Quote from: subspark on Tue 04/03/2008 22:21:37
CJ Fixed the Perforce BUG when I reported that AGS wouldnt launch. It was suggested by Chris that i rename a dll in the perforce directory to 'iforgethename.dll.no'. I can't remember if this workaround had been eliminated by now.
Mmm if I remember I had problem with Perforce by itself.. I don't remember about AGS not starting. By the way, I'm not sure of the advantages/disadvanteges of using SVN against something "AGS supported". I mean, to sync binary files you had to do stuff out of AGS if I remember well my test... so, the generic and already experienced SVN/TortoiseSVN method shouldn't be worse that the other one? Or am I missing something BIG?

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I'm glad to hear you've found a system that works for you. I can't say that I would be satisfied with the same method because my artists would end up waiting around for one another to finish committing their changes to the ever evolving 'acsprset.spr' where as if the data was external to the editor, single sprites could be upgraded.
Sure, I can understand your frustration about this... I suppose our development is a bit more timely relaxed and, btw, usually only my pal BobaFonts works on the sprites, and 90% of the times I only mess with the scripts, so our collaboration is generally "easily split".
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I am a project lead and an artist so you can imagine the drama of having to essentially halt production for me to go in and make technical changes to the rooms, fonts, GUIs and oversee all the work that has been done. Eeaargh!
Yes I sure imagine that

IMHO AGS 3 is by itself a step forward in the right direction (XML, separated script files for rooms...) and I'm sure that CJ will go on in improving the collaborative-work-friendness of AGS (while I can understand that it might not be high-priority).
Good luck with your projects, Paul!
D.