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Fleer

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  1. Hi there! I had a search, but couldn't find info on this in the forums, which makes me think that either I'm missing the obvious, or what I'm asking is pretty silly. In our small department, we have people who art, and people who code, and some who do both. Our directory setup for each person has two top level folders: .../projects .../tools The artists are frequently making changes in their projects workspace through Gluon, which is great, but they are never updating their tools workspace. I was wondering what solutions I could use to make sure that they are always at the head of the main tools branch, or at a specific label? But to also allow the 'coders' to choose which changeset they update to. I'm sure this isn't a new problem, I'd just love some direction on some ways to achieve this. Cheers
  2. Thanks Carlos! I couldn't find that in any docs, so thank you for pointing me in the right direction!
  3. Hi there, We use exclusive checkouts across all our files, and I've just found myself in an interesting situation where a user appears to have a file 'locked' due to having it check out, but we cannot figure out where that file is checked out (i.e. we can't find any workspace on any machines that have this file checked out by him). So I have two related questions: As an admin, is it possible to force a file to be reverted and undo the checkout of another user? If so, how? Is it possible to check where a file is checked out (e.g. workspace and machine name or something similar)? I hope that makes sense. Thanks!
  4. Hi Carlos, Just to clarify, I wasn't creating a new changeset in the Xlinked repo, I was editing it directly from the parent (projects) repo. And the changes were not being picked up in the parent (projects) workspace on different machine when using the partial update code above. Cheers Paul
  5. Hi Carlos, Thanks for the quick reply. I might have to restructure how I do things, but currently I am using something like this. projects project1 (Xlink A) Unity (Xlink B ) project2 (Xlink C) Unity (Xlink D) I push new code to Xlink B or D from an overall, local, projects workspace through the GUI (let's say moving it from Changeset 1 to 2) I then run the following code in a projects workspace on a build server cm partial configure +/project1/Unity --ignorefailed cm partial update /project1/* And the Unity Xlink has remained at Changeset 1 I understand it may be easier for me to restructure so that I have individual workspaces for each Unity repo, and then run full updates on those (maybe?), however I'd still appreciate some guidance as to why the above fails to work or some other suggestions. Cheers!
  6. Hi there, I want to only 'cm partial update' on part of a larger workspace (to isolate projects, and save on server space), but I've noticed that my Xlinks are not updating to their latest changeset unless I run a complete 'cm update' on the whole workspace. I'm sure there is some reason for the difference in behaviour, but am I able to achieve the same thing with cm partial and some flags (that I cannot find/work out) or am I attempting the impossible? Cheers!
  7. Hi there, I thought I'd have a go at upgrading our Server for the first time, following this guide. https://www.plasticscm.com/documentation/administration/plastic-scm-version-control-administrator-guide#Chapter11:Upgradesystem After upgrading the server, I expected to open up a GUI on the client-side and be presented with an option to upgrade the client to match the server (as the article describes), instead all I got was this: I have an upgrade-windows.xml which appears to be configured the same as the article suggests: <ScriptActions> <Actions> <SetStatus Msg = "Downloading Plastic SCM installer (7.0.16.2596) ..." /> <SetDistraction Msg = "" /> <SetProgress Value = "20" /> <Download Url = "http://www.plasticscm.com/releases/7.0.16.2596/plasticscm/windows/PlasticSCM-7.0.16.2596-windows-installer.exe" ExecuteAfterDownload = "true" DeleteAfterExecute = "true" ContinueOnError = "false" ShowProcessWindow = "true" CloseUpgradeAfterRun = "true" FinalProgress = "100" /> </Actions> </ScriptActions> Not sure what I'm not doing properly (or not doing at all...), so any help would be appreciated! Cheers
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