Topic: Cannot build master on windows
jmoerschbach Topic Opener |
Posted at: 2020-06-13, 13:59
Please see reopened https://github.com/widelands/widelands/issues/3783 Am I currently the only one developing on windows? Top Quote |
hessenfarmer |
Posted at: 2020-06-13, 19:06
no you are not at least me and tino have running windows toolchains. Top Quote |
stonerl |
Posted at: 2020-06-14, 15:49
Maybe we should get compile.sh up and running on Windows again? I'm not of much help here since I don't use windows. Top Quote |
kaputtnik |
Posted at: 2020-06-14, 18:11
In my opinion compile.sh should just be a convenience script for non-devolopers to make it easier to compile widelands without much knowledge. IMHO it should only use compile options which are convenient for players, without possibility to provide any other option. This way it can be cleaned up so it will be more maintenance friendly. Developers, or people who want to contribute the first time, should get a clear description how to build widelands without using compile.sh with all the options available.
Fight simulator for Widelands: |
Nordfriese |
Posted at: 2020-06-14, 18:31
-1. If compiling was as easy as typing two or three commands like
compared to
IMHO it would be really annoying to have to type all those build options all the time. Especially when one wants to recompile every few minutes which is quite common when developing stuff.
I don't use it either but +1 for trying to support as many platforms as possible Edited: 2020-06-14, 18:32
Top Quote |
jmoerschbach Topic Opener |
Posted at: 2020-06-14, 18:54
Actually, I do not think compile.sh is broken on windows, see my comment in the linked github issue (it is rather the sdl installation on my local machine which give troubles). Would be good of course if somebody on windows other than me could confirm compile.sh is working... Usually I hit a button in CLion and everything works, but when I want to compile from commandline, I like compile.sh very much Top Quote |
kaputtnik |
Posted at: 2020-06-14, 19:57
I have used QtCreator for some minor development stuff, where compiling is just like jmoerschbach pointed out: One click. I guess other IDEs have similar functionality. And i think a developer can make his own script to compile widelands with the option he needs. There is no need to face people who only wants to play the current development build with every compile option. The point is: compile.sh is just a bash script and the more options it takes it gets more complicated to maintain. Fight simulator for Widelands: |
Nordfriese |
Posted at: 2020-06-14, 20:02
I don't use an IDE, I hack code in a text editor and use the command line to compile and run widelands. If the compile script was removed or lessened in usefulness I would just keep using it anyway. And I guess other people might do that as well. So we might just keep it in the repo and be done with it.
No, for that we have this: https://github.com/widelands/widelands/#compiling-with-our-convenience-script
These are options that users will have to pass to CMake manually anyway if they build without this script. I don't see any difference except that Top Quote |
hessenfarmer |
Posted at: 2020-06-14, 21:14
Ok I just confirmed Compile.sh is working in my Mingw64 environment. So there are no issues with compile.sh on my system. Personally I'll stick to cmake and ninja as this offers me to seperate build folder from Source folder, which is less error prone in commiting and pushing to git. Top Quote |