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First of all you should consider that Glest's developed has stopped in april 2009. There are two projects which continue and have added lots of features, factions and maps since then. ... but based on this where you are you maybe want to compile MegaGlest instead, then just follow this link: [https://docs.megaglest.org/MG/Development MegaGlest Development]
+
==Overview==
 +
Glest source is divided into 2 parts:<br>
 +
a) Game source: Glest game specific code.<br>
 +
b) Shared library source: Code that is shared among all Glest tools and other projects we have.
  
 
+
What we do is to compile the shared library as static library and the link the main code against it. Both of them use a single thread so you don't need multi-thread support.
[[Glest|Glest's]] source is divided into 2 parts:
 
#Game source: Glest game specific code.
 
#Shared library source: Code that is shared among all Glest tools and other projects Glest has.
 
 
 
We have to compile the shared library as static library and the link the main code against it. Both of them use a single thread so you don't need multi-thread support.
 
  
 
This shared library is also divided into several sub-modules:
 
This shared library is also divided into several sub-modules:
Line 17: Line 15:
 
==Requirements==
 
==Requirements==
 
*A compiler
 
*A compiler
*Glest's Source
+
*Glest Source
 
*Header files
 
*Header files
  
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*[http://www.mesa3d.org/ Mesa3D] or [http://www.xfree86.org/ XFree86] for GLU headers and libraries
 
*[http://www.mesa3d.org/ Mesa3D] or [http://www.xfree86.org/ XFree86] for GLU headers and libraries
  
===Programs===
+
===Programs (non-MSVS)===
<small>If not using Microsoft Visual Studio</small>
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* [http://www.perforce.com/jam/jam.html Jam] (not Boost Jam)
*[http://www.perforce.com/jam/jam.html Jam] (not Boost Jam)
+
* It might need [http://www.gnu.org/software/autoconf/ Autoconf] which needs GNU m4 and perl
*Possibly [http://www.gnu.org/software/autoconf/ Autoconf] which needs GNU m4 and perl
+
* Possibly [http://www.gnu.org/software/autogen/ Autogen]
*Possibly [http://www.gnu.org/software/autogen/ Autogen]
+
 
 +
==Linux compile hints==
 +
http://hailstone3.truefreehost.com/?p=5
 +
==Using MS Visual Studio .Net 2003==
 +
'''deprecated'''
 +
'''[http://glest.org/glest_board/viewtopic.php?f=4&t=3271&start=0&st=0&sk=t&sd=a Use this]'''
 +
<pre>
 +
Posted: Mon Feb 21, 2005
 +
Author: David Lendrum
 +
Email: devoidREMOVEME@REMOVEMEbigpond.net.au
 +
 
 +
This guide was written on February 21st, 2005. File locations/versions may have changed since this was written. I
 +
will attempt to keep the information here as current as possible.
 +
 
 +
If you have any questions, or find any errors with the instructions, email me and I will fix them up. I will also
 +
post a list of 'common problems' and solutions (assuming people have problems) in the near future based on
 +
information people have sent me.
 +
 
 +
NOTE: This is not how I would set up the development project with regard to locations and directory structure, but
 +
it was the simplest to get working. Feel free once you have got everything working to play around and re-organise
 +
stuff.
 +
 
 +
Requirements:
 +
This guide was written for the following environment:
 +
- Windows XP Professional SP2
 +
- Microsoft Visual Studio.Net 2003 Enterprise Edition
 +
- WinZip (or other unpacking tool)
 +
 
 +
Step 1 - Make sure your machine can run Glest!
 +
Ok - Before trying to compile anything, make sure your machine can actually run Glest. This should not be a
 +
problem for most Windows based machines around today. You will need to download the Glest binaries from
 +
SourceForge and install them. These files are available in the Glest project area, at this link:
 +
 
 +
https://sourceforge.net/project/showfiles.php?group_id=127297
 +
 
 +
You want to download the 'glest win32' package (currently 1.0.9 and is about 39MB in size). Once you have it
 +
downloaded, unpack and install it. This is the complete game with binaries, graphics and sound resources. Once the
 +
game has been installed, run it to make sure it works ok. Notice on the startup screen the version number is
 +
v1.0.9. Don't skip this step! Once we compile our own .EXE we will copy it into this folder and run it, so you
 +
need all of the Glest resources in their correct places in order for it to work.
 +
 
