althekiller
Team-XBMC Developer Joined: May 2004 Reputation: 12 |
2008-01-15 04:16
Post: #31
np, dunno how your permissions got messed up. They should be preserved through subversion.
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Livin
Posting Freak Posts: 3,433 Joined: May 2004 Reputation: 17 Location: above ground |
2008-03-23 19:37
Post: #32
Linux noob here...
I have followed the Wiki but got error since build.sh checks for packages needed, which are not installed. Yes, I missed the 1 line that tells you to check the Readme.linux ![]() Maybe this is something that can be added to build.sh... check and download packages if missing? Just a thought. Al, thx for helping the community! I'm not an expert but I play one at work. |
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althekiller
Team-XBMC Developer Joined: May 2004 Reputation: 12 |
2008-03-23 19:53
Post: #33
The only reason I don't add the package requirements is because I want to keep the script distribution independent. It's a PITA to detect distro and would be even more of a pain to maintain package lists for them all. Everyone should know, or learn quickly, to ALWAYs read the README before they do anything with open source software.
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xgrep
/bin/beer Posts: 77 Joined: Feb 2008 Reputation: 0 Location: Canada |
2008-03-24 04:44
Post: #34
The only thing that's a little off for me is that build.sh doesn't give you the chance to perform the apt-get after it updates README.linux. So you have to wait till a compiler error to see if you're missing packages. I typically svn up first, check the readme, then run build.sh. This works for me, but it's not as elegant as it could be.
Could maybe just support the 3 supported ubuntu versions, and allow the user to set them as oppose to trying to detect them. But then again, all these problems will be gone with the .deb package that's released. ![]() xgrep return null; |
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althekiller
Team-XBMC Developer Joined: May 2004 Reputation: 12 |
2008-03-24 08:14
Post: #35
Good point. build.sh now checks for changes to README.linux, forces the user to read it if so, then prompts whether or not to continue.
Howto post your problem in a useful manner. #xbmc-linux on FreeNode XBMC online-manual, FAQ, search, forum rules, how to submit a bugreport. |
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rodalpho
Fan Posts: 546 Joined: Nov 2006 Reputation: 16 |
2008-04-04 00:33
Post: #36
Now that "make install" is available, should it be used for SVN releases or should we stick with build.sh?
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althekiller
Team-XBMC Developer Joined: May 2004 Reputation: 12 |
2008-04-04 01:29
Post: #37
I'd leave it up to the user. The whole autotools thing could be too complex for some users. Not to mention you may not want to kill a working build with an untested broken one.
Howto post your problem in a useful manner. #xbmc-linux on FreeNode XBMC online-manual, FAQ, search, forum rules, how to submit a bugreport. |
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rodalpho
Fan Posts: 546 Joined: Nov 2006 Reputation: 16 |
2008-04-04 02:10
Post: #38
I'm perfectly happy with build.sh but make install is significantly easier to package for debian/ubuntu... would prefer further development focus on that, IMO.
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wattazoum
Team-XBMC Linux Packager Joined: Mar 2008 Reputation: 0 Location: Antibes, France |
2008-04-04 09:22
Post: #39
Well, in my opinion, the Build.sh is like an equivalent of "make install". For the packaging, "make" is used to compile and "make install DESTDIR=xxx" to install in a temporary dir in which we will use to split the package into subpackage by specifying the files/dirs to include in each of them.
With the build.sh we can do the same : use make then build.sh DEST=xxx NOCOMPILE NOCLEAN NOUPDATE But for sure, the standard way of doing is make , make install |
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althekiller
Team-XBMC Developer Joined: May 2004 Reputation: 12 |
2008-04-04 18:28
Post: #40
Once the install target is full featured, I'll likely move build.sh to use it. Until then both will be developed.
Howto post your problem in a useful manner. #xbmc-linux on FreeNode XBMC online-manual, FAQ, search, forum rules, how to submit a bugreport. |
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