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sceluk
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PostSubject: Code Repo is Now Up   Fri Jan 11, 2013 1:00 am

https://www.assembla.com/code/starwarsbattlecry/perforce/nodes/depot/main/Code?rev=2

Official Perforce docs (cause its a bit confusing to beginners)
http://www.perforce.com/perforce/doc.current/manuals/p4vs/index.html

ok, people. I've created a Perforce repositry. (Perforce is similar to Git\SVn\etc, but its got a nice plugin for VS)
I am assuming you are all using Visual Studio for coding correct?
If not, get VSExpress (its free), or we'll figure something out if you hate it (for some reason).

Btw, fo those who are Uni students, you might want to check if your Uni is enrolled in the MSDNAA\DreamSpark. https://www.dreamspark.com/
You can get VS2010 Ultimate from there. I checked again and its VS2012 Pro that's available now.

Also if you've used Perforce and hate it as well (dunno why though, its a good tool), we can arrange.
Open to all (reasonable Razz) suggestions. Smile

Details:
Perforce VS plugin (if you want to install manually): http://www.perforce.com/product/components/visual-studio-plug-in
OR just open Visual Studio go to: Tools->Extension Manager->Online Gallery. Search: P4VS. Install. Restart VS
Then go to Options->Source Control and select the P4VS plugin from the dropdown.
Also install http://www.perforce.com/downloads/complete_list P4V. Visual Client. it will give you the option of installing the command line as well and some other stuff. Cmd line is important, merge and diff too. Admin not so much, unless you plan on managing your own repo. Id recommend it anyways.
Now on to conencting to the repo.
First: Create an account with assembla. https://www.assembla.com/ So I can add you. Post in the topic when you're done.

Decide where you're going to keep the local copy. Mine was C:\Games. let's call this the root.
Create (or edit the attached file), p4config.txt
it should contain at least the 4 following vars:

P4PORT=perforce.assembla.com:1666 (this can remain the same)
P4HOST=starwarsbattlecry (this too)
P4USER=sceluk (your assembla username here)
P4CLIENT=CE3_SW_Battlecry (this is the name of the directory where the stuff is gonna be store, called the worskpace. this will be created in your root ( C:\Games in my case)

Then you need to create a new Environment Variable named P4CONFIG. On You can create new env vars from adavanced system settings. on win 7 go to computer->Properties->advanced system settings->env vars->system vars->new
The value of this variable should contain the full path pointing to the p4config file in your root.

Then run p4v and it should connect.

That's all. Just ask if you have problems.
You can use the visual client if you have no access to vs pro. (and therefore the plugin)

After the workspace has been populated with files from the repo, you can go open the solution. if you have the plugin, open solution in perfoce depot from File menu.


Last edited by sceluk on Fri Jan 18, 2013 5:42 am; edited 7 times in total
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PostSubject: Re: Code Repo is Now Up   Fri Jan 11, 2013 1:52 am

No plugins for the Express version of VS. Sad So only manual perforce-ing.
My username is: Schlchtwtrfrnt
Email: schlchtwtrfrnt@gmail.com

I've tried Bitbucket (also has private repos), the only disadvantage you have there is that you have a maximum of 5 users per private repo. Unlimited size, all the tools (whatever they are), Git (which I prefer cause I only used that and SVN) and maybe Perforce and/or SVN (which I hate).
So, it's an alternative if we have any problems with Assembla (Bitbucket definitely has the better name).
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sceluk
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PostSubject: Re: Code Repo is Now Up   Fri Jan 11, 2013 3:25 am

Well, Assembla doesnt give me any problems. And it has max 20 users. Still setting up perforce. You prefer Git?
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PostSubject: Re: Code Repo is Now Up   Fri Jan 11, 2013 4:56 am

Yeah, at least I prefer Git over SVN. Dunno about Perforce, yet.
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sceluk
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PostSubject: Re: Code Repo is Now Up   Fri Jan 11, 2013 7:09 am

Well its pretty powerful to be sure, though it does take some getting used to heh.
I'll be putting up some detailed instructions on how to set it up.
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PostSubject: Re: Code Repo is Now Up   Sat Jan 12, 2013 2:24 am

New info up. Also, repeating here, check if your Uni is registered on dreamspark. link in OP.
Ande, you've been added.
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PostSubject: Re: Code Repo is Now Up   Sat Jan 12, 2013 5:33 am

Getting it all setup right now.
We should remove the .sdf in Code\Solutions from the repo, it's really large and you don't need it/can be recreated 'locally' by every coder.
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sceluk
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PostSubject: Re: Code Repo is Now Up   Sat Jan 12, 2013 6:03 am

Good idea, I also deleted the ipch folder (Intellisense stuff), it also auto generated. I'll check if there are any other folders\files that dont need to be uplaoded.
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PostSubject: Re: Code Repo is Now Up   Sat Jan 12, 2013 10:46 pm

Did you make any changes to the code yet (in terms of new/modified code)?
If not I can just overwrite the stuff with mine and commit that.
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sceluk
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PostSubject: Re: Code Repo is Now Up   Sun Jan 13, 2013 6:55 am

Nah, go ahead and commit.
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PostSubject: Re: Code Repo is Now Up   Thu Jan 17, 2013 2:10 am

Any objections to using VS2012?
Cause I see the solutions are still for VS2010.