 +
Step 2 - Unpacking the Glest Source
 +
Ok, that was the easy bit. Smile The Glest source files are located at the same location on SourceForge (see link
 +
above). You need to download and save the 'glest shared library source' (currently v0.2 which is about 125k in
 +
size) and also the 'glest source' (currently v1.0.10 and 184k in size). These 2 packages contain the source files
 +
we will be compiling. I created a folder in my C: drive and called it 'Development' and then created another
 +
folder inside the Development one called 'Glest' (C:\Development\Glest). The instructions that follow assume the
 +
same folder structure, so change them to suit your machine.
 +
 
 +
Unpack the 'shared_lib_source_v0.2.zip' file into the C:\Development\Glest folder. I just used the Windows XP
 +
Extract Compressed Folders program (right click the .zip file, select 'Extract All' hit Next, then Next again,
 +
untick the 'Show Extract Files' box, then click Finish), but WinZip or any other program for unpacking ZIP files
 +
will work fine. This should automatically create a sub folder of the same name as the .zip archive.
 +
 
 +
NOTE: On my machine the folder names are doubled up as you will see shortly. Be aware of this if you are using
 +
another program like WinZip that doesn't do it this way.
 +
 
 +
Also, unpack the 'glest_source_v1.0.10.zip' file into the C:\Development\Glest folder. You should now have the
 +
following folder structure:
 +
 
 +
C:\Development\Glest
 +
C:\Development\Glest\glest_source_v1.0.10
 +
C:\Development\Glest\shared_lib_source_v0.2
 +
 
 +
Step 3 - Getting the Other Libraries
 +
Before you can compile the Glest Shared Library, you need to download the following archives into your
 +
C:\Development\Glest folder:
 +
 
 +
Xerces 2.6.0 [The file doesn't exist at that address anymore]
 +
Filename: xerces-c_2_6_0-windows_nt-msvc_60.zip
 +
Location: http://www.apache.org/dist/xml/xerces-c/binaries/WinNT_msvc60/xerces-c_2_6_0-windows_nt-msvc_60.zip
 +
 
 +
OggVorbis Win32 SDK 1.0.1
 +
Filename: OggVorbis-win32sdk-1.0.1.zip
 +
Location: http://www.vorbis.com/files/1.0.1/windows/OggVorbis-win32sdk-1.0.1.zip
 +
 
 +
OpenGL SDK files
 +
Filename: glsdk.zip
 +
Location: http://oss.sgi.com/projects/ogl-sample/GLsdk.zip
 +
 
 +
Unpack the above three archives into the C:\Development\Glest folder. You should now have the following folder
 +
structure under C:\Development:
 +
 
 +
C:\Development\Glest
 +
C:\Development\Glest\glest_source_v1.0.10
 +
C:\Development\Glest\GLsdk
 +
C:\Development\Glest\shared_lib_source_v0.2
 +
C:\Development\Glest\oggvorbis-win32sdk-1.0.1
 +
C:\Development\Glest\xerces-c_2_6_0-windows_nt-msvc_60
 +
 
 +
Step 4 - Creating a Visual Studio Project for the Shared Library
 +
What we need to do now, is to create a project in Visual Studio that will contain the files for the Shared Library
 +
that we will be building. We will then set the appropriate include paths/folders and library search paths, and
 +
finally compile the shared library. So, first thing is to create a Visual Studio project. To do that, Open Visual
 +
Studio. Select File, New Project. Under 'Visual C++ Projects', select the project type of 'Win32 Project'. Enter
 +
the name of the project as 'GlestLib'. Change the location of the project to C:\Development\Glest. Create a new
 +
folder and call it 'GlestLib' (make sure this folder is selected in the Project Location dialog), then click
 +
Open. On the New Project dialog window, click Ok. This will start the Win32 Application Wizard. Select
 +
'Application Settings' under 'Overview' and make sure the Application Type is set to 'Static Library'. Leave all
 +
other options as their default. Click Finish.
 +
 
