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		<id>https://wiki.vega-strike.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ezee</id>
		<title>VsWiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://wiki.vega-strike.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ezee"/>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/Special:Contributions/Ezee"/>
		<updated>2026-05-13T13:27:56Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=DOXYGEN_DOCUMENTATION&amp;diff=19834</id>
		<title>DOXYGEN DOCUMENTATION</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=DOXYGEN_DOCUMENTATION&amp;diff=19834"/>
				<updated>2015-05-30T13:16:27Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here you will find the engine's source code documentation produced by Doxygen .&lt;br /&gt;
&lt;br /&gt;
Each release of the engine will have his own doc .&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
[http://vegastrikevo.sourceforge.net/vegaevo_doc/html/index.html vegastrike-src-0.5.1.r1 Doc]&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=DOXYGEN_DOCUMENTATION&amp;diff=19833</id>
		<title>DOXYGEN DOCUMENTATION</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=DOXYGEN_DOCUMENTATION&amp;diff=19833"/>
				<updated>2015-05-30T13:13:31Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: link was broken , fixed !&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here you will find the engine's source code documentation produced by Doxygen .&lt;br /&gt;
&lt;br /&gt;
Each release of the engine will have his own doc .&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
[http://vegastrikevo.sourceforge.net/vegaevo_doc/html/index.html/ vegastrike-src-0.5.1.r1 Doc]&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=DOCs&amp;diff=19832</id>
		<title>DOCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=DOCs&amp;diff=19832"/>
				<updated>2015-05-30T13:12:18Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: the links are dead , so ripped&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Engine Documentation for Modders ==&lt;br /&gt;
&lt;br /&gt;
If you're a modder and looking for engine info, this is the place. If it looks incomplete, casual, apathetic, it's because it is. Well, this is better than what there was before... zip nothing. Hopefully this WIKI section will grow, grow, and then grow some more, until it catches up with the vegastrike engine. In the meantime, there's a slight chance you might find what you're looking for here. If not, probably the best way to go is to edit this page to add the section or category you're interested in, put whatever data you can find in it, and then ask the devs to fill in the rest.&lt;br /&gt;
&lt;br /&gt;
[[CONFVAR]] - Configuration variables in vegastrike.config&lt;br /&gt;
&lt;br /&gt;
[[CPPPY]] - C++ functions available to Python&lt;br /&gt;
&lt;br /&gt;
[[CPPCODE]] - C++ code organization, data flow charts, time charts&lt;br /&gt;
&lt;br /&gt;
[[DOXYGEN DOCUMENTATION]] - C++ source code documentation, in .html format&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Network:Todo&amp;diff=19760</id>
		<title>Development:Network:Todo</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Network:Todo&amp;diff=19760"/>
				<updated>2014-04-26T15:05:45Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: /* Network TODO */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Bugs for deathmatch =&lt;br /&gt;
* With renamed units (renamed aeon in both test2 savegame files, Player 2 seems to load fine, but cannot fire guns.&lt;br /&gt;
** Yes.  This is a feature, not a bug.  The way it sends saved games is by starting with the original entry in units.csv.  If that does not exist, it sends a blank CSV file to the clients. [[User:ace123|Patrick]] 02:28, 29 July 2007 (PDT)&lt;br /&gt;
* Asteroids not always networked... Space junk doesn't display the cargo type because of the way it was created....&lt;br /&gt;
&lt;br /&gt;
= Network TODO =&lt;br /&gt;
&lt;br /&gt;
List of stuff to be done (that is... the to do in &amp;quot;TODO&amp;quot;)&lt;br /&gt;
Update of April 2014 :&lt;br /&gt;
&lt;br /&gt;
2 members are working at the MMO Development :&lt;br /&gt;
&lt;br /&gt;
 *Eye~R ( hosting , gameplay designer )&lt;br /&gt;
 *Ezee ( Dev , graphics , gameplay )&lt;br /&gt;
&lt;br /&gt;
Eye~R wrote a first TODO list , because of &amp;quot; '''There's still a lot to do'''. &amp;quot; :&lt;br /&gt;
&lt;br /&gt;
== Vegastrike MMO Server ToDo list: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vegaserver: ==&lt;br /&gt;
&lt;br /&gt;
Fix &amp;quot;turrets&amp;quot;&lt;br /&gt;
Fix owning &amp;gt;1 ship = player dies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Account Server: ==&lt;br /&gt;
&lt;br /&gt;
Python:&lt;br /&gt;
&lt;br /&gt;
PHP:&lt;br /&gt;
Make the fuckin thing talk to MySQL =(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Website: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pretty frontend, user signup and general website&lt;br /&gt;
&lt;br /&gt;
Home page&lt;br /&gt;
&lt;br /&gt;
About page&lt;br /&gt;
&lt;br /&gt;
Signup page&lt;br /&gt;
&lt;br /&gt;
Login Page&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Admin control interface ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ability to review users logged in and evict&lt;br /&gt;
&lt;br /&gt;
Ability to maintain blocklist (may tie this directly into the firewall)&lt;br /&gt;
&lt;br /&gt;
Ability to perform basic admin of user accounts (issue password reset request to previously defined email, alter applicaable email, add user to blocklist)&lt;br /&gt;
&lt;br /&gt;
Ability to perform basic admin of server&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== User control interface ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ability to change contact Email&lt;br /&gt;
&lt;br /&gt;
Ability to change alternate contact details&lt;br /&gt;
&lt;br /&gt;
Abiltiy to change about&lt;br /&gt;
&lt;br /&gt;
Abiltiy to upload avatar&lt;br /&gt;
&lt;br /&gt;
Ability to upload personal livery&lt;br /&gt;
&lt;br /&gt;
Ability to maintain friends/contacts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DataBase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bases table&lt;br /&gt;
&lt;br /&gt;
user table&lt;br /&gt;
&lt;br /&gt;
Add fields for signup IP, last logged in IP and last 10 unique IP's&lt;br /&gt;
&lt;br /&gt;
Add field for email used in signup&lt;br /&gt;
&lt;br /&gt;
Add field for date/time of signup.&lt;br /&gt;
&lt;br /&gt;
Add field for current email, to be used possibly for sending auth code to confirm human signup&lt;br /&gt;
&lt;br /&gt;
Add fields for optional alternate contact details, and an &amp;quot;about&amp;quot; section for profile&lt;br /&gt;
&lt;br /&gt;
Add fields for rank and for faction(default Unadorned)&lt;br /&gt;
&lt;br /&gt;
Add field for IsSuper to indicate SuperUser&lt;br /&gt;
&lt;br /&gt;
Add field for IsFaction to denote Faction Leader status&lt;br /&gt;
&lt;br /&gt;
Add field for Ship (possibly better in accounts?)&lt;br /&gt;
&lt;br /&gt;
account table&lt;br /&gt;
&lt;br /&gt;
Possibly split CSV into applicable fields? will make tweaking of any particular value &amp;quot;easier&amp;quot;.. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Markets: ==&lt;br /&gt;
&lt;br /&gt;
Create sensible &amp;quot;production Tree&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NEW : DATABASE FOR ACCOUNT SERVER ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Current user_table:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;+---------------+-----------------+------+-----+-----------+-------+&lt;br /&gt;
| Field | Type | Null | Key | Default | Extra |&lt;br /&gt;
+---------------+-----------------+------+-----+-----------+-------+&lt;br /&gt;
| username | varchar(20) | YES | | NULL | |&lt;br /&gt;
| user_id | varchar(20) | YES | PRI | NULL | Auto-Increment |&lt;br /&gt;
| user_password | varchar(50)| YES | | NULL | |&lt;br /&gt;
+---------------+-------------+------+-----+---------+-------+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proposed:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
+---------------+-------------+------+-----+---------+-------+&lt;br /&gt;
| Field | Type | Null | Key | Default | Extra |&lt;br /&gt;
+---------------+-------------+------+-----+---------+-------+&lt;br /&gt;
| username | varchar(20) | YES | | NULL | |&lt;br /&gt;
| user_id | varchar(20) | YES | | NULL | |&lt;br /&gt;
| user_password | varchar(50) | YES | | NULL | |&lt;br /&gt;
| signup_mail | varchar(30)| YES | | NULL | |&lt;br /&gt;
| timedate_stamp | date(30)|YES| | NULL | |&lt;br /&gt;
| user_mail | varchar(30)|YES| | NULL | |&lt;br /&gt;
| signup_ip | varchar(12)|YES| | NULL | |&lt;br /&gt;
| current_ip | varchar(12)|YES| | NULL | |&lt;br /&gt;
| known_ip | varcahr(120)|YES| | NULL | |&lt;br /&gt;
| issuper | int(1) | NO | | 0 | |&lt;br /&gt;
| isfaction | int(1) | NO | | 0 | |&lt;br /&gt;
| rank | varchar(20)|YES| | NULL | |&lt;br /&gt;
| ship | varchar(30)|YES| | NULL | |&lt;br /&gt;
| alt_contact| varchar(180)| YES | | NULL | |&lt;br /&gt;
| about | varchar(1000)| YES | NULL | |&lt;br /&gt;
+---------------+-------------+------+-----+---------+-------+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CMD_CARGOUPGRADE and other Docking-related stuff ==&lt;br /&gt;
* Client basecomputer notifications are bad:&lt;br /&gt;
** Whenever anyone docked at ({{Fixme}}: any????) base buys or sells cargo/upgrade, the menu for all other players resets to the top level...&lt;br /&gt;
** Needs to keep menu open but still keep cargo in sync.&lt;br /&gt;
* To do much much later: Buying ships, missions, saving/loading from COMPY interface.&lt;br /&gt;
* Cargo salvage boxes - tractor beams?&lt;br /&gt;
&lt;br /&gt;
== More bugs ==&lt;br /&gt;
* There are two different functions to send damage, and I have seen three distinct error messages in a few cases (?!?!?!)&lt;br /&gt;
** zonemgr.cpp:614, broadcastDamage AS WELL AS zonemgr.cpp:538, addPosition CALLS zonemgr.cpp:688, addDamage&lt;br /&gt;
** netserver_devices.cpp:136, sendDamages CALLED FROM Unit::ApplyLocalDamage&lt;br /&gt;
&lt;br /&gt;
== Other synchronization bugs ==&lt;br /&gt;
* Saving games: WriteSavedGame() being used to send ADDCLIENT messages to other players, but original saved game used for player himself.&lt;br /&gt;
&lt;br /&gt;
== Some other bug I wrote down, probably doesn't belong here: ==&lt;br /&gt;
* Gas Giant ice rings appear in front of the planet - z buffer.&lt;br /&gt;
&lt;br /&gt;
== General list ==&lt;br /&gt;
&lt;br /&gt;
* Clean up server-client-authserver communication&lt;br /&gt;
** I would really like if the messages sent and received could be done in a more uniform way.&lt;br /&gt;
** Clean up some unused messages.&lt;br /&gt;
* Login:&lt;br /&gt;
** Encrypted authentication, possibly using a random server token.&lt;br /&gt;
*** This means that login data cannot be the first packet sent -- it must first negotiate a key.&lt;br /&gt;
** Would SSL be a good idea here.  I think we currently link with a Crypto++ library... but I'm not sure how it is currently used or how to use it.&lt;br /&gt;
** Make sure authserver-server-client time synchronization works correctly. Maybe every few minutes (or even hours) A,S,C should sync in case a clock gets off somehow.&lt;br /&gt;
* Damage:&lt;br /&gt;
** Theoretically implented, but I have yet to see collisions and weapons actually do damage client-side.&lt;br /&gt;
*** The problem is: Clients are responsible for position, so they often bounce before the server has a chance to give damage.  Other times you die because the client doesn't respond fast enough! [[User:ace123|Patrick]] 20:04, 24 February 2007 (PST)&lt;br /&gt;
** Not sure what CMD_SCAN is to be used for... it's used in one place -- that is in NetClient::scanRequest.&lt;br /&gt;
** I don't know yet how a MMORPG would implement dying...&lt;br /&gt;
*** It would be bad to have to start from scratch every time you crash into something.&lt;br /&gt;
*** Have the respawn key re-join?&lt;br /&gt;
*** Right now you save only if you disconnect without dying.  I guess that works.&lt;br /&gt;
*** How do we implement saving?  Respawn doesn't work without a way to save... or should you keep everything the same as when you died, and then start from a random &amp;quot;spawn point&amp;quot;.&lt;br /&gt;
**** I believe most FPS games make you lose all upgrades, but this is not an option in Vega Strike, or things will get boring quickly.&lt;br /&gt;
**** How do games like Ultima or WoW behave when you die?  Do you lose everything (obviously you can't lose all your experience)?&lt;br /&gt;
***** Diablo II: A dead body is left at the place where you died. With it are all your equipment, upgrades and the gold (credits) you carried. Your team members can recover all that for you or you can hurry there yourself. Some of the gold is alsways lost however. In more difficult settings (hell and nightmare) also some of your experience is lost. ([[User:Zeog|Zeog]] 01:24, 4 July 2006 (PDT))&lt;br /&gt;
***** WoW: Your equipment takes some damage.  With high-end gear, this costs enough that death is worth avoiding.  (top-level characters don't have to worry about the XP loss).  There's also the time it takes to run your ghost to your corpse.  If you just log off without recovering your corpse, I think your gear takes more damage.  In Vega Strike, you could lose some of your cargo, and take some damage to your upgrades.&lt;br /&gt;
***** I think that something more realistic will do, a ship has an eject option, we could say that auto eject works when the ship blows up, since credit should be theoraticlly in a bank account it doesnt get stolen, but all equipment is lost, about stronger richer players having lots of cash and a serious ship would need to avoid death or else they would have to buy a ship that is a lot worse, and people that cannot afford a ship could join a faction doing missions for it as a pilot and buying a ship when they get enough cash.&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Network&amp;diff=19759</id>
		<title>Development:Network</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Network&amp;diff=19759"/>
				<updated>2014-04-26T15:05:02Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: mooved on todo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Development:Network:LAN Game|LAN Game]] - How to start up a simple server and battle each other.&lt;br /&gt;
** If your computer is directly attached to the network or you have a router/firewall, you can set it up to allow others to connect to your server.&lt;br /&gt;
&lt;br /&gt;
Networking documentation goes here:&lt;br /&gt;
* [[Development:Network:Packet format|Packet format]] - What we have implemented so far.&lt;br /&gt;
* [[User:www2/Development:Network:VSACCSPNG| Vegastrike Account Protocall]]&lt;br /&gt;
* [[Development:Network:Todo|Todo]] - What still needs to be done.&lt;br /&gt;
* [[Development:Network:Implementation status|Implementation status]].&lt;br /&gt;
* [[Development:Network:Testing|Testing]] - Testing the network code.&lt;br /&gt;
* [[Development:Network:Deathmatch|Reporting Deathmatch Problems]] - Bugs with our current deathmatch server&lt;br /&gt;
&lt;br /&gt;
'''There's still a lot to do'''.&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Network&amp;diff=19758</id>
		<title>Development:Network</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Network&amp;diff=19758"/>
				<updated>2014-04-26T15:00:31Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: /* NEW : DATABASE FOR ACCOUNT SERVER */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Development:Network:LAN Game|LAN Game]] - How to start up a simple server and battle each other.&lt;br /&gt;
** If your computer is directly attached to the network or you have a router/firewall, you can set it up to allow others to connect to your server.&lt;br /&gt;
&lt;br /&gt;
Networking documentation goes here:&lt;br /&gt;
* [[Development:Network:Packet format|Packet format]] - What we have implemented so far.&lt;br /&gt;
* [[User:www2/Development:Network:VSACCSPNG| Vegastrike Account Protocall]]&lt;br /&gt;
* [[Development:Network:Todo|Todo]] - What still needs to be done.&lt;br /&gt;
* [[Development:Network:Implementation status|Implementation status]].&lt;br /&gt;
* [[Development:Network:Testing|Testing]] - Testing the network code.&lt;br /&gt;
* [[Development:Network:Deathmatch|Reporting Deathmatch Problems]] - Bugs with our current deathmatch server&lt;br /&gt;
&lt;br /&gt;
'''There's still a lot to do'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Update of April 2014 :&lt;br /&gt;
&lt;br /&gt;
2 members are working at the MMO Development :&lt;br /&gt;
&lt;br /&gt;
 *Eye~R ( hosting , gameplay designer )&lt;br /&gt;
 *Ezee ( Dev , graphics , gameplay )&lt;br /&gt;
&lt;br /&gt;
Eye~R wrote a first TODO list , because of &amp;quot; '''There's still a lot to do'''. &amp;quot; :&lt;br /&gt;
&lt;br /&gt;
== Vegastrike MMO Server ToDo list: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vegaserver: ==&lt;br /&gt;
&lt;br /&gt;
Fix &amp;quot;turrets&amp;quot;&lt;br /&gt;
Fix owning &amp;gt;1 ship = player dies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Account Server: ==&lt;br /&gt;
&lt;br /&gt;
Python:&lt;br /&gt;
&lt;br /&gt;
PHP:&lt;br /&gt;
Make the fuckin thing talk to MySQL =(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Website: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pretty frontend, user signup and general website&lt;br /&gt;
&lt;br /&gt;
Home page&lt;br /&gt;
&lt;br /&gt;
About page&lt;br /&gt;
&lt;br /&gt;
Signup page&lt;br /&gt;
&lt;br /&gt;
Login Page&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Admin control interface ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ability to review users logged in and evict&lt;br /&gt;
&lt;br /&gt;
Ability to maintain blocklist (may tie this directly into the firewall)&lt;br /&gt;
&lt;br /&gt;
Ability to perform basic admin of user accounts (issue password reset request to previously defined email, alter applicaable email, add user to blocklist)&lt;br /&gt;
&lt;br /&gt;
Ability to perform basic admin of server&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== User control interface ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ability to change contact Email&lt;br /&gt;
&lt;br /&gt;
Ability to change alternate contact details&lt;br /&gt;
&lt;br /&gt;
Abiltiy to change about&lt;br /&gt;
&lt;br /&gt;
Abiltiy to upload avatar&lt;br /&gt;
&lt;br /&gt;
Ability to upload personal livery&lt;br /&gt;
&lt;br /&gt;
Ability to maintain friends/contacts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DataBase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bases table&lt;br /&gt;
&lt;br /&gt;
user table&lt;br /&gt;
&lt;br /&gt;
Add fields for signup IP, last logged in IP and last 10 unique IP's&lt;br /&gt;
&lt;br /&gt;
Add field for email used in signup&lt;br /&gt;
&lt;br /&gt;
Add field for date/time of signup.&lt;br /&gt;
&lt;br /&gt;
Add field for current email, to be used possibly for sending auth code to confirm human signup&lt;br /&gt;
&lt;br /&gt;
Add fields for optional alternate contact details, and an &amp;quot;about&amp;quot; section for profile&lt;br /&gt;
&lt;br /&gt;
Add fields for rank and for faction(default Unadorned)&lt;br /&gt;
&lt;br /&gt;
Add field for IsSuper to indicate SuperUser&lt;br /&gt;
&lt;br /&gt;
Add field for IsFaction to denote Faction Leader status&lt;br /&gt;
&lt;br /&gt;
Add field for Ship (possibly better in accounts?)&lt;br /&gt;
&lt;br /&gt;
account table&lt;br /&gt;
&lt;br /&gt;
Possibly split CSV into applicable fields? will make tweaking of any particular value &amp;quot;easier&amp;quot;.. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Markets: ==&lt;br /&gt;
&lt;br /&gt;
Create sensible &amp;quot;production Tree&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NEW : DATABASE FOR ACCOUNT SERVER ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Current user_table:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;+---------------+-----------------+------+-----+-----------+-------+&lt;br /&gt;
| Field | Type | Null | Key | Default | Extra |&lt;br /&gt;
+---------------+-----------------+------+-----+-----------+-------+&lt;br /&gt;
| username | varchar(20) | YES | | NULL | |&lt;br /&gt;
| user_id | varchar(20) | YES | PRI | NULL | Auto-Increment |&lt;br /&gt;
| user_password | varchar(50)| YES | | NULL | |&lt;br /&gt;
+---------------+-------------+------+-----+---------+-------+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proposed:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
+---------------+-------------+------+-----+---------+-------+&lt;br /&gt;
| Field | Type | Null | Key | Default | Extra |&lt;br /&gt;
+---------------+-------------+------+-----+---------+-------+&lt;br /&gt;
| username | varchar(20) | YES | | NULL | |&lt;br /&gt;
| user_id | varchar(20) | YES | | NULL | |&lt;br /&gt;
| user_password | varchar(50) | YES | | NULL | |&lt;br /&gt;
| signup_mail | varchar(30)| YES | | NULL | |&lt;br /&gt;
| timedate_stamp | date(30)|YES| | NULL | |&lt;br /&gt;
| user_mail | varchar(30)|YES| | NULL | |&lt;br /&gt;
| signup_ip | varchar(12)|YES| | NULL | |&lt;br /&gt;
| current_ip | varchar(12)|YES| | NULL | |&lt;br /&gt;
| known_ip | varcahr(120)|YES| | NULL | |&lt;br /&gt;
| issuper | int(1) | NO | | 0 | |&lt;br /&gt;
| isfaction | int(1) | NO | | 0 | |&lt;br /&gt;
| rank | varchar(20)|YES| | NULL | |&lt;br /&gt;
| ship | varchar(30)|YES| | NULL | |&lt;br /&gt;
| alt_contact| varchar(180)| YES | | NULL | |&lt;br /&gt;
| about | varchar(1000)| YES | NULL | |&lt;br /&gt;
+---------------+-------------+------+-----+---------+-------+&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Network&amp;diff=19757</id>
		<title>Development:Network</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Network&amp;diff=19757"/>
				<updated>2014-04-26T15:00:04Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: /* Markets: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Development:Network:LAN Game|LAN Game]] - How to start up a simple server and battle each other.&lt;br /&gt;
** If your computer is directly attached to the network or you have a router/firewall, you can set it up to allow others to connect to your server.&lt;br /&gt;
&lt;br /&gt;
Networking documentation goes here:&lt;br /&gt;
* [[Development:Network:Packet format|Packet format]] - What we have implemented so far.&lt;br /&gt;
* [[User:www2/Development:Network:VSACCSPNG| Vegastrike Account Protocall]]&lt;br /&gt;
* [[Development:Network:Todo|Todo]] - What still needs to be done.&lt;br /&gt;
* [[Development:Network:Implementation status|Implementation status]].&lt;br /&gt;
* [[Development:Network:Testing|Testing]] - Testing the network code.&lt;br /&gt;
* [[Development:Network:Deathmatch|Reporting Deathmatch Problems]] - Bugs with our current deathmatch server&lt;br /&gt;
&lt;br /&gt;
'''There's still a lot to do'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Update of April 2014 :&lt;br /&gt;
&lt;br /&gt;
2 members are working at the MMO Development :&lt;br /&gt;
&lt;br /&gt;
 *Eye~R ( hosting , gameplay designer )&lt;br /&gt;
 *Ezee ( Dev , graphics , gameplay )&lt;br /&gt;
&lt;br /&gt;
Eye~R wrote a first TODO list , because of &amp;quot; '''There's still a lot to do'''. &amp;quot; :&lt;br /&gt;
&lt;br /&gt;
== Vegastrike MMO Server ToDo list: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vegaserver: ==&lt;br /&gt;
&lt;br /&gt;
Fix &amp;quot;turrets&amp;quot;&lt;br /&gt;
Fix owning &amp;gt;1 ship = player dies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Account Server: ==&lt;br /&gt;
&lt;br /&gt;
Python:&lt;br /&gt;
&lt;br /&gt;
PHP:&lt;br /&gt;
Make the fuckin thing talk to MySQL =(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Website: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pretty frontend, user signup and general website&lt;br /&gt;
&lt;br /&gt;
Home page&lt;br /&gt;
&lt;br /&gt;
About page&lt;br /&gt;
&lt;br /&gt;
Signup page&lt;br /&gt;
&lt;br /&gt;
Login Page&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Admin control interface ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ability to review users logged in and evict&lt;br /&gt;
&lt;br /&gt;
Ability to maintain blocklist (may tie this directly into the firewall)&lt;br /&gt;
&lt;br /&gt;
Ability to perform basic admin of user accounts (issue password reset request to previously defined email, alter applicaable email, add user to blocklist)&lt;br /&gt;
&lt;br /&gt;
Ability to perform basic admin of server&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== User control interface ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ability to change contact Email&lt;br /&gt;
&lt;br /&gt;
Ability to change alternate contact details&lt;br /&gt;
&lt;br /&gt;
Abiltiy to change about&lt;br /&gt;
&lt;br /&gt;
Abiltiy to upload avatar&lt;br /&gt;
&lt;br /&gt;
Ability to upload personal livery&lt;br /&gt;
&lt;br /&gt;
Ability to maintain friends/contacts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DataBase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bases table&lt;br /&gt;
&lt;br /&gt;
user table&lt;br /&gt;
&lt;br /&gt;
Add fields for signup IP, last logged in IP and last 10 unique IP's&lt;br /&gt;
&lt;br /&gt;
Add field for email used in signup&lt;br /&gt;
&lt;br /&gt;
Add field for date/time of signup.&lt;br /&gt;
&lt;br /&gt;
Add field for current email, to be used possibly for sending auth code to confirm human signup&lt;br /&gt;
&lt;br /&gt;
Add fields for optional alternate contact details, and an &amp;quot;about&amp;quot; section for profile&lt;br /&gt;
&lt;br /&gt;
Add fields for rank and for faction(default Unadorned)&lt;br /&gt;
&lt;br /&gt;
Add field for IsSuper to indicate SuperUser&lt;br /&gt;
&lt;br /&gt;
Add field for IsFaction to denote Faction Leader status&lt;br /&gt;
&lt;br /&gt;
Add field for Ship (possibly better in accounts?)&lt;br /&gt;
&lt;br /&gt;
account table&lt;br /&gt;
&lt;br /&gt;
Possibly split CSV into applicable fields? will make tweaking of any particular value &amp;quot;easier&amp;quot;.. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Markets: ==&lt;br /&gt;
&lt;br /&gt;
Create sensible &amp;quot;production Tree&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NEW : DATABASE FOR ACCOUNT SERVER ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Current user_table:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;+---------------+-----------------+------+-----+-----------+-------+&lt;br /&gt;
| Field | Type | Null | Key | Default | Extra |&lt;br /&gt;
+---------------+-----------------+------+-----+-----------+-------+&lt;br /&gt;
| username | varchar(20) | YES | | NULL | |&lt;br /&gt;
| user_id | varchar(20) | YES | PRI | NULL | Auto-Increment |&lt;br /&gt;
| user_password | varchar(50)| YES | | NULL | |&lt;br /&gt;
+---------------+-------------+------+-----+---------+-------+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Proposed:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
+---------------+-------------+------+-----+---------+-------+&lt;br /&gt;
| Field | Type | Null | Key | Default | Extra |&lt;br /&gt;
+---------------+-------------+------+-----+---------+-------+&lt;br /&gt;
| username | varchar(20) | YES | | NULL | |&lt;br /&gt;
| user_id | varchar(20) | YES | | NULL | |&lt;br /&gt;
| user_password | varchar(50) | YES | | NULL | |&lt;br /&gt;
| signup_mail | varchar(30)| YES | | NULL | |&lt;br /&gt;
| timedate_stamp | date(30)|YES| | NULL | |&lt;br /&gt;
| user_mail | varchar(30)|YES| | NULL | |&lt;br /&gt;
| signup_ip | varchar(12)|YES| | NULL | |&lt;br /&gt;
| current_ip | varchar(12)|YES| | NULL | |&lt;br /&gt;
| known_ip | varcahr(120)|YES| | NULL | |&lt;br /&gt;
| issuper | int(1) | NO | | 0 | |&lt;br /&gt;
| isfaction | int(1) | NO | | 0 | |&lt;br /&gt;
| rank | varchar(20)|YES| | NULL | |&lt;br /&gt;
| ship | varchar(30)|YES| | NULL | |&lt;br /&gt;
| alt_contact| varchar(180)| YES | | NULL | |&lt;br /&gt;
| about | varchar(1000)| YES | NULL | |&lt;br /&gt;
+---------------+-------------+------+-----+---------+-------+&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Network&amp;diff=19756</id>
		<title>Development:Network</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Network&amp;diff=19756"/>
				<updated>2014-04-26T14:58:04Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Development:Network:LAN Game|LAN Game]] - How to start up a simple server and battle each other.&lt;br /&gt;
** If your computer is directly attached to the network or you have a router/firewall, you can set it up to allow others to connect to your server.&lt;br /&gt;
&lt;br /&gt;
Networking documentation goes here:&lt;br /&gt;
* [[Development:Network:Packet format|Packet format]] - What we have implemented so far.&lt;br /&gt;
* [[User:www2/Development:Network:VSACCSPNG| Vegastrike Account Protocall]]&lt;br /&gt;
* [[Development:Network:Todo|Todo]] - What still needs to be done.&lt;br /&gt;
* [[Development:Network:Implementation status|Implementation status]].&lt;br /&gt;
* [[Development:Network:Testing|Testing]] - Testing the network code.&lt;br /&gt;
* [[Development:Network:Deathmatch|Reporting Deathmatch Problems]] - Bugs with our current deathmatch server&lt;br /&gt;
&lt;br /&gt;
'''There's still a lot to do'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Update of April 2014 :&lt;br /&gt;
&lt;br /&gt;
2 members are working at the MMO Development :&lt;br /&gt;
&lt;br /&gt;
 *Eye~R ( hosting , gameplay designer )&lt;br /&gt;
 *Ezee ( Dev , graphics , gameplay )&lt;br /&gt;
&lt;br /&gt;
Eye~R wrote a first TODO list , because of &amp;quot; '''There's still a lot to do'''. &amp;quot; :&lt;br /&gt;
&lt;br /&gt;
== Vegastrike MMO Server ToDo list: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vegaserver: ==&lt;br /&gt;
&lt;br /&gt;
Fix &amp;quot;turrets&amp;quot;&lt;br /&gt;
Fix owning &amp;gt;1 ship = player dies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Account Server: ==&lt;br /&gt;
&lt;br /&gt;
Python:&lt;br /&gt;
&lt;br /&gt;
PHP:&lt;br /&gt;
Make the fuckin thing talk to MySQL =(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Website: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pretty frontend, user signup and general website&lt;br /&gt;
&lt;br /&gt;
Home page&lt;br /&gt;
&lt;br /&gt;
About page&lt;br /&gt;
&lt;br /&gt;
Signup page&lt;br /&gt;
&lt;br /&gt;
Login Page&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Admin control interface ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ability to review users logged in and evict&lt;br /&gt;
&lt;br /&gt;
Ability to maintain blocklist (may tie this directly into the firewall)&lt;br /&gt;
&lt;br /&gt;
Ability to perform basic admin of user accounts (issue password reset request to previously defined email, alter applicaable email, add user to blocklist)&lt;br /&gt;
&lt;br /&gt;
Ability to perform basic admin of server&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== User control interface ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ability to change contact Email&lt;br /&gt;
&lt;br /&gt;
Ability to change alternate contact details&lt;br /&gt;
&lt;br /&gt;
Abiltiy to change about&lt;br /&gt;
&lt;br /&gt;
Abiltiy to upload avatar&lt;br /&gt;
&lt;br /&gt;
Ability to upload personal livery&lt;br /&gt;
&lt;br /&gt;
Ability to maintain friends/contacts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DataBase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bases table&lt;br /&gt;
&lt;br /&gt;
user table&lt;br /&gt;
&lt;br /&gt;
Add fields for signup IP, last logged in IP and last 10 unique IP's&lt;br /&gt;
&lt;br /&gt;
Add field for email used in signup&lt;br /&gt;
&lt;br /&gt;
Add field for date/time of signup.&lt;br /&gt;
&lt;br /&gt;
Add field for current email, to be used possibly for sending auth code to confirm human signup&lt;br /&gt;
&lt;br /&gt;
Add fields for optional alternate contact details, and an &amp;quot;about&amp;quot; section for profile&lt;br /&gt;
&lt;br /&gt;
Add fields for rank and for faction(default Unadorned)&lt;br /&gt;
&lt;br /&gt;
Add field for IsSuper to indicate SuperUser&lt;br /&gt;
&lt;br /&gt;
Add field for IsFaction to denote Faction Leader status&lt;br /&gt;
&lt;br /&gt;
Add field for Ship (possibly better in accounts?)&lt;br /&gt;
&lt;br /&gt;
account table&lt;br /&gt;
&lt;br /&gt;
Possibly split CSV into applicable fields? will make tweaking of any particular value &amp;quot;easier&amp;quot;.. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Markets: ==&lt;br /&gt;
&lt;br /&gt;
Create sensible &amp;quot;production Tree&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NEW : DATABASE FOR ACCOUNT SERVER&lt;br /&gt;
&lt;br /&gt;
Current user_table:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;+---------------+-----------------+------+-----+-----------+-------+&lt;br /&gt;
| Field | Type | Null | Key | Default | Extra |&lt;br /&gt;
+---------------+-----------------+------+-----+-----------+-------+&lt;br /&gt;
| username | varchar(20) | YES | | NULL | |&lt;br /&gt;
| user_id | varchar(20) | YES | PRI | NULL | Auto-Increment |&lt;br /&gt;
| user_password | varchar(50)| YES | | NULL | |&lt;br /&gt;
+---------------+-------------+------+-----+---------+-------+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Proposed:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
+---------------+-------------+------+-----+---------+-------+&lt;br /&gt;
| Field | Type | Null | Key | Default | Extra |&lt;br /&gt;
+---------------+-------------+------+-----+---------+-------+&lt;br /&gt;
| username | varchar(20) | YES | | NULL | |&lt;br /&gt;
| user_id | varchar(20) | YES | | NULL | |&lt;br /&gt;
| user_password | varchar(50) | YES | | NULL | |&lt;br /&gt;
| signup_mail | varchar(30)| YES | | NULL | |&lt;br /&gt;
| timedate_stamp | date(30)|YES| | NULL | |&lt;br /&gt;
| user_mail | varchar(30)|YES| | NULL | |&lt;br /&gt;
| signup_ip | varchar(12)|YES| | NULL | |&lt;br /&gt;
| current_ip | varchar(12)|YES| | NULL | |&lt;br /&gt;
| known_ip | varcahr(120)|YES| | NULL | |&lt;br /&gt;
| issuper | int(1) | NO | | 0 | |&lt;br /&gt;
| isfaction | int(1) | NO | | 0 | |&lt;br /&gt;
| rank | varchar(20)|YES| | NULL | |&lt;br /&gt;
| ship | varchar(30)|YES| | NULL | |&lt;br /&gt;
| alt_contact| varchar(180)| YES | | NULL | |&lt;br /&gt;
| about | varchar(1000)| YES | NULL | |&lt;br /&gt;
+---------------+-------------+------+-----+---------+-------+&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Network&amp;diff=19755</id>
		<title>Development:Network</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Network&amp;diff=19755"/>
				<updated>2014-04-26T14:26:41Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: update 2014 for MMO side&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Development:Network:LAN Game|LAN Game]] - How to start up a simple server and battle each other.&lt;br /&gt;
** If your computer is directly attached to the network or you have a router/firewall, you can set it up to allow others to connect to your server.&lt;br /&gt;
&lt;br /&gt;
Networking documentation goes here:&lt;br /&gt;
* [[Development:Network:Packet format|Packet format]] - What we have implemented so far.&lt;br /&gt;
* [[User:www2/Development:Network:VSACCSPNG| Vegastrike Account Protocall]]&lt;br /&gt;
* [[Development:Network:Todo|Todo]] - What still needs to be done.&lt;br /&gt;
* [[Development:Network:Implementation status|Implementation status]].&lt;br /&gt;
* [[Development:Network:Testing|Testing]] - Testing the network code.&lt;br /&gt;
* [[Development:Network:Deathmatch|Reporting Deathmatch Problems]] - Bugs with our current deathmatch server&lt;br /&gt;
&lt;br /&gt;
'''There's still a lot to do'''.&lt;br /&gt;
&lt;br /&gt;
Update of April 2014 :&lt;br /&gt;
&lt;br /&gt;
2 members are working at the MMO Development :&lt;br /&gt;
_ Eye~R ( hosting , gameplay designer )&lt;br /&gt;
_ Ezee ( Dev , graphics , gameplay )&lt;br /&gt;
&lt;br /&gt;
Eye~R wrote a first TODO list , because of &amp;quot; '''There's still a lot to do'''. &amp;quot; :&lt;br /&gt;
&lt;br /&gt;
== Vegastrike MMO Server ToDo list: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vegaserver: ==&lt;br /&gt;
&lt;br /&gt;
Fix &amp;quot;turrets&amp;quot;&lt;br /&gt;
Fix owning &amp;gt;1 ship = player dies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Account Server: ==&lt;br /&gt;
&lt;br /&gt;
Python:&lt;br /&gt;
&lt;br /&gt;
PHP:&lt;br /&gt;
Make the fuckin thing talk to MySQL =(&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Website: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pretty frontend, user signup and general website&lt;br /&gt;
&lt;br /&gt;
Home page&lt;br /&gt;
&lt;br /&gt;
About page&lt;br /&gt;
&lt;br /&gt;
Signup page&lt;br /&gt;
&lt;br /&gt;
Login Page&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Admin control interface ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ability to review users logged in and evict&lt;br /&gt;
&lt;br /&gt;
Ability to maintain blocklist (may tie this directly into the firewall)&lt;br /&gt;
&lt;br /&gt;
Ability to perform basic admin of user accounts (issue password reset request to previously defined email, alter applicaable email, add user to blocklist)&lt;br /&gt;
&lt;br /&gt;
