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 > > > > >
