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Version control softwares

  • laminutederire
  • March 3, 2016 at 11:57 PM
  • Steppenwolf
    • March 7, 2016 at 6:44 PM
    • #21
    Quote from Warby

    Steppenwolf its not the complexity that bothers me but the usability. The photoshop plugin for example doesnt load automatically so if you forget to load it manually (which i do practically always) it will not tell me that i have to check out a file until i am done doing my edits and what to save it and than I might find out that it has been checked out/locked (btw why isnt that one button/prompt that does both !?!?!?) by someone else the whole time.

    The Maya plugin on the other hand does load automatically but it doesnt care what repository/stream/workspace/branch a file is in it will try to check it out from what ever repo the P4V tool last used and more often than not that file doesnt exist in that repo giving you a cryptic error msg and NO OPTION TO SWITCH REPOSITORIES.

    The windows explorer shell extension has the same problem + its missing a fuckton of functionality D:

    Perforce on a whole is also oblivious to new files having been created inside your repo folde until you run that "reconcile offline work button" which btw takes AGES to analyse our project ( tortoise svn does practically the same thing as its default behavior and its near instant ) and not a day goes by without me having to track down some person that hasnt committed all of their source files because perforce ignored their creation ... so yeah I hate the manual "mark for add".

    There is a million other small shortcomings ... I could rant for hours or days about how much I hate perforce.

    We've never had such a complex workflow for artists. I basically just submitted my stuff and occasionaly reverted some files. With the UE4 plugin files get checked out, added and deleted automatically. It's straightforward.

    I never had to use plugins for PS and Max either. We only submit source files occasionaly for backup and on request. Would be pretty crazy to keep them up to date constantly with people working from around the world and having all kinds of shitty internet speeds especially when it comes to psd's.

    I guess Plastic would be your thing if you work with a lot of different repositories and branches. It's also very strict about the files and things not getting messed up in the process but then that comes at the price of different workflow nightmares.

  • AlexM
    • March 7, 2016 at 8:34 PM
    • #22
    Quote from Warby

    Yes Alienbrain ... Alienware makes pcs good catch

    and exactly dropbox isnt a subversion system.


    Steppenwolf its not the complexity that bothers me but the usability.

    The photoshop plugin for example doesnt load automatically so if you forget to load it manually (which i do practically always) it will not tell me that i have to check out a file until i am done doing my edits and what to save it and than I might find out that it has been checked out/locked (btw why isnt that one button/prompt that does both !?!?!?) by someone else the whole time.

    The Maya plugin on the other hand does load automatically but it doesnt care what repository/stream/workspace/branch a file is in it will try to check it out from what ever repo the P4V tool last used and more often than not that file doesnt exist in that repo giving you a cryptic error msg and NO OPTION TO SWITCH REPOSITORIES.

    The windows explorer shell extension has the same problem + its missing a fuckton of functionality D:

    Perforce on a whole is also oblivious to new files having been created inside your repo folde until you run that "reconcile offline work button" which btw takes AGES to analyse our project ( tortoise svn does practically the same thing as its default behavior and its near instant ) and not a day goes by without me having to track down some person that hasnt committed all of their source files because perforce ignored their creation ... so yeah I hate the manual "mark for add".

    There is a million other small shortcomings ... I could rant for hours or days about how much I hate perforce.

    Display More

    The part I bolded sounds like a usage error. I've never seen anyone have to do that. Just use perforce add.


    As for maya/photoshop. I've never used the stock maya plugin (always something custom) and for photoshop I've always just seen people use P4V.

  • Pampers
    • March 7, 2016 at 9:25 PM
    • #23
    Quote from Steppenwolf

    We've never had such a complex workflow for artists. I basically just submitted my stuff and occasionaly reverted some files. With the UE4 plugin files get checked out, added and deleted automatically. It's straightforward.

    I never had to use plugins for PS and Max either. We only submit source files occasionaly for backup and on request.

    Pretty much this. If you have your software properly integrated with perforce, there is very little manual work to be done.

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