Ability to perform basic admin of server&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== User control interface ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ability to change contact Email&lt;br /&gt;
&lt;br /&gt;
Ability to change alternate contact details&lt;br /&gt;
&lt;br /&gt;
Abiltiy to change about&lt;br /&gt;
&lt;br /&gt;
Abiltiy to upload avatar&lt;br /&gt;
&lt;br /&gt;
Ability to upload personal livery&lt;br /&gt;
&lt;br /&gt;
Ability to maintain friends/contacts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DataBase: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bases table&lt;br /&gt;
&lt;br /&gt;
user table&lt;br /&gt;
&lt;br /&gt;
Add fields for signup IP, last logged in IP and last 10 unique IP's&lt;br /&gt;
&lt;br /&gt;
Add field for email used in signup&lt;br /&gt;
&lt;br /&gt;
Add field for date/time of signup.&lt;br /&gt;
&lt;br /&gt;
Add field for current email, to be used possibly for sending auth code to confirm human signup&lt;br /&gt;
&lt;br /&gt;
Add fields for optional alternate contact details, and an &amp;quot;about&amp;quot; section for profile&lt;br /&gt;
&lt;br /&gt;
Add fields for rank and for faction(default Unadorned)&lt;br /&gt;
&lt;br /&gt;
Add field for IsSuper to indicate SuperUser&lt;br /&gt;
&lt;br /&gt;
Add field for IsFaction to denote Faction Leader status&lt;br /&gt;
&lt;br /&gt;
Add field for Ship (possibly better in accounts?)&lt;br /&gt;
&lt;br /&gt;
account table&lt;br /&gt;
&lt;br /&gt;
Possibly split CSV into applicable fields? will make tweaking of any particular value &amp;quot;easier&amp;quot;.. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Markets: ==&lt;br /&gt;
&lt;br /&gt;
Create sensible &amp;quot;production Tree&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NEW : DATABASE FOR ACCOUNT SERVER&lt;br /&gt;
&lt;br /&gt;
Current user_table:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;+---------------+-----------------+------+-----+-----------+-------+&lt;br /&gt;
| Field | Type | Null | Key | Default | Extra |&lt;br /&gt;
+---------------+-----------------+------+-----+-----------+-------+&lt;br /&gt;
| username | varchar(20) | YES | | NULL | |&lt;br /&gt;
| user_id | varchar(20) | YES | PRI | NULL | Auto-Increment |&lt;br /&gt;
| user_password | varchar(50)| YES | | NULL | |&lt;br /&gt;
+---------------+-------------+------+-----+---------+-------+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Proposed:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
+---------------+-------------+------+-----+---------+-------+&lt;br /&gt;
| Field | Type | Null | Key | Default | Extra |&lt;br /&gt;
+---------------+-------------+------+-----+---------+-------+&lt;br /&gt;
| username | varchar(20) | YES | | NULL | |&lt;br /&gt;
| user_id | varchar(20) | YES | | NULL | |&lt;br /&gt;
| user_password | varchar(50) | YES | | NULL | |&lt;br /&gt;
| signup_mail | varchar(30)| YES | | NULL | |&lt;br /&gt;
| timedate_stamp | date(30)|YES| | NULL | |&lt;br /&gt;
| user_mail | varchar(30)|YES| | NULL | |&lt;br /&gt;
| signup_ip | varchar(12)|YES| | NULL | |&lt;br /&gt;
| current_ip | varchar(12)|YES| | NULL | |&lt;br /&gt;
| known_ip | varcahr(120)|YES| | NULL | |&lt;br /&gt;
| issuper | int(1) | NO | | 0 | |&lt;br /&gt;
| isfaction | int(1) | NO | | 0 | |&lt;br /&gt;
| rank | varchar(20)|YES| | NULL | |&lt;br /&gt;
| ship | varchar(30)|YES| | NULL | |&lt;br /&gt;
| alt_contact| varchar(180)| YES | | NULL | |&lt;br /&gt;
| about | varchar(1000)| YES | NULL | |&lt;br /&gt;
+---------------+-------------+------+-----+---------+-------+&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Network:Testing&amp;diff=19754</id>
		<title>Development:Network:Testing</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Network:Testing&amp;diff=19754"/>
				<updated>2014-04-20T01:02:14Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: fix of bad link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Compilation=&lt;br /&gt;
Every should compile without a hitch.  If it does not, post a question on the forum about the specific error.&lt;br /&gt;
==Linux==&lt;br /&gt;
The regular Makefile can compile '''vegaserver''' and '''accountserver''' in Linux.&lt;br /&gt;
==Windows==&lt;br /&gt;
There should be two projects for vegaserver and accountserver.  They ''should'' compile without any changes.&lt;br /&gt;
&lt;br /&gt;
I also recommend that you build vegastrike using &amp;quot;Debug GLUT&amp;quot; or &amp;quot;Release GLUT&amp;quot;, since you will get a console.  Otherwise you only get a stderr/out.txt for one of the clients.&lt;br /&gt;
=Setup=&lt;br /&gt;
* You will want to move the '''vegastrike.config.netplayer''' file over the '''vegastrike.config''' file to get some extra settings.&lt;br /&gt;
* Now, open up Setup.&lt;br /&gt;
** You should be able to choose between players (test1, test2, and test3).&lt;br /&gt;
** You should also get an option for screen resolution labeled &amp;quot;Skinny&amp;quot;.  This will make a skinny windows so that you can fit two on top of each other.  At 1600x1200 you can fit two instances of VS, as well as three terminals and a setup screen if you tile it right.&lt;br /&gt;
=Starting=&lt;br /&gt;
==Linux==&lt;br /&gt;
I highly recommend running linux programs in separate '''GNU screen''' windows.  If you have never used screen before, it's basically a detachable session that holds multiple &amp;quot;terminals&amp;quot;.  You can switch between them with '''C-a &amp;quot;''' and you can make new ones with '''C-a c''' -- you can detach with '''C-a d''' and reattach with '''screen -r'''... Very handy for running multiple instances of Vegastrike in my opinion, but don't use it if you are not comfortable as it can be confusing.&lt;br /&gt;
* You will want to run everything from the ''data'' directory.&lt;br /&gt;
* First, start up the accountserver: '''../vegastrike/accountserver'''&lt;br /&gt;
* Now, start up vegaserver: '''../vegastrike/vegaserver'''&lt;br /&gt;
* Clients should be able to connect.  I have only tested localhost, but remote connections ''should'' be able to connect as well with some config file changes.&lt;br /&gt;
** To connect, run vegastrike with the --net option: '''../vegastrike/vegastrike --net'''&lt;br /&gt;
** To run more than one client, you must choose a different user, so select test2 for example, run vegastrike, then select test1 and run vegastrike again in a different terminal.&lt;br /&gt;
*** Note that as soon as the window appears, the config file has finished being read, so you can change settings like the username without any side effects.&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
* Double-click '''accountserver.exe'''&lt;br /&gt;
* Double-click '''vegaserver.exe'''&lt;br /&gt;
* Now, click on either '''debug_net_client.bat''' or '''release_net_client.bat''', depending on whether you built in &amp;quot;Debug GLUT&amp;quot; or &amp;quot;Release GLUT&amp;quot;.&lt;br /&gt;
* To open more than one, switch users and try again.&lt;br /&gt;
** Note that as soon as the window appears, you can change settings like the username in setup for the second client without any side effects on the loading one.&lt;br /&gt;
* You should get a console for each client as well as the servers.&lt;br /&gt;
&lt;br /&gt;
=Loading and Playing=&lt;br /&gt;
* When the window opens up, the network will start connecting when the screen reads &amp;quot;Vegastrike Loading...&amp;quot;&lt;br /&gt;
* You will very possibly encounter the client exiting on load.  Read the console for more info.  A common error is LOGIN_ALREADY, meaning that the client was already connected, or that there was another error and the accountserver didn't reset itself.  This will hopefully be fixed someday.&lt;br /&gt;
* If you get passed the &amp;quot;Vegastrike Loading...&amp;quot; screen then everything should continue as normal until you get into space.  You should not see anyone else at first...&lt;br /&gt;
* If you connect with another client and a different username, the second client should target the first client, however the first client will not autotarget, so hit &amp;quot;t&amp;quot; to target the new unit.&lt;br /&gt;
* Fly around in both users and fire around and so on.  However beware: As soon as one client dies from a collision, the server will crash due to a NULL pointer dereference.  This is being looked at, but until it is fixed, don't die by crashing into someone.&lt;br /&gt;
&lt;br /&gt;
=Playing with the Sourceforge Account Server=&lt;br /&gt;
This should work in most situations and is easier than running your own accountserver.&lt;br /&gt;
&lt;br /&gt;
*Register an account with [http://vegastrike.sourceforge.net/cgi-bin/register.py register.py] using your forums login. See [http://forums.vega-strike.org/viewtopic.php?t=7355 this thread] for more info.&lt;br /&gt;
&lt;br /&gt;
*Compile vegaserver.&lt;br /&gt;
&lt;br /&gt;
*Edit the &amp;quot;accountsrv&amp;quot; entry in vegaserver.config so it reads:&lt;br /&gt;
:&amp;lt;pre&amp;gt;&amp;lt;var name=&amp;quot;accountsrv&amp;quot; value=&amp;quot;http://vegastrike.sourceforge.net/cgi-bin/accountserver.py&amp;quot;/&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:(Unless you want to run under a 'mod' by appending ?modname to the URL, in which case you have to register under one as well by doing the same to [http://vegastrike.sourceforge.net/cgi-bin/register.py register.py]. Currently, I think 'test' is the only mod.)&lt;br /&gt;
&lt;br /&gt;
*You can use part or all of the config it generates for you, but make sure you get the account and network settings. Make sure that server_ip is set to &amp;quot;127.0.0.1&amp;quot; (localhost) if you want to play on your own vegaserver. If a second player wants to connect to your machine and it is configured as a server (with an external IP, or behind a NAT set up with port forwarding), have them put your IP address in this field.&lt;br /&gt;
&lt;br /&gt;
*Start vegaserver on the host machine. It should connect to the accountserver running on sourceforge.net, although it's possible to compile and run your own (I haven't tried this successfully yet.)&lt;br /&gt;
&lt;br /&gt;
*Start up your clients like so:&lt;br /&gt;
:&amp;lt;pre&amp;gt;vegastrike --net&amp;lt;/pre&amp;gt;&lt;br /&gt;
If all goes well, that should work!&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
*[http://forums.vega-strike.org//viewtopic.php?t=5225 Networking code testing and development thread]&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Network:Testing&amp;diff=19753</id>
		<title>Development:Network:Testing</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Network:Testing&amp;diff=19753"/>
				<updated>2014-04-20T01:00:09Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: fix of bad link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Compilation=&lt;br /&gt;
Every should compile without a hitch.  If it does not, post a question on the forum about the specific error.&lt;br /&gt;
==Linux==&lt;br /&gt;
The regular Makefile can compile '''vegaserver''' and '''accountserver''' in Linux.&lt;br /&gt;
==Windows==&lt;br /&gt;
There should be two projects for vegaserver and accountserver.  They ''should'' compile without any changes.&lt;br /&gt;
&lt;br /&gt;
I also recommend that you build vegastrike using &amp;quot;Debug GLUT&amp;quot; or &amp;quot;Release GLUT&amp;quot;, since you will get a console.  Otherwise you only get a stderr/out.txt for one of the clients.&lt;br /&gt;
=Setup=&lt;br /&gt;
* You will want to move the '''vegastrike.config.netplayer''' file over the '''vegastrike.config''' file to get some extra settings.&lt;br /&gt;
* Now, open up Setup.&lt;br /&gt;
** You should be able to choose between players (test1, test2, and test3).&lt;br /&gt;
** You should also get an option for screen resolution labeled &amp;quot;Skinny&amp;quot;.  This will make a skinny windows so that you can fit two on top of each other.  At 1600x1200 you can fit two instances of VS, as well as three terminals and a setup screen if you tile it right.&lt;br /&gt;
=Starting=&lt;br /&gt;
==Linux==&lt;br /&gt;
I highly recommend running linux programs in separate '''GNU screen''' windows.  If you have never used screen before, it's basically a detachable session that holds multiple &amp;quot;terminals&amp;quot;.  You can switch between them with '''C-a &amp;quot;''' and you can make new ones with '''C-a c''' -- you can detach with '''C-a d''' and reattach with '''screen -r'''... Very handy for running multiple instances of Vegastrike in my opinion, but don't use it if you are not comfortable as it can be confusing.&lt;br /&gt;
* You will want to run everything from the ''data'' directory.&lt;br /&gt;
* First, start up the accountserver: '''../vegastrike/accountserver'''&lt;br /&gt;
* Now, start up vegaserver: '''../vegastrike/vegaserver'''&lt;br /&gt;
* Clients should be able to connect.  I have only tested localhost, but remote connections ''should'' be able to connect as well with some config file changes.&lt;br /&gt;
** To connect, run vegastrike with the --net option: '''../vegastrike/vegastrike --net'''&lt;br /&gt;
** To run more than one client, you must choose a different user, so select test2 for example, run vegastrike, then select test1 and run vegastrike again in a different terminal.&lt;br /&gt;
*** Note that as soon as the window appears, the config file has finished being read, so you can change settings like the username without any side effects.&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
* Double-click '''accountserver.exe'''&lt;br /&gt;
* Double-click '''vegaserver.exe'''&lt;br /&gt;
* Now, click on either '''debug_net_client.bat''' or '''release_net_client.bat''', depending on whether you built in &amp;quot;Debug GLUT&amp;quot; or &amp;quot;Release GLUT&amp;quot;.&lt;br /&gt;
* To open more than one, switch users and try again.&lt;br /&gt;
** Note that as soon as the window appears, you can change settings like the username in setup for the second client without any side effects on the loading one.&lt;br /&gt;
* You should get a console for each client as well as the servers.&lt;br /&gt;
&lt;br /&gt;
=Loading and Playing=&lt;br /&gt;
* When the window opens up, the network will start connecting when the screen reads &amp;quot;Vegastrike Loading...&amp;quot;&lt;br /&gt;
* You will very possibly encounter the client exiting on load.  Read the console for more info.  A common error is LOGIN_ALREADY, meaning that the client was already connected, or that there was another error and the accountserver didn't reset itself.  This will hopefully be fixed someday.&lt;br /&gt;
* If you get passed the &amp;quot;Vegastrike Loading...&amp;quot; screen then everything should continue as normal until you get into space.  You should not see anyone else at first...&lt;br /&gt;
* If you connect with another client and a different username, the second client should target the first client, however the first client will not autotarget, so hit &amp;quot;t&amp;quot; to target the new unit.&lt;br /&gt;
* Fly around in both users and fire around and so on.  However beware: As soon as one client dies from a collision, the server will crash due to a NULL pointer dereference.  This is being looked at, but until it is fixed, don't die by crashing into someone.&lt;br /&gt;
&lt;br /&gt;
=Playing with the Sourceforge Account Server=&lt;br /&gt;
This should work in most situations and is easier than running your own accountserver.&lt;br /&gt;
&lt;br /&gt;
*Register an account with [http://vegastrike.sourceforge.net/cgi-bin/register.py register.py] using your forums login. See [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7355 this thread] for more info.&lt;br /&gt;
&lt;br /&gt;
*Compile vegaserver.&lt;br /&gt;
&lt;br /&gt;
*Edit the &amp;quot;accountsrv&amp;quot; entry in vegaserver.config so it reads:&lt;br /&gt;
:&amp;lt;pre&amp;gt;&amp;lt;var name=&amp;quot;accountsrv&amp;quot; value=&amp;quot;http://vegastrike.sourceforge.net/cgi-bin/accountserver.py&amp;quot;/&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
:(Unless you want to run under a 'mod' by appending ?modname to the URL, in which case you have to register under one as well by doing the same to [http://vegastrike.sourceforge.net/cgi-bin/register.py register.py]. Currently, I think 'test' is the only mod.)&lt;br /&gt;
&lt;br /&gt;
*You can use part or all of the config it generates for you, but make sure you get the account and network settings. Make sure that server_ip is set to &amp;quot;127.0.0.1&amp;quot; (localhost) if you want to play on your own vegaserver. If a second player wants to connect to your machine and it is configured as a server (with an external IP, or behind a NAT set up with port forwarding), have them put your IP address in this field.&lt;br /&gt;
&lt;br /&gt;
*Start vegaserver on the host machine. It should connect to the accountserver running on sourceforge.net, although it's possible to compile and run your own (I haven't tried this successfully yet.)&lt;br /&gt;
&lt;br /&gt;
*Start up your clients like so:&lt;br /&gt;
:&amp;lt;pre&amp;gt;vegastrike --net&amp;lt;/pre&amp;gt;&lt;br /&gt;
If all goes well, that should work!&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
*[http://forums.vega-strike.org//viewtopic.php?t=5225 Networking code testing and development thread]&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Scripts_%26_Tools&amp;diff=19750</id>
		<title>Development:Scripts &amp; Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Scripts_%26_Tools&amp;diff=19750"/>
				<updated>2014-03-27T16:11:29Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: fixed bad forum link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|&lt;br /&gt;
|parent=[[Development]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
These handy scripts and tools are here to make your life easier.&lt;br /&gt;
Please note that the official standard for support tools is:&lt;br /&gt;
* C++, or&lt;br /&gt;
* Python using [http://wiki.python.org/moin/TkInter Tkinter]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|  style=&amp;quot;width: 100%; text-align: center; background-color:#9090FF&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background-color:#606060;&amp;quot;&lt;br /&gt;
! Tool !! Author !! License !! Platforms !! Engine version !! Features !! User Manual&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; style=&amp;quot;background-color:#909090;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Mesher --&amp;gt;&lt;br /&gt;
|-style=&amp;quot;background-color:#9090FF;&amp;quot;&lt;br /&gt;
| Mesher&lt;br /&gt;
| klauss&lt;br /&gt;
| GPL || Posix, Win || -&lt;br /&gt;
| CLI converter obj &amp;lt;-&amp;gt; bfxm &amp;lt;-&amp;gt; xmesh&lt;br /&gt;
| [[HowTo:Add_Ships|Mesher HowTo]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- UnitConverter --&amp;gt;&lt;br /&gt;
|-style=&amp;quot;background-color:#9090FF;&amp;quot;&lt;br /&gt;
| [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=11885 UnitConverter OBJ-&amp;gt;BFXM]&lt;br /&gt;
| [[User:pyramid|pyramid]]&lt;br /&gt;
| GPL || all with&amp;lt;br&amp;gt;Python 2.5 || -&lt;br /&gt;
| * convert obj to bfxm&amp;lt;br&amp;gt; *add and compress textures&amp;lt;br&amp;gt; * edit unit info&lt;br /&gt;
| [[Development:Tools:UnitConverter|UnitConverter User Manual]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- CampaignEditor --&amp;gt;&lt;br /&gt;
| CampaignEditor&lt;br /&gt;
| Daniel Aleksandrow&lt;br /&gt;
| GPL || all with&amp;lt;br&amp;gt;Java SE 6 || -&lt;br /&gt;
| create and edit campaigns&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Internal tools =&lt;br /&gt;
Tools developed for Vega Strike&lt;br /&gt;
* Mesher utility: Converts from/to Wavefront .obj+.mtl, xmesh(es), and BFXM file formats.&lt;br /&gt;
* ucsv.py: (Python) Conversion script for turning .xunit files into rows in units.csv format&lt;br /&gt;
* 3ds2xml: (Perl) script for converting .3ds files into .xmesh format. Doesn't appear to do axis translation properly, known to be somewhat flaky.&lt;br /&gt;
*[WIP] [[Development:Script:obj2obj converter|obj2obj converter]] (Perl, commandline) - Converts obj files to cockpit files. or extracts tag-data from the models. (''At least that's what is planned, Testing under Win32/Linux. [[User:pontiac|Pontiac]]'')&lt;br /&gt;
* Configuration Parser (file: objconv/configparser.py in vegastrike CVS, Python) - Goes through the source tree and produces a config file (pygrep.config at present) containing every variable *used* in game, every possible command to bind to keys, and every colour definition that can be specified.  Still under development.&lt;br /&gt;
*[WIP] OBJ to Vega Strike cockpit converter ([http://vegastrike.sourceforge.net/users/pontiac/scripts/obj2vs_cockpit_obj/ obj2vs_cockpit_obj], Perl)&lt;br /&gt;
&lt;br /&gt;
= External tools =&lt;br /&gt;
Plugins and scripts for external programs&lt;br /&gt;
*[http://members.chello.at/stefbuer/vegastrike.html XMESH import/export plugin for Wings3D]&lt;br /&gt;
*[http://www.talisiorder.ca/template.php?T=Vegastrike%20Addons&amp;amp;P=vegastrike/vegastrike.html XMESH converter for lightwave]&lt;br /&gt;
*[WIP] [http://www.geocities.com/cubofjudahslion/VS/xmesh.zip XMESH import script for Blender]&lt;br /&gt;
&lt;br /&gt;
* [http://registry.gimp.org/node/70 DDS plugin for the GIMP]&lt;br /&gt;
* [http://en.wikipedia.org/wiki/IrfanView Irfanview] (freeware for Windows) supports the DDS image file format.&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Kde KDE]'s image libraries (version &amp;gt;= 3.3.0) support reading the DDS file format, so e.g. gwenview, kview and konqueror can view texture files.&lt;br /&gt;
* See [[Development:Orbital_Planet_Surfaces]] for info on NVidia's DDS compressor software.&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* [[OOG_Tools|Out-Of-Game Player Tools]]&lt;br /&gt;
* [http://forums.vega-strike.org//viewtopic.php?t=2902 List of VS object conversion scripts and tools] forums thread&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Base_Backgrounds&amp;diff=19749</id>
		<title>Development:Base Backgrounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Base_Backgrounds&amp;diff=19749"/>
				<updated>2014-03-22T01:02:49Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: fixed bad link &amp;quot;Switching a GUI&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{parent_link|parent=[[Development]]}}&lt;br /&gt;
----&lt;br /&gt;
=Introduction=&lt;br /&gt;
&lt;br /&gt;
This page summarizes concepts and approaches recommended to add base or planet backgrounds to Vega Strike.&lt;br /&gt;
&lt;br /&gt;
=Development Needs and Tasks=&lt;br /&gt;
&lt;br /&gt;
We could always use more backgrounds. Ideally, each planet and base in Vega Strike would have a unique background.&lt;br /&gt;
&lt;br /&gt;
Please head over here for a list of open tasks: [[Development:2D_Images#Base_Backgrounds]]&lt;br /&gt;
&lt;br /&gt;
=Docking Backgrounds=&lt;br /&gt;
&lt;br /&gt;
==Texture Requirements==&lt;br /&gt;
&lt;br /&gt;
===Generic Image Requirements===&lt;br /&gt;
&lt;br /&gt;
Please read this [[Development:Graphics_Requirements]] page before continuing to the specific requirements.&lt;br /&gt;
&lt;br /&gt;
===Specific Image Requirements===&lt;br /&gt;
That leaves few options:&lt;br /&gt;
*1024x1024&lt;br /&gt;
*2048x2048&lt;br /&gt;
&lt;br /&gt;
Keeping original high resolution image (e.g. 8192x or 4096x) versions in stock helps maintaining quality and scalability as game development progresses or typical screen resolutions rise in the future with better hardware available to the players.&lt;br /&gt;
&lt;br /&gt;
==Creating and Naming==&lt;br /&gt;
&lt;br /&gt;
===Comments by MamiyaOtaru in Forums===&lt;br /&gt;
&lt;br /&gt;
First off, the bases are not full screen due to the config file, not the sprite file. Change that first to have fullscreen bases. So, the explanation:&lt;br /&gt;
&lt;br /&gt;
In the coordinate system, 0,0 is at the center not the top left. The coordinate system is cartesian, left to right is -1 to 1 x, top to bottom is 1 to -1 y.&lt;br /&gt;
&lt;br /&gt;
Width 2 means the width of the screen (two halves, from -1 to 1) and height 2 means the height of the screen.&lt;br /&gt;
&lt;br /&gt;
In your example, the image is meant to take up 3.104/2 screen widths and 2.4832/2 screen heights. This is because the actual used part of the image (320x200) is approx 512*(2/3.2) x 256*(2/2.5). 3.104 and 2.4832 stretch the image beyond fullscreen, so that the part of the image that actually has something in it (which is only 320x200) will take up fullscreen.&lt;br /&gt;
&lt;br /&gt;
The next two numbers are where the image is centered. Often, those two numbers are actually stored elsewhere. In cockpits, they are stored in the .cpt file and only the dimensions are actually in the .spr file. Here, the X and Y coordinates for the center of the image are in /bases/*.py. Your example is in /bases/pleasure_land.py&lt;br /&gt;
&lt;br /&gt;
Your example is therefore actually&lt;br /&gt;
3.104 2.4832 width and height&lt;br /&gt;
and&lt;br /&gt;
0.582 -0.2716 centerX and centerY&lt;br /&gt;
&lt;br /&gt;
The center of the image is thus a little more than half the distance from the center of the screen to the right hand side of the screen. This serves to place the center of the area that has actual content at the center of the screen. The center is a bit more than a quarter of the way from the center to the bottom of the screen for the same reason.&lt;br /&gt;
&lt;br /&gt;
If you use an image that fills up the whole bitmap, without empty space like the priv remake backgrounds, to go fullscreen you would use something like this&lt;br /&gt;
2 2 (2 half widths and half heights, from -1, -1 to 1, 1)&lt;br /&gt;
0 0 (centered in the center of the screen)&lt;br /&gt;
&lt;br /&gt;
Oh, and pleasure_land.py is also where the animations are linked, if you'd like to remove them for a different background. The animations are the water and the building lights: Jolson_LandingBay_wtr and Jolson_LandingBay_blt respectively. Remove their lines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Python Scripts===&lt;br /&gt;
&lt;br /&gt;
You will need to create the appropriate python scripts to be placed in the &amp;lt;code&amp;gt;bases&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
&lt;br /&gt;
Each planet has a script labeled according to its texture name (i.e. texturename_day.py, texturename_night.py, texturename_sunset.py, etc.) What this means is that each planet you want specific control over will require its own texture. Not too big a task (as I assume the number of planets for which this control is needed is not major), as you can almost just copy and paste the old python files for the planet type, but you will also need to edit units.csv to add that planet type. This is easy if you know what you're doing, but obviously is not a long term solution to such a problem. (If anyone knows of a better way that we can do this, let me know!)&lt;br /&gt;
&lt;br /&gt;
Each unit type has a script labeled according to its unit and faction name (unitname_factionname.py, or ignoring factions unitname.py). Here the trick will be to create a python file that checks the name of the unit you are docked to to see if it's the campaign one. If it is then do something special, else do the same as every other unit.&lt;br /&gt;
&lt;br /&gt;
Basically, these scripts are simply run when the player docks. We can't force a different script to load at will, only make sure that the script VS looks for contains what we want it to. However, it might be useful in future to change this...&lt;br /&gt;
&lt;br /&gt;
'''Room definition'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;room1 = Base.Room ('Aera Planet')&lt;br /&gt;
Base.Texture (room1, 'tex', 'bases/generic/aera_planet.spr', 0, 0)&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the first line, you assign the room object type to your script variable giving the unique argument, the name that will be visible on the in-game interface.&lt;br /&gt;
The second line defines the texture image sprite for the base background with the argument list ''roomvariable'', ''linkname'', ''spriteaddress'', ''centerx'', ''centery''.&lt;br /&gt;
&lt;br /&gt;
'''Ship placement'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;Base.Ship (room1, 'ship', (-0.3, -0.3, 6), (0, 0.93, -0.34), (-1, 0, 0))&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above code defines the placement for the ship in room1, assuming room1 is the landing pad room or the repairs and upgrades room, where the player's ship should show. It has the form:&lt;br /&gt;
Base.Ship (''roomvariable'', ''linkname'', ''vectorP'', ''vectorR'', ''vectorQ'')&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
* ''roomvariable'' - the room in which you place the button&lt;br /&gt;
* ''linkname'' - arbitrary name to make your code readable&lt;br /&gt;
* ''vectorP'' - position of the ship with (''centerx'', ''centery'', ''scale'') -- Note that scale is a Z coordinate in perspective, so you must adjust your X and Y accordingly as it gets farther away.&lt;br /&gt;
* ''vectorR'' - ship up orientation with up-vector coordinates (''x'', ''y'', ''z'')&lt;br /&gt;
* ''vectorQ'' - ship nose orientation with forward-vector coordinates (''x'', ''y'', ''z'')&lt;br /&gt;
&lt;br /&gt;
'''''Testimonial by chuck_starchaser'''''&lt;br /&gt;
&lt;br /&gt;
''Adjusting these vectors (particularly the up and forward) manually, by trial and error, can be very time consuming and tedious. The sum of the squares of the x, y and z values in the up and forward vectors must add to one. In other words, the vectors should be &amp;quot;normalized&amp;quot;, or of &amp;quot;unit-length&amp;quot;. Also, the up and forward vectors should be normal (perpendicular) to one another. In arithmetic terms, their dot product should be zero. And what's the dot-product? The result of multiplying up.x times forward.x, adding to that the product of up.y times forward.y, and adding to that the product of up.z times forward.z. That should be zero if the two vectors are perpendicular. Yes; it's Hell; been there and survived. But there's an escape... maybe...''&lt;br /&gt;
&lt;br /&gt;
''If you have a background artwork with a given perspective of the landing pad, say, you may want to load it into Blender as a background image. Set your view to orthogonal, with positive x to the right, and positive y up on the screen. Place a cube. Scale it so it's 2 x 2 x 2 size. Go to perspective, transparent mode (Numpad 5, Z in Blender). Set your view so that the cube extends over the screen, half visible, half beyond the screen borders. Now, load the mesh of a typical ship that you'd have land there. Do NOT change your view; but rotate the ship's mesh to get the perspective of it you want, over the picture. Now you can snap your cursor to the center of the ship (Shift-S, Cursor to selection, in Object mode) and read the cursor's position from the View Properties screen. That's NOT the values you want for the P vector, but save them for now. For the forward vector, in edit mode, select the nose vertex for the ship, snap cursor, write down the xyz. Subtract the xyz for the ship's center. Normalize it (i.e.: divide all three numbers by the square root of the sum of the squares. That's your vectorQ. For the UP vector, find any two vertices on the ship that are vertically aligned, get their coords, subtract, normalize.''&lt;br /&gt;
&lt;br /&gt;
''VectorP will be a bit trickier: You need to measure the position of the center of the ship on-screen, placing a ruler on your monitor, careful not to scratch it. And you need to translate those measurements to VS screen coordinates, where the far left is -1 X, far right is +1 X, top is +1 Y, bottom is -1 Y. The two numbers you obtained are centerx and centery, but what should scale be? Frankly, I (chuck starchaser) don't know how scale works; I just adjusted it for PU by trial and error.''&lt;br /&gt;
&lt;br /&gt;
''Hope this helps. The idea for this Blender method came to me in retrospect, today (May 23, 2008), and I haven't actually tested it. Be sure to edit this document to fix it as necessary, if you do make it work; or if you come up with a better method.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Button definition'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;Base.Comp (room1, 'CargoComputer', 0.289063, -0.283854, 0.146484, 0.179688, 'Cargo Computer', 'Cargo')&lt;br /&gt;
Base.Link (room1, 'goto_exterior', 0.3, -0.3, 0.5, 0.3, 'Planet Exterior', room2)&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above code defines the button for the cargo computer and a link button to an exterior background image with the following convention:&lt;br /&gt;
Base.''Object'' (''roomvariable'', ''linkname'', ''leftx'', ''bottomy'', ''width'', ''height'', ''displaytext'', ''linkobject'' )&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
* ''roomvariable'' - the room in which you place the button&lt;br /&gt;
* ''linkname'' - arbitrary name to make your code readable&lt;br /&gt;
* ''leftx'', ''bottomy'' - button left bottom corner coordinates; ranging from -1 on the left to 1 on the right, -1 on bottom 1 on the top&lt;br /&gt;
* ''width'', ''height'' - button size; full screen size is 2, half screen is 1.&lt;br /&gt;
* ''displaytext'' - the text that will be shown in game&lt;br /&gt;
* ''linkobject'' - the variable name of the object in your python script or a name predefined in the engine&lt;br /&gt;
&lt;br /&gt;
In addition, for Base.Comp, the ''linkobject'' is used to determine the services available at that particular computer:&lt;br /&gt;
* Cargo&lt;br /&gt;
* Missions&lt;br /&gt;
* News&lt;br /&gt;
* Info&lt;br /&gt;
* Upgrade&lt;br /&gt;
* ShipDealer&lt;br /&gt;
&lt;br /&gt;
==Including and Testing==&lt;br /&gt;
&lt;br /&gt;
You'll need to create a sprite file referencing the image. See more information on how to do this in [[HowTo:Edit_HUDs|HowTo:Edit HUDs]]&lt;br /&gt;
&lt;br /&gt;
==Selection and Vetting==&lt;br /&gt;
&lt;br /&gt;
===Some Thoughts===&lt;br /&gt;
&lt;br /&gt;
Once you have chosen a replacement candidate and have one or more proposals...&lt;br /&gt;
&lt;br /&gt;
===The Process===&lt;br /&gt;
If you are not sure that your texture meets the basic requirements, then please open a forum topic posting your textures.&lt;br /&gt;
Please verify the summary of requirements [[#Including_and_Testing|above]].&lt;br /&gt;
&lt;br /&gt;
If a texture that you have created meets the texture requirements, then:&lt;br /&gt;
* Open a poll for a reasonable period of time (e.g. 2 weeks) and describe:&lt;br /&gt;
** which texture(s) you'd like to replace&lt;br /&gt;
** display your candidates&lt;br /&gt;
** briefly describe the method of creation and tools used&lt;br /&gt;
** If you'd like to replace more than one texture, describe how you would assign the favorites of the poll to the individual textures&lt;br /&gt;
&lt;br /&gt;
* After a set period of time&lt;br /&gt;
** announce the winners&lt;br /&gt;
** and call the poll closed&lt;br /&gt;
&lt;br /&gt;
* Then&lt;br /&gt;
** Submit the textures to svn (in case you have commit rights attributed), or&lt;br /&gt;
** through the forum ask a developer with write access to submit them (e.g. the maintainer of this page, [[User:pyramid|pyramid]]).&lt;br /&gt;
&lt;br /&gt;
==Submission==&lt;br /&gt;
&lt;br /&gt;
AKA: Committing to SVN.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=References=&lt;br /&gt;
&lt;br /&gt;
==Software, Tools==&lt;br /&gt;
For a comprehensive list of tools, please see:&lt;br /&gt;
*[[Links:Graphic_Applications|Links:Graphic Applications]]&lt;br /&gt;
*[[Links:3D_Applications|Links:3D Applications]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* See the following forum discussions&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6734 Base Backgrounds]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=7600 Generic Spaceport Backgrounds]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=9093 Planet background]&lt;br /&gt;
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=2292 How to change the base art in a planet]&lt;br /&gt;
** [http://forums.vega-strike.org//viewtopic.php?t=13255 Switching a GUI ]&lt;br /&gt;
** other discussions: [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4636], [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=1679&amp;amp;start=0&amp;amp;postdays=0&amp;amp;postorder=asc]&lt;br /&gt;
* Example Scripts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Author: [[User:pyramid|pyramid]]'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Fr:Development:Translations:ArboTravailFr&amp;diff=19742</id>
		<title>Fr:Development:Translations:ArboTravailFr</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Fr:Development:Translations:ArboTravailFr&amp;diff=19742"/>
				<updated>2014-03-17T18:44:02Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: update avancement quests&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mise en place =&lt;br /&gt;
Un nouveau repository a été créé sur github https://github.com/costalfy/Vega-Strike contenant le repertoire data du trunk de sourceforge en date du 13/04/2014 (r13675)&lt;br /&gt;
J'ai été obligé de supprimer les fichiers suivant pour éviter de faire exploser mon quota :&lt;br /&gt;
* *.bmp&lt;br /&gt;
* *.psd&lt;br /&gt;
* *.jpg&lt;br /&gt;
* *.png&lt;br /&gt;
* *.ogg&lt;br /&gt;
* *.texture&lt;br /&gt;
* *.image&lt;br /&gt;