 +
Now, we need to create some folders in our project to help keep the files organised. So, back in Visual Studio
 +
(you should still have your GlestLib project open, if not, open it), right click the 'Source Files' folder and
 +
click 'New Folder'. Call this folder 'Graphics'. Create more folders in the 'Source Files' and call them
 +
'Platform', 'Sound','Util' and 'Xml'. Also, you need to create another folder INSIDE the Graphics folder and call
 +
it 'GL'. Now we can add the source files to the relevant folder, so, right click the folder called 'Graphics' and
 +
select 'Add Existing Item'. On the Add Existing Item dialog box, navigate to the
 +
C:\Development\Glest\shared_lib_source_v0.2\shared_lib_source_v0.2\Sources\Graphics folder. Notice the GL folder?
 +
We will use that in a minute. Select all of the *.cpp files and then click the Open button. These will now be
 +
added to your project. Now right click the 'GL' folder under 'Graphics' in your project and select 'Add Existing
 +
Item'. Navigate to the same location as above but go one folder deeper into the \Graphics\GL folder and select all
 +
of the *.cpp files and click Open. These should be added to the subfolder called 'GL' under your 'Graphics' folder
 +
in your Visual Studio project. Now, repeat the step above for the 'Platform', 'Sound', 'Util' and 'XML' folders.
 +
 
 +
We now need to do the same thing for the Header files. So create the same folder structure under the Header Files
 +
in your project ('Graphics', 'Graphics\GL', 'Platform', 'Sound', 'XML'). After creating the folder, repeat the
 +
above steps for adding the files, but navigate to the
 +
C:\Development\Glest\shared_lib_source_v0.2\shared_lib_source_v0.2\Include folder. This time we will be adding all
 +
of the files with a *.h extension instead of *.cpp.
 +
 
 +
We also need to a few of the Open GL files to the project. There is one source file (glprocs.c) and some header
 +
files (wglext.h, gl.h, glext.h, glprocs.h). These files are located in the C:\Development\Glest\GLsdk\GLsdk\GL
 +
folder. Use the method described above to add the one source file and the 4 headers files. Just put them into the
 +
'Source Files' and 'Header Files' folders respectively.
 +
 
 +
Step 5 - Set Visual Studio Project Settings
 +
Ok - before we can compile, we need to tweak the project settings a little bit, so right click your project
 +
'GlestLib' in visual studio, and select Properties. Expand the C/C++ folder and select General. Click the
 +
'Additional Include Directories' and set this as follows:
 +
 
 +
C:\Development\Glest\shared_lib_source_v0.2\shared_lib_source_v0.2\include\xml
 +
C:\Development\Glest\shared_lib_source_v0.2\shared_lib_source_v0.2\include\util
 +
C:\Development\Glest\shared_lib_source_v0.2\shared_lib_source_v0.2\include\sound
 +
C:\Development\Glest\shared_lib_source_v0.2\shared_lib_source_v0.2\include\platform
 +
C:\Development\Glest\shared_lib_source_v0.2\shared_lib_source_v0.2\include\graphics\gl
 +
C:\Development\Glest\shared_lib_source_v0.2\shared_lib_source_v0.2\include\graphics
 +
C:\Development\Glest\GLsdk\GLSdk\GL
 +
C:\Development\Glest\oggvorbis-win32sdk-1.0.1\oggvorbis-win32sdk-1.0.1\include
 +
C:\Development\Glest\xerces-c_2_6_0-windows_nt-msvc_60\xerces-c_2_6_0-windows_nt-msvc_60\include
 +
 
 +
Under the General folder, set the 'Create/Use Precompiled Header' to 'Not using precompiled headers'.
 +
 
 +
Under the Librarian folder, in the 'Additional Library Directories', set this as follows:
  
