Re: [Warzone-dev] [Warzone-commits] r3840 - in / trunk:data/mods/global/aivolution/multiplay/skirmish/dat a/multiplay/skirmish/ src/

2008-02-20 Thread Roman
On Wednesday, February 20, 2008, 7:32:45 PM, Dennis Schridde wrote:

 Am Mittwoch, 20. Februar 2008 19:20:43 schrieb Giel van Schijndel:
 Dennis Schridde schreef:
  Am Mittwoch, 20. Februar 2008 17:45:26 schrieb Roman:
  I obviously have to use player0.slo and player0.vlo file when testing
  Aivolution:
 
  Step 1: copy player0.slo and player0.vlo files into mod folder
  Step 2: Replace 0 with X in player0.slo
  Step 3: Add .in exntention to playerX.slo
  Step 4: Replace 0 with X in player0.vlo
  Step 5: Add .in exntention to playerX.vlo
  Step 6: open playerX.slo.in for editing
  Step 7: replace script player0.slo with script playerX.slo
  Step 8: replace player INT 0 with player INT X
 
  I would propose doing it differently:
 
  1: Do some fun editing in playerX.slo.in
  2: Run make
  3: Have fun
 
  I guess there must be some reason why this is impossible... Why?

 Yes, there is. There simply isn't an immediate alternative to sed on
 Windows systems, and as such this proces is not as easy to automate on
 windows as it is on GNU/Linux.
 Aha, so that's what's this about.
 I wondered why one would want to work reversed, creating changes in the
 autogenerated files and transforming them into templates.

You know AI creation is a bit different, I guess this is not self-explanatory. 
Sometimes all 8 copies will differ for testing or bug-hunting purposes for 
example. What you are suggesting may make perfect sense to you, because you are 
judging based on your own experience, my experience tells me it will be 
arsy-versy. Even with make it is more convenient for me to work on 1 master 
copy of AI files, then copy-paste the result into mod folder (and trash other 
copies which are not necessarily the same) and simply let Make replicate them, 
not vice-versa.

 Simple answer would have been: 'Run make does not do what it should, since
 sed is not available.'

It would have been as simple as that if I could imaging you could forget I'm a 
Windows and MSVC user, but since I know you are aware of this I thought you 
were not understanding something else, what exactly I didn't know.

 Ok, makes sense, will adapt it then, if Buginator finds no way to do 
 search-and-replace in files from within MSVC. (dotnet and bundled tools were
 the ideas right now.)

 --Dennis



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Re: [Warzone-dev] [Warzone-commits] r3840 - in / trunk:data/mods/global/aivolution/multiplay/skirmish/dat a/multiplay/skirmish/ src/

2008-02-20 Thread Dennis Schridde
Am Mittwoch, 20. Februar 2008 20:16:48 schrieb Roman:
 On Wednesday, February 20, 2008, 7:32:45 PM, Dennis Schridde wrote:
  Am Mittwoch, 20. Februar 2008 19:20:43 schrieb Giel van Schijndel:
  Dennis Schridde schreef:
   Am Mittwoch, 20. Februar 2008 17:45:26 schrieb Roman:
   I obviously have to use player0.slo and player0.vlo file when testing
   Aivolution:
  
   Step 1: copy player0.slo and player0.vlo files into mod folder
   Step 2: Replace 0 with X in player0.slo
   Step 3: Add .in exntention to playerX.slo
   Step 4: Replace 0 with X in player0.vlo
   Step 5: Add .in exntention to playerX.vlo
   Step 6: open playerX.slo.in for editing
   Step 7: replace script player0.slo with script playerX.slo
   Step 8: replace player INT 0 with player INT X
  
   I would propose doing it differently:
  
   1: Do some fun editing in playerX.slo.in
   2: Run make
   3: Have fun
  
   I guess there must be some reason why this is impossible... Why?
 
  Yes, there is. There simply isn't an immediate alternative to sed on
  Windows systems, and as such this proces is not as easy to automate on
  windows as it is on GNU/Linux.
 
  Aha, so that's what's this about.
  I wondered why one would want to work reversed, creating changes in the
  autogenerated files and transforming them into templates.

 You know AI creation is a bit different, I guess this is not
 self-explanatory. Sometimes all 8 copies will differ for testing or
 bug-hunting purposes for example. What you are suggesting may make perfect
 sense to you, because you are judging based on your own experience, my
 experience tells me it will be arsy-versy. Even with make it is more
 convenient for me to work on 1 master copy of AI files, then copy-paste the
 result into mod folder (and trash other copies which are not necessarily
 the same) and simply let Make replicate them, not vice-versa.
Can you picture your workflow and how you would like it to be?

Currently I understand it like this:
1. work in up to 8 different AIs
2. tune them
3. select the best
4. take that file and copy it as player0.* into the SVN dir
5. edit the variables, since it may not have been player0 before
6. commit

Is this correct now?

  Simple answer would have been: 'Run make does not do what it should,
  since sed is not available.'

 It would have been as simple as that if I could imaging you could forget
 I'm a Windows and MSVC user, but since I know you are aware of this I
 thought you were not understanding something else, what exactly I didn't
 know.
I just assumed you somehow integrated the Makefiles into your workflow.
I didn't forget you or your tools. :)

As you sound pissed, I apologize. I was under the assumption you used the 
Makefiles to speed up your work, not that they would slow you down. Thus I 
tried to guess your workflow and model the scripts after that.
Apparently my assumption and your reality did not match...

--Dennis


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