* *.bfxm&lt;br /&gt;
* /textures&lt;br /&gt;
&lt;br /&gt;
J'ai créé un nouveau repertoire i18n/LC_MESSAGES qui contiendra les fichiers à traduire&amp;lt;br/&amp;gt;&lt;br /&gt;
Quelques indications pour l'utilisation du dépôt Vega Strike sous Github ici : [[Development:Translation:FrenchWorkTree:Github |Github]]&lt;br /&gt;
&lt;br /&gt;
= Procédure = &lt;br /&gt;
Merci de prendre connaissance de la manière de [[Development:Translation:FrenchWorkTree:Github|travailler avec github]] ainsi que [[Development:Translations:FrenchWorkTree:Notes|les remarques sur ce qui est à traduire]] dans le code source&lt;br /&gt;
== Ajouter la balise gettext dans le code source ==&lt;br /&gt;
Ajouter l'internationalisation dans le code python ou c++ est assez simple à réaliser.&lt;br /&gt;
Il faut scanner le code source et repérer le texte anglais hardcodé. Ensuite, pour chaque texte, il faut l'enrober de la balise gettext '''_(...)''' comme ceci :&lt;br /&gt;
&lt;br /&gt;
  Base.Message(&amp;quot;No? Come back to me again if you change your mind.&amp;quot;)&lt;br /&gt;
  devient :&lt;br /&gt;
  Base.Message(_(&amp;quot;No? Come back to me again if you change your mind.&amp;quot;))&lt;br /&gt;
&lt;br /&gt;
un exemple est déjà visible sur le repository https://github.com/costalfy/Vega-Strike/commit/9cf2078c3fc39681404e59512b2a86503b49f887&lt;br /&gt;
&lt;br /&gt;
[[Development:Translations:FrenchWorkTree:Notes | Notes sur les textes traduisibles ou non par type de fichier]]&lt;br /&gt;
&lt;br /&gt;
== Générer le .po depuis le code source avec PoEdit ==&lt;br /&gt;
Lorsque tout le code source aura été scanné, on utilisera le logiciel [http://www.poedit.net/ PoEdit] pour scanner le code source et repérer toutes les balises _(...) qu'on aura ajouté.&lt;br /&gt;
Le logiciel créera le fichier vegastrike-fr_FR.po qui contiendra l'extration de tout le texte à traduire... magique :)&lt;br /&gt;
&lt;br /&gt;
== Traduire le .po avec PoEdit ==&lt;br /&gt;
Les traducteurs utiliseront le meme logiciel pour ouvrir le fichier /data/i18n/LC_MESSAGES/vegastrike-fr_FR.po et devront traduire chaque ligne une par une... ça c'est moins magique ;-)&lt;br /&gt;
&lt;br /&gt;
= Etat d'avancement = &lt;br /&gt;
Ajouter l'arboresence qui a été traitée. si tout un répertoire est traité inutile d'indiquer la liste de tous les fichiers, juste un (*) à coté du répertoire suffira ;-)&lt;br /&gt;
  data&lt;br /&gt;
  |---modules&lt;br /&gt;
  |     |-------- quests (*) ( ezee ) &lt;br /&gt;
  |---bases&lt;br /&gt;
  |   |---fixers&lt;br /&gt;
  |   |   |---no.py&lt;br /&gt;
  |   |---bartender.py&lt;br /&gt;
  |   |---computer_lib.py (en cours, GreenD)&lt;br /&gt;
  |   |---mission (*) j'ai du refactorer tous les .mission pour que poedit puisse détecter le texte a traduire&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Fr:Development:Translations:ArboTravailFr&amp;diff=19729</id>
		<title>Fr:Development:Translations:ArboTravailFr</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Fr:Development:Translations:ArboTravailFr&amp;diff=19729"/>
				<updated>2014-03-13T18:10:46Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: correction mineure de conjugaison&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mise en place =&lt;br /&gt;
Un nouveau repository a été créé sur github https://github.com/costalfy/Vega-Strike contenant le repertoire data du trunk de sourceforge en date du 13/04/2014 (r13675)&lt;br /&gt;
J'ai été obligé de supprimer les fichiers suivant pour éviter de faire exploser mon quota :&lt;br /&gt;
* *.bmp&lt;br /&gt;
* *.psd&lt;br /&gt;
* *.jpg&lt;br /&gt;
* *.png&lt;br /&gt;
* *.ogg&lt;br /&gt;
* *.texture&lt;br /&gt;
* *.image&lt;br /&gt;
* *.bfxm&lt;br /&gt;
* /textures&lt;br /&gt;
&lt;br /&gt;
J'ai créé un nouveau repertoire i18n/LC_MESSAGES qui contiendra les fichiers à traduire&lt;br /&gt;
&lt;br /&gt;
= Procédure = &lt;br /&gt;
== Ajouter la balise gettext dans le code source ==&lt;br /&gt;
Ajouter l'internationalisation dans le code python ou c++ est assez simple à réaliser.&lt;br /&gt;
Il faut scanner le code source et repérer le texte anglais hardcodé. Ensuite, pour chaque texte, il faut l'enrober de la balise gettext '''_(...)''' comme ceci :&lt;br /&gt;
&lt;br /&gt;
  Base.Message(&amp;quot;No? Come back to me again if you change your mind.&amp;quot;)&lt;br /&gt;
  devient :&lt;br /&gt;
  Base.Message(_(&amp;quot;No? Come back to me again if you change your mind.&amp;quot;))&lt;br /&gt;
&lt;br /&gt;
un exemple est déjà visible sur le repository https://github.com/costalfy/Vega-Strike/commit/9cf2078c3fc39681404e59512b2a86503b49f887&lt;br /&gt;
&lt;br /&gt;
== Générer le .po depuis le code source avec PoEdit ==&lt;br /&gt;
Lorsque tout le code source aura été scanné, on utilisera le logiciel [http://www.poedit.net/ PoEdit] pour scanner le code source et repérer toutes les balises _(...) qu'on aura ajouté.&lt;br /&gt;
Le logiciel créera le fichier vegastrike-fr_FR.po qui contiendra l'extration de tout le texte à traduire... magique :)&lt;br /&gt;
&lt;br /&gt;
== Traduire le .po avec PoEdit ==&lt;br /&gt;
Les traducteurs utiliseront le meme logiciel pour ouvrir le fichier /data/i18n/LC_MESSAGES/vegastrike-fr_FR.po et devront traduire chaque ligne une par une... ça c'est moins magique ;-)&lt;br /&gt;
&lt;br /&gt;
= Etat d'avancement = &lt;br /&gt;
Ajouter l'arboresence qui a été traitée. si tout un répertoir est traité inutile d'indiquer la liste de tous les fichiers, juste un (*) a coté du répertoire suffira ;-)&lt;br /&gt;
  data&lt;br /&gt;
  |---bases&lt;br /&gt;
  |   |---fixers&lt;br /&gt;
  |   |   |---no.py&lt;br /&gt;
  |   |---bartender.py&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:VCPP_Compiling&amp;diff=19713</id>
		<title>HowTo:VCPP Compiling</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:VCPP_Compiling&amp;diff=19713"/>
				<updated>2014-02-24T03:22:07Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: update bug GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN (Ubuntu Linux)|Checkout SVN (Ubuntu Linux)]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Cygwin Compiling|Cygwin Compiling]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{attention}}&lt;br /&gt;
=Compiling under Visual C++=&lt;br /&gt;
First, [[HowTo:Checkout_SVN|check out the SVN modules]].&lt;br /&gt;
&lt;br /&gt;
When using another module (e.g. &amp;lt;code&amp;gt;vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;vssetup&amp;lt;/code&amp;gt;), they should be placed in the directory above &amp;lt;code&amp;gt;vega-vc&amp;lt;/code&amp;gt; in the directory tree.&lt;br /&gt;
&lt;br /&gt;
For example, when you want to checkout Vegastrike, you may make a &amp;lt;code&amp;gt;Vegastrike&amp;lt;/code&amp;gt; directory and from there, checkout &amp;lt;code&amp;gt;vega-vc9&amp;lt;/code&amp;gt; for all Visual C++ editions, &amp;lt;code&amp;gt;vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; ALL from this directory.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/&amp;lt;/code&amp;gt; - base directory.&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vegastrike/&amp;lt;/code&amp;gt; - The stuff from the vegastrike module (the actual code)&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-proj/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 6.x) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc7/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 7.x) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc8/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 8.0) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc9/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 9.0 and higher)&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/win32/&amp;lt;/code&amp;gt; - The newer version of data.  Until the change is made in the Vegastrike project setting binaries will be create in vega-vc9/Release or vega-vc9/Debug. &amp;lt;strike&amp;gt;Binaries will be compiled into the bin directory, so it should be here in the tree if you do not want to edit project settings.&amp;lt;/strike&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Here is a list of every project included for SVN compilation that is used:&lt;br /&gt;
* vegastrike (&amp;lt;code&amp;gt;Vegastrike.exe&amp;lt;/code&amp;gt;) - '''VegaStrike binary'''&lt;br /&gt;
* vsserver (&amp;lt;code&amp;gt;vegaserver.exe&amp;lt;/code&amp;gt;) - VegaStrike server&lt;br /&gt;
* vssetup (&amp;lt;code&amp;gt;Setup.exe&amp;lt;/code&amp;gt;) - The main Setup program--doesn't change much, so you can use the binary directly from SVN.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 11.x (Visual Studio Express 2012)==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}} Write Me - Until specific instructions are written by someone knowledgeable, follow information for previous versions and supplement it with up to date information about compiling from the forums. &lt;br /&gt;
&lt;br /&gt;
==Visual C++ 10.0 (2010 Express)==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}}Currently there are no working project files for VC10. This will be changing in the near future so please be patient. For now just copy everything from the &amp;lt;code&amp;gt;trunk/vega-vc9&amp;lt;/code&amp;gt; folder into a newly created vega-vc10 folder and convert the VC9 project files.&lt;br /&gt;
&lt;br /&gt;
You can download a copy of VC10 Express from [http://www.microsoft.com/express/download/ Download Visual Studio Express].&lt;br /&gt;
If you encounter any issues post a new topic in the [http://forums.vega-strike.org/viewforum.php?f=5 Compiling Problems] forum.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 9.0 (2008 Express)==&lt;br /&gt;
&lt;br /&gt;
This is likely only for Windows XP SP3 and Vista (so probably not Windows 2000). Apparently no Platform SDK is necessary. Note that it is required that the local file and directory structure is identical to the one on SVN. You need to checkout the following: &amp;lt;code&amp;gt;trunk/vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trunk/vega-vc9&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trunk/win32&amp;lt;/code&amp;gt;. If the above is wrong you will need to download the 2008 SDK or higher.&lt;br /&gt;
&lt;br /&gt;
# [http://www.microsoft.com/express/download/ Download Visual C++ 2008 Express Edition].&lt;br /&gt;
# Make sure you are logged on as admin. Otherwise the VC++ 2008 EE installation will fail. Run the installer, uncheck all the boxes on each page if you want a lighter download. It will do everything on it's own then ask to reboot.&lt;br /&gt;
# To update for Python 2.7 you will need to download the latest 2.7 source release: [http://www.python.org/download/ Download latest source Python 2.7]&lt;br /&gt;
       or directly [http://www.python.org/download/releases/2.7.6// www.python.org/download/releases/2.7.6]&lt;br /&gt;
# Compile Python using their &amp;lt;code&amp;gt;Python-2.7.1\PCbuild\pcbuild.sln&amp;lt;/code&amp;gt; solution file. Make sure it works (&amp;lt;code&amp;gt;python.exe&amp;lt;/code&amp;gt; starts up).&lt;br /&gt;
# Substitute the corresponding Python 2.7 files from &amp;lt;code&amp;gt;Python-2.7.1\PCbuild&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Python-2.7.1\include&amp;lt;/code&amp;gt;. Python also requires a &amp;lt;code&amp;gt;pyconfig.h&amp;lt;/code&amp;gt; inside your &amp;lt;code&amp;gt;vega-vc9\include\python&amp;lt;/code&amp;gt;, you can copy it from &amp;lt;code&amp;gt;Python-2.7.1\PC&amp;lt;/code&amp;gt;.&lt;br /&gt;
# In VC++ 2008 EE, update the vegastrike project properties: in configuration properties -&amp;gt; linker -&amp;gt; input -&amp;gt; additional dependencies, change the python version to 2.7. (It should be the last one in the list.)&lt;br /&gt;
# Apply the &amp;lt;code&amp;gt;VCExpress.diff&amp;lt;/code&amp;gt; to fix the resource file for use with Visual C++ Express.&lt;br /&gt;
# Vegastrike should now build normally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Update --[[User:Ezee|Ezee]] 19:39, 22 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
I had a lot of troubles to compile , link and run the program !&lt;br /&gt;
&lt;br /&gt;
So this is how to obtain a working version of Vegastrike 0.5.2 from the SVN &lt;br /&gt;
&lt;br /&gt;
( with turtoise )&lt;br /&gt;
&lt;br /&gt;
YOU MUST CREATE FIRST THE EMPTY FOLDERS IN YOUR COMPUTER :&lt;br /&gt;
&lt;br /&gt;
The idea is to recreate the tree of the svn .&lt;br /&gt;
&lt;br /&gt;
*1_Create a folder trunk&lt;br /&gt;
*2_Create a folder trunk\win32 &lt;br /&gt;
*3_Create a folder trunk\data&lt;br /&gt;
*4_Create a folder trunk\vega-vc9&lt;br /&gt;
*5_Create a folder trunk\vegastrike&lt;br /&gt;
&lt;br /&gt;
from there , you are ready to check out the SVN .&lt;br /&gt;
&lt;br /&gt;
*1- Select your folder vega-vc9&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/vega-vc9&lt;br /&gt;
&lt;br /&gt;
*2- Select your folder vegastrike&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/vegastrike&lt;br /&gt;
&lt;br /&gt;
*3- Select your folder data&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/data&lt;br /&gt;
&lt;br /&gt;
*4- Select your folder win32 &lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/win32&lt;br /&gt;
&lt;br /&gt;
*5-There will be errors if you try to compile , caused by Boost 1.45 .&lt;br /&gt;
 ( version 0.5.2 of vegastrike contain only boost 1.53 )&lt;br /&gt;
 So checkout also the Boost 1.45 in the same folder than the 1.53 ( in vegastrike/Boost )&lt;br /&gt;
 http://svn.code.sf.net/p/vegastrike/code/branches/vegastrike_0_5_1/vegastrike/boost/1_45&lt;br /&gt;
&lt;br /&gt;
*6-There is bug with a #define and GL_TEXTURE_CUBE_MAP_SEAMLESS&lt;br /&gt;
 Solution is [http://forums.vega-strike.org/viewtopic.php?f=5&amp;amp;t=18590&amp;amp;p=135450#p135450 in the forum ]&lt;br /&gt;
    &lt;br /&gt;
Now your solution vc9 should be ok .&lt;br /&gt;
BUT THE .EXE WILL BE BUILD IN &amp;quot;\trunk\vega-vc9\Release&amp;quot; or &amp;quot;\trunk\vega-vc9\Debug&amp;quot;&lt;br /&gt;
by default . &lt;br /&gt;
&lt;br /&gt;
( you won't be able to run or debug the game , step into etc ... )&lt;br /&gt;
&lt;br /&gt;
So now , go to your project options , in &amp;quot; Linker&amp;quot; , change the output path like this :&lt;br /&gt;
&amp;quot; D:\program\trunk\win32\bin\$(ProjectName).exe &amp;quot;&lt;br /&gt;
&lt;br /&gt;
( change D:\program\trunk\ by your path  :wink: )&lt;br /&gt;
&lt;br /&gt;
Almost ended .&lt;br /&gt;
&lt;br /&gt;
You need to copy the content of your folder &amp;quot;data&amp;quot; in your folder win32\bin&lt;br /&gt;
DON'T FORGET TO UNZIP THE PYTHON 2.7 rar in \win32\bin !&lt;br /&gt;
&lt;br /&gt;
GOOD !&lt;br /&gt;
Enjoy your new Vegastrike programming environment !&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 8.0 (2005 Express)(deprecated)==&lt;br /&gt;
This is left here in case someone wants to attempt a working VC8 build&lt;br /&gt;
Warning: VC8 requires a big download off Microsoft's site.&lt;br /&gt;
&lt;br /&gt;
Microsoft claims that they will continue offering their non-expiring version of VC8 forever, so I guess this will be the main build platform.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that VC8 does something weird with .manifest files, and for official builds, I would suggest VC7 as it seems to be faster, and it lacks compatibility issues.  There are too many forum threads on this to count.&lt;br /&gt;
&lt;br /&gt;
This will work on Windows 2000 or XP (Not sure about 98,95...).&lt;br /&gt;
&lt;br /&gt;
# You have two download choices:&lt;br /&gt;
#* Download the standard install: http://msdn.microsoft.com/vstudio/express/visualc/download/ and register (free but requires an E-mail and filling in a form)&lt;br /&gt;
#* Download the &amp;quot;manual install&amp;quot; (from a CD image): http://msdn.microsoft.com/vstudio/express/support/install/ (seems to be an ISO image, but looks like it doesn't require registration...)&lt;br /&gt;
# Install the [http://www.microsoft.com/downloads/details.aspx?FamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;displaylang=en#filelist| Windows Platform SDK] ([http://msdn.microsoft.com/library/default.asp?url=/library/EN-US/sdkintro/sdkintro/installing_the_platform_sdk_with_visual_studio.asp Instructions] - [http://www.microsoft.com/downloads/info.aspx?na=47&amp;amp;p=3&amp;amp;SrcDisplayLang=en&amp;amp;SrcCategoryId=&amp;amp;SrcFamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;u=details.aspx%3ffamilyid%3dD8EECD75-1FC4-49E5-BC66-9DA2B03D9B92%26displaylang%3den FULL ISO version(395MB)]). A [http://www.microsoft.com/downloads/details.aspx?FamilyID=0baf2b35-c656-4969-ace8-e4c0c0716adb&amp;amp;DisplayLang=en more recent SDK] for Windows XP SP2 exists, but it has not been tested with VS (yet.)&lt;br /&gt;
# In Visual C++ 8.0 (2005 Express), under Tools...Options...Visual C++ Directories, add an Include directory for C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include and an Include directory for C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include\mfc. If you forget this step, the build will not be able to find windows.h, basetsd.h, and afxres.h and will throw fatal errors.&lt;br /&gt;
# You should not need the [http://www.microsoft.com/downloads/details.aspx?FamilyID=EDB98FFA-A59C-4C23-9B92-BA304F188314&amp;amp;displaylang=en DirectX SDK] (337MB) to compile VS, but it may be required to compile OGRE in the future.&lt;br /&gt;
# Disable Intellisense: Microsoft provides no GUI for this, but it is recommended unless you want to eat up twice the RAM and wait 10-20 seconds between saving each file.&lt;br /&gt;
#* Browse to your VC8 install.&lt;br /&gt;
#* Go to the VC/vcpackages folders and rename the &amp;quot;feacp&amp;quot; DLL file to anything else like &amp;quot;feacp_backup.dll&amp;quot;.  This should not break anything... it will only disable IntelliSense.&lt;br /&gt;
# Checkout the Vegastrike project as described earlier.&lt;br /&gt;
# Open the &amp;quot;vega-vc8&amp;quot; project using the IDE.&lt;br /&gt;
# The compilation should go for the most part smoothly.  If you encounter any problems, please tell us in the [http://forums.vega-strike.org/ forum] or specifically on [http://forums.vega-strike.org/viewtopic.php?t=6251 this thread].&lt;br /&gt;
#* Note that Debug versions will be very slow (I get 5 frames/second on my Pentium3 1GHz machine using debug VS).&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 8.0(2005 Express) plus the Code::Blocks IDE (deprecated)==&lt;br /&gt;
You can download Visual C++ 8.0(2005 Express) after you acquired a vcsetup.exe for Visual C++ 8.0. These are still being offered on some download sites.&lt;br /&gt;
The main advantages of Visual C++ 8.0 over later versions are that it works for older OSes like Windows 2000 and that there is a vegastrike project file for it, which you can check out from svn as vega-vc8.&lt;br /&gt;
You will also need an SDK, I used the Platform SDK PSDK-x86.exe (1.3 MB) which you can find with the query “Windows Server 2003 Platform SDK Web” in a search engine.&lt;br /&gt;
You will need to enable internet explorer for a minute as the default browser to install the PSDK.&lt;br /&gt;
Also try to get the vcredist_x86.exe for Visual C++ 8.0(2005 Express) if you want to share your vegastrike binary with others.&lt;br /&gt;
You can acquire the code::block development environment from www.codeblocks.org.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You might want to make a copy of your SVN checkout tree now, to have a clean copy just in case of the code in VegaStrike/ and the project files in vega-vc8/&lt;br /&gt;
Start code::blocks, choose VC2005/2008 as default tool chain and import the .sln solution file from vega-vc8 into a workspace. Use the vc8 2005/2008 compiler.&lt;br /&gt;
Double click the vegastrike project so that it is selected in bold. Go to Project/Build options and add /EHsc to vegastrike in other compiler options, remove /W from all projects and choose a warning level you like instead for each compiling option, like /W1 for release and /W3 for a debug build.&lt;br /&gt;
I have only tried the Win32 and Win32 debug buildsYou will notice that the debug build sets other libraries in linker settings. Basically the left side of the settings is used to include libraries while the right side is used to NOT include the default libraries. Some people have reported that they need to add &amp;quot;/NODEFAULTLIB:libcmt&amp;quot; manually there to exclude libcmt from being linked which results in a conflict.(I also removed /ZI and added insted on the left side /Zi /D_DEBUG to have debug symbols, I'm not sure which is better). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You need to edit the file Resources.rc to read&amp;lt;br&amp;gt;&lt;br /&gt;
 #include &amp;amp;lt;WinResrc.h&amp;amp;gt;&lt;br /&gt;
instead of&amp;lt;br&amp;gt;&lt;br /&gt;
 #include &amp;quot;afxres.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you should discover a problem with the PNG or Python libraries, or simply want to try out newer ones, recall that each of these libraries/dlls needs to be one built with the same compiler you use for vegastrike.&lt;br /&gt;
Be warned that for libpng-1.2.34 the optimized build does not work, while the debug build(without any optimization) works with the vc8 compiler.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also choose where the binaries you produced end up, but I left it to default settings which is in the ../win32/bin directory, thats right aside ../VegaStrike.&lt;br /&gt;
Finally I took the executable, which is named vegastrikeR.exe for the release version, and all other files produced and placed them into the directory structure of an old VegaStrike install.&lt;br /&gt;
Running vegaStrike produced errors, which meant I had to resolve them by checking out the directories bases,mission,programs,sounds/missions,techniques and textures directories from SVN using the repository browser. (I think you can even do without some of these.)&lt;br /&gt;
Copying the directories into and over the directory tree of the old install produced a working binary.&lt;br /&gt;
At least it works as far as I know - I didn't get to test much yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can debug programs in the VC++ IDE by creating a new project and adding an executable as a subproject.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Visual Studio 7.x (deprecated)==&lt;br /&gt;
&lt;br /&gt;
===Compiling from the command line with Visual Studio===&lt;br /&gt;
Here is a batch file that could be used to checkout everything and then compile all projects (copy and paste in &amp;lt;code&amp;gt;makeall.bat&amp;lt;/code&amp;gt;), if you were going somewhere for a few hours and wanted to get a working project when you got back:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@echo off&lt;br /&gt;
mkdir vegastrike&lt;br /&gt;
cd vegastrike&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vega-vc7&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/&lt;br /&gt;
cd vega-vc7&lt;br /&gt;
echo Building project...&lt;br /&gt;
&amp;quot;C:\VC7\Common7\IDE\devenv.exe&amp;quot; vegastrike.sln /BUILD Debug&lt;br /&gt;
cd ..&lt;br /&gt;
cd ..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': You must replace the &amp;quot;&amp;lt;code&amp;gt;C:\vc7&amp;lt;/code&amp;gt;&amp;quot; with the directory where you installed visual c++ 7 and replace the &amp;quot;&amp;lt;code&amp;gt;Debug&amp;lt;/code&amp;gt;&amp;quot; on the same line with &amp;quot;&amp;lt;code&amp;gt;Release&amp;lt;/code&amp;gt;&amp;quot; if you want a release build.&lt;br /&gt;
&lt;br /&gt;
===Compiling with the Visual Studio GUI (deprecated)===&lt;br /&gt;
''(This is written with Visual C++ .NET Standard in mind)''&lt;br /&gt;
&lt;br /&gt;
Once you have checked out the vegastrike and vega-vc7 modules from [[HowTo:Checkout CVS|CVS]], use Visual Studio to open vegastrike.sln, found in the vega-vc7 directory. When compiling for release, select &amp;quot;Release Boost 131&amp;quot; from the drop-down menu on the toolbar. Right-click on the &amp;quot;vegastrike&amp;quot; project in the &amp;quot;solution explorer&amp;quot; sidebar, and then select &amp;quot;Build&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ Toolkit 2003==&lt;br /&gt;
This is a [http://msdn.microsoft.com/visualc/vctoolkit2003/ free download] from Microsoft, and is the same compiler and linker as Visual Studio 2003.&lt;br /&gt;
&lt;br /&gt;
Note, you must have Windows XP or 2000 in order to install the toolkit. (formerly said only Windows XP, but this is not true according to their download page)&lt;br /&gt;
&lt;br /&gt;
===Downloads===&lt;br /&gt;
* Install the [http://msdn.microsoft.com/visualc/vctoolkit2003/ Visual C++ Toolkit 2003] from the Microsoft web site. &lt;br /&gt;
* Install the [http://www.microsoft.com/msdownload/platformsdk/sdkupdate Windows Platform SDK] from the Microsoft web site. You can take any of the 3 versions available.&lt;br /&gt;
* Install the [http://www.codeblocks.org/downloads.shtml Code::Blocks] (alternative download site on [http://prdownloads.sourceforge.net/codeblocks/ Sourceforge]). You can take the full version or the core only, since we will use the VS 2003 TK. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Configuring Code::Blocks===&lt;br /&gt;
* Run CodeBlocks. The first time you install it, you will be listed with a set of compilers. Select Microsoft Visual C++ Toolkit, and click '''Set As Default'''. &lt;br /&gt;
* For configuration you have to include the location of the Windows Platform SDK.  Go to '''Settings''' -&amp;gt; '''Compiler''' in the menu. Click the '''Directories''' tab.  Add the directory &amp;quot;&amp;lt;code&amp;gt;C:\Program Files\Microsoft SDK\bin&amp;lt;/code&amp;gt;&amp;quot; to the Resource Compiler tab.&lt;br /&gt;
&lt;br /&gt;
===Compiling with Code::Blocks and Visual C++ Toolkit===&lt;br /&gt;
Once you have checked out the vegastrike and vega-vc7 modules from [[HowTo:Checkout CVS|CVS]], import the vegastrike.sln file, found in the vega-vc7 directory into Code::Blocks using '''Project-&amp;gt;Import-&amp;gt;MS Visual Studio Solution''' in the menu.&lt;br /&gt;
&lt;br /&gt;
===Note (CVS version as of 14 Nov 2005===&lt;br /&gt;
Using the most recent CVS versions (and 2003/Runtime versions from Microsoft) I had to remove /W from the build options '''Project Build Options &amp;gt; Compiler Options &amp;gt; Other Options'''&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 6.0 (deprecated)==&lt;br /&gt;
As of the end of December, 2005, VegaStrike has dropped compatibility for VC 6 because of the new OGRE rendering engine.&lt;br /&gt;
&lt;br /&gt;
VC 6 users can grab a free copy of VC 8 (Visual Studio 2005 Express) off the Microsoft site, and follow the directions below to compile.&lt;br /&gt;
===Compiling using VC 6===&lt;br /&gt;
Until the OGRE port is finished, VC 6 will still compile, so you can try it if VC8 won't work for you.&lt;br /&gt;
&lt;br /&gt;
First, check out all the modules above.&lt;br /&gt;
&lt;br /&gt;
Then from the MSDEV IDE, open the &amp;quot;vegastrike.dsw&amp;quot; project inside vega-proj, and compile.  You will want to use Debug or Release configurations for a standard build. (The Boost 129 builds are permanently broken, and GLUT doesn't work very well as far as I know)&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
* [[HowTo:Checkout SVN|Checking out SVN]]&lt;br /&gt;
* [http://www.codeblocks.org Code:Blocks IDE]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN|Checkout SVN]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Cygwin Compiling|Cygwin Compiling]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|VCpp Compiling]]&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:VCPP_Compiling&amp;diff=19712</id>
		<title>HowTo:VCPP Compiling</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:VCPP_Compiling&amp;diff=19712"/>
				<updated>2014-02-24T03:13:23Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: update version of boost 1.45&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN (Ubuntu Linux)|Checkout SVN (Ubuntu Linux)]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Cygwin Compiling|Cygwin Compiling]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{attention}}&lt;br /&gt;
=Compiling under Visual C++=&lt;br /&gt;
First, [[HowTo:Checkout_SVN|check out the SVN modules]].&lt;br /&gt;
&lt;br /&gt;
When using another module (e.g. &amp;lt;code&amp;gt;vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;vssetup&amp;lt;/code&amp;gt;), they should be placed in the directory above &amp;lt;code&amp;gt;vega-vc&amp;lt;/code&amp;gt; in the directory tree.&lt;br /&gt;
&lt;br /&gt;
For example, when you want to checkout Vegastrike, you may make a &amp;lt;code&amp;gt;Vegastrike&amp;lt;/code&amp;gt; directory and from there, checkout &amp;lt;code&amp;gt;vega-vc9&amp;lt;/code&amp;gt; for all Visual C++ editions, &amp;lt;code&amp;gt;vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; ALL from this directory.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/&amp;lt;/code&amp;gt; - base directory.&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vegastrike/&amp;lt;/code&amp;gt; - The stuff from the vegastrike module (the actual code)&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-proj/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 6.x) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc7/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 7.x) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc8/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 8.0) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc9/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 9.0 and higher)&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/win32/&amp;lt;/code&amp;gt; - The newer version of data.  Until the change is made in the Vegastrike project setting binaries will be create in vega-vc9/Release or vega-vc9/Debug. &amp;lt;strike&amp;gt;Binaries will be compiled into the bin directory, so it should be here in the tree if you do not want to edit project settings.&amp;lt;/strike&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Here is a list of every project included for SVN compilation that is used:&lt;br /&gt;
* vegastrike (&amp;lt;code&amp;gt;Vegastrike.exe&amp;lt;/code&amp;gt;) - '''VegaStrike binary'''&lt;br /&gt;
* vsserver (&amp;lt;code&amp;gt;vegaserver.exe&amp;lt;/code&amp;gt;) - VegaStrike server&lt;br /&gt;
* vssetup (&amp;lt;code&amp;gt;Setup.exe&amp;lt;/code&amp;gt;) - The main Setup program--doesn't change much, so you can use the binary directly from SVN.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 11.x (Visual Studio Express 2012)==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}} Write Me - Until specific instructions are written by someone knowledgeable, follow information for previous versions and supplement it with up to date information about compiling from the forums. &lt;br /&gt;
&lt;br /&gt;
==Visual C++ 10.0 (2010 Express)==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}}Currently there are no working project files for VC10. This will be changing in the near future so please be patient. For now just copy everything from the &amp;lt;code&amp;gt;trunk/vega-vc9&amp;lt;/code&amp;gt; folder into a newly created vega-vc10 folder and convert the VC9 project files.&lt;br /&gt;
&lt;br /&gt;
You can download a copy of VC10 Express from [http://www.microsoft.com/express/download/ Download Visual Studio Express].&lt;br /&gt;
If you encounter any issues post a new topic in the [http://forums.vega-strike.org/viewforum.php?f=5 Compiling Problems] forum.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 9.0 (2008 Express)==&lt;br /&gt;
&lt;br /&gt;
This is likely only for Windows XP SP3 and Vista (so probably not Windows 2000). Apparently no Platform SDK is necessary. Note that it is required that the local file and directory structure is identical to the one on SVN. You need to checkout the following: &amp;lt;code&amp;gt;trunk/vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trunk/vega-vc9&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trunk/win32&amp;lt;/code&amp;gt;. If the above is wrong you will need to download the 2008 SDK or higher.&lt;br /&gt;
&lt;br /&gt;
# [http://www.microsoft.com/express/download/ Download Visual C++ 2008 Express Edition].&lt;br /&gt;
# Make sure you are logged on as admin. Otherwise the VC++ 2008 EE installation will fail. Run the installer, uncheck all the boxes on each page if you want a lighter download. It will do everything on it's own then ask to reboot.&lt;br /&gt;
# To update for Python 2.7 you will need to download the latest 2.7 source release: [http://www.python.org/download/ Download latest source Python 2.7]&lt;br /&gt;
       or directly [http://www.python.org/download/releases/2.7.6// www.python.org/download/releases/2.7.6]&lt;br /&gt;
# Compile Python using their &amp;lt;code&amp;gt;Python-2.7.1\PCbuild\pcbuild.sln&amp;lt;/code&amp;gt; solution file. Make sure it works (&amp;lt;code&amp;gt;python.exe&amp;lt;/code&amp;gt; starts up).&lt;br /&gt;
# Substitute the corresponding Python 2.7 files from &amp;lt;code&amp;gt;Python-2.7.1\PCbuild&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Python-2.7.1\include&amp;lt;/code&amp;gt;. Python also requires a &amp;lt;code&amp;gt;pyconfig.h&amp;lt;/code&amp;gt; inside your &amp;lt;code&amp;gt;vega-vc9\include\python&amp;lt;/code&amp;gt;, you can copy it from &amp;lt;code&amp;gt;Python-2.7.1\PC&amp;lt;/code&amp;gt;.&lt;br /&gt;
# In VC++ 2008 EE, update the vegastrike project properties: in configuration properties -&amp;gt; linker -&amp;gt; input -&amp;gt; additional dependencies, change the python version to 2.7. (It should be the last one in the list.)&lt;br /&gt;
# Apply the &amp;lt;code&amp;gt;VCExpress.diff&amp;lt;/code&amp;gt; to fix the resource file for use with Visual C++ Express.&lt;br /&gt;
# Vegastrike should now build normally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Update --[[User:Ezee|Ezee]] 19:39, 22 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
I had a lot of troubles to compile , link and run the program !&lt;br /&gt;
&lt;br /&gt;
So this is how to obtain a working version of Vegastrike 0.5.2 from the SVN &lt;br /&gt;
&lt;br /&gt;
( with turtoise )&lt;br /&gt;
&lt;br /&gt;
YOU MUST CREATE FIRST THE EMPTY FOLDERS IN YOUR COMPUTER :&lt;br /&gt;
&lt;br /&gt;
The idea is to recreate the tree of the svn .&lt;br /&gt;
&lt;br /&gt;
*1_Create a folder trunk&lt;br /&gt;
*2_Create a folder trunk\win32 &lt;br /&gt;
*3_Create a folder trunk\data&lt;br /&gt;
*4_Create a folder trunk\vega-vc9&lt;br /&gt;
*5_Create a folder trunk\vegastrike&lt;br /&gt;
&lt;br /&gt;
from there , you are ready to check out the SVN .&lt;br /&gt;
&lt;br /&gt;
*1- Select your folder vega-vc9&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/vega-vc9&lt;br /&gt;
&lt;br /&gt;
*2- Select your folder vegastrike&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/vegastrike&lt;br /&gt;
&lt;br /&gt;
*3- Select your folder data&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/data&lt;br /&gt;
&lt;br /&gt;
*4- Select your folder win32 &lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/win32&lt;br /&gt;
&lt;br /&gt;
*5-There will be errors if you try to compile , caused by Boost 1.45 .&lt;br /&gt;
 ( version 0.5.2 of vegastrike contain only boost 1.53 )&lt;br /&gt;
 So checkout also the Boost 1.45 in the same folder than the 1.53 ( in vegastrike/Boost )&lt;br /&gt;
 http://svn.code.sf.net/p/vegastrike/code/branches/vegastrike_0_5_1/vegastrike/boost/1_45&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now your solution vc9 should be ok .&lt;br /&gt;
BUT THE .EXE WILL BE BUILD IN &amp;quot;\trunk\vega-vc9\Release&amp;quot; or &amp;quot;\trunk\vega-vc9\Debug&amp;quot;&lt;br /&gt;
by default . &lt;br /&gt;
&lt;br /&gt;
( you won't be able to run or debug the game , step into etc ... )&lt;br /&gt;
&lt;br /&gt;
So now , go to your project options , in &amp;quot; Linker&amp;quot; , change the output path like this :&lt;br /&gt;
&amp;quot; D:\program\trunk\win32\bin\$(ProjectName).exe &amp;quot;&lt;br /&gt;
&lt;br /&gt;
( change D:\program\trunk\ by your path  :wink: )&lt;br /&gt;
&lt;br /&gt;
Almost ended .&lt;br /&gt;
&lt;br /&gt;
You need to copy the content of your folder &amp;quot;data&amp;quot; in your folder win32\bin&lt;br /&gt;
DON'T FORGET TO UNZIP THE PYTHON 2.7 rar in \win32\bin !&lt;br /&gt;
&lt;br /&gt;
GOOD !&lt;br /&gt;
Enjoy your new Vegastrike programming environment !&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 8.0 (2005 Express)(deprecated)==&lt;br /&gt;
This is left here in case someone wants to attempt a working VC8 build&lt;br /&gt;
Warning: VC8 requires a big download off Microsoft's site.&lt;br /&gt;
&lt;br /&gt;
Microsoft claims that they will continue offering their non-expiring version of VC8 forever, so I guess this will be the main build platform.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that VC8 does something weird with .manifest files, and for official builds, I would suggest VC7 as it seems to be faster, and it lacks compatibility issues.  There are too many forum threads on this to count.&lt;br /&gt;
&lt;br /&gt;
This will work on Windows 2000 or XP (Not sure about 98,95...).&lt;br /&gt;
&lt;br /&gt;
# You have two download choices:&lt;br /&gt;
#* Download the standard install: http://msdn.microsoft.com/vstudio/express/visualc/download/ and register (free but requires an E-mail and filling in a form)&lt;br /&gt;
