How do I compile the AGS source?

Started by Icey, Sun 23/09/2012 05:20:24

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Monsieur OUXX

 

Joseph DiPerla

Nice Wiki! Actually, you may want to verify that you can compile the Native Project with a free version of Visual Studio. Maybe something changed, but I thought you needed a paid version to compile Native. Either way, nice job!
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Crimson Wizard

Quote from: Joseph DiPerla on Fri 14/08/2015 03:28:51
Nice Wiki! Actually, you may want to verify that you can compile the Native Project with a free version of Visual Studio. Maybe something changed, but I thought you needed a paid version to compile Native. Either way, nice job!

Not now, but we are planning to try out some changes soon.

Monsieur OUXX

Quote from: Joseph DiPerla on Fri 14/08/2015 03:28:51
you may want to verify that you can compile the Native Project with a free version of Visual Studio.
I explicitly wrote that you cannot compile it with a free version, so I'm not sure where that comes from.
 

monkey0506

I do know that the most recent versions of Visual Studio Express actually do allow mixed assemblies (e.g., the Native DLL), but I think that requires to use the latest versions of the VC++ compiler as well. It might be worth loading the project into VS 2013 Express (with VS 2008 Express installed) and see if manually selecting the 2008 compiler will allow it (but I wouldn't hold my breath).

In any case, it would be really useful to have the engine's dependencies rebuilt with a newer Visual Studio so that the project files could be updated. I've never been able to successfully figure out how to do that though.

sonneveld

The build server will probably stick with VS2008 SP1 until we can be sure it's safe to move to a newer version of VS. It would be useful to have tests in place and sources for all the prebuilt libraries that we still use.

Joseph DiPerla

Quote from: Monsieur OUXX on Mon 31/08/2015 13:04:36
Quote from: Joseph DiPerla on Fri 14/08/2015 03:28:51
you may want to verify that you can compile the Native Project with a free version of Visual Studio.
I explicitly wrote that you cannot compile it with a free version, so I'm not sure where that comes from.


Sorry Monsieur.. I missed of missed it. Unless I posted before the revision that added that. Not sure. Either way glad that its clarified now and sorry if it was there. Thanks!
Joseph DiPerla--- http://www.adventurestockpile.com
Play my Star Wars MMORPG: http://sw-bfs.com
See my Fiverr page for translation and other services: https://www.fiverr.com/josephdiperla
Google Plus Adventure Community: https://plus.google.com/communities/116504865864458899575

Dualnames

#27
Quote from: Crimson Wizard on Sat 20/09/2014 18:17:54
To build Engine:
1. Precisely Microsoft Visual Studio 2008 SP1.
2. DirectX SDK.
3. Download "glext.h" from http://www.opengl.org/registry/ and put somewhere where MSVS can find it (or add the path to MSVS settings).
4. Run Solutions/Engine.sln

I'm getting the glext.h no such file or directory error, how do i fix that?
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Crimson Wizard

#28
Quote from: Dualnames on Mon 18/01/2016 16:07:19
Quote from: Crimson Wizard on Sat 20/09/2014 18:17:54
To build Engine:
1. Precisely Microsoft Visual Studio 2008 SP1.
2. DirectX SDK.
3. Download "glext.h" from http://www.opengl.org/registry/ and put somewhere where MSVS can find it (or add the path to MSVS settings).
4. Run Solutions/Engine.sln

I'm getting the glext.h no such file or directory error, how do i fix that?


Basically, you need to put in in one of the directories, that are mentioned in the common Include paths of MSVS.
E.g. on my computer I put glext.h to: C:\Program Files\Microsoft SDKs\Windows\v6.0A\Include\gl

Alternatively, you can open Engine project settings and directly add a path to glext.h, whenever you have it at.

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