Mechanized Assault & eXploration Reloaded



#1 Jun 14, 2010 5:07 pm
beko beko Offline
Developer, Administrator
Registered since: Jun 04, 2004
Posts: 2,279


Subject: Building MAXR with Visual Studio 2010
Building MAXR with Visual Studio 2010

Some of you waited a long time for a new tutorial howto build maxr with latest Visual Studio on Windows yourself. Alzi managed to free some time for this and rewrote his old article. With this guide you can set up your own maxr build environment at home and compile the latest svn whenever you want to give it a shot. We're waiting for your feedback and your patches on the bugtracker, of course Wink
Bernd Kosmahl
"Sir, we are surrounded!" - "Great - we can attack in any direction."
This post has been edited 1 times. Last edit on Jan 15, 2013 5:09 pm by beko. ↑  ↓

#2 Jan 03, 2011 2:18 pm
xochipilli Offline
Approved Member
Registered since: Dec 29, 2009
Posts: 84


Subject: "P" button
Hi,

I've build the latest svn using visual studio 2010, I'm wondering if it's possible to have the "P' button back, like in the official build 0.2.6.
Maybee I did something wrong?

After an succesful build with Visual Studio I installed v0.2.6, then copied the data from c:\maxr (data from MAX/DATA) + maxr.exe (from the map in ...\visualstudio\projects\maxr\debug) to the map where i installed v0.2.6.
Then ran reinstaller.

Started the game, which works, but there's no "P" button, any ideas?
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#3 Jan 03, 2011 8:08 pm
Eiko Eiko Offline
Moderator, Developer
Registered since: Aug 03, 2007
Posts: 604


Subject: Re: Building MAXR with Visual Studio 2010
You didn't do anything wrong. The 'P'-Button still needs to be reimplemented. The functionality was disabled during a rewrite of the menu system. The plan is, to reimplement the 'P'-Button before the next release.
This post has been edited 2 times. Last edit on Jan 03, 2011 8:09 pm by Eiko. ↑  ↓

#4 Jan 03, 2011 9:59 pm
beko beko Offline
Developer, Administrator
Registered since: Jun 04, 2004
Posts: 2,279


Subject: Re: Building MAXR with Visual Studio 2010
Use "/players on". That's basically the same but as debug output on screen Wink
Bernd Kosmahl
"Sir, we are surrounded!" - "Great - we can attack in any direction."
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#5 Jan 03, 2011 11:10 pm
Eiko Eiko Offline
Moderator, Developer
Registered since: Aug 03, 2007
Posts: 604


Subject: Re: Building MAXR with Visual Studio 2010
I'm not sure, but if I remember correctly, the player debug output is also not working correctly. I think, the player states are not displayed as they should. But I haven't tried this in the latest games.
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#6 Jan 05, 2011 1:37 pm
xochipilli Offline
Approved Member
Registered since: Dec 29, 2009
Posts: 84


Subject: Re: Building MAXR with Visual Studio 2010
I tried, status of "/players on" only works for yourself, others remain on green status if they have ended turn or not.

Nice to see some action on the bugtracker lately and a hint of a new release coming after a long period of silence Wink started to get worried Undecided
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#7 Jan 06, 2011 10:48 pm
xochipilli Offline
Approved Member
Registered since: Dec 29, 2009
Posts: 84


Subject: Re: Building MAXR with Visual Studio 2010
Could have done something wrong after all.

When trying to start the newly build svn on a other computer, i get an error "can't start the game cause msvcp100d.dll can't be found..."

Solved it by copying both msvcp100d.dll and msvcr100d.dll to the install folder of maxr, but I probably made some mistake when building the game?
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#8 Jan 06, 2011 11:26 pm
Eiko Eiko Offline
Moderator, Developer
Registered since: Aug 03, 2007
Posts: 604


Subject: Re: Building MAXR with Visual Studio 2010
It's not really a mistake. There are two possibilities to link the c++ runtime (crt) dlls.

1) dynamic linking, so that the dlls have to be present at the computer where you want to run the application. This is the case, when VS is installed on the pc. So the application runs fine on every computer with VS installed. When it is not installed, you have to provide the dlls in an installation routine or copy them manually. This is what you have done.

2) The second method is to link the crt statically, to get rid of the dependence on the msvc dlls. But that's not very trivial. You have to recompile every dll, against which maxr links, with statically linked crt. And also the SDL sources need some changes, to avoid a few memory runtime errors.

I really suggest to use the first method and copy the dlls, unless you want to build a release version Wink
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#9 Jan 09, 2011 2:59 pm
xochipilli Offline
Approved Member
Registered since: Dec 29, 2009
Posts: 84


Subject: Re: Building MAXR with Visual Studio 2010
Apparently there is still something wrong Disappointed
I appear to have no sounds, except for the surveyor, which sounds different.
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#10 Jan 09, 2011 10:54 pm
beko beko Offline
Developer, Administrator
Registered since: Jun 04, 2004
Posts: 2,279


Subject: Re: Building MAXR with Visual Studio 2010
Nope. That's expected behaivor.

We changed sound format from wav to ogg. You have to rebuild the resinstaller as well and give it a run on your max cd.

The surveyor is one of the few units that already has it's own sound that ships with maxr. resinstaller will iirc overwrite it by default.
Bernd Kosmahl
"Sir, we are surrounded!" - "Great - we can attack in any direction."
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