ID:133459
![]() Aug 19 2008, 3:24 am
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I may be picky and not want my to compile if DM finds a warning. I would like an option to say no and not have to wait for it to compile to correct the warning (I have a large game and it can take up to 5 mins to compile). Im not saying to stop compile on warnings, but to have the option to disallow compile if a warning is found.
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No offense, but that's just way to long to compile!* Do you have a thousands resources (icons, sound etc.) or 30000+ lines of code? If so, (to the resources thing) pick out the files you're not using and if the code thing is true, you might want to pick through it and optimize it a bit.
*Disregard this entire post if you have an older computer. Either way, it would be a nice option. However, I could see it getting annoying quickly, especially when testing an unfinished proc. |
Over 37000 lines of code with alot maps and all are used in the game. I have one of those games thats as big as a game you would buy in the store.
Mainly Im just thinking an option to cancel a compile in the middle would good. I know it will mess up the host files, but they can be recompiled after the warning(s) are fixed. |
Dpheonix7 wrote:
Over 37000 lines of code Unless that's a typo, chances are you have a lot of redesigning you should consider. |
NO typo and the game is as compact as I can have, it just has tons of mobs and objects being a long game.
Dragon Warrior Shadows of Erdrick is over 65000 lines. But this isn't about how efficient my code is, its about have an abort compile option. |
One of my old projects took a minute or two to compile, but I assumed it was because of the many files I was using with the game. But, in that topic when I said I had thousands of files, Lummox just closed the topic and said not to put files that you don't need in with the project files, even though I was using them all. Oh, well fixed that when I redesigned it, but it caused more problems (which I used workarounds to fix).
Anyways, it would've been nice to end compilation early, but in many cases you wouldn't know what to do if you couldn't see all of the errors. |
They're just warnings. But, they could be just as bad as an error in some cases, so waiting until the end for a warning is just as good as waiting for an error.
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well the big part of the compile is the dmm files that dont start being added untill I recieve all the warnings.
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I'm right in assuming that the larger the project, the longer the compile time.
If you compile your project, and mid way it finds a warning, you want to cancel it? Say you fix that warning, so you compile again and it finds another warning 3/4 through the compile process, so you stop and fix that. That requires you to compile again for a finished product. In essence, you've compiled three times and stopped twice, which would take more time than compiling once, finding the warnings listed, fixing them, and compiling for a finished result. |
Indeed. Most of the time this would result in more time wasted.
An option to halt when it begins to look at maps (no matter what) might be interesting - That way you can see any potential warnings, fix them and then do a 'real' compile. But I'm fairly certain that has been mentioned several times and never really recieved much of a positive reply. |
Alathon wrote:
Indeed. Most of the time this would result in more time wasted. Couldn't they just uncheck the map, compile for any warnings or errors, apply fixes and then recheck the map when it comes time for a full compile? |
Indeed, definitely. This is probably why this was never implemented, since it could be easily more automated with quick preprocessor usage:
//#define COMPILEMAPS Then you just comment and uncommon one line as required. |
It would be nice to have a means of stopping compilation based on user input, for example a key-press.