==Compiling with Microsoft Visual Studio 2008==
+
C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Lib
===Prerequisites===
+
C:\Development\Glest\oggvorbis-win32sdk-1.0.1\oggvorbis-win32sdk-1.0.1\lib
*Download and install [http://http//www.microsoft.com/express/download Microsoft Visual C++ 2008 Express Edition] (MSVC++). MSDN documentation is optional, but helpful. Decide where you want to check out glest and put your dependencies.  This location will be referred to as <tt>[root]</tt> from this point on.
+
C:\Development\Glest\xerces-c_2_6_0-windows_nt-msvc_60\xerces-c_2_6_0-windows_nt-msvc_60\bin
*Download and extract the all-in-one win32-glest-deps.rar into [root]. Checkout the glest sources.  This should look something like this:
+
C:\Development\Glest\xerces-c_2_6_0-windows_nt-msvc_60\xerces-c_2_6_0-windows_nt-msvc_60\lib
  
svn co https://glest.svn.sourceforge.net/svnroot/glest/trunk glest
+
NOTE: Make sure when you are adding the include folders, you actually navigate to the folders to ensure they exist
 +
at the same location on your machine. If you simply cut/paste the location of the folders from above, you may find
 +
they are in a slightly different location and the compile will fail.
  
===Creating the "Solution" and "Projects"===
+
Step 6 - Build the Shared Library
MSVC++ projects are contained in a "solution" (analogous to a "workspace" in other IDEs). A single solution can contain multiple projects.  We want to create a single solution in the [root]\glest\source directory that contains projects for each of the <tt>shared_lib</tt>, <tt>glest_game</tt> and optionally <tt>g3d_viewer</tt> and <tt>map_editor</tt> directories.
+
Everything should be ready to go. Simply right click the GlestLib project and select Build. It takes about 1
 +
minute 30 seconds on my machine and it builds with no errors, but 54 warnings (which can be ignored). After the
 +
build, check the output folder of your project which should be something like
 +
C:\Development\Glest\GlestLib\GlestLib\Debug and look for the GlestLib.lib file. Mine is 7,617kb. This is the file
 +
that we need to link into the Glest Source when we compile that, which moves us onto...
  
===Create an empty solution named "Glest"===
+
Step 7 - Creating a Visual Studio Project for the Glest Source
*Create a new solution with a dummy project: <tt>Click File > New > Project From Existing Code</tt>. Visual C++ project should be selected.
+
What we need to do now, is to create a project in Visual Studio that will contain the files for the Glest source
*Set the project file location to <tt>[root]\glest\source</tt> and the project name to <tt>Glest</tt>.
+
that we will be building. We will then set the appropriate include paths/folders and library search paths, and
*Remove the Glest project from the solution.
+
finally compile the source. So, first thing is to create a Visual Studio project. To do that, Open Visual Studio.
*Close & save the solution (<tt>File > Close Solution</tt>).
 
*Browse to [root]\glest\source and delete all of the files that were just created except for <tt>Glest.sln</tt>
 
  
Now we have our blank solution that we'll add subprojects to later.
+
Select File, New Project. Under 'Visual C++ Projects', select the project type of 'Win32 Project'. Enter the name
 +
of the project as 'GlestSrc'. Change the location of the project to C:\Development\Glest. Create a new folder and
 +
call it 'GlestSrc' (make sure this folder is selected in the Project Location dialog), then click Open. On the New
 +
Project dialog window, click Ok. This will start the Win32 Application Wizard. Select 'Application Settings' under
 +
'Overview' and make sure the Application Type is set to 'Windows Application' and tick the box for 'Empty
 +
Project'. Leave all other options as their default. Click Finish.
  
===Create projects===
+
Now we need to add some modules to our project. To do this, right click the 'Source Files' folder and click 'Add
*To create the individual projects, <tt>File > New project from existing code</tt> and set the Project file location to <tt>[root]\glest\sourced\shared_lib</tt> and the project name to <tt>libglest</tt>.
+
Existing Item'. Navigate to the C:\Development\Glest\Glest_source_v1.0.10\glest_source_v1.0.10\sources folder.  
*Set the project type as a <tt>Static library (LIB) project</tt>.
+
Notice how all the *.cpp and *.h files are listed together? In the Filename box at the bottom, type in *.cpp and
*Repeat this for <tt>[root]\glest\sourced\glest_game</tt> with the project name <tt>game</tt>.  
+
press enter. This will now only display the *.cpp files. Select them all and then click the Open button. These
*This can optionally be repeated for <tt>g3d_viewer</tt> and <tt>map_editor</tt>.
+
files should now appear in the 'Sources' folder of your project. Add the header files in the same way, except type
*Close the open solution (<tt>File > Close Solution</tt>).
+
in *.h instead of *.cpp to filter out all but the header files.
*Using windows explorer, go to each of the subproject folders and delete the <tt>.ncb</tt>, <tt>.sln</tt> and <tt>.suo</tt> files.  These are for the solution tied each of these projects that we don't need.
 