#* Download the &amp;quot;manual install&amp;quot; (from a CD image): http://msdn.microsoft.com/vstudio/express/support/install/ (seems to be an ISO image, but looks like it doesn't require registration...)&lt;br /&gt;
# Install the [http://www.microsoft.com/downloads/details.aspx?FamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;displaylang=en#filelist| Windows Platform SDK] ([http://msdn.microsoft.com/library/default.asp?url=/library/EN-US/sdkintro/sdkintro/installing_the_platform_sdk_with_visual_studio.asp Instructions] - [http://www.microsoft.com/downloads/info.aspx?na=47&amp;amp;p=3&amp;amp;SrcDisplayLang=en&amp;amp;SrcCategoryId=&amp;amp;SrcFamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;u=details.aspx%3ffamilyid%3dD8EECD75-1FC4-49E5-BC66-9DA2B03D9B92%26displaylang%3den FULL ISO version(395MB)]). A [http://www.microsoft.com/downloads/details.aspx?FamilyID=0baf2b35-c656-4969-ace8-e4c0c0716adb&amp;amp;DisplayLang=en more recent SDK] for Windows XP SP2 exists, but it has not been tested with VS (yet.)&lt;br /&gt;
# In Visual C++ 8.0 (2005 Express), under Tools...Options...Visual C++ Directories, add an Include directory for C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include and an Include directory for C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include\mfc. If you forget this step, the build will not be able to find windows.h, basetsd.h, and afxres.h and will throw fatal errors.&lt;br /&gt;
# You should not need the [http://www.microsoft.com/downloads/details.aspx?FamilyID=EDB98FFA-A59C-4C23-9B92-BA304F188314&amp;amp;displaylang=en DirectX SDK] (337MB) to compile VS, but it may be required to compile OGRE in the future.&lt;br /&gt;
# Disable Intellisense: Microsoft provides no GUI for this, but it is recommended unless you want to eat up twice the RAM and wait 10-20 seconds between saving each file.&lt;br /&gt;
#* Browse to your VC8 install.&lt;br /&gt;
#* Go to the VC/vcpackages folders and rename the &amp;quot;feacp&amp;quot; DLL file to anything else like &amp;quot;feacp_backup.dll&amp;quot;.  This should not break anything... it will only disable IntelliSense.&lt;br /&gt;
# Checkout the Vegastrike project as described earlier.&lt;br /&gt;
# Open the &amp;quot;vega-vc8&amp;quot; project using the IDE.&lt;br /&gt;
# The compilation should go for the most part smoothly.  If you encounter any problems, please tell us in the [http://forums.vega-strike.org/ forum] or specifically on [http://forums.vega-strike.org/viewtopic.php?t=6251 this thread].&lt;br /&gt;
#* Note that Debug versions will be very slow (I get 5 frames/second on my Pentium3 1GHz machine using debug VS).&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 8.0(2005 Express) plus the Code::Blocks IDE (deprecated)==&lt;br /&gt;
You can download Visual C++ 8.0(2005 Express) after you acquired a vcsetup.exe for Visual C++ 8.0. These are still being offered on some download sites.&lt;br /&gt;
The main advantages of Visual C++ 8.0 over later versions are that it works for older OSes like Windows 2000 and that there is a vegastrike project file for it, which you can check out from svn as vega-vc8.&lt;br /&gt;
You will also need an SDK, I used the Platform SDK PSDK-x86.exe (1.3 MB) which you can find with the query “Windows Server 2003 Platform SDK Web” in a search engine.&lt;br /&gt;
You will need to enable internet explorer for a minute as the default browser to install the PSDK.&lt;br /&gt;
Also try to get the vcredist_x86.exe for Visual C++ 8.0(2005 Express) if you want to share your vegastrike binary with others.&lt;br /&gt;
You can acquire the code::block development environment from www.codeblocks.org.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You might want to make a copy of your SVN checkout tree now, to have a clean copy just in case of the code in VegaStrike/ and the project files in vega-vc8/&lt;br /&gt;
Start code::blocks, choose VC2005/2008 as default tool chain and import the .sln solution file from vega-vc8 into a workspace. Use the vc8 2005/2008 compiler.&lt;br /&gt;
Double click the vegastrike project so that it is selected in bold. Go to Project/Build options and add /EHsc to vegastrike in other compiler options, remove /W from all projects and choose a warning level you like instead for each compiling option, like /W1 for release and /W3 for a debug build.&lt;br /&gt;
I have only tried the Win32 and Win32 debug buildsYou will notice that the debug build sets other libraries in linker settings. Basically the left side of the settings is used to include libraries while the right side is used to NOT include the default libraries. Some people have reported that they need to add &amp;quot;/NODEFAULTLIB:libcmt&amp;quot; manually there to exclude libcmt from being linked which results in a conflict.(I also removed /ZI and added insted on the left side /Zi /D_DEBUG to have debug symbols, I'm not sure which is better). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You need to edit the file Resources.rc to read&amp;lt;br&amp;gt;&lt;br /&gt;
 #include &amp;amp;lt;WinResrc.h&amp;amp;gt;&lt;br /&gt;
instead of&amp;lt;br&amp;gt;&lt;br /&gt;
 #include &amp;quot;afxres.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you should discover a problem with the PNG or Python libraries, or simply want to try out newer ones, recall that each of these libraries/dlls needs to be one built with the same compiler you use for vegastrike.&lt;br /&gt;
Be warned that for libpng-1.2.34 the optimized build does not work, while the debug build(without any optimization) works with the vc8 compiler.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also choose where the binaries you produced end up, but I left it to default settings which is in the ../win32/bin directory, thats right aside ../VegaStrike.&lt;br /&gt;
Finally I took the executable, which is named vegastrikeR.exe for the release version, and all other files produced and placed them into the directory structure of an old VegaStrike install.&lt;br /&gt;
Running vegaStrike produced errors, which meant I had to resolve them by checking out the directories bases,mission,programs,sounds/missions,techniques and textures directories from SVN using the repository browser. (I think you can even do without some of these.)&lt;br /&gt;
Copying the directories into and over the directory tree of the old install produced a working binary.&lt;br /&gt;
At least it works as far as I know - I didn't get to test much yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can debug programs in the VC++ IDE by creating a new project and adding an executable as a subproject.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Visual Studio 7.x (deprecated)==&lt;br /&gt;
&lt;br /&gt;
===Compiling from the command line with Visual Studio===&lt;br /&gt;
Here is a batch file that could be used to checkout everything and then compile all projects (copy and paste in &amp;lt;code&amp;gt;makeall.bat&amp;lt;/code&amp;gt;), if you were going somewhere for a few hours and wanted to get a working project when you got back:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@echo off&lt;br /&gt;
mkdir vegastrike&lt;br /&gt;
cd vegastrike&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vega-vc7&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/&lt;br /&gt;
cd vega-vc7&lt;br /&gt;
echo Building project...&lt;br /&gt;
&amp;quot;C:\VC7\Common7\IDE\devenv.exe&amp;quot; vegastrike.sln /BUILD Debug&lt;br /&gt;
cd ..&lt;br /&gt;
cd ..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': You must replace the &amp;quot;&amp;lt;code&amp;gt;C:\vc7&amp;lt;/code&amp;gt;&amp;quot; with the directory where you installed visual c++ 7 and replace the &amp;quot;&amp;lt;code&amp;gt;Debug&amp;lt;/code&amp;gt;&amp;quot; on the same line with &amp;quot;&amp;lt;code&amp;gt;Release&amp;lt;/code&amp;gt;&amp;quot; if you want a release build.&lt;br /&gt;
&lt;br /&gt;
===Compiling with the Visual Studio GUI (deprecated)===&lt;br /&gt;
''(This is written with Visual C++ .NET Standard in mind)''&lt;br /&gt;
&lt;br /&gt;
Once you have checked out the vegastrike and vega-vc7 modules from [[HowTo:Checkout CVS|CVS]], use Visual Studio to open vegastrike.sln, found in the vega-vc7 directory. When compiling for release, select &amp;quot;Release Boost 131&amp;quot; from the drop-down menu on the toolbar. Right-click on the &amp;quot;vegastrike&amp;quot; project in the &amp;quot;solution explorer&amp;quot; sidebar, and then select &amp;quot;Build&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ Toolkit 2003==&lt;br /&gt;
This is a [http://msdn.microsoft.com/visualc/vctoolkit2003/ free download] from Microsoft, and is the same compiler and linker as Visual Studio 2003.&lt;br /&gt;
&lt;br /&gt;
Note, you must have Windows XP or 2000 in order to install the toolkit. (formerly said only Windows XP, but this is not true according to their download page)&lt;br /&gt;
&lt;br /&gt;
===Downloads===&lt;br /&gt;
* Install the [http://msdn.microsoft.com/visualc/vctoolkit2003/ Visual C++ Toolkit 2003] from the Microsoft web site. &lt;br /&gt;
* Install the [http://www.microsoft.com/msdownload/platformsdk/sdkupdate Windows Platform SDK] from the Microsoft web site. You can take any of the 3 versions available.&lt;br /&gt;
* Install the [http://www.codeblocks.org/downloads.shtml Code::Blocks] (alternative download site on [http://prdownloads.sourceforge.net/codeblocks/ Sourceforge]). You can take the full version or the core only, since we will use the VS 2003 TK. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Configuring Code::Blocks===&lt;br /&gt;
* Run CodeBlocks. The first time you install it, you will be listed with a set of compilers. Select Microsoft Visual C++ Toolkit, and click '''Set As Default'''. &lt;br /&gt;
* For configuration you have to include the location of the Windows Platform SDK.  Go to '''Settings''' -&amp;gt; '''Compiler''' in the menu. Click the '''Directories''' tab.  Add the directory &amp;quot;&amp;lt;code&amp;gt;C:\Program Files\Microsoft SDK\bin&amp;lt;/code&amp;gt;&amp;quot; to the Resource Compiler tab.&lt;br /&gt;
&lt;br /&gt;
===Compiling with Code::Blocks and Visual C++ Toolkit===&lt;br /&gt;
Once you have checked out the vegastrike and vega-vc7 modules from [[HowTo:Checkout CVS|CVS]], import the vegastrike.sln file, found in the vega-vc7 directory into Code::Blocks using '''Project-&amp;gt;Import-&amp;gt;MS Visual Studio Solution''' in the menu.&lt;br /&gt;
&lt;br /&gt;
===Note (CVS version as of 14 Nov 2005===&lt;br /&gt;
Using the most recent CVS versions (and 2003/Runtime versions from Microsoft) I had to remove /W from the build options '''Project Build Options &amp;gt; Compiler Options &amp;gt; Other Options'''&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 6.0 (deprecated)==&lt;br /&gt;
As of the end of December, 2005, VegaStrike has dropped compatibility for VC 6 because of the new OGRE rendering engine.&lt;br /&gt;
&lt;br /&gt;
VC 6 users can grab a free copy of VC 8 (Visual Studio 2005 Express) off the Microsoft site, and follow the directions below to compile.&lt;br /&gt;
===Compiling using VC 6===&lt;br /&gt;
Until the OGRE port is finished, VC 6 will still compile, so you can try it if VC8 won't work for you.&lt;br /&gt;
&lt;br /&gt;
First, check out all the modules above.&lt;br /&gt;
&lt;br /&gt;
Then from the MSDEV IDE, open the &amp;quot;vegastrike.dsw&amp;quot; project inside vega-proj, and compile.  You will want to use Debug or Release configurations for a standard build. (The Boost 129 builds are permanently broken, and GLUT doesn't work very well as far as I know)&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
* [[HowTo:Checkout SVN|Checking out SVN]]&lt;br /&gt;
* [http://www.codeblocks.org Code:Blocks IDE]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN|Checkout SVN]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Cygwin Compiling|Cygwin Compiling]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|VCpp Compiling]]&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:VCPP_Compiling&amp;diff=19711</id>
		<title>HowTo:VCPP Compiling</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:VCPP_Compiling&amp;diff=19711"/>
				<updated>2014-02-24T02:18:14Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: /* Visual C++ 9.0 (2008 Express) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN (Ubuntu Linux)|Checkout SVN (Ubuntu Linux)]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Cygwin Compiling|Cygwin Compiling]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{attention}}&lt;br /&gt;
=Compiling under Visual C++=&lt;br /&gt;
First, [[HowTo:Checkout_SVN|check out the SVN modules]].&lt;br /&gt;
&lt;br /&gt;
When using another module (e.g. &amp;lt;code&amp;gt;vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;vssetup&amp;lt;/code&amp;gt;), they should be placed in the directory above &amp;lt;code&amp;gt;vega-vc&amp;lt;/code&amp;gt; in the directory tree.&lt;br /&gt;
&lt;br /&gt;
For example, when you want to checkout Vegastrike, you may make a &amp;lt;code&amp;gt;Vegastrike&amp;lt;/code&amp;gt; directory and from there, checkout &amp;lt;code&amp;gt;vega-vc9&amp;lt;/code&amp;gt; for all Visual C++ editions, &amp;lt;code&amp;gt;vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; ALL from this directory.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/&amp;lt;/code&amp;gt; - base directory.&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vegastrike/&amp;lt;/code&amp;gt; - The stuff from the vegastrike module (the actual code)&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-proj/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 6.x) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc7/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 7.x) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc8/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 8.0) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc9/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 9.0 and higher)&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/win32/&amp;lt;/code&amp;gt; - The newer version of data.  Until the change is made in the Vegastrike project setting binaries will be create in vega-vc9/Release or vega-vc9/Debug. &amp;lt;strike&amp;gt;Binaries will be compiled into the bin directory, so it should be here in the tree if you do not want to edit project settings.&amp;lt;/strike&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Here is a list of every project included for SVN compilation that is used:&lt;br /&gt;
* vegastrike (&amp;lt;code&amp;gt;Vegastrike.exe&amp;lt;/code&amp;gt;) - '''VegaStrike binary'''&lt;br /&gt;
* vsserver (&amp;lt;code&amp;gt;vegaserver.exe&amp;lt;/code&amp;gt;) - VegaStrike server&lt;br /&gt;
* vssetup (&amp;lt;code&amp;gt;Setup.exe&amp;lt;/code&amp;gt;) - The main Setup program--doesn't change much, so you can use the binary directly from SVN.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 11.x (Visual Studio Express 2012)==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}} Write Me - Until specific instructions are written by someone knowledgeable, follow information for previous versions and supplement it with up to date information about compiling from the forums. &lt;br /&gt;
&lt;br /&gt;
==Visual C++ 10.0 (2010 Express)==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}}Currently there are no working project files for VC10. This will be changing in the near future so please be patient. For now just copy everything from the &amp;lt;code&amp;gt;trunk/vega-vc9&amp;lt;/code&amp;gt; folder into a newly created vega-vc10 folder and convert the VC9 project files.&lt;br /&gt;
&lt;br /&gt;
You can download a copy of VC10 Express from [http://www.microsoft.com/express/download/ Download Visual Studio Express].&lt;br /&gt;
If you encounter any issues post a new topic in the [http://forums.vega-strike.org/viewforum.php?f=5 Compiling Problems] forum.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 9.0 (2008 Express)==&lt;br /&gt;
&lt;br /&gt;
This is likely only for Windows XP SP3 and Vista (so probably not Windows 2000). Apparently no Platform SDK is necessary. Note that it is required that the local file and directory structure is identical to the one on SVN. You need to checkout the following: &amp;lt;code&amp;gt;trunk/vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trunk/vega-vc9&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trunk/win32&amp;lt;/code&amp;gt;. If the above is wrong you will need to download the 2008 SDK or higher.&lt;br /&gt;
&lt;br /&gt;
# [http://www.microsoft.com/express/download/ Download Visual C++ 2008 Express Edition].&lt;br /&gt;
# Make sure you are logged on as admin. Otherwise the VC++ 2008 EE installation will fail. Run the installer, uncheck all the boxes on each page if you want a lighter download. It will do everything on it's own then ask to reboot.&lt;br /&gt;
# To update for Python 2.7 you will need to download the latest 2.7 source release: [http://www.python.org/download/ Download latest source Python 2.7]&lt;br /&gt;
       or directly [http://www.python.org/download/releases/2.7.6// www.python.org/download/releases/2.7.6]&lt;br /&gt;
# Compile Python using their &amp;lt;code&amp;gt;Python-2.7.1\PCbuild\pcbuild.sln&amp;lt;/code&amp;gt; solution file. Make sure it works (&amp;lt;code&amp;gt;python.exe&amp;lt;/code&amp;gt; starts up).&lt;br /&gt;
# Substitute the corresponding Python 2.7 files from &amp;lt;code&amp;gt;Python-2.7.1\PCbuild&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Python-2.7.1\include&amp;lt;/code&amp;gt;. Python also requires a &amp;lt;code&amp;gt;pyconfig.h&amp;lt;/code&amp;gt; inside your &amp;lt;code&amp;gt;vega-vc9\include\python&amp;lt;/code&amp;gt;, you can copy it from &amp;lt;code&amp;gt;Python-2.7.1\PC&amp;lt;/code&amp;gt;.&lt;br /&gt;
# In VC++ 2008 EE, update the vegastrike project properties: in configuration properties -&amp;gt; linker -&amp;gt; input -&amp;gt; additional dependencies, change the python version to 2.7. (It should be the last one in the list.)&lt;br /&gt;
# Apply the &amp;lt;code&amp;gt;VCExpress.diff&amp;lt;/code&amp;gt; to fix the resource file for use with Visual C++ Express.&lt;br /&gt;
# Vegastrike should now build normally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Update --[[User:Ezee|Ezee]] 19:39, 22 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
I had a lot of troubles to compile , link and run the program !&lt;br /&gt;
&lt;br /&gt;
So this is how to obtain a working version of Vegastrike 0.5.2 from the SVN &lt;br /&gt;
&lt;br /&gt;
( with turtoise )&lt;br /&gt;
&lt;br /&gt;
YOU MUST CREATE FIRST THE EMPTY FOLDERS IN YOUR COMPUTER :&lt;br /&gt;
&lt;br /&gt;
The idea is to recreate the tree of the svn .&lt;br /&gt;
&lt;br /&gt;
*1_Create a folder trunk&lt;br /&gt;
*2_Create a folder trunk\win32 &lt;br /&gt;
*3_Create a folder trunk\data&lt;br /&gt;
*4_Create a folder trunk\vega-vc9&lt;br /&gt;
*5_Create a folder trunk\vegastrike&lt;br /&gt;
&lt;br /&gt;
from there , you are ready to check out the SVN .&lt;br /&gt;
&lt;br /&gt;
*1- Select your folder vega-vc9&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/vega-vc9&lt;br /&gt;
&lt;br /&gt;
*2- Select your folder vegastrike&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/vegastrike&lt;br /&gt;
&lt;br /&gt;
*3- Select your folder data&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/data&lt;br /&gt;
&lt;br /&gt;
*4- Select your folder win32 &lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/win32&lt;br /&gt;
&lt;br /&gt;
Now your solution vc9 should be ok .&lt;br /&gt;
BUT THE .EXE WILL BE BUILD IN &amp;quot;\trunk\vega-vc9\Release&amp;quot; or &amp;quot;\trunk\vega-vc9\Debug&amp;quot;&lt;br /&gt;
by default . &lt;br /&gt;
&lt;br /&gt;
( you won't be able to run or debug the game , step into etc ... )&lt;br /&gt;
&lt;br /&gt;
So now , go to your project options , in &amp;quot; Linker&amp;quot; , change the output path like this :&lt;br /&gt;
&amp;quot; D:\program\trunk\win32\bin\$(ProjectName).exe &amp;quot;&lt;br /&gt;
&lt;br /&gt;
( change D:\program\trunk\ by your path  :wink: )&lt;br /&gt;
&lt;br /&gt;
There will be errors if you try to compile , caused by a wrong path to Boost 1.45 .&lt;br /&gt;
&lt;br /&gt;
So go to Project-&amp;gt;properties-&amp;gt;C/C++ -&amp;gt; general&lt;br /&gt;
&lt;br /&gt;
Add the include path to Boost 1.53 ( mine is ..\trunk\vegastrike\boost\1_53 )&lt;br /&gt;
&lt;br /&gt;
Almost ended .&lt;br /&gt;
&lt;br /&gt;
You need to copy the content of your folder &amp;quot;data&amp;quot; in your folder win32\bin&lt;br /&gt;
DON'T FORGET TO UNZIP THE PYTHON 2.7 rar in \win32\bin !&lt;br /&gt;
&lt;br /&gt;
GOOD !&lt;br /&gt;
Enjoy your new Vegastrike programming environment !&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 8.0 (2005 Express)(deprecated)==&lt;br /&gt;
This is left here in case someone wants to attempt a working VC8 build&lt;br /&gt;
Warning: VC8 requires a big download off Microsoft's site.&lt;br /&gt;
&lt;br /&gt;
Microsoft claims that they will continue offering their non-expiring version of VC8 forever, so I guess this will be the main build platform.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that VC8 does something weird with .manifest files, and for official builds, I would suggest VC7 as it seems to be faster, and it lacks compatibility issues.  There are too many forum threads on this to count.&lt;br /&gt;
&lt;br /&gt;
This will work on Windows 2000 or XP (Not sure about 98,95...).&lt;br /&gt;
&lt;br /&gt;
# You have two download choices:&lt;br /&gt;
#* Download the standard install: http://msdn.microsoft.com/vstudio/express/visualc/download/ and register (free but requires an E-mail and filling in a form)&lt;br /&gt;
#* Download the &amp;quot;manual install&amp;quot; (from a CD image): http://msdn.microsoft.com/vstudio/express/support/install/ (seems to be an ISO image, but looks like it doesn't require registration...)&lt;br /&gt;
# Install the [http://www.microsoft.com/downloads/details.aspx?FamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;displaylang=en#filelist| Windows Platform SDK] ([http://msdn.microsoft.com/library/default.asp?url=/library/EN-US/sdkintro/sdkintro/installing_the_platform_sdk_with_visual_studio.asp Instructions] - [http://www.microsoft.com/downloads/info.aspx?na=47&amp;amp;p=3&amp;amp;SrcDisplayLang=en&amp;amp;SrcCategoryId=&amp;amp;SrcFamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;u=details.aspx%3ffamilyid%3dD8EECD75-1FC4-49E5-BC66-9DA2B03D9B92%26displaylang%3den FULL ISO version(395MB)]). A [http://www.microsoft.com/downloads/details.aspx?FamilyID=0baf2b35-c656-4969-ace8-e4c0c0716adb&amp;amp;DisplayLang=en more recent SDK] for Windows XP SP2 exists, but it has not been tested with VS (yet.)&lt;br /&gt;
# In Visual C++ 8.0 (2005 Express), under Tools...Options...Visual C++ Directories, add an Include directory for C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include and an Include directory for C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include\mfc. If you forget this step, the build will not be able to find windows.h, basetsd.h, and afxres.h and will throw fatal errors.&lt;br /&gt;
# You should not need the [http://www.microsoft.com/downloads/details.aspx?FamilyID=EDB98FFA-A59C-4C23-9B92-BA304F188314&amp;amp;displaylang=en DirectX SDK] (337MB) to compile VS, but it may be required to compile OGRE in the future.&lt;br /&gt;
# Disable Intellisense: Microsoft provides no GUI for this, but it is recommended unless you want to eat up twice the RAM and wait 10-20 seconds between saving each file.&lt;br /&gt;
#* Browse to your VC8 install.&lt;br /&gt;
#* Go to the VC/vcpackages folders and rename the &amp;quot;feacp&amp;quot; DLL file to anything else like &amp;quot;feacp_backup.dll&amp;quot;.  This should not break anything... it will only disable IntelliSense.&lt;br /&gt;
# Checkout the Vegastrike project as described earlier.&lt;br /&gt;
# Open the &amp;quot;vega-vc8&amp;quot; project using the IDE.&lt;br /&gt;
# The compilation should go for the most part smoothly.  If you encounter any problems, please tell us in the [http://forums.vega-strike.org/ forum] or specifically on [http://forums.vega-strike.org/viewtopic.php?t=6251 this thread].&lt;br /&gt;
#* Note that Debug versions will be very slow (I get 5 frames/second on my Pentium3 1GHz machine using debug VS).&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 8.0(2005 Express) plus the Code::Blocks IDE (deprecated)==&lt;br /&gt;
You can download Visual C++ 8.0(2005 Express) after you acquired a vcsetup.exe for Visual C++ 8.0. These are still being offered on some download sites.&lt;br /&gt;
The main advantages of Visual C++ 8.0 over later versions are that it works for older OSes like Windows 2000 and that there is a vegastrike project file for it, which you can check out from svn as vega-vc8.&lt;br /&gt;
You will also need an SDK, I used the Platform SDK PSDK-x86.exe (1.3 MB) which you can find with the query “Windows Server 2003 Platform SDK Web” in a search engine.&lt;br /&gt;
You will need to enable internet explorer for a minute as the default browser to install the PSDK.&lt;br /&gt;
Also try to get the vcredist_x86.exe for Visual C++ 8.0(2005 Express) if you want to share your vegastrike binary with others.&lt;br /&gt;
You can acquire the code::block development environment from www.codeblocks.org.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You might want to make a copy of your SVN checkout tree now, to have a clean copy just in case of the code in VegaStrike/ and the project files in vega-vc8/&lt;br /&gt;
Start code::blocks, choose VC2005/2008 as default tool chain and import the .sln solution file from vega-vc8 into a workspace. Use the vc8 2005/2008 compiler.&lt;br /&gt;
Double click the vegastrike project so that it is selected in bold. Go to Project/Build options and add /EHsc to vegastrike in other compiler options, remove /W from all projects and choose a warning level you like instead for each compiling option, like /W1 for release and /W3 for a debug build.&lt;br /&gt;
I have only tried the Win32 and Win32 debug buildsYou will notice that the debug build sets other libraries in linker settings. Basically the left side of the settings is used to include libraries while the right side is used to NOT include the default libraries. Some people have reported that they need to add &amp;quot;/NODEFAULTLIB:libcmt&amp;quot; manually there to exclude libcmt from being linked which results in a conflict.(I also removed /ZI and added insted on the left side /Zi /D_DEBUG to have debug symbols, I'm not sure which is better). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You need to edit the file Resources.rc to read&amp;lt;br&amp;gt;&lt;br /&gt;
 #include &amp;amp;lt;WinResrc.h&amp;amp;gt;&lt;br /&gt;
instead of&amp;lt;br&amp;gt;&lt;br /&gt;
 #include &amp;quot;afxres.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you should discover a problem with the PNG or Python libraries, or simply want to try out newer ones, recall that each of these libraries/dlls needs to be one built with the same compiler you use for vegastrike.&lt;br /&gt;
Be warned that for libpng-1.2.34 the optimized build does not work, while the debug build(without any optimization) works with the vc8 compiler.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also choose where the binaries you produced end up, but I left it to default settings which is in the ../win32/bin directory, thats right aside ../VegaStrike.&lt;br /&gt;
Finally I took the executable, which is named vegastrikeR.exe for the release version, and all other files produced and placed them into the directory structure of an old VegaStrike install.&lt;br /&gt;
Running vegaStrike produced errors, which meant I had to resolve them by checking out the directories bases,mission,programs,sounds/missions,techniques and textures directories from SVN using the repository browser. (I think you can even do without some of these.)&lt;br /&gt;
Copying the directories into and over the directory tree of the old install produced a working binary.&lt;br /&gt;
At least it works as far as I know - I didn't get to test much yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can debug programs in the VC++ IDE by creating a new project and adding an executable as a subproject.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Visual Studio 7.x (deprecated)==&lt;br /&gt;
&lt;br /&gt;
===Compiling from the command line with Visual Studio===&lt;br /&gt;
Here is a batch file that could be used to checkout everything and then compile all projects (copy and paste in &amp;lt;code&amp;gt;makeall.bat&amp;lt;/code&amp;gt;), if you were going somewhere for a few hours and wanted to get a working project when you got back:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@echo off&lt;br /&gt;
mkdir vegastrike&lt;br /&gt;
cd vegastrike&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vega-vc7&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/&lt;br /&gt;
cd vega-vc7&lt;br /&gt;
echo Building project...&lt;br /&gt;
&amp;quot;C:\VC7\Common7\IDE\devenv.exe&amp;quot; vegastrike.sln /BUILD Debug&lt;br /&gt;
cd ..&lt;br /&gt;
cd ..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': You must replace the &amp;quot;&amp;lt;code&amp;gt;C:\vc7&amp;lt;/code&amp;gt;&amp;quot; with the directory where you installed visual c++ 7 and replace the &amp;quot;&amp;lt;code&amp;gt;Debug&amp;lt;/code&amp;gt;&amp;quot; on the same line with &amp;quot;&amp;lt;code&amp;gt;Release&amp;lt;/code&amp;gt;&amp;quot; if you want a release build.&lt;br /&gt;
&lt;br /&gt;
===Compiling with the Visual Studio GUI (deprecated)===&lt;br /&gt;
''(This is written with Visual C++ .NET Standard in mind)''&lt;br /&gt;
&lt;br /&gt;
Once you have checked out the vegastrike and vega-vc7 modules from [[HowTo:Checkout CVS|CVS]], use Visual Studio to open vegastrike.sln, found in the vega-vc7 directory. When compiling for release, select &amp;quot;Release Boost 131&amp;quot; from the drop-down menu on the toolbar. Right-click on the &amp;quot;vegastrike&amp;quot; project in the &amp;quot;solution explorer&amp;quot; sidebar, and then select &amp;quot;Build&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ Toolkit 2003==&lt;br /&gt;
This is a [http://msdn.microsoft.com/visualc/vctoolkit2003/ free download] from Microsoft, and is the same compiler and linker as Visual Studio 2003.&lt;br /&gt;
&lt;br /&gt;
Note, you must have Windows XP or 2000 in order to install the toolkit. (formerly said only Windows XP, but this is not true according to their download page)&lt;br /&gt;
&lt;br /&gt;
===Downloads===&lt;br /&gt;
* Install the [http://msdn.microsoft.com/visualc/vctoolkit2003/ Visual C++ Toolkit 2003] from the Microsoft web site. &lt;br /&gt;
* Install the [http://www.microsoft.com/msdownload/platformsdk/sdkupdate Windows Platform SDK] from the Microsoft web site. You can take any of the 3 versions available.&lt;br /&gt;
* Install the [http://www.codeblocks.org/downloads.shtml Code::Blocks] (alternative download site on [http://prdownloads.sourceforge.net/codeblocks/ Sourceforge]). You can take the full version or the core only, since we will use the VS 2003 TK. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Configuring Code::Blocks===&lt;br /&gt;
* Run CodeBlocks. The first time you install it, you will be listed with a set of compilers. Select Microsoft Visual C++ Toolkit, and click '''Set As Default'''. &lt;br /&gt;
* For configuration you have to include the location of the Windows Platform SDK.  Go to '''Settings''' -&amp;gt; '''Compiler''' in the menu. Click the '''Directories''' tab.  Add the directory &amp;quot;&amp;lt;code&amp;gt;C:\Program Files\Microsoft SDK\bin&amp;lt;/code&amp;gt;&amp;quot; to the Resource Compiler tab.&lt;br /&gt;
&lt;br /&gt;
===Compiling with Code::Blocks and Visual C++ Toolkit===&lt;br /&gt;
Once you have checked out the vegastrike and vega-vc7 modules from [[HowTo:Checkout CVS|CVS]], import the vegastrike.sln file, found in the vega-vc7 directory into Code::Blocks using '''Project-&amp;gt;Import-&amp;gt;MS Visual Studio Solution''' in the menu.&lt;br /&gt;
&lt;br /&gt;
===Note (CVS version as of 14 Nov 2005===&lt;br /&gt;
Using the most recent CVS versions (and 2003/Runtime versions from Microsoft) I had to remove /W from the build options '''Project Build Options &amp;gt; Compiler Options &amp;gt; Other Options'''&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 6.0 (deprecated)==&lt;br /&gt;
As of the end of December, 2005, VegaStrike has dropped compatibility for VC 6 because of the new OGRE rendering engine.&lt;br /&gt;
&lt;br /&gt;
VC 6 users can grab a free copy of VC 8 (Visual Studio 2005 Express) off the Microsoft site, and follow the directions below to compile.&lt;br /&gt;
===Compiling using VC 6===&lt;br /&gt;
Until the OGRE port is finished, VC 6 will still compile, so you can try it if VC8 won't work for you.&lt;br /&gt;
&lt;br /&gt;
First, check out all the modules above.&lt;br /&gt;
&lt;br /&gt;
Then from the MSDEV IDE, open the &amp;quot;vegastrike.dsw&amp;quot; project inside vega-proj, and compile.  You will want to use Debug or Release configurations for a standard build. (The Boost 129 builds are permanently broken, and GLUT doesn't work very well as far as I know)&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
* [[HowTo:Checkout SVN|Checking out SVN]]&lt;br /&gt;
* [http://www.codeblocks.org Code:Blocks IDE]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN|Checkout SVN]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Cygwin Compiling|Cygwin Compiling]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|VCpp Compiling]]&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:VCPP_Compiling&amp;diff=19710</id>
		<title>HowTo:VCPP Compiling</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:VCPP_Compiling&amp;diff=19710"/>
				<updated>2014-02-24T02:15:36Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: /* Visual C++ 9.0 (2008 Express) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN (Ubuntu Linux)|Checkout SVN (Ubuntu Linux)]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Cygwin Compiling|Cygwin Compiling]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{attention}}&lt;br /&gt;
=Compiling under Visual C++=&lt;br /&gt;
First, [[HowTo:Checkout_SVN|check out the SVN modules]].&lt;br /&gt;
&lt;br /&gt;
When using another module (e.g. &amp;lt;code&amp;gt;vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;vssetup&amp;lt;/code&amp;gt;), they should be placed in the directory above &amp;lt;code&amp;gt;vega-vc&amp;lt;/code&amp;gt; in the directory tree.&lt;br /&gt;
&lt;br /&gt;
For example, when you want to checkout Vegastrike, you may make a &amp;lt;code&amp;gt;Vegastrike&amp;lt;/code&amp;gt; directory and from there, checkout &amp;lt;code&amp;gt;vega-vc9&amp;lt;/code&amp;gt; for all Visual C++ editions, &amp;lt;code&amp;gt;vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; ALL from this directory.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/&amp;lt;/code&amp;gt; - base directory.&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vegastrike/&amp;lt;/code&amp;gt; - The stuff from the vegastrike module (the actual code)&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-proj/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 6.x) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc7/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 7.x) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc8/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 8.0) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc9/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 9.0 and higher)&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/win32/&amp;lt;/code&amp;gt; - The newer version of data.  Until the change is made in the Vegastrike project setting binaries will be create in vega-vc9/Release or vega-vc9/Debug. &amp;lt;strike&amp;gt;Binaries will be compiled into the bin directory, so it should be here in the tree if you do not want to edit project settings.&amp;lt;/strike&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Here is a list of every project included for SVN compilation that is used:&lt;br /&gt;
* vegastrike (&amp;lt;code&amp;gt;Vegastrike.exe&amp;lt;/code&amp;gt;) - '''VegaStrike binary'''&lt;br /&gt;
* vsserver (&amp;lt;code&amp;gt;vegaserver.exe&amp;lt;/code&amp;gt;) - VegaStrike server&lt;br /&gt;
* vssetup (&amp;lt;code&amp;gt;Setup.exe&amp;lt;/code&amp;gt;) - The main Setup program--doesn't change much, so you can use the binary directly from SVN.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 11.x (Visual Studio Express 2012)==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}} Write Me - Until specific instructions are written by someone knowledgeable, follow information for previous versions and supplement it with up to date information about compiling from the forums. &lt;br /&gt;
&lt;br /&gt;
==Visual C++ 10.0 (2010 Express)==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}}Currently there are no working project files for VC10. This will be changing in the near future so please be patient. For now just copy everything from the &amp;lt;code&amp;gt;trunk/vega-vc9&amp;lt;/code&amp;gt; folder into a newly created vega-vc10 folder and convert the VC9 project files.&lt;br /&gt;
