MG/Windows Compiling

This page explains how to compile MegaGlest for Windows.

Two approaches
Generally, there are two approaches to get your work done:
 * CLI: the automatable and fast one, using command line utilities and batch files
 * GUI: the slow and shiny one, using graphical user interfaces

The MegaGlest developers prefer the first approach, and this is also the most tested and recommended approach. You can also choose the GUI approach, which should work, but please do not expect us to support you with setting up your VC++ build environment or GUI SVN client since this is hard to support and eats a lot of time. So if you choose this approach, please do not ask for support unless you do know how this is done properly and that the issues you are running into are clearly due to a bug in the solution files or this documentation.

Prepare

 * Install Visual C++ Express 2010 (direct downloads for English version: 1 2 ) as well as any service packs available for it (info on SP1).
 * Install 7-Zip or a compatible file archiving utility.

The CLI approach

 * Install Slik SVN and use it to check out the MegaGlest source code and game data into your local Subversion working copy.
 * Ensure that the 7-zip command is available globally (add it to your PATH). If the installer did not automatically add the installation directory to the system path, instructions are available here).
 * Locate and run the SS_of_MG_Windows_Batch_File.png mk\windoze\build-mg-2010.bat batch file which automates the following steps for you:
 * Download and extract the build dependencies archive unless you already have it
 * Update the branch you are working in with the latest subversion code
 * Update the timestamp and revision number on source\glest_game\facilities\game_util.cpp
 * Compile all projects from command line
 * Note that it may be necessary to run this batch file as an administrator (right click and choose "run as administrator")
 * If nothing goes wrong you will see megaglest.exe (and other binaries) in data\glest_game\ (where all the data content lives).
 * On the first run, also run the mk\windoze\CopyWindowsRuntimeDlls_2010.bat batch file to copy runtime dependency DLL's to the runtime binary folder.

The GUI approach

 * Read the above Two approaches paragraph since it provides important information on the limits of this aproach.
 * Install TortoiseSVN or a similar Subversion client and use it to check out the MegaGlest source code and game data into your local Subversion working copy.
 * Download the build dependencies archive.
 * Decompress the 7-zip compressed build dependencies archive into the source subdirectory of your Subversion working copy. You should then see a source\windows_deps\ directory with many files inside.
 * Start Visual C++ 2010 and open the main solution, located in mk\windoze\Glest_vc2010.sln</tt>
 * Perform a rebuild project.
 * If nothing goes wrong you will see megaglest.exe</tt> (and other binaries) in data\glest_game\</tt> (where all the data content lives).
 * On the first run, also run the mk\windoze\CopyWindowsRuntimeDlls_2010.bat</tt> batch file to copy runtime dependency DLL's to the runtime binary folder.

Subversion
If you are using subversion on 64-bit Windows 7 and get error messages like The file or directory is corrupted and unreadable then that's probably because of a bug in NTFS.

Building
If your build fails, this can be due to an outdated build dependencies. Check http://sourceforge.net/projects/megaglest/files/ for when the windows_deps.7z</tt> file was last updated, and if it's more recent than the one you extracted the files in source\windows_deps\</tt> from (or if you do not know), then recursively delete both source\windows_deps\</tt> and source\windows_deps.7z</tt>.

When using the GUI approach, you also need to manually download the updated build dependencies archive and extract it into the source\</tt> directory in your subversion working copy. With the CLI approach, this will be done automatically on next build.

Running
If MegaGlest crashes you should do a full rebuild. To do so with the CLI approach, instead of just running mk\windoze\build-mg-2010.bat</tt>, run mk\windoze\build-mg-2010.bat n rebuild</tt> to trigger a full rebuild.

If you run into dependency errors when starting the game, be sure to re-run the mk\windoze\CopyWindowsRuntimeDlls_2010.bat</tt> batch file to copy possibly updated runtime dependency DLL's to the runtime binary folder.

Reporting bugs
If you think you have run into a bug in MegaGlest, and neither reading the README and FAQ nor searching for it at http://bugs.megaglest.org helps, then please report a new bug at http://bugs.megaglest.org/ (one-time registration is neccessary to post).

When filing a bug, please provide a log of the build process of a full rebuild. With the CLI approach, run the build batch file and redirect all output to a log file, such as by using: cd mk\windoze\ build-mg-2010.bat n rebuild 1>%Temp%\build-mg-2010.log 2>&1 @echo The build log was written to: %Temp%\build-mg-2010.log The GUI approach will always do a full rebuild if you do it as described above.