  
===Put it all together===
+
Ok - before we can compile, we need to tweak the project settings a little bit, so right click your project
Open the original "Glest" solution and add each project (<tt>File > Add > Existing Project</tt>).
+
'GlestSrc' in visual studio, and select Properties. Expand the C/C++ folder and select General. Click the
 +
'Additional Include Directories' and set this as follows:
  
===Configure project properties===
+
C:\Development\Glest\shared_lib_source_v0.2\shared_lib_source_v0.2\include\xml
*Go to <tt>Project > Project Dependencies</tt> and set all projects besides <tt>libglest</tt> as being dependent on <tt>libglest</tt>.
+
C:\Development\Glest\shared_lib_source_v0.2\shared_lib_source_v0.2\include\util
*Select all projects and go to properties page.
+
C:\Development\Glest\shared_lib_source_v0.2\shared_lib_source_v0.2\include\sound
*From the Configuration drop down at the top of the window, select All Configurations. We will now be editing the properties for all projects and all configurations, so be careful what you change.
+
C:\Development\Glest\shared_lib_source_v0.2\shared_lib_source_v0.2\include\platform
*Set <tt>C/C++ > General > Additional Include Directories</tt> using the below values. Just delimit them with a semicolon and copy and paste.
+
C:\Development\Glest\shared_lib_source_v0.2\shared_lib_source_v0.2\include\graphics\gl
 +
C:\Development\Glest\shared_lib_source_v0.2\shared_lib_source_v0.2\include\graphics
 +
C:\Development\Glest\GLsdk\GLSdk\GL
 +
C:\Development\Glest\xerces-c_2_6_0-windows_nt-msvc_60\xerces-c_2_6_0-windows_nt-msvc_60\include
 +
C:\Development\Glest\oggvorbis-win32sdk-1.0.1\oggvorbis-win32sdk-1.0.1\include
  
..\..\..\deps\include
+
Before we can compile, we also need to set the Library folder, so the project can link in the necessary files. Set
..\shared_lib\include\sound\ds8
+
the Library folders by right clicking your project 'GlestSrc' in visual studio, and select Properties. Expand the
..\shared_lib\include\graphics
+
Linker folder and select General. Click the 'Additional Library Directories' and set this as follows:
..\shared_lib\include\graphics\gl
 
..\shared_lib\include\platform\win32
 
..\shared_lib\include\sound
 
..\shared_lib\include\util
 
..\shared_lib\include\xml
 
  
*Set <tt>C/C++ > General > Warning Level</tt> to 2 to avoid excess spam.
+
C:\Development\Glest\GlestLib\GlestLib\Debug
*If you want to debug using the edit and continue debug database, click Apply, switch to the debug configuration and set <tt>C/C++ > Code Generation > Enable Function-Level Linking</tt> to yes.
 
*Select only the game project and go into it's properties.
 
*Add all of the directories in the game project to it's own include path (<tt>C/C++ > General > Additional Include Directories</tt>).
 
*Now select only the exe projects (<tt>game</tt>, <tt>g3d_viewer</tt> and <tt>map_editor</tt>) and go into those project properties.
 
*Again, select all configurations
 
*Set <tt>Linker > General > Additional Library Directories</tt> to include
 
  
..\..\..\deps\lib
+
On the Input folder (under Linker), set the 'Additional Dependencies' as follows:
..\shared_lib\$(ConfigurationName)
 
