Thank you, I have managed to solve it, (had to add some lib references manually).
For later use, here are the steps in my case:
- download and install proper VS, DX SDK, VC++Redist ("Getting the Starshatter source and compiling it" topic)
- get the source with SVN into work folder (I have a 17MB 7z of it too, just in case)
- open it with Starshatter.sln (since I'm using vs2010), then alt+enter on all projects in the solution and change Platform Toolset from "v110" to v100
- alt+enter on the Stars project and add references to the following libs (Linker->Input->Additional Dependencies, separated with ';'):
c:\program files (x86)\microsoft sdks\windows\v7.0a\Lib\User32.Lib
c:\program files (x86)\microsoft sdks\windows\v7.0a\Lib\Gdi32.Lib
c:\program files (x86)\microsoft sdks\windows\v7.0a\Lib\AdvAPI32.Lib
(somehow these got me stucked before)
- set the Stars project as the startup (right click) and build
- the result is a Starshatter_D.exe (I wonder what the D means) copied to the STARSHATTERPATH
Now I can start to mess with the code and try out some nifty things, and maybe do some debug thingy too (I have already corrected some bugs/typoes in the SS_Reborn mod, maybe I should upload it somewhere). I would like to see if I can implement simple elliptic orbits with incilnation (polar orbits) and non orbiting regions that are glued to the center of a small moon. Also, I would like to mess with the fuel system and try out a rocket physics based one. Currently thrust efficiency drops beyond a certain velocity limit (in that direction) and consumption is time/energy based. I would like to see a system in practice, where mass ratio plays a role and 67% fuel means that the ships final velocity is the thruster's gas exhaustion velocity.