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Changes between Version 20 and Version 21 of dev/VisualStudio


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Timestamp:
May 13, 2011, 8:05:36 PM (9 years ago)
Author:
rgrieder
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  • dev/VisualStudio

    v20 v21  
    33
    44== Preparations ==
    5 You need to get either Visual Studio 2005 or Visual Studio 2008. We do not support .NET 2003 because the compiler is missing an important extension (variadic macros). There has also been no testing with any Express Edition version.
     5You need to get either Visual Studio 2005, 2008 or 2010 with the latest service pack (SP1 in all cases). [[br]]
     6'''Express Editions''': There should be no problem compiling Orxonox with an Express Edition of Visual C++.
    67
    7 === DirectX and OpenAL ===
    8 Orxonox itself only requires DirectX 8, but the OGRE graphics engine runs faster with DirectX 9 than with OpenGL. But you will probably already have DirectX 9 anyway. Also make sure you have installed the latest version of OpenAL.
    9 [http://connect.creativelabs.com/openal/default.aspx OpenAL Homepage] (download the Windows installer)
    10 
    11 === Getting everything set and done ===
    12  1. Checkout the HEAD revision of the trunk or of any branch you like. Also checkout the data repository and put it on the same directory level as your source checkout. More information can be found in the [wiki:SVN] section. [[br]][[br]]
    13  1. The next thing is getting the external dependencies. We supply these as precompiled [wiki:download archives] (see at the bottom) with the lib, dll, pdb and include files. Once you got the archive, put it in the directory of your source checkout folder and extract it right there (not in a new folder). This will create a folder named "dependencies" that includes everything necessary. [[br]][[br]]
     8== Getting everything set and done ==
     9 1. Check out the SVN trunk or of any branch you want. Do the same with the data repository but make sure that both checkouts are on the same folder level with the data folder named `data_extern`. More information can be found in the [wiki:download] section. [[br]][[br]]
     10 1. The next thing is getting the external dependencies. We supply these as precompiled [wiki:download archives] (see at the bottom) with the lib, dll and include files. Once you got the archive, put it in the directory of your source checkout folder and extract it right there (not in a new folder). This will create a folder named "dependencies" that includes everything necessary. [[br]][[br]]
    1411
    1512You should now have a directory structure like this:
    1613{{{
    17 data_external (repository checkout, you choose the name..)
     14data_external //(repository checkout)
    1815  ...
    19 trunk (repository checkout, you choose the name..)
     16trunk //(repository checkout, you choose the name..)
    2017  bin
    2118  ...
     
    2825[[br]]
    2926
    30  1. We use CMake to have better cross platform support. Get the latest (at least v2.6) binaries at [http://www.cmake.org/cmake/resources/software.html cmake.org] and extract/install them.
    31  1. Run the CMake GUI and select your source checkout folder ('trunk' in my example above). The binary folder below can be anywhere except the source folder itself. We suggest trunk/build.
     27 1. We use CMake to have better cross platform support. Get the latest (at least v2.8.3) binaries at [http://www.cmake.org/cmake/resources/software.html cmake.org] and extract/install them.
     28 1. Run the CMake GUI and select your source checkout folder ('trunk' in the example above). The binary folder below can be anywhere except the source folder itself. We suggest trunk/build.
    3229 1. Hit configure
    3330 1. If you need additional configuration options, have a look a the [wiki:Buildsystem General Build Options Page].
    3431 1. Hit "configure" again (or as long as "generate" is unavailable) and then "generate". You will be prompted to select a generator. Choose the Visual Studio version you have (64 bit is not yet supported!).
    35  1. Go to your freshly created binary folder, open Orxonox.sln and hit F7. That will build orxonox.
     32 1. Go to your freshly created binary folder, open Orxonox.sln and hit F7. That will build Orxonox which will take few minutes depending on how fast your CPU is.
    3633 1. On the left you see all targets, make sure that 'orxonox-main' is bold by right clicking on it and selecting "Set as StartUp Project".
    3734 1. F5 will start the game.
     
    3936
    4037=== Using dependencies for multiple compilers together ===
    41 If you feel like using multiple compilers (VS8/VS9/MinGW), you have to change your directory structure of the dependencies a little. An example should clear the details: [[br]]
     38If you feel like using multiple compilers (VS8/VS9/VS10/MinGW), you have to change your directory structure of the dependencies a little. An example should clear the details: [[br]]
    4239{{{
    4340trunk
     
    5451  src
    5552}}}
     53Note that in this case automatic dependency finding only works if you name your folders exactly like this! Otherwise you can specify the folder yourself in the CMake window.
    5654
    5755=== Using the same dependencies for multiple checkouts ===
     
    7169Of course you can also combine the last two subsections. When looking for the dependencies, CMake looks for the direct ''dependencies'' subfolder first.
    7270
     71== Debugging ==
     72In case you need to profile Orxonox or debug dependencies (e.g. OGRE), we also provide debug symbols and sources. The archives can be found in the same section as the precompiled dependencies. [[br]]
     73When debugging into such a file, VS will ask you to specify its location. For that you will have to search for the file in the `src` folder of your dependencies. After that, VS should not ask anymore for a location.
     74Note: Currently the sources are only available for Visual Studio 2010.
     75
     76== Deployment (VS 2010 only) ==
     77When installing Orxonox with the CMake variable INSTALL_COPYABLE=ON (the default), then the `INSTALL` project in your Visual Studio solution will create a distributable file tree. The log and configuration files will then be written into that folder when starting the game. That means the user will need write access to that location. [[br]]
     78By arching everything except for the log and config folders, you can create a binary archive the same way we do it.
     79
    7380[[br]][[br]]
    74 If you have any trouble, feel free to contact me (Reto '1337' Grieder).
     81If you have any trouble, feel free to contact (Reto '1337' Grieder).