Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Fozzy on April 28, 2002, 03:09:07 pm

Title: Compileing
Post by: Fozzy on April 28, 2002, 03:09:07 pm
How do i compile the code to make FS.exe in Microsoft C++ 6.0
Title: Compileing
Post by: Bobboau on April 28, 2002, 03:11:48 pm
press f7

it'll build fs2.exe in e:\games\freespace2
Title: Compileing
Post by: Fozzy on April 28, 2002, 03:34:01 pm
thanks bobboau ime going to test your code and work on my Pofed beam :)

:DMy 200th post:D
Title: Compileing
Post by: Fozzy on April 28, 2002, 03:56:45 pm
Erm, how do i change the output drive, I aint got a "E" drive
Title: Compileing
Post by: Inquisitor on April 28, 2002, 04:23:29 pm
Always read the readme :)

Your answers are there ;)

Actually, that guidedtour.txt is another example of the level of detail they have taken to document this.

Pretty damn cool.
Title: Compileing
Post by: vadar_1 on April 28, 2002, 06:20:46 pm
Project settings (Msdev 6.0)
----------------------------

All of the subprojects that rely on the FS2 data tree to run (code, fred2,
freespace2, nebedit, pofview) are all currently targeted at

e:\games\freespace2\  

which is the directory I had on my local hard drive for putting this together.
Before you'll really be able to do anything, you'll need to point the targets
at wherever your local FS2 install is (make sure to make a copy of your
installed executables so you can backtrack!).

To change the destination in MsDev, you'll need to change
settings->debug->executable for debug session
settings->debug->working directory
settings->link->output file name

All projects have been verified as compiling and running properly. So, unless
I screwed something up between the time of checking everything and building
the zip file (entirely possible) you should just be able to load the workspace
and hit F7. If not, hey, just one more thing to play with ;)

----------------

Strait from the guide

Compiling is easy... good luck getting it to run
Title: Compileing
Post by: Bobboau on April 28, 2002, 06:23:24 pm
one thing I'd like to know is how do I get it to compile in relese mode
Title: Compileing
Post by: Inquisitor on April 28, 2002, 06:44:11 pm
Look in build settings, or build-->batch build
Title: Compileing
Post by: EdrickV on April 28, 2002, 06:57:44 pm
IIRC, Dave said on VWBB that you need to have VC++ 6.0 Professional to compile a release build, but you can at least try and see what happens.
Title: Compileing
Post by: Bobboau on April 28, 2002, 09:23:01 pm
found it, right in front of me :)
Title: Compileing
Post by: DTP on April 29, 2002, 10:30:39 am
Or; The Enterprise edition, threw in the source at one of my sisters ex-boyfreinds PC ("he is system administrator and a C++ programmer"). and it compiled FS2 OK. and from there,

"what do you think".
:)
Title: Compileing
Post by: EdrickV on April 29, 2002, 12:09:57 pm
*grumbles* Everyone's compiling this stuff but me. :) Anyone want to make an exe of POFView available? I'd like to see how good it is at viewing them. (Might be easier to use it to check my models for bad geometry then FRED2 and FS2 if it's just as picky.)
Title: Compileing
Post by: YodaSean on April 30, 2002, 06:05:56 pm
A question about compiling:

Is there some sort of quick way to compile, because f7 takes forever.  How was Volition able to debug this thing if it took them so long just to compile it?  Or do developers have really fast computers just for compiling?
Title: Compileing
Post by: Inquisitor on April 30, 2002, 06:15:45 pm
Clean builds always take a little while.

Incremental builds afterwards will go MUCH more quickly.
Title: Compileing
Post by: Bobboau on April 30, 2002, 07:00:30 pm
I've been takeing the files I work with and compile them, this puts them in the project folder, then I right click on the project folder and click on build selected, it compiles in like five minutes, as oposed to three hours