Author Topic: Visual Studios 2008 Compatibility ?  (Read 3172 times)

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Offline Stormkeeper

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Visual Studios 2008 Compatibility ?
I've been using VS 08 in school, so I wanna know if its compatible with 08. The source code I mean. Is there a 08 build, or do I have to do the conversion myself ?
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Offline Wanderer

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Re: Visual Studios 2008 Compatibility ?
Just use the MSVC2005 project... It should be able to make use of that - well at least mine is. Though remember that if you have only the Express Edition you are not able to compile Fred builds, only actual game builds (MFC issue).
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Offline Stormkeeper

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Re: Visual Studios 2008 Compatibility ?
It forces me to convert.
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Offline Wanderer

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Re: Visual Studios 2008 Compatibility ?
Then let it
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Offline Stormkeeper

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Re: Visual Studios 2008 Compatibility ?
Yea, I did.
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Offline Wanderer

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Re: Visual Studios 2008 Compatibility ?
So did you get it to compile?
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Offline Stormkeeper

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Re: Visual Studios 2008 Compatibility ?
Only warnings.

Seems to compile fine otherwise.
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Offline chief1983

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Re: Visual Studios 2008 Compatibility ?
Fred too?  If I remember I had to make a couple edits to a file to get Fred compiling to work.  Also, since I had it set up with Tortoise I just created a copy of the MSVC 2005 directory called MSVC 2008 or whatever, and let VS convert that instead.
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Offline Stormkeeper

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Re: Visual Studios 2008 Compatibility ?
Fred too?  If I remember I had to make a couple edits to a file to get Fred compiling to work.  Also, since I had it set up with Tortoise I just created a copy of the MSVC 2005 directory called MSVC 2008 or whatever, and let VS convert that instead.

Iirc, I think Fred compiled fine. Is the folder in the svn ?
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Offline chief1983

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Re: Visual Studios 2008 Compatibility ?
Yeah, but on one of the configs it doesn't build by default, at least not for me after conversion.  I have to manually compile FRED every time for some reason, even when just hitting build solution.
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Stormkeeper

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Re: Visual Studios 2008 Compatibility ?
Strange. I don't get that. I'll check when I get back on my laptop.

=edit=

Yea, it doesn't build by default.

Also, building the stock build results in errors.
« Last Edit: May 30, 2008, 07:12:58 am by Stormkeeper »
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Offline phreak

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Re: Visual Studios 2008 Compatibility ?
I'm getting VS2008 free through school via the MSDNAA.  I should have the vs2008 project files ready to go hopefully by the end of the weekend.
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Offline chief1983

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Re: Visual Studios 2008 Compatibility ?
And in SVN?  That'd be nice, then I might be able to use those and figure out why my builds don't read from the registry on Vista the same as everyone else's.
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline phreak

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Re: Visual Studios 2008 Compatibility ?
probably because of this

Quote
This application has been updated to include settings related to the User Account Control (UAC) feature of Windows Vista. By default, when run on Windows Vista with UAC enabled, this application is marked to run with the same privileges as the process that launched it. This marking also disables the application from running with virtualization. You can change UAC related settings from the Property Pages of the project.

Quote
By default, the Visual C++ linker embeds a UAC fragment into the manifest of an application with an execution level of asInvoker. If your application requires administrative privileges to run correctly (for example, if it modifies the HKLM node of the registry or if it writes to protected areas of the disk, such as the Windows directory), you must modify your application.

The first option is to modify the UAC fragment of the manifest to change the execution level to requireAdministrator. The application will then prompt the user for administrative credentials before it runs. For information about how to do this, see /MANIFESTUAC (Embeds UAC information in manifest).

The second option is to not embed a UAC fragment into the manifest by specifying the /MANIFESTUAC:NO linker option. In this case, your application will run virtualized. Any changes you make to the registry or to the file system will not persist after your application has ended.

The fix is to change the launcher and FS2 to read from HKEY_CURRENT_USER instead of HKEY_LOCAL_MACHINE in the registry.
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Offline phreak

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Re: Visual Studios 2008 Compatibility ?
committed.  I also added multi-processor compiling for the release builds, it takes about 90 seconds to compile the whole codebase now on my quad extreme. (instead of something like 5 minutes).
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Offline chief1983

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Re: Visual Studios 2008 Compatibility ?
Awesome, that even eliminated the need for those changes to some of the FRED code to make it compile.  I figured that was what needed to be done for Vista, my only concern was that my builds specifically seemed to be the ones that showed any trouble at all.  Wasn't sure what settings others were using that were getting around that.
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline phreak

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Re: Visual Studios 2008 Compatibility ?
Updated project files to include additional compiler optimizations.  I also added two additional release configurations for SSE/SSE2 builds.
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