&lt;br /&gt;
You can download a copy of VC10 Express from [http://www.microsoft.com/express/download/ Download Visual Studio Express].&lt;br /&gt;
If you encounter any issues post a new topic in the [http://forums.vega-strike.org/viewforum.php?f=5 Compiling Problems] forum.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 9.0 (2008 Express)==&lt;br /&gt;
&lt;br /&gt;
This is likely only for Windows XP SP3 and Vista (so probably not Windows 2000). Apparently no Platform SDK is necessary. Note that it is required that the local file and directory structure is identical to the one on SVN. You need to checkout the following: &amp;lt;code&amp;gt;trunk/vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trunk/vega-vc9&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trunk/win32&amp;lt;/code&amp;gt;. If the above is wrong you will need to download the 2008 SDK or higher.&lt;br /&gt;
&lt;br /&gt;
# [http://www.microsoft.com/express/download/ Download Visual C++ 2008 Express Edition].&lt;br /&gt;
# Make sure you are logged on as admin. Otherwise the VC++ 2008 EE installation will fail. Run the installer, uncheck all the boxes on each page if you want a lighter download. It will do everything on it's own then ask to reboot.&lt;br /&gt;
# To update for Python 2.7 you will need to download the latest 2.7 source release: [http://www.python.org/download/ Download latest source Python 2.7]&lt;br /&gt;
       or directly [http://www.python.org/download/releases/2.7.6// www.python.org/download/releases/2.7.6]&lt;br /&gt;
# Compile Python using their &amp;lt;code&amp;gt;Python-2.7.1\PCbuild\pcbuild.sln&amp;lt;/code&amp;gt; solution file. Make sure it works (&amp;lt;code&amp;gt;python.exe&amp;lt;/code&amp;gt; starts up).&lt;br /&gt;
# Substitute the corresponding Python 2.7 files from &amp;lt;code&amp;gt;Python-2.7.1\PCbuild&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Python-2.7.1\include&amp;lt;/code&amp;gt;. Python also requires a &amp;lt;code&amp;gt;pyconfig.h&amp;lt;/code&amp;gt; inside your &amp;lt;code&amp;gt;vega-vc9\include\python&amp;lt;/code&amp;gt;, you can copy it from &amp;lt;code&amp;gt;Python-2.7.1\PC&amp;lt;/code&amp;gt;.&lt;br /&gt;
# In VC++ 2008 EE, update the vegastrike project properties: in configuration properties -&amp;gt; linker -&amp;gt; input -&amp;gt; additional dependencies, change the python version to 2.7. (It should be the last one in the list.)&lt;br /&gt;
# Apply the &amp;lt;code&amp;gt;VCExpress.diff&amp;lt;/code&amp;gt; to fix the resource file for use with Visual C++ Express.&lt;br /&gt;
# Vegastrike should now build normally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Update --[[User:Ezee|Ezee]] 19:39, 22 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
I had a lot of troubles to compile , link and run the program !&lt;br /&gt;
&lt;br /&gt;
So this is how to obtain a working version of Vegastrike 0.5.2 from the SVN &lt;br /&gt;
&lt;br /&gt;
( with turtoise )&lt;br /&gt;
&lt;br /&gt;
YOU MUST CREATE FIRST THE EMPTY FOLDERS IN YOUR COMPUTER :&lt;br /&gt;
&lt;br /&gt;
The idea is to recreate the tree of the svn .&lt;br /&gt;
&lt;br /&gt;
*1_Create a folder trunk&lt;br /&gt;
*2_Create a folder trunk\win32 &lt;br /&gt;
*3_Create a folder trunk\data&lt;br /&gt;
*4_Create a folder trunk\vega-vc9&lt;br /&gt;
*5_Create a folder trunk\vegastrike&lt;br /&gt;
&lt;br /&gt;
from there , you are ready to check out the SVN .&lt;br /&gt;
&lt;br /&gt;
*1- Select your folder vega-vc9&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/vega-vc9&lt;br /&gt;
&lt;br /&gt;
*2- Select your folder vegastrike&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/vegastrike&lt;br /&gt;
&lt;br /&gt;
*3- Select your folder data&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/data&lt;br /&gt;
&lt;br /&gt;
*4- Select your folder win32 &lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/win32&lt;br /&gt;
&lt;br /&gt;
Now your solution vc9 should be ok .&lt;br /&gt;
BUT THE .EXE WILL BE BUILD IN &amp;quot;\trunk\vega-vc9\Release&amp;quot; or &amp;quot;\trunk\vega-vc9\Debug&amp;quot;&lt;br /&gt;
by default . &lt;br /&gt;
&lt;br /&gt;
( you won't be able to run or debug the game , step into etc ... )&lt;br /&gt;
&lt;br /&gt;
So now , go to your project options , in &amp;quot; Linker&amp;quot; , change the output path like this :&lt;br /&gt;
&amp;quot; D:\program\trunk\win32\bin\$(ProjectName).exe &amp;quot;&lt;br /&gt;
&lt;br /&gt;
( change D:\program\trunk\ by your path  :wink: )&lt;br /&gt;
&lt;br /&gt;
There will be errors if you try to compile , caused by a wrong path to Boost 1.45 .&lt;br /&gt;
&lt;br /&gt;
So go to Project-&amp;gt;properties-&amp;gt;C/C++ -&amp;gt; general&lt;br /&gt;
&lt;br /&gt;
Add the path to Boost 1.53 ( in your folder vegastrike )&lt;br /&gt;
&lt;br /&gt;
Almost ended .&lt;br /&gt;
&lt;br /&gt;
You need to copy the content of your folder &amp;quot;data&amp;quot; in your folder win32\bin&lt;br /&gt;
DON'T FORGET TO UNZIP THE PYTHON 2.7 rar in \win32\bin !&lt;br /&gt;
&lt;br /&gt;
GOOD !&lt;br /&gt;
Enjoy your new Vegastrike programming environment !&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 8.0 (2005 Express)(deprecated)==&lt;br /&gt;
This is left here in case someone wants to attempt a working VC8 build&lt;br /&gt;
Warning: VC8 requires a big download off Microsoft's site.&lt;br /&gt;
&lt;br /&gt;
Microsoft claims that they will continue offering their non-expiring version of VC8 forever, so I guess this will be the main build platform.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that VC8 does something weird with .manifest files, and for official builds, I would suggest VC7 as it seems to be faster, and it lacks compatibility issues.  There are too many forum threads on this to count.&lt;br /&gt;
&lt;br /&gt;
This will work on Windows 2000 or XP (Not sure about 98,95...).&lt;br /&gt;
&lt;br /&gt;
# You have two download choices:&lt;br /&gt;
#* Download the standard install: http://msdn.microsoft.com/vstudio/express/visualc/download/ and register (free but requires an E-mail and filling in a form)&lt;br /&gt;
#* Download the &amp;quot;manual install&amp;quot; (from a CD image): http://msdn.microsoft.com/vstudio/express/support/install/ (seems to be an ISO image, but looks like it doesn't require registration...)&lt;br /&gt;
# Install the [http://www.microsoft.com/downloads/details.aspx?FamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;displaylang=en#filelist| Windows Platform SDK] ([http://msdn.microsoft.com/library/default.asp?url=/library/EN-US/sdkintro/sdkintro/installing_the_platform_sdk_with_visual_studio.asp Instructions] - [http://www.microsoft.com/downloads/info.aspx?na=47&amp;amp;p=3&amp;amp;SrcDisplayLang=en&amp;amp;SrcCategoryId=&amp;amp;SrcFamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;u=details.aspx%3ffamilyid%3dD8EECD75-1FC4-49E5-BC66-9DA2B03D9B92%26displaylang%3den FULL ISO version(395MB)]). A [http://www.microsoft.com/downloads/details.aspx?FamilyID=0baf2b35-c656-4969-ace8-e4c0c0716adb&amp;amp;DisplayLang=en more recent SDK] for Windows XP SP2 exists, but it has not been tested with VS (yet.)&lt;br /&gt;
# In Visual C++ 8.0 (2005 Express), under Tools...Options...Visual C++ Directories, add an Include directory for C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include and an Include directory for C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include\mfc. If you forget this step, the build will not be able to find windows.h, basetsd.h, and afxres.h and will throw fatal errors.&lt;br /&gt;
# You should not need the [http://www.microsoft.com/downloads/details.aspx?FamilyID=EDB98FFA-A59C-4C23-9B92-BA304F188314&amp;amp;displaylang=en DirectX SDK] (337MB) to compile VS, but it may be required to compile OGRE in the future.&lt;br /&gt;
# Disable Intellisense: Microsoft provides no GUI for this, but it is recommended unless you want to eat up twice the RAM and wait 10-20 seconds between saving each file.&lt;br /&gt;
#* Browse to your VC8 install.&lt;br /&gt;
#* Go to the VC/vcpackages folders and rename the &amp;quot;feacp&amp;quot; DLL file to anything else like &amp;quot;feacp_backup.dll&amp;quot;.  This should not break anything... it will only disable IntelliSense.&lt;br /&gt;
# Checkout the Vegastrike project as described earlier.&lt;br /&gt;
# Open the &amp;quot;vega-vc8&amp;quot; project using the IDE.&lt;br /&gt;
# The compilation should go for the most part smoothly.  If you encounter any problems, please tell us in the [http://forums.vega-strike.org/ forum] or specifically on [http://forums.vega-strike.org/viewtopic.php?t=6251 this thread].&lt;br /&gt;
#* Note that Debug versions will be very slow (I get 5 frames/second on my Pentium3 1GHz machine using debug VS).&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 8.0(2005 Express) plus the Code::Blocks IDE (deprecated)==&lt;br /&gt;
You can download Visual C++ 8.0(2005 Express) after you acquired a vcsetup.exe for Visual C++ 8.0. These are still being offered on some download sites.&lt;br /&gt;
The main advantages of Visual C++ 8.0 over later versions are that it works for older OSes like Windows 2000 and that there is a vegastrike project file for it, which you can check out from svn as vega-vc8.&lt;br /&gt;
You will also need an SDK, I used the Platform SDK PSDK-x86.exe (1.3 MB) which you can find with the query “Windows Server 2003 Platform SDK Web” in a search engine.&lt;br /&gt;
You will need to enable internet explorer for a minute as the default browser to install the PSDK.&lt;br /&gt;
Also try to get the vcredist_x86.exe for Visual C++ 8.0(2005 Express) if you want to share your vegastrike binary with others.&lt;br /&gt;
You can acquire the code::block development environment from www.codeblocks.org.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You might want to make a copy of your SVN checkout tree now, to have a clean copy just in case of the code in VegaStrike/ and the project files in vega-vc8/&lt;br /&gt;
Start code::blocks, choose VC2005/2008 as default tool chain and import the .sln solution file from vega-vc8 into a workspace. Use the vc8 2005/2008 compiler.&lt;br /&gt;
Double click the vegastrike project so that it is selected in bold. Go to Project/Build options and add /EHsc to vegastrike in other compiler options, remove /W from all projects and choose a warning level you like instead for each compiling option, like /W1 for release and /W3 for a debug build.&lt;br /&gt;
I have only tried the Win32 and Win32 debug buildsYou will notice that the debug build sets other libraries in linker settings. Basically the left side of the settings is used to include libraries while the right side is used to NOT include the default libraries. Some people have reported that they need to add &amp;quot;/NODEFAULTLIB:libcmt&amp;quot; manually there to exclude libcmt from being linked which results in a conflict.(I also removed /ZI and added insted on the left side /Zi /D_DEBUG to have debug symbols, I'm not sure which is better). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You need to edit the file Resources.rc to read&amp;lt;br&amp;gt;&lt;br /&gt;
 #include &amp;amp;lt;WinResrc.h&amp;amp;gt;&lt;br /&gt;
instead of&amp;lt;br&amp;gt;&lt;br /&gt;
 #include &amp;quot;afxres.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you should discover a problem with the PNG or Python libraries, or simply want to try out newer ones, recall that each of these libraries/dlls needs to be one built with the same compiler you use for vegastrike.&lt;br /&gt;
Be warned that for libpng-1.2.34 the optimized build does not work, while the debug build(without any optimization) works with the vc8 compiler.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also choose where the binaries you produced end up, but I left it to default settings which is in the ../win32/bin directory, thats right aside ../VegaStrike.&lt;br /&gt;
Finally I took the executable, which is named vegastrikeR.exe for the release version, and all other files produced and placed them into the directory structure of an old VegaStrike install.&lt;br /&gt;
Running vegaStrike produced errors, which meant I had to resolve them by checking out the directories bases,mission,programs,sounds/missions,techniques and textures directories from SVN using the repository browser. (I think you can even do without some of these.)&lt;br /&gt;
Copying the directories into and over the directory tree of the old install produced a working binary.&lt;br /&gt;
At least it works as far as I know - I didn't get to test much yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can debug programs in the VC++ IDE by creating a new project and adding an executable as a subproject.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Visual Studio 7.x (deprecated)==&lt;br /&gt;
&lt;br /&gt;
===Compiling from the command line with Visual Studio===&lt;br /&gt;
Here is a batch file that could be used to checkout everything and then compile all projects (copy and paste in &amp;lt;code&amp;gt;makeall.bat&amp;lt;/code&amp;gt;), if you were going somewhere for a few hours and wanted to get a working project when you got back:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@echo off&lt;br /&gt;
mkdir vegastrike&lt;br /&gt;
cd vegastrike&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vega-vc7&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/&lt;br /&gt;
cd vega-vc7&lt;br /&gt;
echo Building project...&lt;br /&gt;
&amp;quot;C:\VC7\Common7\IDE\devenv.exe&amp;quot; vegastrike.sln /BUILD Debug&lt;br /&gt;
cd ..&lt;br /&gt;
cd ..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': You must replace the &amp;quot;&amp;lt;code&amp;gt;C:\vc7&amp;lt;/code&amp;gt;&amp;quot; with the directory where you installed visual c++ 7 and replace the &amp;quot;&amp;lt;code&amp;gt;Debug&amp;lt;/code&amp;gt;&amp;quot; on the same line with &amp;quot;&amp;lt;code&amp;gt;Release&amp;lt;/code&amp;gt;&amp;quot; if you want a release build.&lt;br /&gt;
&lt;br /&gt;
===Compiling with the Visual Studio GUI (deprecated)===&lt;br /&gt;
''(This is written with Visual C++ .NET Standard in mind)''&lt;br /&gt;
&lt;br /&gt;
Once you have checked out the vegastrike and vega-vc7 modules from [[HowTo:Checkout CVS|CVS]], use Visual Studio to open vegastrike.sln, found in the vega-vc7 directory. When compiling for release, select &amp;quot;Release Boost 131&amp;quot; from the drop-down menu on the toolbar. Right-click on the &amp;quot;vegastrike&amp;quot; project in the &amp;quot;solution explorer&amp;quot; sidebar, and then select &amp;quot;Build&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ Toolkit 2003==&lt;br /&gt;
This is a [http://msdn.microsoft.com/visualc/vctoolkit2003/ free download] from Microsoft, and is the same compiler and linker as Visual Studio 2003.&lt;br /&gt;
&lt;br /&gt;
Note, you must have Windows XP or 2000 in order to install the toolkit. (formerly said only Windows XP, but this is not true according to their download page)&lt;br /&gt;
&lt;br /&gt;
===Downloads===&lt;br /&gt;
* Install the [http://msdn.microsoft.com/visualc/vctoolkit2003/ Visual C++ Toolkit 2003] from the Microsoft web site. &lt;br /&gt;
* Install the [http://www.microsoft.com/msdownload/platformsdk/sdkupdate Windows Platform SDK] from the Microsoft web site. You can take any of the 3 versions available.&lt;br /&gt;
* Install the [http://www.codeblocks.org/downloads.shtml Code::Blocks] (alternative download site on [http://prdownloads.sourceforge.net/codeblocks/ Sourceforge]). You can take the full version or the core only, since we will use the VS 2003 TK. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Configuring Code::Blocks===&lt;br /&gt;
* Run CodeBlocks. The first time you install it, you will be listed with a set of compilers. Select Microsoft Visual C++ Toolkit, and click '''Set As Default'''. &lt;br /&gt;
* For configuration you have to include the location of the Windows Platform SDK.  Go to '''Settings''' -&amp;gt; '''Compiler''' in the menu. Click the '''Directories''' tab.  Add the directory &amp;quot;&amp;lt;code&amp;gt;C:\Program Files\Microsoft SDK\bin&amp;lt;/code&amp;gt;&amp;quot; to the Resource Compiler tab.&lt;br /&gt;
&lt;br /&gt;
===Compiling with Code::Blocks and Visual C++ Toolkit===&lt;br /&gt;
Once you have checked out the vegastrike and vega-vc7 modules from [[HowTo:Checkout CVS|CVS]], import the vegastrike.sln file, found in the vega-vc7 directory into Code::Blocks using '''Project-&amp;gt;Import-&amp;gt;MS Visual Studio Solution''' in the menu.&lt;br /&gt;
&lt;br /&gt;
===Note (CVS version as of 14 Nov 2005===&lt;br /&gt;
Using the most recent CVS versions (and 2003/Runtime versions from Microsoft) I had to remove /W from the build options '''Project Build Options &amp;gt; Compiler Options &amp;gt; Other Options'''&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 6.0 (deprecated)==&lt;br /&gt;
As of the end of December, 2005, VegaStrike has dropped compatibility for VC 6 because of the new OGRE rendering engine.&lt;br /&gt;
&lt;br /&gt;
VC 6 users can grab a free copy of VC 8 (Visual Studio 2005 Express) off the Microsoft site, and follow the directions below to compile.&lt;br /&gt;
===Compiling using VC 6===&lt;br /&gt;
Until the OGRE port is finished, VC 6 will still compile, so you can try it if VC8 won't work for you.&lt;br /&gt;
&lt;br /&gt;
First, check out all the modules above.&lt;br /&gt;
&lt;br /&gt;
Then from the MSDEV IDE, open the &amp;quot;vegastrike.dsw&amp;quot; project inside vega-proj, and compile.  You will want to use Debug or Release configurations for a standard build. (The Boost 129 builds are permanently broken, and GLUT doesn't work very well as far as I know)&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
* [[HowTo:Checkout SVN|Checking out SVN]]&lt;br /&gt;
* [http://www.codeblocks.org Code:Blocks IDE]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN|Checkout SVN]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Cygwin Compiling|Cygwin Compiling]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|VCpp Compiling]]&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:VCPP_Compiling&amp;diff=19709</id>
		<title>HowTo:VCPP Compiling</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:VCPP_Compiling&amp;diff=19709"/>
				<updated>2014-02-24T02:07:45Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: update vc9&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN (Ubuntu Linux)|Checkout SVN (Ubuntu Linux)]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Cygwin Compiling|Cygwin Compiling]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{attention}}&lt;br /&gt;
=Compiling under Visual C++=&lt;br /&gt;
First, [[HowTo:Checkout_SVN|check out the SVN modules]].&lt;br /&gt;
&lt;br /&gt;
When using another module (e.g. &amp;lt;code&amp;gt;vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;vssetup&amp;lt;/code&amp;gt;), they should be placed in the directory above &amp;lt;code&amp;gt;vega-vc&amp;lt;/code&amp;gt; in the directory tree.&lt;br /&gt;
&lt;br /&gt;
For example, when you want to checkout Vegastrike, you may make a &amp;lt;code&amp;gt;Vegastrike&amp;lt;/code&amp;gt; directory and from there, checkout &amp;lt;code&amp;gt;vega-vc9&amp;lt;/code&amp;gt; for all Visual C++ editions, &amp;lt;code&amp;gt;vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; ALL from this directory.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/&amp;lt;/code&amp;gt; - base directory.&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vegastrike/&amp;lt;/code&amp;gt; - The stuff from the vegastrike module (the actual code)&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-proj/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 6.x) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc7/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 7.x) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc8/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 8.0) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc9/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 9.0 and higher)&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/win32/&amp;lt;/code&amp;gt; - The newer version of data.  Until the change is made in the Vegastrike project setting binaries will be create in vega-vc9/Release or vega-vc9/Debug. &amp;lt;strike&amp;gt;Binaries will be compiled into the bin directory, so it should be here in the tree if you do not want to edit project settings.&amp;lt;/strike&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Here is a list of every project included for SVN compilation that is used:&lt;br /&gt;
* vegastrike (&amp;lt;code&amp;gt;Vegastrike.exe&amp;lt;/code&amp;gt;) - '''VegaStrike binary'''&lt;br /&gt;
* vsserver (&amp;lt;code&amp;gt;vegaserver.exe&amp;lt;/code&amp;gt;) - VegaStrike server&lt;br /&gt;
* vssetup (&amp;lt;code&amp;gt;Setup.exe&amp;lt;/code&amp;gt;) - The main Setup program--doesn't change much, so you can use the binary directly from SVN.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 11.x (Visual Studio Express 2012)==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}} Write Me - Until specific instructions are written by someone knowledgeable, follow information for previous versions and supplement it with up to date information about compiling from the forums. &lt;br /&gt;
&lt;br /&gt;
==Visual C++ 10.0 (2010 Express)==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}}Currently there are no working project files for VC10. This will be changing in the near future so please be patient. For now just copy everything from the &amp;lt;code&amp;gt;trunk/vega-vc9&amp;lt;/code&amp;gt; folder into a newly created vega-vc10 folder and convert the VC9 project files.&lt;br /&gt;
&lt;br /&gt;
You can download a copy of VC10 Express from [http://www.microsoft.com/express/download/ Download Visual Studio Express].&lt;br /&gt;
If you encounter any issues post a new topic in the [http://forums.vega-strike.org/viewforum.php?f=5 Compiling Problems] forum.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 9.0 (2008 Express)==&lt;br /&gt;
&lt;br /&gt;
This is likely only for Windows XP SP3 and Vista (so probably not Windows 2000). Apparently no Platform SDK is necessary. Note that it is required that the local file and directory structure is identical to the one on SVN. You need to checkout the following: &amp;lt;code&amp;gt;trunk/vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trunk/vega-vc9&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trunk/win32&amp;lt;/code&amp;gt;. If the above is wrong you will need to download the 2008 SDK or higher.&lt;br /&gt;
&lt;br /&gt;
# [http://www.microsoft.com/express/download/ Download Visual C++ 2008 Express Edition].&lt;br /&gt;
# Make sure you are logged on as admin. Otherwise the VC++ 2008 EE installation will fail. Run the installer, uncheck all the boxes on each page if you want a lighter download. It will do everything on it's own then ask to reboot.&lt;br /&gt;
# To update for Python 2.7 you will need to download the latest 2.7 source release: [http://www.python.org/download/ Download latest source Python 2.7]&lt;br /&gt;
       or directly [http://www.python.org/download/releases/2.7.6// www.python.org/download/releases/2.7.6]&lt;br /&gt;
# Compile Python using their &amp;lt;code&amp;gt;Python-2.7.1\PCbuild\pcbuild.sln&amp;lt;/code&amp;gt; solution file. Make sure it works (&amp;lt;code&amp;gt;python.exe&amp;lt;/code&amp;gt; starts up).&lt;br /&gt;
# Substitute the corresponding Python 2.7 files from &amp;lt;code&amp;gt;Python-2.7.1\PCbuild&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Python-2.7.1\include&amp;lt;/code&amp;gt;. Python also requires a &amp;lt;code&amp;gt;pyconfig.h&amp;lt;/code&amp;gt; inside your &amp;lt;code&amp;gt;vega-vc9\include\python&amp;lt;/code&amp;gt;, you can copy it from &amp;lt;code&amp;gt;Python-2.7.1\PC&amp;lt;/code&amp;gt;.&lt;br /&gt;
# In VC++ 2008 EE, update the vegastrike project properties: in configuration properties -&amp;gt; linker -&amp;gt; input -&amp;gt; additional dependencies, change the python version to 2.7. (It should be the last one in the list.)&lt;br /&gt;
# Apply the &amp;lt;code&amp;gt;VCExpress.diff&amp;lt;/code&amp;gt; to fix the resource file for use with Visual C++ Express.&lt;br /&gt;
# Vegastrike should now build normally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Update --[[User:Ezee|Ezee]] 19:39, 22 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
I had a lot of troubles to compile , link and run the program !&lt;br /&gt;
&lt;br /&gt;
So this is how to obtain a working version of Vegastrike 0.5.2 from the SVN &lt;br /&gt;
&lt;br /&gt;
( with turtoise )&lt;br /&gt;
&lt;br /&gt;
YOU MUST CREATE FIRST THE EMPTY FOLDERS IN YOUR COMPUTER :&lt;br /&gt;
&lt;br /&gt;
The idea is to recreate the tree of the svn .&lt;br /&gt;
&lt;br /&gt;
*1_Create a folder trunk&lt;br /&gt;
*2_Create a folder trunk\win32 &lt;br /&gt;
*3_Create a folder trunk\data&lt;br /&gt;
*4_Create a folder trunk\vega-vc9&lt;br /&gt;
*5_Create a folder trunk\vegastrike&lt;br /&gt;
&lt;br /&gt;
from there , you are ready to check out the SVN .&lt;br /&gt;
&lt;br /&gt;
*1- Select your folder vega-vc9&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/vega-vc9&lt;br /&gt;
&lt;br /&gt;
*2- Select your folder vegastrike&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/vegastrike&lt;br /&gt;
&lt;br /&gt;
*3- Select your folder data&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/data&lt;br /&gt;
&lt;br /&gt;
*4- Select your folder win32 &lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/win32&lt;br /&gt;
&lt;br /&gt;
Now your solution vc9 should be ok .&lt;br /&gt;
BUT THE .EXE WILL BE BUILD IN &amp;quot;\trunk\vega-vc9\Release&amp;quot; or &amp;quot;\trunk\vega-vc9\Debug&amp;quot;&lt;br /&gt;
by default . &lt;br /&gt;
&lt;br /&gt;
( you won't be able to run or debug the game , step into etc ... )&lt;br /&gt;
&lt;br /&gt;
So now , go to your project options , in &amp;quot; Linker&amp;quot; , change the output path like this :&lt;br /&gt;
&amp;quot; D:\program\trunk\win32\bin\$(ProjectName).exe &amp;quot;&lt;br /&gt;
&lt;br /&gt;
( change D:\program\trunk\ by your path  :wink: )&lt;br /&gt;
&lt;br /&gt;
Almost ended .&lt;br /&gt;
&lt;br /&gt;
You need to copy the content of your folder &amp;quot;data&amp;quot; in your folder win32\bin&lt;br /&gt;
DON'T FORGET TO UNZIP THE PYTHON 2.7 rar in \win32\bin !&lt;br /&gt;
&lt;br /&gt;
GOOD !&lt;br /&gt;
Enjoy your new Vegastrike programming environment !&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 8.0 (2005 Express)(deprecated)==&lt;br /&gt;
This is left here in case someone wants to attempt a working VC8 build&lt;br /&gt;
Warning: VC8 requires a big download off Microsoft's site.&lt;br /&gt;
&lt;br /&gt;
Microsoft claims that they will continue offering their non-expiring version of VC8 forever, so I guess this will be the main build platform.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that VC8 does something weird with .manifest files, and for official builds, I would suggest VC7 as it seems to be faster, and it lacks compatibility issues.  There are too many forum threads on this to count.&lt;br /&gt;
&lt;br /&gt;
This will work on Windows 2000 or XP (Not sure about 98,95...).&lt;br /&gt;
&lt;br /&gt;
# You have two download choices:&lt;br /&gt;
#* Download the standard install: http://msdn.microsoft.com/vstudio/express/visualc/download/ and register (free but requires an E-mail and filling in a form)&lt;br /&gt;
#* Download the &amp;quot;manual install&amp;quot; (from a CD image): http://msdn.microsoft.com/vstudio/express/support/install/ (seems to be an ISO image, but looks like it doesn't require registration...)&lt;br /&gt;
# Install the [http://www.microsoft.com/downloads/details.aspx?FamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;displaylang=en#filelist| Windows Platform SDK] ([http://msdn.microsoft.com/library/default.asp?url=/library/EN-US/sdkintro/sdkintro/installing_the_platform_sdk_with_visual_studio.asp Instructions] - [http://www.microsoft.com/downloads/info.aspx?na=47&amp;amp;p=3&amp;amp;SrcDisplayLang=en&amp;amp;SrcCategoryId=&amp;amp;SrcFamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;u=details.aspx%3ffamilyid%3dD8EECD75-1FC4-49E5-BC66-9DA2B03D9B92%26displaylang%3den FULL ISO version(395MB)]). A [http://www.microsoft.com/downloads/details.aspx?FamilyID=0baf2b35-c656-4969-ace8-e4c0c0716adb&amp;amp;DisplayLang=en more recent SDK] for Windows XP SP2 exists, but it has not been tested with VS (yet.)&lt;br /&gt;
# In Visual C++ 8.0 (2005 Express), under Tools...Options...Visual C++ Directories, add an Include directory for C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include and an Include directory for C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include\mfc. If you forget this step, the build will not be able to find windows.h, basetsd.h, and afxres.h and will throw fatal errors.&lt;br /&gt;
# You should not need the [http://www.microsoft.com/downloads/details.aspx?FamilyID=EDB98FFA-A59C-4C23-9B92-BA304F188314&amp;amp;displaylang=en DirectX SDK] (337MB) to compile VS, but it may be required to compile OGRE in the future.&lt;br /&gt;
# Disable Intellisense: Microsoft provides no GUI for this, but it is recommended unless you want to eat up twice the RAM and wait 10-20 seconds between saving each file.&lt;br /&gt;
#* Browse to your VC8 install.&lt;br /&gt;
#* Go to the VC/vcpackages folders and rename the &amp;quot;feacp&amp;quot; DLL file to anything else like &amp;quot;feacp_backup.dll&amp;quot;.  This should not break anything... it will only disable IntelliSense.&lt;br /&gt;
# Checkout the Vegastrike project as described earlier.&lt;br /&gt;
# Open the &amp;quot;vega-vc8&amp;quot; project using the IDE.&lt;br /&gt;
# The compilation should go for the most part smoothly.  If you encounter any problems, please tell us in the [http://forums.vega-strike.org/ forum] or specifically on [http://forums.vega-strike.org/viewtopic.php?t=6251 this thread].&lt;br /&gt;
#* Note that Debug versions will be very slow (I get 5 frames/second on my Pentium3 1GHz machine using debug VS).&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 8.0(2005 Express) plus the Code::Blocks IDE (deprecated)==&lt;br /&gt;
You can download Visual C++ 8.0(2005 Express) after you acquired a vcsetup.exe for Visual C++ 8.0. These are still being offered on some download sites.&lt;br /&gt;
The main advantages of Visual C++ 8.0 over later versions are that it works for older OSes like Windows 2000 and that there is a vegastrike project file for it, which you can check out from svn as vega-vc8.&lt;br /&gt;
You will also need an SDK, I used the Platform SDK PSDK-x86.exe (1.3 MB) which you can find with the query “Windows Server 2003 Platform SDK Web” in a search engine.&lt;br /&gt;
You will need to enable internet explorer for a minute as the default browser to install the PSDK.&lt;br /&gt;
Also try to get the vcredist_x86.exe for Visual C++ 8.0(2005 Express) if you want to share your vegastrike binary with others.&lt;br /&gt;
You can acquire the code::block development environment from www.codeblocks.org.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You might want to make a copy of your SVN checkout tree now, to have a clean copy just in case of the code in VegaStrike/ and the project files in vega-vc8/&lt;br /&gt;
Start code::blocks, choose VC2005/2008 as default tool chain and import the .sln solution file from vega-vc8 into a workspace. Use the vc8 2005/2008 compiler.&lt;br /&gt;
Double click the vegastrike project so that it is selected in bold. Go to Project/Build options and add /EHsc to vegastrike in other compiler options, remove /W from all projects and choose a warning level you like instead for each compiling option, like /W1 for release and /W3 for a debug build.&lt;br /&gt;
I have only tried the Win32 and Win32 debug buildsYou will notice that the debug build sets other libraries in linker settings. Basically the left side of the settings is used to include libraries while the right side is used to NOT include the default libraries. Some people have reported that they need to add &amp;quot;/NODEFAULTLIB:libcmt&amp;quot; manually there to exclude libcmt from being linked which results in a conflict.(I also removed /ZI and added insted on the left side /Zi /D_DEBUG to have debug symbols, I'm not sure which is better). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You need to edit the file Resources.rc to read&amp;lt;br&amp;gt;&lt;br /&gt;
 #include &amp;amp;lt;WinResrc.h&amp;amp;gt;&lt;br /&gt;
instead of&amp;lt;br&amp;gt;&lt;br /&gt;
 #include &amp;quot;afxres.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you should discover a problem with the PNG or Python libraries, or simply want to try out newer ones, recall that each of these libraries/dlls needs to be one built with the same compiler you use for vegastrike.&lt;br /&gt;
Be warned that for libpng-1.2.34 the optimized build does not work, while the debug build(without any optimization) works with the vc8 compiler.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also choose where the binaries you produced end up, but I left it to default settings which is in the ../win32/bin directory, thats right aside ../VegaStrike.&lt;br /&gt;
Finally I took the executable, which is named vegastrikeR.exe for the release version, and all other files produced and placed them into the directory structure of an old VegaStrike install.&lt;br /&gt;
Running vegaStrike produced errors, which meant I had to resolve them by checking out the directories bases,mission,programs,sounds/missions,techniques and textures directories from SVN using the repository browser. (I think you can even do without some of these.)&lt;br /&gt;
Copying the directories into and over the directory tree of the old install produced a working binary.&lt;br /&gt;
At least it works as far as I know - I didn't get to test much yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can debug programs in the VC++ IDE by creating a new project and adding an executable as a subproject.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Visual Studio 7.x (deprecated)==&lt;br /&gt;
&lt;br /&gt;
===Compiling from the command line with Visual Studio===&lt;br /&gt;
Here is a batch file that could be used to checkout everything and then compile all projects (copy and paste in &amp;lt;code&amp;gt;makeall.bat&amp;lt;/code&amp;gt;), if you were going somewhere for a few hours and wanted to get a working project when you got back:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@echo off&lt;br /&gt;
mkdir vegastrike&lt;br /&gt;
cd vegastrike&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vega-vc7&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/&lt;br /&gt;
cd vega-vc7&lt;br /&gt;
echo Building project...&lt;br /&gt;
&amp;quot;C:\VC7\Common7\IDE\devenv.exe&amp;quot; vegastrike.sln /BUILD Debug&lt;br /&gt;
cd ..&lt;br /&gt;
cd ..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': You must replace the &amp;quot;&amp;lt;code&amp;gt;C:\vc7&amp;lt;/code&amp;gt;&amp;quot; with the directory where you installed visual c++ 7 and replace the &amp;quot;&amp;lt;code&amp;gt;Debug&amp;lt;/code&amp;gt;&amp;quot; on the same line with &amp;quot;&amp;lt;code&amp;gt;Release&amp;lt;/code&amp;gt;&amp;quot; if you want a release build.&lt;br /&gt;
&lt;br /&gt;
===Compiling with the Visual Studio GUI (deprecated)===&lt;br /&gt;
''(This is written with Visual C++ .NET Standard in mind)''&lt;br /&gt;
&lt;br /&gt;
Once you have checked out the vegastrike and vega-vc7 modules from [[HowTo:Checkout CVS|CVS]], use Visual Studio to open vegastrike.sln, found in the vega-vc7 directory. When compiling for release, select &amp;quot;Release Boost 131&amp;quot; from the drop-down menu on the toolbar. Right-click on the &amp;quot;vegastrike&amp;quot; project in the &amp;quot;solution explorer&amp;quot; sidebar, and then select &amp;quot;Build&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ Toolkit 2003==&lt;br /&gt;
This is a [http://msdn.microsoft.com/visualc/vctoolkit2003/ free download] from Microsoft, and is the same compiler and linker as Visual Studio 2003.&lt;br /&gt;
&lt;br /&gt;
Note, you must have Windows XP or 2000 in order to install the toolkit. (formerly said only Windows XP, but this is not true according to their download page)&lt;br /&gt;
&lt;br /&gt;
===Downloads===&lt;br /&gt;
* Install the [http://msdn.microsoft.com/visualc/vctoolkit2003/ Visual C++ Toolkit 2003] from the Microsoft web site. &lt;br /&gt;
* Install the [http://www.microsoft.com/msdownload/platformsdk/sdkupdate Windows Platform SDK] from the Microsoft web site. You can take any of the 3 versions available.&lt;br /&gt;
* Install the [http://www.codeblocks.org/downloads.shtml Code::Blocks] (alternative download site on [http://prdownloads.sourceforge.net/codeblocks/ Sourceforge]). You can take the full version or the core only, since we will use the VS 2003 TK. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Configuring Code::Blocks===&lt;br /&gt;
* Run CodeBlocks. The first time you install it, you will be listed with a set of compilers. Select Microsoft Visual C++ Toolkit, and click '''Set As Default'''. &lt;br /&gt;