  
*Set <tt>Linker > Input > Additional Dependencies</tt> to the below value. (Note: This presumes that you want to statically link as much as possible. Otherwise, you can choose to use dyanamic <tt>.lib</tt> files, but the DLLs will be required at run time.)
+
C:\Development\Glest\GlestLib\GlestLib\Debug\GlestLib.lib
 +
C:\Development\Glest\oggvorbis-win32sdk-1.0.1\oggvorbis-win32sdk-1.0.1\lib\ogg_static.lib
 +
C:\Development\Glest\oggvorbis-win32sdk-1.0.1\oggvorbis-win32sdk-1.0.1\lib\vorbis_static.lib
 +
C:\Development\Glest\oggvorbis-win32sdk-1.0.1\oggvorbis-win32sdk-1.0.1\lib\vorbisfile_static.lib
 +
C:\Development\Glest\xerces-c_2_6_0-windows_nt-msvc_60\xerces-c_2_6_0-windows_nt-msvc_60\lib\xerces-depdom_2.lib
 +
C:\Development\Glest\xerces-c_2_6_0-windows_nt-msvc_60\xerces-c_2_6_0-windows_nt-msvc_60\lib\xerces-c_2.lib
 +
"C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Lib\OpenGL32.lib"
 +
"C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Lib\glu32.lib"
 +
"C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Lib\glaux.lib"
 +
"C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Lib\dsound.lib"
 +
"C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\Lib\dxguid.lib"
  
dsound.lib dxguid.lib ogg_static.lib vorbis_static.lib vorbisfile_static.lib xerces-c_2.lib opengl32.lib glu32.lib wsock32.lib libglest.lib mmc.lib
+
Note: The " around the folder locations above are required for any paths that contain spaces in them.
  
===Removing unused sources & adding glprocs===
+
Step 8 - Build Glest Source
Not all subdirectories of this project should be compiled on windows. Additionally, the D3D implementation is incomplete.  So select the following subdirectories of <tt>shared_lib</tt>, right click and select <tt>Exclude From Project</tt>.
+
Ok - everything should be in place. Right click your GlestSrc project and click Build, or if you have already
 +
tried to build it and it has failed, click Clean Solution, then click Build. On my machine a it takes a few
 +
minutes to compile and compiles with 0 errors and 933 warnings (ignore the warnings).
  
sources/graphics/d3d9
+
If you have got to this point - congratulations! All you have to do now is copy your .EXE (and a .DLL file) to the
sources/graphics/gl2
+
Glest folder that you created in step 1 above and run *YOUR* compiled exe.
sources/platform/sdk
 
sources/platform/posix
 
sources/sound/openal
 
  
Right click on the <tt>libglest</tt> project, select <tt>Add/Existing Item</tt> and browse to <tt>deps/src/glprocs.c</tt>
+
Step 9 - Running the newly compiled exe
 +
Ok - this is the easy step. Navigate to the Glest folder where you installed the original game in step 1. I used
 +
the standard defaults so on my machine it is installed into C:\Program Files\Glest_v1.0.9. Open Windows Explorer
 +
and navigate to that folder. Rename 'glest.exe' to 'glest.ORIGINAL.exe' and rename 'xerces-c_2_3_0.dll' to
 +
'xerces-c_2_3_0.ORIGINAL.dll'. Now copy the compiled 'Glest.exe' from C:\Development\Glest\GlestSrc\Glest\Debug to
 +
the folder where you installed Glest. Also, copy in the file
 +
'C:\Development\Glest\xerces-c_2_6_0-windows_nt-msvc_60\xerces-c_2_6_0-windows_nt-msvc_60\bin\xerces-c_2_6.dll' to
 +
the folder where you installed Glest. Run the 'Glest.exe' and you should notice the version is now 1.0.10 (not
 +
1.0.9) - play the game and see that it works ok.
  
===Troubleshooting===
+
Thats it! Simple really... Wink
If you compile Glest and somebody else tries to run in on their machine and they get "Application failed to start because side-by-side configuration is incorrect" then they either need to install  Microsoft Visual C++ 2008 Redistributable Package (x86) or you need to link in the C runtime libraries statically. The later basically involves setting <tt>C/C++ > Code Generation > Runtime Libray</tt> to "Multi-threaded (/MT)" and then adding <tt>libcmt.lib</tt> in <tt>Linker > Input > Additional Dependencies</tt> and will generate a slightly larger file.
+
</pre>
  
==See also==
+
==Using Dev-C++==
*[[GAE]]
 
*[[MegaGlest]]
 
[[Category:Glest]]
 
[[Category:Source]]
 
[[Category:Development]]
 

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