RE: [GD-General] Building pak/zip files
Brought to you by:
vexxed72
From: Chris B. <Chr...@ma...> - 2001-12-05 03:03:33
|
I might not have understood your specific problem but... I was going to start looking at zip files sooner or later as well. Currently I just use pkzip to batch build my release files, I was going to do the same thing with the resources as well. Just maintain the assets on the file system as the first search point. Then check in the zip file. Pretty simple. The power is in from code checking the file system first to get more recently updated files, then check the zip file if it doesn't exist on the file system. Doing it this way means your artists won't have to specifically add a file to the zip archive to test it in game. Then each night \ build \ whatever, just add all the updated\new files in to the zip file and delete them from the file system, which can be done in a batch manner with pkzip. I've also written a small tool to rename files to their original name + the date\time so I can keep previous version of the file. This has been invaluable in reverting to previous working versions of things. Let me know if you want this tool \ source etc. It's very simple of course. Chris Brodie > -----Original Message----- > From: Brian Hook [mailto:bri...@py...] > Sent: Wednesday, 5 December 2001 1:26 PM > To: gam...@li... > Subject: [GD-General] Building pak/zip files > > > I'm looking into a way to automate the build of our asset files, which > will probably just be in good old ZIP file format. Currently I'm > storing everything in my EXE as a resource (don't ask), primarily > because I can change what I build into my EXE (e.g. for demo or full > versions) by a simple change of a resource symbol. > > However, for obvious reasons I'd like to move to a ZIP file > that stores > this information, and building one in a relatively error free > way seems > like the way to go. I'll likely rename the ZIP file just to avoid any > obvious tinkering, but otherwise I'm generally unconcerned by tweaking > of the assets. > > The obvious thing to do is to run make with various parameters, e.g. > "make demo" or "make full" to build the various ZIPs. Is this what > others are doing, or are any of you folks doing something spiffier? > > Brian > > > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > NOTICE This e-mail and any attachments are confidential and may contain copyright material of Macquarie Bank or third parties. If you are not the intended recipient of this email you should not read, print, re-transmit, store or act in reliance on this e-mail or any attachments, and should destroy all copies of them. Macquarie Bank does not guarantee the integrity of any emails or any attached files. The views or opinions expressed are the author's own and may not reflect the views or opinions of Macquarie Bank. |