* For configuration you have to include the location of the Windows Platform SDK.  Go to '''Settings''' -&amp;gt; '''Compiler''' in the menu. Click the '''Directories''' tab.  Add the directory &amp;quot;&amp;lt;code&amp;gt;C:\Program Files\Microsoft SDK\bin&amp;lt;/code&amp;gt;&amp;quot; to the Resource Compiler tab.&lt;br /&gt;
&lt;br /&gt;
===Compiling with Code::Blocks and Visual C++ Toolkit===&lt;br /&gt;
Once you have checked out the vegastrike and vega-vc7 modules from [[HowTo:Checkout CVS|CVS]], import the vegastrike.sln file, found in the vega-vc7 directory into Code::Blocks using '''Project-&amp;gt;Import-&amp;gt;MS Visual Studio Solution''' in the menu.&lt;br /&gt;
&lt;br /&gt;
===Note (CVS version as of 14 Nov 2005===&lt;br /&gt;
Using the most recent CVS versions (and 2003/Runtime versions from Microsoft) I had to remove /W from the build options '''Project Build Options &amp;gt; Compiler Options &amp;gt; Other Options'''&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 6.0 (deprecated)==&lt;br /&gt;
As of the end of December, 2005, VegaStrike has dropped compatibility for VC 6 because of the new OGRE rendering engine.&lt;br /&gt;
&lt;br /&gt;
VC 6 users can grab a free copy of VC 8 (Visual Studio 2005 Express) off the Microsoft site, and follow the directions below to compile.&lt;br /&gt;
===Compiling using VC 6===&lt;br /&gt;
Until the OGRE port is finished, VC 6 will still compile, so you can try it if VC8 won't work for you.&lt;br /&gt;
&lt;br /&gt;
First, check out all the modules above.&lt;br /&gt;
&lt;br /&gt;
Then from the MSDEV IDE, open the &amp;quot;vegastrike.dsw&amp;quot; project inside vega-proj, and compile.  You will want to use Debug or Release configurations for a standard build. (The Boost 129 builds are permanently broken, and GLUT doesn't work very well as far as I know)&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
* [[HowTo:Checkout SVN|Checking out SVN]]&lt;br /&gt;
* [http://www.codeblocks.org Code:Blocks IDE]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN|Checkout SVN]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Cygwin Compiling|Cygwin Compiling]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|VCpp Compiling]]&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:VCPP_Compiling&amp;diff=19708</id>
		<title>HowTo:VCPP Compiling</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:VCPP_Compiling&amp;diff=19708"/>
				<updated>2014-02-24T02:03:09Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: Undo revision 19707 by Ezee (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN (Ubuntu Linux)|Checkout SVN (Ubuntu Linux)]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Cygwin Compiling|Cygwin Compiling]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{attention}}&lt;br /&gt;
=Compiling under Visual C++=&lt;br /&gt;
First, [[HowTo:Checkout_SVN|check out the SVN modules]].&lt;br /&gt;
&lt;br /&gt;
When using another module (e.g. &amp;lt;code&amp;gt;vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;vssetup&amp;lt;/code&amp;gt;), they should be placed in the directory above &amp;lt;code&amp;gt;vega-vc&amp;lt;/code&amp;gt; in the directory tree.&lt;br /&gt;
&lt;br /&gt;
For example, when you want to checkout Vegastrike, you may make a &amp;lt;code&amp;gt;Vegastrike&amp;lt;/code&amp;gt; directory and from there, checkout &amp;lt;code&amp;gt;vega-vc9&amp;lt;/code&amp;gt; for all Visual C++ editions, &amp;lt;code&amp;gt;vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; ALL from this directory.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/&amp;lt;/code&amp;gt; - base directory.&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vegastrike/&amp;lt;/code&amp;gt; - The stuff from the vegastrike module (the actual code)&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-proj/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 6.x) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc7/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 7.x) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc8/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 8.0) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc9/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 9.0 and higher)&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/win32/&amp;lt;/code&amp;gt; - The newer version of data.  Until the change is made in the Vegastrike project setting binaries will be create in vega-vc9/Release or vega-vc9/Debug. &amp;lt;strike&amp;gt;Binaries will be compiled into the bin directory, so it should be here in the tree if you do not want to edit project settings.&amp;lt;/strike&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Here is a list of every project included for SVN compilation that is used:&lt;br /&gt;
* vegastrike (&amp;lt;code&amp;gt;Vegastrike.exe&amp;lt;/code&amp;gt;) - '''VegaStrike binary'''&lt;br /&gt;
* vsserver (&amp;lt;code&amp;gt;vegaserver.exe&amp;lt;/code&amp;gt;) - VegaStrike server&lt;br /&gt;
* vssetup (&amp;lt;code&amp;gt;Setup.exe&amp;lt;/code&amp;gt;) - The main Setup program--doesn't change much, so you can use the binary directly from SVN.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 11.x (Visual Studio Express 2012)==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}} Write Me - Until specific instructions are written by someone knowledgeable, follow information for previous versions and supplement it with up to date information about compiling from the forums. &lt;br /&gt;
&lt;br /&gt;
==Visual C++ 10.0 (2010 Express)==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}}Currently there are no working project files for VC10. This will be changing in the near future so please be patient. For now just copy everything from the &amp;lt;code&amp;gt;trunk/vega-vc9&amp;lt;/code&amp;gt; folder into a newly created vega-vc10 folder and convert the VC9 project files.&lt;br /&gt;
&lt;br /&gt;
You can download a copy of VC10 Express from [http://www.microsoft.com/express/download/ Download Visual Studio Express].&lt;br /&gt;
If you encounter any issues post a new topic in the [http://forums.vega-strike.org/viewforum.php?f=5 Compiling Problems] forum.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 9.0 (2008 Express)==&lt;br /&gt;
&lt;br /&gt;
This is likely only for Windows XP SP3 and Vista (so probably not Windows 2000). Apparently no Platform SDK is necessary. Note that it is required that the local file and directory structure is identical to the one on SVN. You need to checkout the following: &amp;lt;code&amp;gt;trunk/vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trunk/vega-vc9&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trunk/win32&amp;lt;/code&amp;gt;. If the above is wrong you will need to download the 2008 SDK or higher.&lt;br /&gt;
&lt;br /&gt;
# [http://www.microsoft.com/express/download/ Download Visual C++ 2008 Express Edition].&lt;br /&gt;
# Make sure you are logged on as admin. Otherwise the VC++ 2008 EE installation will fail. Run the installer, uncheck all the boxes on each page if you want a lighter download. It will do everything on it's own then ask to reboot.&lt;br /&gt;
# To update for Python 2.7 you will need to download the latest 2.7 source release: [http://www.python.org/download/ Download latest source Python 2.7]&lt;br /&gt;
       or directly [http://www.python.org/download/releases/2.7.6// www.python.org/download/releases/2.7.6]&lt;br /&gt;
# Compile Python using their &amp;lt;code&amp;gt;Python-2.7.1\PCbuild\pcbuild.sln&amp;lt;/code&amp;gt; solution file. Make sure it works (&amp;lt;code&amp;gt;python.exe&amp;lt;/code&amp;gt; starts up).&lt;br /&gt;
# Substitute the corresponding Python 2.7 files from &amp;lt;code&amp;gt;Python-2.7.1\PCbuild&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Python-2.7.1\include&amp;lt;/code&amp;gt;. Python also requires a &amp;lt;code&amp;gt;pyconfig.h&amp;lt;/code&amp;gt; inside your &amp;lt;code&amp;gt;vega-vc9\include\python&amp;lt;/code&amp;gt;, you can copy it from &amp;lt;code&amp;gt;Python-2.7.1\PC&amp;lt;/code&amp;gt;.&lt;br /&gt;
# In VC++ 2008 EE, update the vegastrike project properties: in configuration properties -&amp;gt; linker -&amp;gt; input -&amp;gt; additional dependencies, change the python version to 2.7. (It should be the last one in the list.)&lt;br /&gt;
# Apply the &amp;lt;code&amp;gt;VCExpress.diff&amp;lt;/code&amp;gt; to fix the resource file for use with Visual C++ Express.&lt;br /&gt;
# Vegastrike should now build normally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Update --[[User:Ezee|Ezee]] 19:39, 22 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
I had a lot of troubles to compile , link and run the program !&lt;br /&gt;
&lt;br /&gt;
So this is how to obtain a working version of Vegastrike 0.5.2 from the SVN &lt;br /&gt;
&lt;br /&gt;
( with turtoise )&lt;br /&gt;
&lt;br /&gt;
YOU MUST CREATE FIRST THE EMPTY FOLDERS IN YOUR COMPUTER :&lt;br /&gt;
&lt;br /&gt;
The idea is to recreate the tree of the svn .&lt;br /&gt;
&lt;br /&gt;
*1_Create a folder trunk&lt;br /&gt;
*2_Create a folder trunk\win32 &lt;br /&gt;
*3_Create a folder trunk\vega-vc9&lt;br /&gt;
*43_Create a folder trunk\vegastrike&lt;br /&gt;
&lt;br /&gt;
from there , you are ready to check out the SVN .&lt;br /&gt;
&lt;br /&gt;
*1- Select your folder vega-vc9&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/vega-vc9&lt;br /&gt;
&lt;br /&gt;
*2- Select your folder vegastrike&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/vegastrike&lt;br /&gt;
&lt;br /&gt;
*3- Select your folder win32 &lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/win32&lt;br /&gt;
&lt;br /&gt;
Now your solution vc9 should be ok .&lt;br /&gt;
BUT THE .EXE WILL BE BUILD IN &amp;quot;\trunk\vega-vc9\Release&amp;quot; or &amp;quot;\trunk\vega-vc9\Debug&amp;quot;&lt;br /&gt;
by default . &lt;br /&gt;
&lt;br /&gt;
( you won't be able to run or debug the game , step into etc ... )&lt;br /&gt;
&lt;br /&gt;
So now , go to your project options , in &amp;quot; Linker&amp;quot; , change the output path like this :&lt;br /&gt;
&amp;quot; D:\program\trunk\win32\bin\$(ProjectName).exe &amp;quot;&lt;br /&gt;
&lt;br /&gt;
( change D:\program\trunk\ by your path  :wink: )&lt;br /&gt;
&lt;br /&gt;
Almost ended .&lt;br /&gt;
&lt;br /&gt;
You need to copy the content of your folder &amp;quot;data&amp;quot; in your folder win32\bin&lt;br /&gt;
DON'T FORGET TO UNZIP THE PYTHON 2.7 rar in \win32\bin !&lt;br /&gt;
&lt;br /&gt;
GOOD !&lt;br /&gt;
Enjoy your new Vegastrike programming environment !&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 8.0 (2005 Express)(deprecated)==&lt;br /&gt;
This is left here in case someone wants to attempt a working VC8 build&lt;br /&gt;
Warning: VC8 requires a big download off Microsoft's site.&lt;br /&gt;
&lt;br /&gt;
Microsoft claims that they will continue offering their non-expiring version of VC8 forever, so I guess this will be the main build platform.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that VC8 does something weird with .manifest files, and for official builds, I would suggest VC7 as it seems to be faster, and it lacks compatibility issues.  There are too many forum threads on this to count.&lt;br /&gt;
&lt;br /&gt;
This will work on Windows 2000 or XP (Not sure about 98,95...).&lt;br /&gt;
&lt;br /&gt;
# You have two download choices:&lt;br /&gt;
#* Download the standard install: http://msdn.microsoft.com/vstudio/express/visualc/download/ and register (free but requires an E-mail and filling in a form)&lt;br /&gt;
#* Download the &amp;quot;manual install&amp;quot; (from a CD image): http://msdn.microsoft.com/vstudio/express/support/install/ (seems to be an ISO image, but looks like it doesn't require registration...)&lt;br /&gt;
# Install the [http://www.microsoft.com/downloads/details.aspx?FamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;displaylang=en#filelist| Windows Platform SDK] ([http://msdn.microsoft.com/library/default.asp?url=/library/EN-US/sdkintro/sdkintro/installing_the_platform_sdk_with_visual_studio.asp Instructions] - [http://www.microsoft.com/downloads/info.aspx?na=47&amp;amp;p=3&amp;amp;SrcDisplayLang=en&amp;amp;SrcCategoryId=&amp;amp;SrcFamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;u=details.aspx%3ffamilyid%3dD8EECD75-1FC4-49E5-BC66-9DA2B03D9B92%26displaylang%3den FULL ISO version(395MB)]). A [http://www.microsoft.com/downloads/details.aspx?FamilyID=0baf2b35-c656-4969-ace8-e4c0c0716adb&amp;amp;DisplayLang=en more recent SDK] for Windows XP SP2 exists, but it has not been tested with VS (yet.)&lt;br /&gt;
# In Visual C++ 8.0 (2005 Express), under Tools...Options...Visual C++ Directories, add an Include directory for C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include and an Include directory for C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include\mfc. If you forget this step, the build will not be able to find windows.h, basetsd.h, and afxres.h and will throw fatal errors.&lt;br /&gt;
# You should not need the [http://www.microsoft.com/downloads/details.aspx?FamilyID=EDB98FFA-A59C-4C23-9B92-BA304F188314&amp;amp;displaylang=en DirectX SDK] (337MB) to compile VS, but it may be required to compile OGRE in the future.&lt;br /&gt;
# Disable Intellisense: Microsoft provides no GUI for this, but it is recommended unless you want to eat up twice the RAM and wait 10-20 seconds between saving each file.&lt;br /&gt;
#* Browse to your VC8 install.&lt;br /&gt;
#* Go to the VC/vcpackages folders and rename the &amp;quot;feacp&amp;quot; DLL file to anything else like &amp;quot;feacp_backup.dll&amp;quot;.  This should not break anything... it will only disable IntelliSense.&lt;br /&gt;
# Checkout the Vegastrike project as described earlier.&lt;br /&gt;
# Open the &amp;quot;vega-vc8&amp;quot; project using the IDE.&lt;br /&gt;
# The compilation should go for the most part smoothly.  If you encounter any problems, please tell us in the [http://forums.vega-strike.org/ forum] or specifically on [http://forums.vega-strike.org/viewtopic.php?t=6251 this thread].&lt;br /&gt;
#* Note that Debug versions will be very slow (I get 5 frames/second on my Pentium3 1GHz machine using debug VS).&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 8.0(2005 Express) plus the Code::Blocks IDE (deprecated)==&lt;br /&gt;
You can download Visual C++ 8.0(2005 Express) after you acquired a vcsetup.exe for Visual C++ 8.0. These are still being offered on some download sites.&lt;br /&gt;
The main advantages of Visual C++ 8.0 over later versions are that it works for older OSes like Windows 2000 and that there is a vegastrike project file for it, which you can check out from svn as vega-vc8.&lt;br /&gt;
You will also need an SDK, I used the Platform SDK PSDK-x86.exe (1.3 MB) which you can find with the query “Windows Server 2003 Platform SDK Web” in a search engine.&lt;br /&gt;
You will need to enable internet explorer for a minute as the default browser to install the PSDK.&lt;br /&gt;
Also try to get the vcredist_x86.exe for Visual C++ 8.0(2005 Express) if you want to share your vegastrike binary with others.&lt;br /&gt;
You can acquire the code::block development environment from www.codeblocks.org.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You might want to make a copy of your SVN checkout tree now, to have a clean copy just in case of the code in VegaStrike/ and the project files in vega-vc8/&lt;br /&gt;
Start code::blocks, choose VC2005/2008 as default tool chain and import the .sln solution file from vega-vc8 into a workspace. Use the vc8 2005/2008 compiler.&lt;br /&gt;
Double click the vegastrike project so that it is selected in bold. Go to Project/Build options and add /EHsc to vegastrike in other compiler options, remove /W from all projects and choose a warning level you like instead for each compiling option, like /W1 for release and /W3 for a debug build.&lt;br /&gt;
I have only tried the Win32 and Win32 debug buildsYou will notice that the debug build sets other libraries in linker settings. Basically the left side of the settings is used to include libraries while the right side is used to NOT include the default libraries. Some people have reported that they need to add &amp;quot;/NODEFAULTLIB:libcmt&amp;quot; manually there to exclude libcmt from being linked which results in a conflict.(I also removed /ZI and added insted on the left side /Zi /D_DEBUG to have debug symbols, I'm not sure which is better). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You need to edit the file Resources.rc to read&amp;lt;br&amp;gt;&lt;br /&gt;
 #include &amp;amp;lt;WinResrc.h&amp;amp;gt;&lt;br /&gt;
instead of&amp;lt;br&amp;gt;&lt;br /&gt;
 #include &amp;quot;afxres.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you should discover a problem with the PNG or Python libraries, or simply want to try out newer ones, recall that each of these libraries/dlls needs to be one built with the same compiler you use for vegastrike.&lt;br /&gt;
Be warned that for libpng-1.2.34 the optimized build does not work, while the debug build(without any optimization) works with the vc8 compiler.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also choose where the binaries you produced end up, but I left it to default settings which is in the ../win32/bin directory, thats right aside ../VegaStrike.&lt;br /&gt;
Finally I took the executable, which is named vegastrikeR.exe for the release version, and all other files produced and placed them into the directory structure of an old VegaStrike install.&lt;br /&gt;
Running vegaStrike produced errors, which meant I had to resolve them by checking out the directories bases,mission,programs,sounds/missions,techniques and textures directories from SVN using the repository browser. (I think you can even do without some of these.)&lt;br /&gt;
Copying the directories into and over the directory tree of the old install produced a working binary.&lt;br /&gt;
At least it works as far as I know - I didn't get to test much yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can debug programs in the VC++ IDE by creating a new project and adding an executable as a subproject.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Visual Studio 7.x (deprecated)==&lt;br /&gt;
&lt;br /&gt;
===Compiling from the command line with Visual Studio===&lt;br /&gt;
Here is a batch file that could be used to checkout everything and then compile all projects (copy and paste in &amp;lt;code&amp;gt;makeall.bat&amp;lt;/code&amp;gt;), if you were going somewhere for a few hours and wanted to get a working project when you got back:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@echo off&lt;br /&gt;
mkdir vegastrike&lt;br /&gt;
cd vegastrike&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vega-vc7&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/&lt;br /&gt;
cd vega-vc7&lt;br /&gt;
echo Building project...&lt;br /&gt;
&amp;quot;C:\VC7\Common7\IDE\devenv.exe&amp;quot; vegastrike.sln /BUILD Debug&lt;br /&gt;
cd ..&lt;br /&gt;
cd ..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': You must replace the &amp;quot;&amp;lt;code&amp;gt;C:\vc7&amp;lt;/code&amp;gt;&amp;quot; with the directory where you installed visual c++ 7 and replace the &amp;quot;&amp;lt;code&amp;gt;Debug&amp;lt;/code&amp;gt;&amp;quot; on the same line with &amp;quot;&amp;lt;code&amp;gt;Release&amp;lt;/code&amp;gt;&amp;quot; if you want a release build.&lt;br /&gt;
&lt;br /&gt;
===Compiling with the Visual Studio GUI (deprecated)===&lt;br /&gt;
''(This is written with Visual C++ .NET Standard in mind)''&lt;br /&gt;
&lt;br /&gt;
Once you have checked out the vegastrike and vega-vc7 modules from [[HowTo:Checkout CVS|CVS]], use Visual Studio to open vegastrike.sln, found in the vega-vc7 directory. When compiling for release, select &amp;quot;Release Boost 131&amp;quot; from the drop-down menu on the toolbar. Right-click on the &amp;quot;vegastrike&amp;quot; project in the &amp;quot;solution explorer&amp;quot; sidebar, and then select &amp;quot;Build&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ Toolkit 2003==&lt;br /&gt;
This is a [http://msdn.microsoft.com/visualc/vctoolkit2003/ free download] from Microsoft, and is the same compiler and linker as Visual Studio 2003.&lt;br /&gt;
&lt;br /&gt;
Note, you must have Windows XP or 2000 in order to install the toolkit. (formerly said only Windows XP, but this is not true according to their download page)&lt;br /&gt;
&lt;br /&gt;
===Downloads===&lt;br /&gt;
* Install the [http://msdn.microsoft.com/visualc/vctoolkit2003/ Visual C++ Toolkit 2003] from the Microsoft web site. &lt;br /&gt;
* Install the [http://www.microsoft.com/msdownload/platformsdk/sdkupdate Windows Platform SDK] from the Microsoft web site. You can take any of the 3 versions available.&lt;br /&gt;
* Install the [http://www.codeblocks.org/downloads.shtml Code::Blocks] (alternative download site on [http://prdownloads.sourceforge.net/codeblocks/ Sourceforge]). You can take the full version or the core only, since we will use the VS 2003 TK. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Configuring Code::Blocks===&lt;br /&gt;
* Run CodeBlocks. The first time you install it, you will be listed with a set of compilers. Select Microsoft Visual C++ Toolkit, and click '''Set As Default'''. &lt;br /&gt;
* For configuration you have to include the location of the Windows Platform SDK.  Go to '''Settings''' -&amp;gt; '''Compiler''' in the menu. Click the '''Directories''' tab.  Add the directory &amp;quot;&amp;lt;code&amp;gt;C:\Program Files\Microsoft SDK\bin&amp;lt;/code&amp;gt;&amp;quot; to the Resource Compiler tab.&lt;br /&gt;
&lt;br /&gt;
===Compiling with Code::Blocks and Visual C++ Toolkit===&lt;br /&gt;
Once you have checked out the vegastrike and vega-vc7 modules from [[HowTo:Checkout CVS|CVS]], import the vegastrike.sln file, found in the vega-vc7 directory into Code::Blocks using '''Project-&amp;gt;Import-&amp;gt;MS Visual Studio Solution''' in the menu.&lt;br /&gt;
&lt;br /&gt;
===Note (CVS version as of 14 Nov 2005===&lt;br /&gt;
Using the most recent CVS versions (and 2003/Runtime versions from Microsoft) I had to remove /W from the build options '''Project Build Options &amp;gt; Compiler Options &amp;gt; Other Options'''&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 6.0 (deprecated)==&lt;br /&gt;
As of the end of December, 2005, VegaStrike has dropped compatibility for VC 6 because of the new OGRE rendering engine.&lt;br /&gt;
&lt;br /&gt;
VC 6 users can grab a free copy of VC 8 (Visual Studio 2005 Express) off the Microsoft site, and follow the directions below to compile.&lt;br /&gt;
===Compiling using VC 6===&lt;br /&gt;
Until the OGRE port is finished, VC 6 will still compile, so you can try it if VC8 won't work for you.&lt;br /&gt;
&lt;br /&gt;
First, check out all the modules above.&lt;br /&gt;
&lt;br /&gt;
Then from the MSDEV IDE, open the &amp;quot;vegastrike.dsw&amp;quot; project inside vega-proj, and compile.  You will want to use Debug or Release configurations for a standard build. (The Boost 129 builds are permanently broken, and GLUT doesn't work very well as far as I know)&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
* [[HowTo:Checkout SVN|Checking out SVN]]&lt;br /&gt;
* [http://www.codeblocks.org Code:Blocks IDE]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN|Checkout SVN]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Cygwin Compiling|Cygwin Compiling]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|VCpp Compiling]]&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:VCPP_Compiling&amp;diff=19707</id>
		<title>HowTo:VCPP Compiling</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:VCPP_Compiling&amp;diff=19707"/>
				<updated>2014-02-24T01:58:02Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: /* Visual C++ 9.0 (2008 Express) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN (Ubuntu Linux)|Checkout SVN (Ubuntu Linux)]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Cygwin Compiling|Cygwin Compiling]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{attention}}&lt;br /&gt;
=Compiling under Visual C++=&lt;br /&gt;
First, [[HowTo:Checkout_SVN|check out the SVN modules]].&lt;br /&gt;
&lt;br /&gt;
When using another module (e.g. &amp;lt;code&amp;gt;vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;vssetup&amp;lt;/code&amp;gt;), they should be placed in the directory above &amp;lt;code&amp;gt;vega-vc&amp;lt;/code&amp;gt; in the directory tree.&lt;br /&gt;
&lt;br /&gt;
For example, when you want to checkout Vegastrike, you may make a &amp;lt;code&amp;gt;Vegastrike&amp;lt;/code&amp;gt; directory and from there, checkout &amp;lt;code&amp;gt;vega-vc9&amp;lt;/code&amp;gt; for all Visual C++ editions, &amp;lt;code&amp;gt;vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; ALL from this directory.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/&amp;lt;/code&amp;gt; - base directory.&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vegastrike/&amp;lt;/code&amp;gt; - The stuff from the vegastrike module (the actual code)&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-proj/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 6.x) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc7/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 7.x) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc8/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 8.0) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc9/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 9.0 and higher)&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/win32/&amp;lt;/code&amp;gt; - The newer version of data.  Until the change is made in the Vegastrike project setting binaries will be create in vega-vc9/Release or vega-vc9/Debug. &amp;lt;strike&amp;gt;Binaries will be compiled into the bin directory, so it should be here in the tree if you do not want to edit project settings.&amp;lt;/strike&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Here is a list of every project included for SVN compilation that is used:&lt;br /&gt;
* vegastrike (&amp;lt;code&amp;gt;Vegastrike.exe&amp;lt;/code&amp;gt;) - '''VegaStrike binary'''&lt;br /&gt;
* vsserver (&amp;lt;code&amp;gt;vegaserver.exe&amp;lt;/code&amp;gt;) - VegaStrike server&lt;br /&gt;
* vssetup (&amp;lt;code&amp;gt;Setup.exe&amp;lt;/code&amp;gt;) - The main Setup program--doesn't change much, so you can use the binary directly from SVN.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 11.x (Visual Studio Express 2012)==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}} Write Me - Until specific instructions are written by someone knowledgeable, follow information for previous versions and supplement it with up to date information about compiling from the forums. &lt;br /&gt;
&lt;br /&gt;
==Visual C++ 10.0 (2010 Express)==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}}Currently there are no working project files for VC10. This will be changing in the near future so please be patient. For now just copy everything from the &amp;lt;code&amp;gt;trunk/vega-vc9&amp;lt;/code&amp;gt; folder into a newly created vega-vc10 folder and convert the VC9 project files.&lt;br /&gt;
&lt;br /&gt;
You can download a copy of VC10 Express from [http://www.microsoft.com/express/download/ Download Visual Studio Express].&lt;br /&gt;
If you encounter any issues post a new topic in the [http://forums.vega-strike.org/viewforum.php?f=5 Compiling Problems] forum.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 9.0 (2008 Express)==&lt;br /&gt;
&lt;br /&gt;
This is likely only for Windows XP SP3 and Vista (so probably not Windows 2000). Apparently no Platform SDK is necessary. Note that it is required that the local file and directory structure is identical to the one on SVN. You need to checkout the following: &amp;lt;code&amp;gt;trunk/vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trunk/vega-vc9&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trunk/win32&amp;lt;/code&amp;gt;. If the above is wrong you will need to download the 2008 SDK or higher.&lt;br /&gt;
&lt;br /&gt;
# [http://www.microsoft.com/express/download/ Download Visual C++ 2008 Express Edition].&lt;br /&gt;
# Make sure you are logged on as admin. Otherwise the VC++ 2008 EE installation will fail. Run the installer, uncheck all the boxes on each page if you want a lighter download. It will do everything on it's own then ask to reboot.&lt;br /&gt;
# To update for Python 2.7 you will need to download the latest 2.7 source release: [http://www.python.org/download/ Download latest source Python 2.7]&lt;br /&gt;
       or directly [http://www.python.org/download/releases/2.7.6// www.python.org/download/releases/2.7.6]&lt;br /&gt;
# Compile Python using their &amp;lt;code&amp;gt;Python-2.7.1\PCbuild\pcbuild.sln&amp;lt;/code&amp;gt; solution file. Make sure it works (&amp;lt;code&amp;gt;python.exe&amp;lt;/code&amp;gt; starts up).&lt;br /&gt;
# Substitute the corresponding Python 2.7 files from &amp;lt;code&amp;gt;Python-2.7.1\PCbuild&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Python-2.7.1\include&amp;lt;/code&amp;gt;. Python also requires a &amp;lt;code&amp;gt;pyconfig.h&amp;lt;/code&amp;gt; inside your &amp;lt;code&amp;gt;vega-vc9\include\python&amp;lt;/code&amp;gt;, you can copy it from &amp;lt;code&amp;gt;Python-2.7.1\PC&amp;lt;/code&amp;gt;.&lt;br /&gt;
# In VC++ 2008 EE, update the vegastrike project properties: in configuration properties -&amp;gt; linker -&amp;gt; input -&amp;gt; additional dependencies, change the python version to 2.7. (It should be the last one in the list.)&lt;br /&gt;
# Apply the &amp;lt;code&amp;gt;VCExpress.diff&amp;lt;/code&amp;gt; to fix the resource file for use with Visual C++ Express.&lt;br /&gt;
# Vegastrike should now build normally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Update --[[User:Ezee|Ezee]] 19:39, 22 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
I had a lot of troubles to compile , link and run the program !&lt;br /&gt;
&lt;br /&gt;
So this is how to obtain a working version of Vegastrike 0.5.2 from the SVN &lt;br /&gt;
&lt;br /&gt;
( with turtoise )&lt;br /&gt;
&lt;br /&gt;
YOU MUST CREATE FIRST THE EMPTY FOLDERS IN YOUR COMPUTER :&lt;br /&gt;
&lt;br /&gt;
The idea is to recreate the tree of the svn .&lt;br /&gt;
&lt;br /&gt;
*1_Create a folder trunk&lt;br /&gt;
*2_Create a folder trunk\win32 &lt;br /&gt;
*3_Create a folder trunk\vega-vc9&lt;br /&gt;
*4_Create a folder trunk\vegastrike&lt;br /&gt;
&lt;br /&gt;
from there , you are ready to check out the SVN .&lt;br /&gt;
&lt;br /&gt;
*1- Select your folder vega-vc9&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/vega-vc9&lt;br /&gt;
&lt;br /&gt;
*2- Select your folder vegastrike&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/vegastrike&lt;br /&gt;
&lt;br /&gt;
*3- Select your folder win32 &lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/win32&lt;br /&gt;
&lt;br /&gt;
Now your solution vc9 should be ok .&lt;br /&gt;
BUT THE .EXE WILL BE BUILD IN &amp;quot;\trunk\vega-vc9\Release&amp;quot; or &amp;quot;\trunk\vega-vc9\Debug&amp;quot;&lt;br /&gt;
by default . &lt;br /&gt;
&lt;br /&gt;
( you won't be able to run or debug the game , step into etc ... )&lt;br /&gt;
&lt;br /&gt;
So now , go to your project options , in &amp;quot; Linker&amp;quot; , change the output path like this :&lt;br /&gt;
&amp;quot; D:\program\trunk\win32\bin\$(ProjectName).exe &amp;quot;&lt;br /&gt;
&lt;br /&gt;
( change D:\program\trunk\ by your path  :wink: )&lt;br /&gt;
&lt;br /&gt;
Almost ended .&lt;br /&gt;
&lt;br /&gt;
You need to copy the content of your folder &amp;quot;data&amp;quot; in your folder win32\bin&lt;br /&gt;
DON'T FORGET TO UNZIP THE PYTHON 2.7 rar in \win32\bin !&lt;br /&gt;
&lt;br /&gt;
GOOD !&lt;br /&gt;
Enjoy your new Vegastrike programming environment !&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 8.0 (2005 Express)(deprecated)==&lt;br /&gt;
This is left here in case someone wants to attempt a working VC8 build&lt;br /&gt;
Warning: VC8 requires a big download off Microsoft's site.&lt;br /&gt;
&lt;br /&gt;
Microsoft claims that they will continue offering their non-expiring version of VC8 forever, so I guess this will be the main build platform.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that VC8 does something weird with .manifest files, and for official builds, I would suggest VC7 as it seems to be faster, and it lacks compatibility issues.  There are too many forum threads on this to count.&lt;br /&gt;
&lt;br /&gt;
This will work on Windows 2000 or XP (Not sure about 98,95...).&lt;br /&gt;
&lt;br /&gt;
# You have two download choices:&lt;br /&gt;
#* Download the standard install: http://msdn.microsoft.com/vstudio/express/visualc/download/ and register (free but requires an E-mail and filling in a form)&lt;br /&gt;
#* Download the &amp;quot;manual install&amp;quot; (from a CD image): http://msdn.microsoft.com/vstudio/express/support/install/ (seems to be an ISO image, but looks like it doesn't require registration...)&lt;br /&gt;
# Install the [http://www.microsoft.com/downloads/details.aspx?FamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;displaylang=en#filelist| Windows Platform SDK] ([http://msdn.microsoft.com/library/default.asp?url=/library/EN-US/sdkintro/sdkintro/installing_the_platform_sdk_with_visual_studio.asp Instructions] - [http://www.microsoft.com/downloads/info.aspx?na=47&amp;amp;p=3&amp;amp;SrcDisplayLang=en&amp;amp;SrcCategoryId=&amp;amp;SrcFamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;u=details.aspx%3ffamilyid%3dD8EECD75-1FC4-49E5-BC66-9DA2B03D9B92%26displaylang%3den FULL ISO version(395MB)]). A [http://www.microsoft.com/downloads/details.aspx?FamilyID=0baf2b35-c656-4969-ace8-e4c0c0716adb&amp;amp;DisplayLang=en more recent SDK] for Windows XP SP2 exists, but it has not been tested with VS (yet.)&lt;br /&gt;
# In Visual C++ 8.0 (2005 Express), under Tools...Options...Visual C++ Directories, add an Include directory for C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include and an Include directory for C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include\mfc. If you forget this step, the build will not be able to find windows.h, basetsd.h, and afxres.h and will throw fatal errors.&lt;br /&gt;
# You should not need the [http://www.microsoft.com/downloads/details.aspx?FamilyID=EDB98FFA-A59C-4C23-9B92-BA304F188314&amp;amp;displaylang=en DirectX SDK] (337MB) to compile VS, but it may be required to compile OGRE in the future.&lt;br /&gt;
# Disable Intellisense: Microsoft provides no GUI for this, but it is recommended unless you want to eat up twice the RAM and wait 10-20 seconds between saving each file.&lt;br /&gt;
#* Browse to your VC8 install.&lt;br /&gt;
#* Go to the VC/vcpackages folders and rename the &amp;quot;feacp&amp;quot; DLL file to anything else like &amp;quot;feacp_backup.dll&amp;quot;.  This should not break anything... it will only disable IntelliSense.&lt;br /&gt;
# Checkout the Vegastrike project as described earlier.&lt;br /&gt;
# Open the &amp;quot;vega-vc8&amp;quot; project using the IDE.&lt;br /&gt;
# The compilation should go for the most part smoothly.  If you encounter any problems, please tell us in the [http://forums.vega-strike.org/ forum] or specifically on [http://forums.vega-strike.org/viewtopic.php?t=6251 this thread].&lt;br /&gt;
#* Note that Debug versions will be very slow (I get 5 frames/second on my Pentium3 1GHz machine using debug VS).&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 8.0(2005 Express) plus the Code::Blocks IDE (deprecated)==&lt;br /&gt;
You can download Visual C++ 8.0(2005 Express) after you acquired a vcsetup.exe for Visual C++ 8.0. These are still being offered on some download sites.&lt;br /&gt;
The main advantages of Visual C++ 8.0 over later versions are that it works for older OSes like Windows 2000 and that there is a vegastrike project file for it, which you can check out from svn as vega-vc8.&lt;br /&gt;
You will also need an SDK, I used the Platform SDK PSDK-x86.exe (1.3 MB) which you can find with the query “Windows Server 2003 Platform SDK Web” in a search engine.&lt;br /&gt;
You will need to enable internet explorer for a minute as the default browser to install the PSDK.&lt;br /&gt;
Also try to get the vcredist_x86.exe for Visual C++ 8.0(2005 Express) if you want to share your vegastrike binary with others.&lt;br /&gt;
You can acquire the code::block development environment from www.codeblocks.org.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You might want to make a copy of your SVN checkout tree now, to have a clean copy just in case of the code in VegaStrike/ and the project files in vega-vc8/&lt;br /&gt;
Start code::blocks, choose VC2005/2008 as default tool chain and import the .sln solution file from vega-vc8 into a workspace. Use the vc8 2005/2008 compiler.&lt;br /&gt;
Double click the vegastrike project so that it is selected in bold. Go to Project/Build options and add /EHsc to vegastrike in other compiler options, remove /W from all projects and choose a warning level you like instead for each compiling option, like /W1 for release and /W3 for a debug build.&lt;br /&gt;
I have only tried the Win32 and Win32 debug buildsYou will notice that the debug build sets other libraries in linker settings. Basically the left side of the settings is used to include libraries while the right side is used to NOT include the default libraries. Some people have reported that they need to add &amp;quot;/NODEFAULTLIB:libcmt&amp;quot; manually there to exclude libcmt from being linked which results in a conflict.(I also removed /ZI and added insted on the left side /Zi /D_DEBUG to have debug symbols, I'm not sure which is better). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You need to edit the file Resources.rc to read&amp;lt;br&amp;gt;&lt;br /&gt;
 #include &amp;amp;lt;WinResrc.h&amp;amp;gt;&lt;br /&gt;
instead of&amp;lt;br&amp;gt;&lt;br /&gt;
 #include &amp;quot;afxres.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you should discover a problem with the PNG or Python libraries, or simply want to try out newer ones, recall that each of these libraries/dlls needs to be one built with the same compiler you use for vegastrike.&lt;br /&gt;
Be warned that for libpng-1.2.34 the optimized build does not work, while the debug build(without any optimization) works with the vc8 compiler.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also choose where the binaries you produced end up, but I left it to default settings which is in the ../win32/bin directory, thats right aside ../VegaStrike.&lt;br /&gt;
Finally I took the executable, which is named vegastrikeR.exe for the release version, and all other files produced and placed them into the directory structure of an old VegaStrike install.&lt;br /&gt;
Running vegaStrike produced errors, which meant I had to resolve them by checking out the directories bases,mission,programs,sounds/missions,techniques and textures directories from SVN using the repository browser. (I think you can even do without some of these.)&lt;br /&gt;
Copying the directories into and over the directory tree of the old install produced a working binary.&lt;br /&gt;
At least it works as far as I know - I didn't get to test much yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can debug programs in the VC++ IDE by creating a new project and adding an executable as a subproject.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Visual Studio 7.x (deprecated)==&lt;br /&gt;
&lt;br /&gt;
===Compiling from the command line with Visual Studio===&lt;br /&gt;
Here is a batch file that could be used to checkout everything and then compile all projects (copy and paste in &amp;lt;code&amp;gt;makeall.bat&amp;lt;/code&amp;gt;), if you were going somewhere for a few hours and wanted to get a working project when you got back:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@echo off&lt;br /&gt;
mkdir vegastrike&lt;br /&gt;
cd vegastrike&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vega-vc7&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/&lt;br /&gt;
cd vega-vc7&lt;br /&gt;
echo Building project...&lt;br /&gt;
&amp;quot;C:\VC7\Common7\IDE\devenv.exe&amp;quot; vegastrike.sln /BUILD Debug&lt;br /&gt;
cd ..&lt;br /&gt;
cd ..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': You must replace the &amp;quot;&amp;lt;code&amp;gt;C:\vc7&amp;lt;/code&amp;gt;&amp;quot; with the directory where you installed visual c++ 7 and replace the &amp;quot;&amp;lt;code&amp;gt;Debug&amp;lt;/code&amp;gt;&amp;quot; on the same line with &amp;quot;&amp;lt;code&amp;gt;Release&amp;lt;/code&amp;gt;&amp;quot; if you want a release build.&lt;br /&gt;
&lt;br /&gt;
===Compiling with the Visual Studio GUI (deprecated)===&lt;br /&gt;
''(This is written with Visual C++ .NET Standard in mind)''&lt;br /&gt;
&lt;br /&gt;
Once you have checked out the vegastrike and vega-vc7 modules from [[HowTo:Checkout CVS|CVS]], use Visual Studio to open vegastrike.sln, found in the vega-vc7 directory. When compiling for release, select &amp;quot;Release Boost 131&amp;quot; from the drop-down menu on the toolbar. Right-click on the &amp;quot;vegastrike&amp;quot; project in the &amp;quot;solution explorer&amp;quot; sidebar, and then select &amp;quot;Build&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ Toolkit 2003==&lt;br /&gt;
This is a [http://msdn.microsoft.com/visualc/vctoolkit2003/ free download] from Microsoft, and is the same compiler and linker as Visual Studio 2003.&lt;br /&gt;
&lt;br /&gt;
Note, you must have Windows XP or 2000 in order to install the toolkit. (formerly said only Windows XP, but this is not true according to their download page)&lt;br /&gt;
&lt;br /&gt;
===Downloads===&lt;br /&gt;
* Install the [http://msdn.microsoft.com/visualc/vctoolkit2003/ Visual C++ Toolkit 2003] from the Microsoft web site. &lt;br /&gt;
* Install the [http://www.microsoft.com/msdownload/platformsdk/sdkupdate Windows Platform SDK] from the Microsoft web site. You can take any of the 3 versions available.&lt;br /&gt;
* Install the [http://www.codeblocks.org/downloads.shtml Code::Blocks] (alternative download site on [http://prdownloads.sourceforge.net/codeblocks/ Sourceforge]). You can take the full version or the core only, since we will use the VS 2003 TK. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Configuring Code::Blocks===&lt;br /&gt;
* Run CodeBlocks. The first time you install it, you will be listed with a set of compilers. Select Microsoft Visual C++ Toolkit, and click '''Set As Default'''. &lt;br /&gt;
* For configuration you have to include the location of the Windows Platform SDK.  Go to '''Settings''' -&amp;gt; '''Compiler''' in the menu. Click the '''Directories''' tab.  Add the directory &amp;quot;&amp;lt;code&amp;gt;C:\Program Files\Microsoft SDK\bin&amp;lt;/code&amp;gt;&amp;quot; to the Resource Compiler tab.&lt;br /&gt;
&lt;br /&gt;
===Compiling with Code::Blocks and Visual C++ Toolkit===&lt;br /&gt;
Once you have checked out the vegastrike and vega-vc7 modules from [[HowTo:Checkout CVS|CVS]], import the vegastrike.sln file, found in the vega-vc7 directory into Code::Blocks using '''Project-&amp;gt;Import-&amp;gt;MS Visual Studio Solution''' in the menu.&lt;br /&gt;
&lt;br /&gt;
===Note (CVS version as of 14 Nov 2005===&lt;br /&gt;
Using the most recent CVS versions (and 2003/Runtime versions from Microsoft) I had to remove /W from the build options '''Project Build Options &amp;gt; Compiler Options &amp;gt; Other Options'''&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 6.0 (deprecated)==&lt;br /&gt;
As of the end of December, 2005, VegaStrike has dropped compatibility for VC 6 because of the new OGRE rendering engine.&lt;br /&gt;
&lt;br /&gt;
VC 6 users can grab a free copy of VC 8 (Visual Studio 2005 Express) off the Microsoft site, and follow the directions below to compile.&lt;br /&gt;
===Compiling using VC 6===&lt;br /&gt;
Until the OGRE port is finished, VC 6 will still compile, so you can try it if VC8 won't work for you.&lt;br /&gt;
&lt;br /&gt;
First, check out all the modules above.&lt;br /&gt;
&lt;br /&gt;
Then from the MSDEV IDE, open the &amp;quot;vegastrike.dsw&amp;quot; project inside vega-proj, and compile.  You will want to use Debug or Release configurations for a standard build. (The Boost 129 builds are permanently broken, and GLUT doesn't work very well as far as I know)&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
* [[HowTo:Checkout SVN|Checking out SVN]]&lt;br /&gt;
* [http://www.codeblocks.org Code:Blocks IDE]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN|Checkout SVN]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Cygwin Compiling|Cygwin Compiling]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|VCpp Compiling]]&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:VCPP_Compiling&amp;diff=19706</id>
		<title>HowTo:VCPP Compiling</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:VCPP_Compiling&amp;diff=19706"/>
				<updated>2014-02-24T01:57:22Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: /* Visual C++ 9.0 (2008 Express) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN (Ubuntu Linux)|Checkout SVN (Ubuntu Linux)]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Cygwin Compiling|Cygwin Compiling]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{attention}}&lt;br /&gt;
=Compiling under Visual C++=&lt;br /&gt;
First, [[HowTo:Checkout_SVN|check out the SVN modules]].&lt;br /&gt;
&lt;br /&gt;
When using another module (e.g. &amp;lt;code&amp;gt;vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;vssetup&amp;lt;/code&amp;gt;), they should be placed in the directory above &amp;lt;code&amp;gt;vega-vc&amp;lt;/code&amp;gt; in the directory tree.&lt;br /&gt;
&lt;br /&gt;
For example, when you want to checkout Vegastrike, you may make a &amp;lt;code&amp;gt;Vegastrike&amp;lt;/code&amp;gt; directory and from there, checkout &amp;lt;code&amp;gt;vega-vc9&amp;lt;/code&amp;gt; for all Visual C++ editions, &amp;lt;code&amp;gt;vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; ALL from this directory.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/&amp;lt;/code&amp;gt; - base directory.&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vegastrike/&amp;lt;/code&amp;gt; - The stuff from the vegastrike module (the actual code)&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-proj/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 6.x) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc7/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 7.x) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc8/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 8.0) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc9/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 9.0 and higher)&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/win32/&amp;lt;/code&amp;gt; - The newer version of data.  Until the change is made in the Vegastrike project setting binaries will be create in vega-vc9/Release or vega-vc9/Debug. &amp;lt;strike&amp;gt;Binaries will be compiled into the bin directory, so it should be here in the tree if you do not want to edit project settings.&amp;lt;/strike&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Here is a list of every project included for SVN compilation that is used:&lt;br /&gt;
* vegastrike (&amp;lt;code&amp;gt;Vegastrike.exe&amp;lt;/code&amp;gt;) - '''VegaStrike binary'''&lt;br /&gt;
* vsserver (&amp;lt;code&amp;gt;vegaserver.exe&amp;lt;/code&amp;gt;) - VegaStrike server&lt;br /&gt;
* vssetup (&amp;lt;code&amp;gt;Setup.exe&amp;lt;/code&amp;gt;) - The main Setup program--doesn't change much, so you can use the binary directly from SVN.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 11.x (Visual Studio Express 2012)==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}} Write Me - Until specific instructions are written by someone knowledgeable, follow information for previous versions and supplement it with up to date information about compiling from the forums. &lt;br /&gt;
&lt;br /&gt;
==Visual C++ 10.0 (2010 Express)==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}}Currently there are no working project files for VC10. This will be changing in the near future so please be patient. For now just copy everything from the &amp;lt;code&amp;gt;trunk/vega-vc9&amp;lt;/code&amp;gt; folder into a newly created vega-vc10 folder and convert the VC9 project files.&lt;br /&gt;
&lt;br /&gt;
You can download a copy of VC10 Express from [http://www.microsoft.com/express/download/ Download Visual Studio Express].&lt;br /&gt;
If you encounter any issues post a new topic in the [http://forums.vega-strike.org/viewforum.php?f=5 Compiling Problems] forum.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 9.0 (2008 Express)==&lt;br /&gt;
&lt;br /&gt;
This is likely only for Windows XP SP3 and Vista (so probably not Windows 2000). Apparently no Platform SDK is necessary. Note that it is required that the local file and directory structure is identical to the one on SVN. You need to checkout the following: &amp;lt;code&amp;gt;trunk/vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trunk/vega-vc9&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trunk/win32&amp;lt;/code&amp;gt;. If the above is wrong you will need to download the 2008 SDK or higher.&lt;br /&gt;
&lt;br /&gt;
# [http://www.microsoft.com/express/download/ Download Visual C++ 2008 Express Edition].&lt;br /&gt;
# Make sure you are logged on as admin. Otherwise the VC++ 2008 EE installation will fail. Run the installer, uncheck all the boxes on each page if you want a lighter download. It will do everything on it's own then ask to reboot.&lt;br /&gt;
# To update for Python 2.7 you will need to download the latest 2.7 source release: [http://www.python.org/download/ Download latest source Python 2.7]&lt;br /&gt;
       or directly [http://www.python.org/download/releases/2.7.6// www.python.org/download/releases/2.7.6]&lt;br /&gt;
# Compile Python using their &amp;lt;code&amp;gt;Python-2.7.1\PCbuild\pcbuild.sln&amp;lt;/code&amp;gt; solution file. Make sure it works (&amp;lt;code&amp;gt;python.exe&amp;lt;/code&amp;gt; starts up).&lt;br /&gt;
# Substitute the corresponding Python 2.7 files from &amp;lt;code&amp;gt;Python-2.7.1\PCbuild&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Python-2.7.1\include&amp;lt;/code&amp;gt;. Python also requires a &amp;lt;code&amp;gt;pyconfig.h&amp;lt;/code&amp;gt; inside your &amp;lt;code&amp;gt;vega-vc9\include\python&amp;lt;/code&amp;gt;, you can copy it from &amp;lt;code&amp;gt;Python-2.7.1\PC&amp;lt;/code&amp;gt;.&lt;br /&gt;
# In VC++ 2008 EE, update the vegastrike project properties: in configuration properties -&amp;gt; linker -&amp;gt; input -&amp;gt; additional dependencies, change the python version to 2.7. (It should be the last one in the list.)&lt;br /&gt;
# Apply the &amp;lt;code&amp;gt;VCExpress.diff&amp;lt;/code&amp;gt; to fix the resource file for use with Visual C++ Express.&lt;br /&gt;
# Vegastrike should now build normally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Update --[[User:Ezee|Ezee]] 19:39, 22 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
I had a lot of troubles to compile , link and run the program !&lt;br /&gt;
&lt;br /&gt;
So this is how to obtain a working version of Vegastrike 0.5.2 from the SVN &lt;br /&gt;
&lt;br /&gt;
( with turtoise )&lt;br /&gt;
&lt;br /&gt;
YOU MUST CREATE FIRST THE EMPTY FOLDERS IN YOUR COMPUTER :&lt;br /&gt;
&lt;br /&gt;
The idea is to recreate the tree of the svn .&lt;br /&gt;
&lt;br /&gt;
*1_Create a folder trunk&lt;br /&gt;
*2_Create a folder trunk\win32 &lt;br /&gt;
*3_Create a folder trunk\vega-vc9&lt;br /&gt;
*43_Create a folder trunk\vegastrike&lt;br /&gt;
&lt;br /&gt;
from there , you are ready to check out the SVN .&lt;br /&gt;
&lt;br /&gt;
*1- Select your folder vega-vc9&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/vega-vc9&lt;br /&gt;
&lt;br /&gt;
*2- Select your folder vegastrike&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/vegastrike&lt;br /&gt;
&lt;br /&gt;
*3- Select your folder win32 &lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/win32&lt;br /&gt;
&lt;br /&gt;
Now your solution vc9 should be ok .&lt;br /&gt;
BUT THE .EXE WILL BE BUILD IN &amp;quot;\trunk\vega-vc9\Release&amp;quot; or &amp;quot;\trunk\vega-vc9\Debug&amp;quot;&lt;br /&gt;
by default . &lt;br /&gt;
&lt;br /&gt;
( you won't be able to run or debug the game , step into etc ... )&lt;br /&gt;
&lt;br /&gt;
So now , go to your project options , in &amp;quot; Linker&amp;quot; , change the output path like this :&lt;br /&gt;
&amp;quot; D:\program\trunk\win32\bin\$(ProjectName).exe &amp;quot;&lt;br /&gt;
&lt;br /&gt;
( change D:\program\trunk\ by your path  :wink: )&lt;br /&gt;
&lt;br /&gt;
Almost ended .&lt;br /&gt;
&lt;br /&gt;
You need to copy the content of your folder &amp;quot;data&amp;quot; in your folder win32\bin&lt;br /&gt;
DON'T FORGET TO UNZIP THE PYTHON 2.7 rar in \win32\bin !&lt;br /&gt;
&lt;br /&gt;
GOOD !&lt;br /&gt;
Enjoy your new Vegastrike programming environment !&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 8.0 (2005 Express)(deprecated)==&lt;br /&gt;
This is left here in case someone wants to attempt a working VC8 build&lt;br /&gt;
Warning: VC8 requires a big download off Microsoft's site.&lt;br /&gt;
&lt;br /&gt;
Microsoft claims that they will continue offering their non-expiring version of VC8 forever, so I guess this will be the main build platform.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that VC8 does something weird with .manifest files, and for official builds, I would suggest VC7 as it seems to be faster, and it lacks compatibility issues.  There are too many forum threads on this to count.&lt;br /&gt;
&lt;br /&gt;
This will work on Windows 2000 or XP (Not sure about 98,95...).&lt;br /&gt;
&lt;br /&gt;
# You have two download choices:&lt;br /&gt;
#* Download the standard install: http://msdn.microsoft.com/vstudio/express/visualc/download/ and register (free but requires an E-mail and filling in a form)&lt;br /&gt;
#* Download the &amp;quot;manual install&amp;quot; (from a CD image): http://msdn.microsoft.com/vstudio/express/support/install/ (seems to be an ISO image, but looks like it doesn't require registration...)&lt;br /&gt;
# Install the [http://www.microsoft.com/downloads/details.aspx?FamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;displaylang=en#filelist| Windows Platform SDK] ([http://msdn.microsoft.com/library/default.asp?url=/library/EN-US/sdkintro/sdkintro/installing_the_platform_sdk_with_visual_studio.asp Instructions] - [http://www.microsoft.com/downloads/info.aspx?na=47&amp;amp;p=3&amp;amp;SrcDisplayLang=en&amp;amp;SrcCategoryId=&amp;amp;SrcFamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;u=details.aspx%3ffamilyid%3dD8EECD75-1FC4-49E5-BC66-9DA2B03D9B92%26displaylang%3den FULL ISO version(395MB)]). A [http://www.microsoft.com/downloads/details.aspx?FamilyID=0baf2b35-c656-4969-ace8-e4c0c0716adb&amp;amp;DisplayLang=en more recent SDK] for Windows XP SP2 exists, but it has not been tested with VS (yet.)&lt;br /&gt;
# In Visual C++ 8.0 (2005 Express), under Tools...Options...Visual C++ Directories, add an Include directory for C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include and an Include directory for C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include\mfc. If you forget this step, the build will not be able to find windows.h, basetsd.h, and afxres.h and will throw fatal errors.&lt;br /&gt;
# You should not need the [http://www.microsoft.com/downloads/details.aspx?FamilyID=EDB98FFA-A59C-4C23-9B92-BA304F188314&amp;amp;displaylang=en DirectX SDK] (337MB) to compile VS, but it may be required to compile OGRE in the future.&lt;br /&gt;
# Disable Intellisense: Microsoft provides no GUI for this, but it is recommended unless you want to eat up twice the RAM and wait 10-20 seconds between saving each file.&lt;br /&gt;
#* Browse to your VC8 install.&lt;br /&gt;
#* Go to the VC/vcpackages folders and rename the &amp;quot;feacp&amp;quot; DLL file to anything else like &amp;quot;feacp_backup.dll&amp;quot;.  This should not break anything... it will only disable IntelliSense.&lt;br /&gt;
# Checkout the Vegastrike project as described earlier.&lt;br /&gt;
# Open the &amp;quot;vega-vc8&amp;quot; project using the IDE.&lt;br /&gt;
# The compilation should go for the most part smoothly.  If you encounter any problems, please tell us in the [http://forums.vega-strike.org/ forum] or specifically on [http://forums.vega-strike.org/viewtopic.php?t=6251 this thread].&lt;br /&gt;
#* Note that Debug versions will be very slow (I get 5 frames/second on my Pentium3 1GHz machine using debug VS).&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 8.0(2005 Express) plus the Code::Blocks IDE (deprecated)==&lt;br /&gt;
You can download Visual C++ 8.0(2005 Express) after you acquired a vcsetup.exe for Visual C++ 8.0. These are still being offered on some download sites.&lt;br /&gt;
The main advantages of Visual C++ 8.0 over later versions are that it works for older OSes like Windows 2000 and that there is a vegastrike project file for it, which you can check out from svn as vega-vc8.&lt;br /&gt;
You will also need an SDK, I used the Platform SDK PSDK-x86.exe (1.3 MB) which you can find with the query “Windows Server 2003 Platform SDK Web” in a search engine.&lt;br /&gt;
You will need to enable internet explorer for a minute as the default browser to install the PSDK.&lt;br /&gt;
Also try to get the vcredist_x86.exe for Visual C++ 8.0(2005 Express) if you want to share your vegastrike binary with others.&lt;br /&gt;
You can acquire the code::block development environment from www.codeblocks.org.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You might want to make a copy of your SVN checkout tree now, to have a clean copy just in case of the code in VegaStrike/ and the project files in vega-vc8/&lt;br /&gt;
Start code::blocks, choose VC2005/2008 as default tool chain and import the .sln solution file from vega-vc8 into a workspace. Use the vc8 2005/2008 compiler.&lt;br /&gt;
Double click the vegastrike project so that it is selected in bold. Go to Project/Build options and add /EHsc to vegastrike in other compiler options, remove /W from all projects and choose a warning level you like instead for each compiling option, like /W1 for release and /W3 for a debug build.&lt;br /&gt;
I have only tried the Win32 and Win32 debug buildsYou will notice that the debug build sets other libraries in linker settings. Basically the left side of the settings is used to include libraries while the right side is used to NOT include the default libraries. Some people have reported that they need to add &amp;quot;/NODEFAULTLIB:libcmt&amp;quot; manually there to exclude libcmt from being linked which results in a conflict.(I also removed /ZI and added insted on the left side /Zi /D_DEBUG to have debug symbols, I'm not sure which is better). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You need to edit the file Resources.rc to read&amp;lt;br&amp;gt;&lt;br /&gt;
 #include &amp;amp;lt;WinResrc.h&amp;amp;gt;&lt;br /&gt;
instead of&amp;lt;br&amp;gt;&lt;br /&gt;
 #include &amp;quot;afxres.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you should discover a problem with the PNG or Python libraries, or simply want to try out newer ones, recall that each of these libraries/dlls needs to be one built with the same compiler you use for vegastrike.&lt;br /&gt;
Be warned that for libpng-1.2.34 the optimized build does not work, while the debug build(without any optimization) works with the vc8 compiler.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also choose where the binaries you produced end up, but I left it to default settings which is in the ../win32/bin directory, thats right aside ../VegaStrike.&lt;br /&gt;
Finally I took the executable, which is named vegastrikeR.exe for the release version, and all other files produced and placed them into the directory structure of an old VegaStrike install.&lt;br /&gt;
Running vegaStrike produced errors, which meant I had to resolve them by checking out the directories bases,mission,programs,sounds/missions,techniques and textures directories from SVN using the repository browser. (I think you can even do without some of these.)&lt;br /&gt;
Copying the directories into and over the directory tree of the old install produced a working binary.&lt;br /&gt;
At least it works as far as I know - I didn't get to test much yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can debug programs in the VC++ IDE by creating a new project and adding an executable as a subproject.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Visual Studio 7.x (deprecated)==&lt;br /&gt;
&lt;br /&gt;
===Compiling from the command line with Visual Studio===&lt;br /&gt;
Here is a batch file that could be used to checkout everything and then compile all projects (copy and paste in &amp;lt;code&amp;gt;makeall.bat&amp;lt;/code&amp;gt;), if you were going somewhere for a few hours and wanted to get a working project when you got back:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@echo off&lt;br /&gt;
mkdir vegastrike&lt;br /&gt;
cd vegastrike&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vega-vc7&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/&lt;br /&gt;
cd vega-vc7&lt;br /&gt;
echo Building project...&lt;br /&gt;
&amp;quot;C:\VC7\Common7\IDE\devenv.exe&amp;quot; vegastrike.sln /BUILD Debug&lt;br /&gt;
cd ..&lt;br /&gt;
cd ..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': You must replace the &amp;quot;&amp;lt;code&amp;gt;C:\vc7&amp;lt;/code&amp;gt;&amp;quot; with the directory where you installed visual c++ 7 and replace the &amp;quot;&amp;lt;code&amp;gt;Debug&amp;lt;/code&amp;gt;&amp;quot; on the same line with &amp;quot;&amp;lt;code&amp;gt;Release&amp;lt;/code&amp;gt;&amp;quot; if you want a release build.&lt;br /&gt;
&lt;br /&gt;
===Compiling with the Visual Studio GUI (deprecated)===&lt;br /&gt;
''(This is written with Visual C++ .NET Standard in mind)''&lt;br /&gt;
&lt;br /&gt;
Once you have checked out the vegastrike and vega-vc7 modules from [[HowTo:Checkout CVS|CVS]], use Visual Studio to open vegastrike.sln, found in the vega-vc7 directory. When compiling for release, select &amp;quot;Release Boost 131&amp;quot; from the drop-down menu on the toolbar. Right-click on the &amp;quot;vegastrike&amp;quot; project in the &amp;quot;solution explorer&amp;quot; sidebar, and then select &amp;quot;Build&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ Toolkit 2003==&lt;br /&gt;
This is a [http://msdn.microsoft.com/visualc/vctoolkit2003/ free download] from Microsoft, and is the same compiler and linker as Visual Studio 2003.&lt;br /&gt;
&lt;br /&gt;
Note, you must have Windows XP or 2000 in order to install the toolkit. (formerly said only Windows XP, but this is not true according to their download page)&lt;br /&gt;
&lt;br /&gt;
===Downloads===&lt;br /&gt;
* Install the [http://msdn.microsoft.com/visualc/vctoolkit2003/ Visual C++ Toolkit 2003] from the Microsoft web site. &lt;br /&gt;
* Install the [http://www.microsoft.com/msdownload/platformsdk/sdkupdate Windows Platform SDK] from the Microsoft web site. You can take any of the 3 versions available.&lt;br /&gt;
* Install the [http://www.codeblocks.org/downloads.shtml Code::Blocks] (alternative download site on [http://prdownloads.sourceforge.net/codeblocks/ Sourceforge]). You can take the full version or the core only, since we will use the VS 2003 TK. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Configuring Code::Blocks===&lt;br /&gt;
* Run CodeBlocks. The first time you install it, you will be listed with a set of compilers. Select Microsoft Visual C++ Toolkit, and click '''Set As Default'''. &lt;br /&gt;
* For configuration you have to include the location of the Windows Platform SDK.  Go to '''Settings''' -&amp;gt; '''Compiler''' in the menu. Click the '''Directories''' tab.  Add the directory &amp;quot;&amp;lt;code&amp;gt;C:\Program Files\Microsoft SDK\bin&amp;lt;/code&amp;gt;&amp;quot; to the Resource Compiler tab.&lt;br /&gt;
&lt;br /&gt;
===Compiling with Code::Blocks and Visual C++ Toolkit===&lt;br /&gt;
Once you have checked out the vegastrike and vega-vc7 modules from [[HowTo:Checkout CVS|CVS]], import the vegastrike.sln file, found in the vega-vc7 directory into Code::Blocks using '''Project-&amp;gt;Import-&amp;gt;MS Visual Studio Solution''' in the menu.&lt;br /&gt;
&lt;br /&gt;
===Note (CVS version as of 14 Nov 2005===&lt;br /&gt;
Using the most recent CVS versions (and 2003/Runtime versions from Microsoft) I had to remove /W from the build options '''Project Build Options &amp;gt; Compiler Options &amp;gt; Other Options'''&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 6.0 (deprecated)==&lt;br /&gt;
As of the end of December, 2005, VegaStrike has dropped compatibility for VC 6 because of the new OGRE rendering engine.&lt;br /&gt;
&lt;br /&gt;
VC 6 users can grab a free copy of VC 8 (Visual Studio 2005 Express) off the Microsoft site, and follow the directions below to compile.&lt;br /&gt;
===Compiling using VC 6===&lt;br /&gt;
Until the OGRE port is finished, VC 6 will still compile, so you can try it if VC8 won't work for you.&lt;br /&gt;
&lt;br /&gt;
First, check out all the modules above.&lt;br /&gt;
&lt;br /&gt;
Then from the MSDEV IDE, open the &amp;quot;vegastrike.dsw&amp;quot; project inside vega-proj, and compile.  You will want to use Debug or Release configurations for a standard build. (The Boost 129 builds are permanently broken, and GLUT doesn't work very well as far as I know)&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
* [[HowTo:Checkout SVN|Checking out SVN]]&lt;br /&gt;
* [http://www.codeblocks.org Code:Blocks IDE]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN|Checkout SVN]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Cygwin Compiling|Cygwin Compiling]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|VCpp Compiling]]&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=DEPENDENCIES_FOR_VISUAL_STUDIO_(_WIndows_)&amp;diff=19705</id>
		<title>DEPENDENCIES FOR VISUAL STUDIO ( WIndows )</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=DEPENDENCIES_FOR_VISUAL_STUDIO_(_WIndows_)&amp;diff=19705"/>
				<updated>2014-02-23T23:05:04Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: update to 0.5.2 state&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here we need to talk about all libs used in a Vega Strike project under windows .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== VS 0.5.2 dependencies :==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{FIXME}} ( todo list all the dependencies )&lt;br /&gt;
&lt;br /&gt;
*DATA &lt;br /&gt;
needed to run the .exe :&lt;br /&gt;
&lt;br /&gt;
 http://svn.code.sf.net/p/vegastrike/code/trunk/data&lt;br /&gt;
 Copy the content in yourLocalProject/Win32/Bin/Modules &lt;br /&gt;
&lt;br /&gt;
*PYTHON 2.7&lt;br /&gt;
The correct python package for vc9 is included in :&lt;br /&gt;
&lt;br /&gt;
 http://svn.code.sf.net/p/vegastrike/code/trunk/data&lt;br /&gt;
 Must be unzipped in yourLocalProject/Win32/Bin/Modules&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:VCPP_Compiling&amp;diff=19704</id>
		<title>HowTo:VCPP Compiling</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:VCPP_Compiling&amp;diff=19704"/>
				<updated>2014-02-23T08:02:38Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: /* Visual C++ 9.0 (2008 Express) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN (Ubuntu Linux)|Checkout SVN (Ubuntu Linux)]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Cygwin Compiling|Cygwin Compiling]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{attention}}&lt;br /&gt;
=Compiling under Visual C++=&lt;br /&gt;
First, [[HowTo:Checkout_SVN|check out the SVN modules]].&lt;br /&gt;
&lt;br /&gt;
When using another module (e.g. &amp;lt;code&amp;gt;vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;vssetup&amp;lt;/code&amp;gt;), they should be placed in the directory above &amp;lt;code&amp;gt;vega-vc&amp;lt;/code&amp;gt; in the directory tree.&lt;br /&gt;
&lt;br /&gt;
For example, when you want to checkout Vegastrike, you may make a &amp;lt;code&amp;gt;Vegastrike&amp;lt;/code&amp;gt; directory and from there, checkout &amp;lt;code&amp;gt;vega-vc9&amp;lt;/code&amp;gt; for all Visual C++ editions, &amp;lt;code&amp;gt;vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; ALL from this directory.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/&amp;lt;/code&amp;gt; - base directory.&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vegastrike/&amp;lt;/code&amp;gt; - The stuff from the vegastrike module (the actual code)&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-proj/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 6.x) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc7/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 7.x) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc8/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 8.0) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc9/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 9.0 and higher)&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/win32/&amp;lt;/code&amp;gt; - The newer version of data.  Until the change is made in the Vegastrike project setting binaries will be create in vega-vc9/Release or vega-vc9/Debug. &amp;lt;strike&amp;gt;Binaries will be compiled into the bin directory, so it should be here in the tree if you do not want to edit project settings.&amp;lt;/strike&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Here is a list of every project included for SVN compilation that is used:&lt;br /&gt;
* vegastrike (&amp;lt;code&amp;gt;Vegastrike.exe&amp;lt;/code&amp;gt;) - '''VegaStrike binary'''&lt;br /&gt;
* vsserver (&amp;lt;code&amp;gt;vegaserver.exe&amp;lt;/code&amp;gt;) - VegaStrike server&lt;br /&gt;
* vssetup (&amp;lt;code&amp;gt;Setup.exe&amp;lt;/code&amp;gt;) - The main Setup program--doesn't change much, so you can use the binary directly from SVN.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 11.x (Visual Studio Express 2012)==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}} Write Me - Until specific instructions are written by someone knowledgeable, follow information for previous versions and supplement it with up to date information about compiling from the forums. &lt;br /&gt;
&lt;br /&gt;
==Visual C++ 10.0 (2010 Express)==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}}Currently there are no working project files for VC10. This will be changing in the near future so please be patient. For now just copy everything from the &amp;lt;code&amp;gt;trunk/vega-vc9&amp;lt;/code&amp;gt; folder into a newly created vega-vc10 folder and convert the VC9 project files.&lt;br /&gt;
&lt;br /&gt;
You can download a copy of VC10 Express from [http://www.microsoft.com/express/download/ Download Visual Studio Express].&lt;br /&gt;
If you encounter any issues post a new topic in the [http://forums.vega-strike.org/viewforum.php?f=5 Compiling Problems] forum.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 9.0 (2008 Express)==&lt;br /&gt;
&lt;br /&gt;
This is likely only for Windows XP SP3 and Vista (so probably not Windows 2000). Apparently no Platform SDK is necessary. Note that it is required that the local file and directory structure is identical to the one on SVN. You need to checkout the following: &amp;lt;code&amp;gt;trunk/vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trunk/vega-vc9&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trunk/win32&amp;lt;/code&amp;gt;. If the above is wrong you will need to download the 2008 SDK or higher.&lt;br /&gt;
&lt;br /&gt;
# [http://www.microsoft.com/express/download/ Download Visual C++ 2008 Express Edition].&lt;br /&gt;
# Make sure you are logged on as admin. Otherwise the VC++ 2008 EE installation will fail. Run the installer, uncheck all the boxes on each page if you want a lighter download. It will do everything on it's own then ask to reboot.&lt;br /&gt;
# To update for Python 2.7 you will need to download the latest 2.7 source release: [http://www.python.org/download/ Download latest source Python 2.7]&lt;br /&gt;
       or directly [http://www.python.org/download/releases/2.7.6// www.python.org/download/releases/2.7.6]&lt;br /&gt;
# Compile Python using their &amp;lt;code&amp;gt;Python-2.7.1\PCbuild\pcbuild.sln&amp;lt;/code&amp;gt; solution file. Make sure it works (&amp;lt;code&amp;gt;python.exe&amp;lt;/code&amp;gt; starts up).&lt;br /&gt;
# Substitute the corresponding Python 2.7 files from &amp;lt;code&amp;gt;Python-2.7.1\PCbuild&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Python-2.7.1\include&amp;lt;/code&amp;gt;. Python also requires a &amp;lt;code&amp;gt;pyconfig.h&amp;lt;/code&amp;gt; inside your &amp;lt;code&amp;gt;vega-vc9\include\python&amp;lt;/code&amp;gt;, you can copy it from &amp;lt;code&amp;gt;Python-2.7.1\PC&amp;lt;/code&amp;gt;.&lt;br /&gt;
# In VC++ 2008 EE, update the vegastrike project properties: in configuration properties -&amp;gt; linker -&amp;gt; input -&amp;gt; additional dependencies, change the python version to 2.7. (It should be the last one in the list.)&lt;br /&gt;
# Apply the &amp;lt;code&amp;gt;VCExpress.diff&amp;lt;/code&amp;gt; to fix the resource file for use with Visual C++ Express.&lt;br /&gt;
# Vegastrike should now build normally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Update --[[User:Ezee|Ezee]] 19:39, 22 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
I had a lot of troubles to compile , link and run the program !&lt;br /&gt;
&lt;br /&gt;
So this is how to obtain a working version of Vegastrike 0.5.2 from the SVN &lt;br /&gt;
&lt;br /&gt;
( with turtoise )&lt;br /&gt;
&lt;br /&gt;
YOU MUST CREATE FIRST THE EMPTY FOLDERS IN YOUR COMPUTER :&lt;br /&gt;
&lt;br /&gt;
The idea is to recreate the tree of the svn .&lt;br /&gt;
&lt;br /&gt;
*1_Create a folder trunk&lt;br /&gt;
*2_Create a folder trunk\win32 &lt;br /&gt;
*3_Create a folder trunk\data&lt;br /&gt;
*3_Create a folder trunk\vega-vc9&lt;br /&gt;
*3_Create a folder trunk\vegastrike&lt;br /&gt;
&lt;br /&gt;
from there , you are ready to check out the SVN .&lt;br /&gt;
&lt;br /&gt;
*1- Select your folder vega-vc9&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/vega-vc9&lt;br /&gt;
&lt;br /&gt;
*2- Select your folder vegastrike&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/vegastrike&lt;br /&gt;
&lt;br /&gt;
*3- Select your folder data&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/data&lt;br /&gt;
&lt;br /&gt;
*4- Select your folder win32 &lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/win32&lt;br /&gt;
&lt;br /&gt;
Now your solution vc9 should be ok .&lt;br /&gt;
BUT THE .EXE WILL BE BUILD IN &amp;quot;\trunk\vega-vc9\Release&amp;quot; or &amp;quot;\trunk\vega-vc9\Debug&amp;quot;&lt;br /&gt;
