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AGSEditor /compile should turn alert into log messages #666
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This is honestly the first time I learnt about this flag in all those years. Idk how many people know this... No wonder there was no attempt to prevent anything modal from appearing. Hmm, this may require some good thought and maybe redesign of some processes. PS. Only wondering for now, but can't it be a better path to build a separate "game compiler" project for this? |
+1 for stand-alone game compiler |
Just to illustrate the use, here is Dungeon Hands: |
Only FYI, as a hotfix we could try checking "compileAndExit" flag in GUIController.ShowMessage() methods. Maybe it's possible to dump the message to stdout instead if .NET can do that (but IIRC when running windowed app on Windows it does not write back to same terminal it was launched from). |
That hotfix works for me :] |
Made a PR by using the hotfix as an approach. This became an issue to me because I wanted to test a 3.6.1 game in the command line and the Beta warning pop-up was hanging my pipeline. |
So I am looking into building an AGS Game using a CI system.
Once you can get AGS installed in the system, it's as simple as running the following:
If the game builds ok, everything is good. If when building, the game misses a plugin, even if harmless (eg: SpeechCenter), an alert window with an OK is popped up. Also if the game was made with a previous version of AGS, the ok alert window will pop up. And finally, in case of error, another window will pop up.
Ideally, when using a flag like
/compile
I would expect missing a plugin, or other warns to be simple log messages on console, and the build to proceed. Then if the build is ok, it should finish with 0, and if the build hit an error, finish with 1, and log the errors to console.The text was updated successfully, but these errors were encountered: