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Topic: lol (Read 708 times)
the bigg
The Avatar of Fighter / Thieves
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lol
«
on:
December 05, 2009, 07:46:39 PM »
Code:
MOVE ~source~ ~destination_with_%variables%~
With that (and a couple of extra tweaks), gen_biff now can biff 26K files (
http://pastebin.com/f134f2341
) in eight minutes... On a 5400 hard disk:
Code:
WeiDU Timings
<...>
stuff not covered elsewhere 11.380
MOVE 110.918
BIFF 337.897
TOTAL 480.549
(suitably enough, Winamp is playing
this
as I type this).
Logged
Please do not contact me for assistance in using BGT, BP, any other of the 'large mods', or a mod I didn't write or contribute to. I'm not your paid support staff, so I'd suggest you to direct your help questions to the forum relative to the mod you're playing.<br /><br />Thanks for your cooperation.
Azazello
The Anti-Spammer
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Re: lol
«
Reply #1 on:
December 06, 2009, 06:45:54 AM »
Quote from: the bigg on December 05, 2009, 07:46:39 PM
Code:
MOVE ~source~ ~destination_with_%variables%~
With that (and a couple of extra tweaks), gen_biff now can biff 26K files (
http://pastebin.com/f134f2341
) in eight minutes... On a 5400 hard disk:
Code:
WeiDU Timings
<...>
stuff not covered elsewhere 11.380
MOVE 110.918
BIFF 337.897
TOTAL 480.549
(suitably enough, Winamp is playing
this
as I type this).
Yay?
Logged
Another PERFECT example
of why "
How To Ask Questions The Smart Way
" is required reading.
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a directory of Mega-Installation Guides
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"Expecting the world to treat you fairly because you are a good person is like expecting a bull not to charge you because you are a vegetarian."
cmorgan
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Re: lol
«
Reply #2 on:
December 06, 2009, 10:44:57 AM »
Great taste in music, man!
Good breakthrough!
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Miloch
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Re: lol
«
Reply #3 on:
January 08, 2010, 04:39:39 PM »
The readme says about MOVE:
Quote
Safety notes: when uninstalling, MOVE is restored first, then all generic actions are restored, then AT_*!UNINSTALL is handled. As such, do your AT_NOW, then do your COPY, then do your MOVEs
As discussed
elsewhere
, we want to move buggy files out of the override before COPYing over proper ones. The main reason we can't just overwrite the old ones is because they don't all have the same names as the one's we're copying. We do this by batch files now but I'm considering recoding it to use MOVE. Is this going to cause issues at uninstall?
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the bigg
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Re: lol
«
Reply #4 on:
January 08, 2010, 04:52:29 PM »
Can't you just write a sample tp2 and try it out?
If there is no filename collision this is a non-issue; if there is a collision, the file is completely deleted from the override. I don't know the specifics of your mod, but on a general basis it's an issue.
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Please do not contact me for assistance in using BGT, BP, any other of the 'large mods', or a mod I didn't write or contribute to. I'm not your paid support staff, so I'd suggest you to direct your help questions to the forum relative to the mod you're playing.<br /><br />Thanks for your cooperation.
Miloch
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Re: lol
«
Reply #5 on:
January 08, 2010, 05:05:40 PM »
Quote from: the bigg on January 08, 2010, 04:52:29 PM
Can't you just write a sample tp2 and try it out?
My goal was to get some sort of answer (or informed opinion at least) before coding something that may or may not be useful. Mainly because I spent loads of time writing the batch files to begin with but would prefer to dump those if feasible. The collision thing I'm not sure of. Certainly, before Infinity Animations, several mods may have overwritten these BAMs but after it we would hope not (since it should be installed near the end).
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Re: lol
«
Reply #6 on:
January 08, 2010, 06:57:00 PM »
The problem is if a mods installed before IA have filename collisions with IA, not with those installed after.
Code:
BACKUP ~test/backup~
AUTHOR ~tb~
BEGIN ~0~
<<<<<<<< .../newfoobar
old
>>>>>>>>
COPY ~.../newfoobar~ ~test/prod/foobar~
BEGIN ~1~
MOVE ~test/prod/foobar~ ~test/prod/oldfoobar~
<<<<<<<< .../newfoobar
new
>>>>>>>>
COPY ~.../newfoobar~ ~test/prod/foobar~
Install 0 and 1, uninstall 1 (simulate the case where a mod installed before IA collides with IA). Correct uninstall behavior would be to have foobar contain "old". However, the file is removed.
UNINSTALL_MOVE_AFTER_COPY tp2 flag incoming.
This
is the predicted end result.
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Please do not contact me for assistance in using BGT, BP, any other of the 'large mods', or a mod I didn't write or contribute to. I'm not your paid support staff, so I'd suggest you to direct your help questions to the forum relative to the mod you're playing.<br /><br />Thanks for your cooperation.
Miloch
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Re: lol
«
Reply #7 on:
January 10, 2010, 06:30:39 PM »
Quote from: the bigg on January 08, 2010, 06:57:00 PM
UNINSTALL_MOVE_AFTER_COPY tp2 flag incoming.
Serious or a joke? Either way, sounds like I should stick with the batch files until something like that exists.
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Re: lol
«
Reply #8 on:
January 10, 2010, 07:06:52 PM »
It's going in.
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Re: lol
«
Reply #9 on:
March 13, 2010, 07:54:33 PM »
Apparently some folks and memory-resident programs have been whinging about the MOVE command. Personally, I think it's antivirus (typically Avast to be specific), since it almost always goes away when disabling it. Moreover, this is rarely reproduceable in the same way, in that it hangs up on *different* files with some vague, bogus error message (such as "error copying somefile.bam" or "Patching failed (COPY)"). But some folks claim otherwise, in some very specific situations (such as if RoT and Aurora are installed). Since I'm not familiar with the code, is it at all possible a trifling code change such as specifying a destination file rather than folder would make a difference, as claimed
here
?
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Re: lol
«
Reply #10 on:
March 14, 2010, 08:10:39 AM »
Yes, you need to specify the full destination (including the filename). I thought nobody would use it, so I coded it in the quickest possible way (and obviously the underlying OCaml library is the usual piece of shit and doesn't add the filename if given a directory). 214 will allow you to specify just the destination folder.
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Please do not contact me for assistance in using BGT, BP, any other of the 'large mods', or a mod I didn't write or contribute to. I'm not your paid support staff, so I'd suggest you to direct your help questions to the forum relative to the mod you're playing.<br /><br />Thanks for your cooperation.
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