And any reason you didn't add VehicleMovementWalker.h/.cpp to the solution?

EDIT: Ah, I see. Very Happy Well, I'm updating the code with mine right now and will commit that soon.

EDIT2: Man, those change lists and streams and mappings are weird... Sad I want my Git... Very Happy
Well, I was able to submit changes to already existing files but I have no clue how to add new files. I tried Mark for Add..., then Submit, but that doesn't work. Then it told me that I did not have the last revision (which I just submitted) and now I've got another Code folder one 'level' over the Main workspace!? Maybe P4V just sucks like Gits GUI, but I've yet to make myself similar with the command line.

I got Git running without any prior experience in ~1 hour. I'm trying to get this working for at least 2 now... I'm frustrated for today. Will try again tomorrow or so. Just note that it won't compile because it's missing files.
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sceluk
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PostSubject: Re: Code Repo is Now Up   Fri Jan 18, 2013 5:42 am

Aw crap, yeah. It's terminology is a bit confusing. Like workspace is your local stuff
depot is the actual repo.
I cant understand though, to add files from my PC to the repo (depot), I just threw them in my local folder, mark for add, adds them to the changelist, and submitted the changlist
Did you create a changelist with the new files, then submit it?
Also the official docs (for a wonder) are good.
http://www.perforce.com/perforce/doc.current/manuals/p4vs/index.html
Should a put it in the OP.
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PostSubject: Re: Code Repo is Now Up   Fri Jan 18, 2013 6:25 am

I think I got it to work... Somehow.
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PostSubject: Re: Code Repo is Now Up   Sat Jan 19, 2013 2:15 am

Great!
Oh btw, I prefer to stick to VS2010 personally, so please dont save it in VS2012 format Smile 10x
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PostSubject: Re: Code Repo is Now Up   Sat Jan 19, 2013 3:14 am

Any reason for that? It's fine for me, I could save another solution which is 2012 or just don't update the solution, or just use 2010, but 2012 seems nicer to me... we'll see.
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sceluk
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PostSubject: Re: Code Repo is Now Up   Sat Jan 19, 2013 12:08 pm

More laziness tbh, I've used VS12 at work so I know it a little bit, but I've been working with 2010 more, got a better feel for it.
Don't feel like upgrading. Unless it has some awesome new feautres, I see no reason to (upgrade)
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PostSubject: Re: Code Repo is Now Up   Sat Jan 19, 2013 11:57 pm

Uhmm, can it be that you uploaded the 3.4.0 source instead of 3.4.3? Looks to me that way. Actually I'm like 100% certain it's 3.4.0.
It still compiles but the editor/game doesn't work.
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sceluk
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PostSubject: Re: Code Repo is Now Up   Sun Jan 20, 2013 9:46 pm

Wait when did we go to 3.4.3? i thought we were going to stick with 3.4.0?
Not that iImind, I was thinking of pushing to go 3.4.3.
Alright, I'll update with 3.4.3 code.
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PostSubject: Re: Code Repo is Now Up   Sun Jan 20, 2013 10:33 pm

Unless they break something really important with the updates (multiplayer, rendering, physics) we should always update our stuff. As long as we separate our code as much as possible from theirs (derived classes) the merging shouldn't be a problem either.
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PostSubject: Re: Code Repo is Now Up   Mon Jan 21, 2013 1:07 am

Hmm, as I said, I wanted to upgrade to 3.4.3, but when i had brought it up, one of the modelers complained about some collision issues and so I thought we had agreed to stay 3.4.0

it's good that we moved to 3.4.3. Should have payed more attention

P.S: Just FYI, the collision 'problem' was not a problem at all, actually it was a bug in 3.4.0 that meshes could be exported without a collision mesh and the collision would still work (albeit the engine would be using the full mesh, reducing performance, that's why it's a bug)
They fixed in 3.4.3. Now you need collision mesh as well. (which is good)
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PostSubject: Re: Code Repo is Now Up   Mon Jan 21, 2013 1:26 am

Yeah, 3.4.0 accepted higher poly meshes for physicalization.
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PostSubject: Re: Code Repo is Now Up   Mon Jan 21, 2013 11:12 pm

You've updated the repo with 3.4.3 code?
So I don't commit and wipe out your changes.
EDIT: Guess not, cause I diffed and the files in my local are different than in the repo.
Ok, so I'm gonna commit everything again, then you commit your stuff (again).
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PostSubject: Re: Code Repo is Now Up   Mon Jan 21, 2013 11:52 pm

Yeah, I only edited the files in the repo so I could clean the code up at the same time.
Remember to not commit the .sdf and ipch. Wink
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PostSubject: Re: Code Repo is Now Up   Tue Jan 22, 2013 9:15 am

ok subbed default code.
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PostSubject: Re: Code Repo is Now Up   Tue Feb 05, 2013 1:42 am

Ported the code to 3.4.4. Will submit soon.
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