That's another school of thought, yes. I'll visit with our 3D guy to
determine whether that isn't easier. Otherwise, I'm just treating the
dependency like a monolithic install. Its setup handles the hookups with the
(also installed) Visual Studio 2008 development environment.

On Wed, Aug 17, 2011 at 1:16 PM, Brad Stiles <[email protected]>wrote:

> Do you actuall need those things on the build server, or do you just
> need the libraries they install?  If the latter, it might be easier to
> include those libraries in your source control, so that no matter who
> checks them out, they can build.
>
> On Wed, Aug 17, 2011 at 2:01 PM, Michael Powell <[email protected]>
> wrote:
> > For now, we'll just eat the "one off" administrative "cost" and install
> it
> > apart from the CI configuration.
> >
> > On Wed, Aug 17, 2011 at 11:31 AM, Michael Powell <[email protected]>
> > wrote:
> >>
> >> I have a feeling I know the answer, but I'll posit it anyway...
> >>
> >> We've got a build dependency in our VS2008 solution that I would like to
> >> automate if at all possible. Our solution depends on not only VS2008
> being
> >> installed, but also XNA Game Studio 3.1, which we have included in a
> generic
> >> way in a tools\XNAGS\setup.exe file from our solution.
> >>
> >> I'd like to detect if this has been installed and install it as needs
> be.
> >> What makes it a bit trickier is that the XNA installer asks questions;
> in
> >> other words, it is interactive. Not sure if there's a simple way to
> bypass
> >> the interactive installer...
> >>
> >> It's a chicken and egg type situation. Worst case we simply install XNA
> GS
> >> sans the CC.NET build configuration and call it done.
> >>
> >> Regards,
> >>
> >> Michael
> >
> >
>

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