Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: karajorma on December 29, 2008, 02:38:32 am
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Since I got tired of being asked by people who are capable of doing it themselves but don't know how I figured it was better to just explain how it's done than to keep being asked.
I'm assuming you already know how to check out and compile FS2_Open and are just stuck on how to make an Inferno build. I'm also assuming you're using MSVC 2005 or 2008 (which is what most new Windows coders use).
On the left hand side of the program you'll see the solution explorer/class view/whatever. Right click on code, choose properties, select C++->Preprocessor. At the top you'll see Preprocessor Definitions and it will have a line that looks something like this
_WINDOWS;WIN32;_DEBUG;USE_OPENAL;_CRT_SECURE_NO_DEPRECATE;NO_DIRECT3D;_SECURE_SCL=0;_HAS_ITERATOR_DEBUGGING=0;
All you do is add, INF_BUILD; at the end of that line, after the last semi-colon (if there isn't one, add it). That particular project will now be an Inferno build. Unfortunately it's only that configuration of that project that this changes. If you look in the configuration option you'll probably have debug selected, swap to release and do the same thing to the other one.
The game will now build Inferno into the code, but it won't build FS2_Open builds until you repeat this process with the the other projects. So right click on Freespace2 and Fred2 and repeat the process (remembering to do it for both release and debug builds).
Now just rebuild everything (it is best to rebuild. I've seen MSVC completely **** up by failing to notice that a now has changes that need to be compiled in).
Once you're done you will have to reverse your steps and remove the INF_BUILD; entry if you want to build standard builds again.
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You might also want to just copy your MSVC* project folder and create a new one for Inferno builds. Do the build clean before you copy it though or you'll copy a bunch of crap you don't need, and it takes forever with all those little .o files floating around.
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Yeah. That's a pretty good alternative if you build them often. Takes up twice as much diskspace though. :)
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What's the difference between an normal build and an incendiary build :unsure:?
(Since I now have a nice oppertunity to ask it...)
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Inferno builds were originally for the Inferno mod, and they have increased ship limits, among other things, but the pilot files are incompatible with normal ones and I believe it breaks multiplayer.
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What about multiplayer involving Inferno builds only (i.e. none of the clients use a standard build because maybe the mod already needs an Inferno build)?
Would those be affected?
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At the moment Inferno won't run multiplayer at all AFAIK. We could fix that easily, but then we face a problem with Inferno builds corrupting the pilot files for non-Inferno build players.
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*makes mental note to stay within standard build limits rather than Inferno limits*
I've been using INF builds as of late. Thought maybe I could just send an Inferno build to my beta tester. With a fresh install I don't expect said tester to be using back any old pilot files, but oh well might as well run a setup with the lowest "probability of error" before actually doing anything...
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The Inferno build won't corrupt your pilot files in single since it creates a separate directory for them.
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It used to, until they did that. IIRC, inferno builds are still capable of converting standard pilot files, though why you'd want to I don't know.
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The Inferno build won't corrupt your pilot files in single since it creates a separate directory for them.
Yep. It's only in multi that the danger exists. And even then I'm not certain it actually would corrupt the file. There's a good chance it would simply crash the client machine first instead.
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Beta testing for me usually means singleplayer for a long while, then a random 1v1 or tag session would be bound to happen sooner or later, so multi is definitely a part of it. Thanks for the note.
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I could add the inferno option to visual studio 2008. I don't know who else builds using that other than me and chief.
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Yeah I suppose it could be added to the existing project instead of creating a whole new project file.
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I don't use Visual Studio, but I do use MSVC 2008 Express edition, which uses the same project file, AFAICT.
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It's still basically Visual Studio, just without the MFC stuff and a couple other things. Still gets the job done for the FS2 builds, just can't build FRED. So yeah, it was designed to work with the same project files, etc.