Re: [Warzone-dev] [Warzone-commits] r3840 - in / trunk:data/mods/global/aivolution/multiplay/skirmish/dat a/multiplay/skirmish/ src/
On Wednesday, February 20, 2008, 10:07:36 PM, Dennis Schridde wrote: > 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? Well I already said what works best, to be able to drag and drop a slo/vlo pair is the most convenient way until we find a better way to deal with the player variable. > 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? This is more or less correct. Since we have sorted it out I think it is not necessary to go into great details anymore. >> > 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. No need to apologize, usually our teamwork works quite well. But you know, what I really can live without is any form of mentorship. After a while it can become annoying. Another thing I can live without are attempts to order me about, unless it is my boss I signed a contract with and who pays me monthly salary. When all of this cumulate it can indeed piss off. > 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 -- Best regards, Romanmailto:[EMAIL PROTECTED]___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] [Warzone-commits] r3840 - in / trunk:data/mods/global/aivolution/multiplay/skirmish/dat a/multiplay/skirmish/ src/
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 signature.asc Description: This is a digitally signed message part. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] [Warzone-commits] r3840 - in / trunk:data/mods/global/aivolution/multiplay/skirmish/dat a/multiplay/skirmish/ src/
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 -- Best regards, Romanmailto:[EMAIL PROTECTED]___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] [Warzone-commits] r3840 - in / trunk:data/mods/global/aivolution/multiplay/skirmish/dat a/multiplay/skirmish/ src/
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. Simple answer would have been: '"Run make" does not do what it should, since sed is not available.' 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 signature.asc Description: This is a digitally signed message part. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev