolset?
« Reply #9 on: January 07, 2011, 08:57:19 pm »


               
Quote
Baaleos wrote...

I suppose not.

It was more a point of interest I suppose.

At the minute, when I comitt changes to my module, I svn upload the whole module, but the weird thing is that when I make a script change, the upload takes a few seconds, and only sends about 85 kb of data before finishing.

When I do edit an area inside the module, it then requires several mb to possibly the whole module size in data having to be transfered.

I was just wondering if tortoise svn is able to see scripts inside the mod file, and is it doing a merge, which is what is causing the short upload time for script changes, instead of the large upload time for areas etc.

On the script change, why is that weird? The script is
quite small - unless you mean the script isn't under direct subversion control. When you edit the module directly, the whole thing would be
tagged by tortoise as changed, I would imagine, requiring a fresh sync.
This is why we put all but areas under direct subversion control, and not the module as a whole. Also, if the .mod file is the only thing under subversion, then any edit would mean a team member who made an edit of their own would have to do a merge...no idea how that'd work with a non-text based file.

[quote
Question - nwnx_resman  -   does this allow the adding of areas, and items etc while the module is running?

Are there any instructions around for it, for windows?
I cant seem to find any specific instructions on how to trigger it to sync etc.[/quote]
No, resman doesn't allow instancing of areas - there's another plugin for that, nwnx_areas, also by virusman.

Resman works instantaneously, though I don't know how it handles overwriting of files in the mod already - last I heard, vman was working on a new version for that. As it is, you just up to the appropriate folder and it's ready to use ingame.

Funky
               
               

               
            

Legacy_FunkySwerve

  • Hero Member
  • *****
  • Posts: 2325
  • Karma: +0/-0
Compiling and Saving a Module, outside of toolset?
« Reply #10 on: January 07, 2011, 09:00:53 pm »


               

Baaleos wrote...

Do you guys use the prc compiler for nss files?

Can this be kicked off on scheduled task, to compile, and copy ncs files to the resman source file?

Yes, we use prc, and...why? Typically, if we want to add a script on the fly, we just compile and up it. I guess I'm not understanding the thrust of your thinking here - what upside do you see for this automation?

Funky
               
               

               
            

Baaleos

  • Administrator
  • Hero Member
  • *****
  • Posts: 1916
  • Karma: +0/-0
Compiling and Saving a Module, outside of toolset?
« Reply #11 on: January 10, 2011, 10:39:18 am »


               I know that an individual file could be uploaded on the fly, I was just thinking about whether anyone does things like automated nightly builds etc



Professionally I see at work, Developers have build deadlines to get their code in, if they want to make a specific build, and if they miss it, they have to wait for the next one.



I was thinking that a similar system might be 'interesting'.



Wont necessarily say it would be good, because as always, any good thing, when done improperly, can be a hinderence.



Like I said, It was more a point of interest as to whether it was do-able.
               
               

               
            

Legacy_virusman

  • Sr. Member
  • ****
  • Posts: 448
  • Karma: +0/-0
Compiling and Saving a Module, outside of toolset?
« Reply #12 on: January 14, 2011, 09:44:36 am »


               

FunkySwerve wrote...

Resman works instantaneously, though I don't know how it handles overwriting of files in the mod already - last I heard, vman was working on a new version for that. As it is, you just up to the appropriate folder and it's ready to use ingame.

Funky

Since version 1.0, resman can override existing resources.
               
               

               
            

Baaleos

  • Administrator
  • Hero Member
  • *****
  • Posts: 1916
  • Karma: +0/-0
Compiling and Saving a Module, outside of toolset?
« Reply #13 on: January 14, 2011, 11:42:12 am »


               does this hold true for the windows version?

I know windows gets things kinda later in the life cycle than linux stuff - with exception to some plugins such as Areas etc, I think you made that on Windows first?
               
               

               
            

Legacy_virusman

  • Sr. Member
  • ****
  • Posts: 448
  • Karma: +0/-0
Compiling and Saving a Module, outside of toolset?
« Reply #14 on: January 14, 2011, 03:15:07 pm »


               No, Windows resman hasn't been updated.

Areas plugin has been multi-platform from the beginning, but last 2 updates haven't been ported to Windows.