by default . &lt;br /&gt;
&lt;br /&gt;
( you won't be able to run or debug the game , step into etc ... )&lt;br /&gt;
&lt;br /&gt;
So now , go to your project options , in &amp;quot; Linker&amp;quot; , change the output path like this :&lt;br /&gt;
&amp;quot; D:\program\trunk\win32\bin\$(ProjectName).exe &amp;quot;&lt;br /&gt;
&lt;br /&gt;
( change D:\program\trunk\ by your path  :wink: )&lt;br /&gt;
&lt;br /&gt;
Almost ended .&lt;br /&gt;
&lt;br /&gt;
You need to copy the content of your folder &amp;quot;data&amp;quot; in your folder win32\bin&lt;br /&gt;
DON'T FORGET TO UNZIP THE PYTHON 2.7 rar in \win32\bin !&lt;br /&gt;
&lt;br /&gt;
GOOD !&lt;br /&gt;
Enjoy your new Vegastrike programming environment !&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 8.0 (2005 Express)(deprecated)==&lt;br /&gt;
This is left here in case someone wants to attempt a working VC8 build&lt;br /&gt;
Warning: VC8 requires a big download off Microsoft's site.&lt;br /&gt;
&lt;br /&gt;
Microsoft claims that they will continue offering their non-expiring version of VC8 forever, so I guess this will be the main build platform.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that VC8 does something weird with .manifest files, and for official builds, I would suggest VC7 as it seems to be faster, and it lacks compatibility issues.  There are too many forum threads on this to count.&lt;br /&gt;
&lt;br /&gt;
This will work on Windows 2000 or XP (Not sure about 98,95...).&lt;br /&gt;
&lt;br /&gt;
# You have two download choices:&lt;br /&gt;
#* Download the standard install: http://msdn.microsoft.com/vstudio/express/visualc/download/ and register (free but requires an E-mail and filling in a form)&lt;br /&gt;
#* Download the &amp;quot;manual install&amp;quot; (from a CD image): http://msdn.microsoft.com/vstudio/express/support/install/ (seems to be an ISO image, but looks like it doesn't require registration...)&lt;br /&gt;
# Install the [http://www.microsoft.com/downloads/details.aspx?FamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;displaylang=en#filelist| Windows Platform SDK] ([http://msdn.microsoft.com/library/default.asp?url=/library/EN-US/sdkintro/sdkintro/installing_the_platform_sdk_with_visual_studio.asp Instructions] - [http://www.microsoft.com/downloads/info.aspx?na=47&amp;amp;p=3&amp;amp;SrcDisplayLang=en&amp;amp;SrcCategoryId=&amp;amp;SrcFamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;u=details.aspx%3ffamilyid%3dD8EECD75-1FC4-49E5-BC66-9DA2B03D9B92%26displaylang%3den FULL ISO version(395MB)]). A [http://www.microsoft.com/downloads/details.aspx?FamilyID=0baf2b35-c656-4969-ace8-e4c0c0716adb&amp;amp;DisplayLang=en more recent SDK] for Windows XP SP2 exists, but it has not been tested with VS (yet.)&lt;br /&gt;
# In Visual C++ 8.0 (2005 Express), under Tools...Options...Visual C++ Directories, add an Include directory for C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include and an Include directory for C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include\mfc. If you forget this step, the build will not be able to find windows.h, basetsd.h, and afxres.h and will throw fatal errors.&lt;br /&gt;
# You should not need the [http://www.microsoft.com/downloads/details.aspx?FamilyID=EDB98FFA-A59C-4C23-9B92-BA304F188314&amp;amp;displaylang=en DirectX SDK] (337MB) to compile VS, but it may be required to compile OGRE in the future.&lt;br /&gt;
# Disable Intellisense: Microsoft provides no GUI for this, but it is recommended unless you want to eat up twice the RAM and wait 10-20 seconds between saving each file.&lt;br /&gt;
#* Browse to your VC8 install.&lt;br /&gt;
#* Go to the VC/vcpackages folders and rename the &amp;quot;feacp&amp;quot; DLL file to anything else like &amp;quot;feacp_backup.dll&amp;quot;.  This should not break anything... it will only disable IntelliSense.&lt;br /&gt;
# Checkout the Vegastrike project as described earlier.&lt;br /&gt;
# Open the &amp;quot;vega-vc8&amp;quot; project using the IDE.&lt;br /&gt;
# The compilation should go for the most part smoothly.  If you encounter any problems, please tell us in the [http://forums.vega-strike.org/ forum] or specifically on [http://forums.vega-strike.org/viewtopic.php?t=6251 this thread].&lt;br /&gt;
#* Note that Debug versions will be very slow (I get 5 frames/second on my Pentium3 1GHz machine using debug VS).&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 8.0(2005 Express) plus the Code::Blocks IDE (deprecated)==&lt;br /&gt;
You can download Visual C++ 8.0(2005 Express) after you acquired a vcsetup.exe for Visual C++ 8.0. These are still being offered on some download sites.&lt;br /&gt;
The main advantages of Visual C++ 8.0 over later versions are that it works for older OSes like Windows 2000 and that there is a vegastrike project file for it, which you can check out from svn as vega-vc8.&lt;br /&gt;
You will also need an SDK, I used the Platform SDK PSDK-x86.exe (1.3 MB) which you can find with the query “Windows Server 2003 Platform SDK Web” in a search engine.&lt;br /&gt;
You will need to enable internet explorer for a minute as the default browser to install the PSDK.&lt;br /&gt;
Also try to get the vcredist_x86.exe for Visual C++ 8.0(2005 Express) if you want to share your vegastrike binary with others.&lt;br /&gt;
You can acquire the code::block development environment from www.codeblocks.org.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You might want to make a copy of your SVN checkout tree now, to have a clean copy just in case of the code in VegaStrike/ and the project files in vega-vc8/&lt;br /&gt;
Start code::blocks, choose VC2005/2008 as default tool chain and import the .sln solution file from vega-vc8 into a workspace. Use the vc8 2005/2008 compiler.&lt;br /&gt;
Double click the vegastrike project so that it is selected in bold. Go to Project/Build options and add /EHsc to vegastrike in other compiler options, remove /W from all projects and choose a warning level you like instead for each compiling option, like /W1 for release and /W3 for a debug build.&lt;br /&gt;
I have only tried the Win32 and Win32 debug buildsYou will notice that the debug build sets other libraries in linker settings. Basically the left side of the settings is used to include libraries while the right side is used to NOT include the default libraries. Some people have reported that they need to add &amp;quot;/NODEFAULTLIB:libcmt&amp;quot; manually there to exclude libcmt from being linked which results in a conflict.(I also removed /ZI and added insted on the left side /Zi /D_DEBUG to have debug symbols, I'm not sure which is better). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You need to edit the file Resources.rc to read&amp;lt;br&amp;gt;&lt;br /&gt;
 #include &amp;amp;lt;WinResrc.h&amp;amp;gt;&lt;br /&gt;
instead of&amp;lt;br&amp;gt;&lt;br /&gt;
 #include &amp;quot;afxres.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you should discover a problem with the PNG or Python libraries, or simply want to try out newer ones, recall that each of these libraries/dlls needs to be one built with the same compiler you use for vegastrike.&lt;br /&gt;
Be warned that for libpng-1.2.34 the optimized build does not work, while the debug build(without any optimization) works with the vc8 compiler.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also choose where the binaries you produced end up, but I left it to default settings which is in the ../win32/bin directory, thats right aside ../VegaStrike.&lt;br /&gt;
Finally I took the executable, which is named vegastrikeR.exe for the release version, and all other files produced and placed them into the directory structure of an old VegaStrike install.&lt;br /&gt;
Running vegaStrike produced errors, which meant I had to resolve them by checking out the directories bases,mission,programs,sounds/missions,techniques and textures directories from SVN using the repository browser. (I think you can even do without some of these.)&lt;br /&gt;
Copying the directories into and over the directory tree of the old install produced a working binary.&lt;br /&gt;
At least it works as far as I know - I didn't get to test much yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can debug programs in the VC++ IDE by creating a new project and adding an executable as a subproject.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Visual Studio 7.x (deprecated)==&lt;br /&gt;
&lt;br /&gt;
===Compiling from the command line with Visual Studio===&lt;br /&gt;
Here is a batch file that could be used to checkout everything and then compile all projects (copy and paste in &amp;lt;code&amp;gt;makeall.bat&amp;lt;/code&amp;gt;), if you were going somewhere for a few hours and wanted to get a working project when you got back:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@echo off&lt;br /&gt;
mkdir vegastrike&lt;br /&gt;
cd vegastrike&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vega-vc7&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/&lt;br /&gt;
cd vega-vc7&lt;br /&gt;
echo Building project...&lt;br /&gt;
&amp;quot;C:\VC7\Common7\IDE\devenv.exe&amp;quot; vegastrike.sln /BUILD Debug&lt;br /&gt;
cd ..&lt;br /&gt;
cd ..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': You must replace the &amp;quot;&amp;lt;code&amp;gt;C:\vc7&amp;lt;/code&amp;gt;&amp;quot; with the directory where you installed visual c++ 7 and replace the &amp;quot;&amp;lt;code&amp;gt;Debug&amp;lt;/code&amp;gt;&amp;quot; on the same line with &amp;quot;&amp;lt;code&amp;gt;Release&amp;lt;/code&amp;gt;&amp;quot; if you want a release build.&lt;br /&gt;
&lt;br /&gt;
===Compiling with the Visual Studio GUI (deprecated)===&lt;br /&gt;
''(This is written with Visual C++ .NET Standard in mind)''&lt;br /&gt;
&lt;br /&gt;
Once you have checked out the vegastrike and vega-vc7 modules from [[HowTo:Checkout CVS|CVS]], use Visual Studio to open vegastrike.sln, found in the vega-vc7 directory. When compiling for release, select &amp;quot;Release Boost 131&amp;quot; from the drop-down menu on the toolbar. Right-click on the &amp;quot;vegastrike&amp;quot; project in the &amp;quot;solution explorer&amp;quot; sidebar, and then select &amp;quot;Build&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ Toolkit 2003==&lt;br /&gt;
This is a [http://msdn.microsoft.com/visualc/vctoolkit2003/ free download] from Microsoft, and is the same compiler and linker as Visual Studio 2003.&lt;br /&gt;
&lt;br /&gt;
Note, you must have Windows XP or 2000 in order to install the toolkit. (formerly said only Windows XP, but this is not true according to their download page)&lt;br /&gt;
&lt;br /&gt;
===Downloads===&lt;br /&gt;
* Install the [http://msdn.microsoft.com/visualc/vctoolkit2003/ Visual C++ Toolkit 2003] from the Microsoft web site. &lt;br /&gt;
* Install the [http://www.microsoft.com/msdownload/platformsdk/sdkupdate Windows Platform SDK] from the Microsoft web site. You can take any of the 3 versions available.&lt;br /&gt;
* Install the [http://www.codeblocks.org/downloads.shtml Code::Blocks] (alternative download site on [http://prdownloads.sourceforge.net/codeblocks/ Sourceforge]). You can take the full version or the core only, since we will use the VS 2003 TK. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Configuring Code::Blocks===&lt;br /&gt;
* Run CodeBlocks. The first time you install it, you will be listed with a set of compilers. Select Microsoft Visual C++ Toolkit, and click '''Set As Default'''. &lt;br /&gt;
* For configuration you have to include the location of the Windows Platform SDK.  Go to '''Settings''' -&amp;gt; '''Compiler''' in the menu. Click the '''Directories''' tab.  Add the directory &amp;quot;&amp;lt;code&amp;gt;C:\Program Files\Microsoft SDK\bin&amp;lt;/code&amp;gt;&amp;quot; to the Resource Compiler tab.&lt;br /&gt;
&lt;br /&gt;
===Compiling with Code::Blocks and Visual C++ Toolkit===&lt;br /&gt;
Once you have checked out the vegastrike and vega-vc7 modules from [[HowTo:Checkout CVS|CVS]], import the vegastrike.sln file, found in the vega-vc7 directory into Code::Blocks using '''Project-&amp;gt;Import-&amp;gt;MS Visual Studio Solution''' in the menu.&lt;br /&gt;
&lt;br /&gt;
===Note (CVS version as of 14 Nov 2005===&lt;br /&gt;
Using the most recent CVS versions (and 2003/Runtime versions from Microsoft) I had to remove /W from the build options '''Project Build Options &amp;gt; Compiler Options &amp;gt; Other Options'''&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 6.0 (deprecated)==&lt;br /&gt;
As of the end of December, 2005, VegaStrike has dropped compatibility for VC 6 because of the new OGRE rendering engine.&lt;br /&gt;
&lt;br /&gt;
VC 6 users can grab a free copy of VC 8 (Visual Studio 2005 Express) off the Microsoft site, and follow the directions below to compile.&lt;br /&gt;
===Compiling using VC 6===&lt;br /&gt;
Until the OGRE port is finished, VC 6 will still compile, so you can try it if VC8 won't work for you.&lt;br /&gt;
&lt;br /&gt;
First, check out all the modules above.&lt;br /&gt;
&lt;br /&gt;
Then from the MSDEV IDE, open the &amp;quot;vegastrike.dsw&amp;quot; project inside vega-proj, and compile.  You will want to use Debug or Release configurations for a standard build. (The Boost 129 builds are permanently broken, and GLUT doesn't work very well as far as I know)&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
* [[HowTo:Checkout SVN|Checking out SVN]]&lt;br /&gt;
* [http://www.codeblocks.org Code:Blocks IDE]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN|Checkout SVN]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Cygwin Compiling|Cygwin Compiling]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|VCpp Compiling]]&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:VCPP_Compiling&amp;diff=19703</id>
		<title>HowTo:VCPP Compiling</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:VCPP_Compiling&amp;diff=19703"/>
				<updated>2014-02-22T19:44:21Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: /* Visual C++ 9.0 (2008 Express) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN (Ubuntu Linux)|Checkout SVN (Ubuntu Linux)]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Cygwin Compiling|Cygwin Compiling]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{attention}}&lt;br /&gt;
=Compiling under Visual C++=&lt;br /&gt;
First, [[HowTo:Checkout_SVN|check out the SVN modules]].&lt;br /&gt;
&lt;br /&gt;
When using another module (e.g. &amp;lt;code&amp;gt;vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;vssetup&amp;lt;/code&amp;gt;), they should be placed in the directory above &amp;lt;code&amp;gt;vega-vc&amp;lt;/code&amp;gt; in the directory tree.&lt;br /&gt;
&lt;br /&gt;
For example, when you want to checkout Vegastrike, you may make a &amp;lt;code&amp;gt;Vegastrike&amp;lt;/code&amp;gt; directory and from there, checkout &amp;lt;code&amp;gt;vega-vc9&amp;lt;/code&amp;gt; for all Visual C++ editions, &amp;lt;code&amp;gt;vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; ALL from this directory.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/&amp;lt;/code&amp;gt; - base directory.&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vegastrike/&amp;lt;/code&amp;gt; - The stuff from the vegastrike module (the actual code)&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-proj/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 6.x) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc7/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 7.x) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc8/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 8.0) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc9/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 9.0 and higher)&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/win32/&amp;lt;/code&amp;gt; - The newer version of data.  Until the change is made in the Vegastrike project setting binaries will be create in vega-vc9/Release or vega-vc9/Debug. &amp;lt;strike&amp;gt;Binaries will be compiled into the bin directory, so it should be here in the tree if you do not want to edit project settings.&amp;lt;/strike&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Here is a list of every project included for SVN compilation that is used:&lt;br /&gt;
* vegastrike (&amp;lt;code&amp;gt;Vegastrike.exe&amp;lt;/code&amp;gt;) - '''VegaStrike binary'''&lt;br /&gt;
* vsserver (&amp;lt;code&amp;gt;vegaserver.exe&amp;lt;/code&amp;gt;) - VegaStrike server&lt;br /&gt;
* vssetup (&amp;lt;code&amp;gt;Setup.exe&amp;lt;/code&amp;gt;) - The main Setup program--doesn't change much, so you can use the binary directly from SVN.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 11.x (Visual Studio Express 2012)==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}} Write Me - Until specific instructions are written by someone knowledgeable, follow information for previous versions and supplement it with up to date information about compiling from the forums. &lt;br /&gt;
&lt;br /&gt;
==Visual C++ 10.0 (2010 Express)==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}}Currently there are no working project files for VC10. This will be changing in the near future so please be patient. For now just copy everything from the &amp;lt;code&amp;gt;trunk/vega-vc9&amp;lt;/code&amp;gt; folder into a newly created vega-vc10 folder and convert the VC9 project files.&lt;br /&gt;
&lt;br /&gt;
You can download a copy of VC10 Express from [http://www.microsoft.com/express/download/ Download Visual Studio Express].&lt;br /&gt;
If you encounter any issues post a new topic in the [http://forums.vega-strike.org/viewforum.php?f=5 Compiling Problems] forum.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 9.0 (2008 Express)==&lt;br /&gt;
&lt;br /&gt;
This is likely only for Windows XP SP3 and Vista (so probably not Windows 2000). Apparently no Platform SDK is necessary. Note that it is required that the local file and directory structure is identical to the one on SVN. You need to checkout the following: &amp;lt;code&amp;gt;trunk/vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trunk/vega-vc9&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trunk/win32&amp;lt;/code&amp;gt;. If the above is wrong you will need to download the 2008 SDK or higher.&lt;br /&gt;
&lt;br /&gt;
# [http://www.microsoft.com/express/download/ Download Visual C++ 2008 Express Edition].&lt;br /&gt;
# Make sure you are logged on as admin. Otherwise the VC++ 2008 EE installation will fail. Run the installer, uncheck all the boxes on each page if you want a lighter download. It will do everything on it's own then ask to reboot.&lt;br /&gt;
# To update for Python 2.7 you will need to download the latest 2.7 source release: [http://www.python.org/download/ Download latest source Python 2.7]&lt;br /&gt;
       or directly [http://www.python.org/download/releases/2.7.6// www.python.org/download/releases/2.7.6]&lt;br /&gt;
# Compile Python using their &amp;lt;code&amp;gt;Python-2.7.1\PCbuild\pcbuild.sln&amp;lt;/code&amp;gt; solution file. Make sure it works (&amp;lt;code&amp;gt;python.exe&amp;lt;/code&amp;gt; starts up).&lt;br /&gt;
# Substitute the corresponding Python 2.7 files from &amp;lt;code&amp;gt;Python-2.7.1\PCbuild&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Python-2.7.1\include&amp;lt;/code&amp;gt;. Python also requires a &amp;lt;code&amp;gt;pyconfig.h&amp;lt;/code&amp;gt; inside your &amp;lt;code&amp;gt;vega-vc9\include\python&amp;lt;/code&amp;gt;, you can copy it from &amp;lt;code&amp;gt;Python-2.7.1\PC&amp;lt;/code&amp;gt;.&lt;br /&gt;
# In VC++ 2008 EE, update the vegastrike project properties: in configuration properties -&amp;gt; linker -&amp;gt; input -&amp;gt; additional dependencies, change the python version to 2.7. (It should be the last one in the list.)&lt;br /&gt;
# Apply the &amp;lt;code&amp;gt;VCExpress.diff&amp;lt;/code&amp;gt; to fix the resource file for use with Visual C++ Express.&lt;br /&gt;
# Vegastrike should now build normally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Update --[[User:Ezee|Ezee]] 19:39, 22 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
I add a lot of troubles to compile , link and run the program !&lt;br /&gt;
&lt;br /&gt;
So this is how to obtain a working version of Vegastrike 0.5.2 from the SVN &lt;br /&gt;
&lt;br /&gt;
( with turtoise )&lt;br /&gt;
&lt;br /&gt;
YOU MUST CREATE FIRST THE EMPTY FOLDERS IN YOUR COMPUTER :&lt;br /&gt;
&lt;br /&gt;
The idea is to recreate the tree of the svn .&lt;br /&gt;
&lt;br /&gt;
*1_Create a folder trunk&lt;br /&gt;
*2_Create a folder trunk\win32 &lt;br /&gt;
*3_Create a folder trunk\data&lt;br /&gt;
*3_Create a folder trunk\vega-vc9&lt;br /&gt;
*3_Create a folder trunk\vegastrike&lt;br /&gt;
&lt;br /&gt;
from there , you are ready to check out the SVN .&lt;br /&gt;
&lt;br /&gt;
*1- Select your folder vega-vc9&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/vega-vc9&lt;br /&gt;
&lt;br /&gt;
*2- Select your folder vegastrike&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/vegastrike&lt;br /&gt;
&lt;br /&gt;
*3- Select your folder data&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/data&lt;br /&gt;
&lt;br /&gt;
*4- Select your folder win32 &lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/win32&lt;br /&gt;
&lt;br /&gt;
Now your solution vc9 should be ok .&lt;br /&gt;
BUT THE .EXE WILL BE BUILD IN &amp;quot;\trunk\vega-vc9\Release&amp;quot; or &amp;quot;\trunk\vega-vc9\Debug&amp;quot;&lt;br /&gt;
by default . &lt;br /&gt;
&lt;br /&gt;
( you won't be able to run or debug the game , step into etc ... )&lt;br /&gt;
&lt;br /&gt;
So now , go to your project options , in &amp;quot; Linker&amp;quot; , change the output path like this :&lt;br /&gt;
&amp;quot; D:\program\trunk\win32\bin\$(ProjectName).exe &amp;quot;&lt;br /&gt;
&lt;br /&gt;
( change D:\program\trunk\ by your path  :wink: )&lt;br /&gt;
&lt;br /&gt;
Almost ended .&lt;br /&gt;
&lt;br /&gt;
You need to copy the content of your folder &amp;quot;data&amp;quot; in your folder win32\bin&lt;br /&gt;
DON'T FORGET TO UNZIP THE PYTHON 2.7 rar in \win32\bin !&lt;br /&gt;
&lt;br /&gt;
GOOD !&lt;br /&gt;
Enjoy your new Vegastrike programming environment !&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 8.0 (2005 Express)(deprecated)==&lt;br /&gt;
This is left here in case someone wants to attempt a working VC8 build&lt;br /&gt;
Warning: VC8 requires a big download off Microsoft's site.&lt;br /&gt;
&lt;br /&gt;
Microsoft claims that they will continue offering their non-expiring version of VC8 forever, so I guess this will be the main build platform.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that VC8 does something weird with .manifest files, and for official builds, I would suggest VC7 as it seems to be faster, and it lacks compatibility issues.  There are too many forum threads on this to count.&lt;br /&gt;
&lt;br /&gt;
This will work on Windows 2000 or XP (Not sure about 98,95...).&lt;br /&gt;
&lt;br /&gt;
# You have two download choices:&lt;br /&gt;
#* Download the standard install: http://msdn.microsoft.com/vstudio/express/visualc/download/ and register (free but requires an E-mail and filling in a form)&lt;br /&gt;
#* Download the &amp;quot;manual install&amp;quot; (from a CD image): http://msdn.microsoft.com/vstudio/express/support/install/ (seems to be an ISO image, but looks like it doesn't require registration...)&lt;br /&gt;
# Install the [http://www.microsoft.com/downloads/details.aspx?FamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;displaylang=en#filelist| Windows Platform SDK] ([http://msdn.microsoft.com/library/default.asp?url=/library/EN-US/sdkintro/sdkintro/installing_the_platform_sdk_with_visual_studio.asp Instructions] - [http://www.microsoft.com/downloads/info.aspx?na=47&amp;amp;p=3&amp;amp;SrcDisplayLang=en&amp;amp;SrcCategoryId=&amp;amp;SrcFamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;u=details.aspx%3ffamilyid%3dD8EECD75-1FC4-49E5-BC66-9DA2B03D9B92%26displaylang%3den FULL ISO version(395MB)]). A [http://www.microsoft.com/downloads/details.aspx?FamilyID=0baf2b35-c656-4969-ace8-e4c0c0716adb&amp;amp;DisplayLang=en more recent SDK] for Windows XP SP2 exists, but it has not been tested with VS (yet.)&lt;br /&gt;
# In Visual C++ 8.0 (2005 Express), under Tools...Options...Visual C++ Directories, add an Include directory for C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include and an Include directory for C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include\mfc. If you forget this step, the build will not be able to find windows.h, basetsd.h, and afxres.h and will throw fatal errors.&lt;br /&gt;
# You should not need the [http://www.microsoft.com/downloads/details.aspx?FamilyID=EDB98FFA-A59C-4C23-9B92-BA304F188314&amp;amp;displaylang=en DirectX SDK] (337MB) to compile VS, but it may be required to compile OGRE in the future.&lt;br /&gt;
# Disable Intellisense: Microsoft provides no GUI for this, but it is recommended unless you want to eat up twice the RAM and wait 10-20 seconds between saving each file.&lt;br /&gt;
#* Browse to your VC8 install.&lt;br /&gt;
#* Go to the VC/vcpackages folders and rename the &amp;quot;feacp&amp;quot; DLL file to anything else like &amp;quot;feacp_backup.dll&amp;quot;.  This should not break anything... it will only disable IntelliSense.&lt;br /&gt;
# Checkout the Vegastrike project as described earlier.&lt;br /&gt;
# Open the &amp;quot;vega-vc8&amp;quot; project using the IDE.&lt;br /&gt;
# The compilation should go for the most part smoothly.  If you encounter any problems, please tell us in the [http://forums.vega-strike.org/ forum] or specifically on [http://forums.vega-strike.org/viewtopic.php?t=6251 this thread].&lt;br /&gt;
#* Note that Debug versions will be very slow (I get 5 frames/second on my Pentium3 1GHz machine using debug VS).&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 8.0(2005 Express) plus the Code::Blocks IDE (deprecated)==&lt;br /&gt;
You can download Visual C++ 8.0(2005 Express) after you acquired a vcsetup.exe for Visual C++ 8.0. These are still being offered on some download sites.&lt;br /&gt;
The main advantages of Visual C++ 8.0 over later versions are that it works for older OSes like Windows 2000 and that there is a vegastrike project file for it, which you can check out from svn as vega-vc8.&lt;br /&gt;
You will also need an SDK, I used the Platform SDK PSDK-x86.exe (1.3 MB) which you can find with the query “Windows Server 2003 Platform SDK Web” in a search engine.&lt;br /&gt;
You will need to enable internet explorer for a minute as the default browser to install the PSDK.&lt;br /&gt;
Also try to get the vcredist_x86.exe for Visual C++ 8.0(2005 Express) if you want to share your vegastrike binary with others.&lt;br /&gt;
You can acquire the code::block development environment from www.codeblocks.org.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You might want to make a copy of your SVN checkout tree now, to have a clean copy just in case of the code in VegaStrike/ and the project files in vega-vc8/&lt;br /&gt;
Start code::blocks, choose VC2005/2008 as default tool chain and import the .sln solution file from vega-vc8 into a workspace. Use the vc8 2005/2008 compiler.&lt;br /&gt;
Double click the vegastrike project so that it is selected in bold. Go to Project/Build options and add /EHsc to vegastrike in other compiler options, remove /W from all projects and choose a warning level you like instead for each compiling option, like /W1 for release and /W3 for a debug build.&lt;br /&gt;
I have only tried the Win32 and Win32 debug buildsYou will notice that the debug build sets other libraries in linker settings. Basically the left side of the settings is used to include libraries while the right side is used to NOT include the default libraries. Some people have reported that they need to add &amp;quot;/NODEFAULTLIB:libcmt&amp;quot; manually there to exclude libcmt from being linked which results in a conflict.(I also removed /ZI and added insted on the left side /Zi /D_DEBUG to have debug symbols, I'm not sure which is better). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You need to edit the file Resources.rc to read&amp;lt;br&amp;gt;&lt;br /&gt;
 #include &amp;amp;lt;WinResrc.h&amp;amp;gt;&lt;br /&gt;
instead of&amp;lt;br&amp;gt;&lt;br /&gt;
 #include &amp;quot;afxres.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you should discover a problem with the PNG or Python libraries, or simply want to try out newer ones, recall that each of these libraries/dlls needs to be one built with the same compiler you use for vegastrike.&lt;br /&gt;
Be warned that for libpng-1.2.34 the optimized build does not work, while the debug build(without any optimization) works with the vc8 compiler.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also choose where the binaries you produced end up, but I left it to default settings which is in the ../win32/bin directory, thats right aside ../VegaStrike.&lt;br /&gt;
Finally I took the executable, which is named vegastrikeR.exe for the release version, and all other files produced and placed them into the directory structure of an old VegaStrike install.&lt;br /&gt;
Running vegaStrike produced errors, which meant I had to resolve them by checking out the directories bases,mission,programs,sounds/missions,techniques and textures directories from SVN using the repository browser. (I think you can even do without some of these.)&lt;br /&gt;
Copying the directories into and over the directory tree of the old install produced a working binary.&lt;br /&gt;
At least it works as far as I know - I didn't get to test much yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can debug programs in the VC++ IDE by creating a new project and adding an executable as a subproject.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Visual Studio 7.x (deprecated)==&lt;br /&gt;
&lt;br /&gt;
===Compiling from the command line with Visual Studio===&lt;br /&gt;
Here is a batch file that could be used to checkout everything and then compile all projects (copy and paste in &amp;lt;code&amp;gt;makeall.bat&amp;lt;/code&amp;gt;), if you were going somewhere for a few hours and wanted to get a working project when you got back:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@echo off&lt;br /&gt;
mkdir vegastrike&lt;br /&gt;
cd vegastrike&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vega-vc7&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/&lt;br /&gt;
cd vega-vc7&lt;br /&gt;
echo Building project...&lt;br /&gt;
&amp;quot;C:\VC7\Common7\IDE\devenv.exe&amp;quot; vegastrike.sln /BUILD Debug&lt;br /&gt;
cd ..&lt;br /&gt;
cd ..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': You must replace the &amp;quot;&amp;lt;code&amp;gt;C:\vc7&amp;lt;/code&amp;gt;&amp;quot; with the directory where you installed visual c++ 7 and replace the &amp;quot;&amp;lt;code&amp;gt;Debug&amp;lt;/code&amp;gt;&amp;quot; on the same line with &amp;quot;&amp;lt;code&amp;gt;Release&amp;lt;/code&amp;gt;&amp;quot; if you want a release build.&lt;br /&gt;
&lt;br /&gt;
===Compiling with the Visual Studio GUI (deprecated)===&lt;br /&gt;
''(This is written with Visual C++ .NET Standard in mind)''&lt;br /&gt;
&lt;br /&gt;
Once you have checked out the vegastrike and vega-vc7 modules from [[HowTo:Checkout CVS|CVS]], use Visual Studio to open vegastrike.sln, found in the vega-vc7 directory. When compiling for release, select &amp;quot;Release Boost 131&amp;quot; from the drop-down menu on the toolbar. Right-click on the &amp;quot;vegastrike&amp;quot; project in the &amp;quot;solution explorer&amp;quot; sidebar, and then select &amp;quot;Build&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ Toolkit 2003==&lt;br /&gt;
This is a [http://msdn.microsoft.com/visualc/vctoolkit2003/ free download] from Microsoft, and is the same compiler and linker as Visual Studio 2003.&lt;br /&gt;
&lt;br /&gt;
Note, you must have Windows XP or 2000 in order to install the toolkit. (formerly said only Windows XP, but this is not true according to their download page)&lt;br /&gt;
&lt;br /&gt;
===Downloads===&lt;br /&gt;
* Install the [http://msdn.microsoft.com/visualc/vctoolkit2003/ Visual C++ Toolkit 2003] from the Microsoft web site. &lt;br /&gt;
* Install the [http://www.microsoft.com/msdownload/platformsdk/sdkupdate Windows Platform SDK] from the Microsoft web site. You can take any of the 3 versions available.&lt;br /&gt;
* Install the [http://www.codeblocks.org/downloads.shtml Code::Blocks] (alternative download site on [http://prdownloads.sourceforge.net/codeblocks/ Sourceforge]). You can take the full version or the core only, since we will use the VS 2003 TK. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Configuring Code::Blocks===&lt;br /&gt;
* Run CodeBlocks. The first time you install it, you will be listed with a set of compilers. Select Microsoft Visual C++ Toolkit, and click '''Set As Default'''. &lt;br /&gt;
* For configuration you have to include the location of the Windows Platform SDK.  Go to '''Settings''' -&amp;gt; '''Compiler''' in the menu. Click the '''Directories''' tab.  Add the directory &amp;quot;&amp;lt;code&amp;gt;C:\Program Files\Microsoft SDK\bin&amp;lt;/code&amp;gt;&amp;quot; to the Resource Compiler tab.&lt;br /&gt;
&lt;br /&gt;
===Compiling with Code::Blocks and Visual C++ Toolkit===&lt;br /&gt;
Once you have checked out the vegastrike and vega-vc7 modules from [[HowTo:Checkout CVS|CVS]], import the vegastrike.sln file, found in the vega-vc7 directory into Code::Blocks using '''Project-&amp;gt;Import-&amp;gt;MS Visual Studio Solution''' in the menu.&lt;br /&gt;
&lt;br /&gt;
===Note (CVS version as of 14 Nov 2005===&lt;br /&gt;
Using the most recent CVS versions (and 2003/Runtime versions from Microsoft) I had to remove /W from the build options '''Project Build Options &amp;gt; Compiler Options &amp;gt; Other Options'''&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 6.0 (deprecated)==&lt;br /&gt;
As of the end of December, 2005, VegaStrike has dropped compatibility for VC 6 because of the new OGRE rendering engine.&lt;br /&gt;
&lt;br /&gt;
VC 6 users can grab a free copy of VC 8 (Visual Studio 2005 Express) off the Microsoft site, and follow the directions below to compile.&lt;br /&gt;
===Compiling using VC 6===&lt;br /&gt;
Until the OGRE port is finished, VC 6 will still compile, so you can try it if VC8 won't work for you.&lt;br /&gt;
&lt;br /&gt;
First, check out all the modules above.&lt;br /&gt;
&lt;br /&gt;
Then from the MSDEV IDE, open the &amp;quot;vegastrike.dsw&amp;quot; project inside vega-proj, and compile.  You will want to use Debug or Release configurations for a standard build. (The Boost 129 builds are permanently broken, and GLUT doesn't work very well as far as I know)&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
* [[HowTo:Checkout SVN|Checking out SVN]]&lt;br /&gt;
* [http://www.codeblocks.org Code:Blocks IDE]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN|Checkout SVN]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Cygwin Compiling|Cygwin Compiling]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|VCpp Compiling]]&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:VCPP_Compiling&amp;diff=19702</id>
		<title>HowTo:VCPP Compiling</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:VCPP_Compiling&amp;diff=19702"/>
				<updated>2014-02-22T19:43:54Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: /* Visual C++ 9.0 (2008 Express) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN (Ubuntu Linux)|Checkout SVN (Ubuntu Linux)]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Cygwin Compiling|Cygwin Compiling]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{attention}}&lt;br /&gt;
=Compiling under Visual C++=&lt;br /&gt;
First, [[HowTo:Checkout_SVN|check out the SVN modules]].&lt;br /&gt;
&lt;br /&gt;
When using another module (e.g. &amp;lt;code&amp;gt;vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;vssetup&amp;lt;/code&amp;gt;), they should be placed in the directory above &amp;lt;code&amp;gt;vega-vc&amp;lt;/code&amp;gt; in the directory tree.&lt;br /&gt;
&lt;br /&gt;
For example, when you want to checkout Vegastrike, you may make a &amp;lt;code&amp;gt;Vegastrike&amp;lt;/code&amp;gt; directory and from there, checkout &amp;lt;code&amp;gt;vega-vc9&amp;lt;/code&amp;gt; for all Visual C++ editions, &amp;lt;code&amp;gt;vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; ALL from this directory.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/&amp;lt;/code&amp;gt; - base directory.&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vegastrike/&amp;lt;/code&amp;gt; - The stuff from the vegastrike module (the actual code)&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-proj/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 6.x) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc7/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 7.x) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc8/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 8.0) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc9/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 9.0 and higher)&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/win32/&amp;lt;/code&amp;gt; - The newer version of data.  Until the change is made in the Vegastrike project setting binaries will be create in vega-vc9/Release or vega-vc9/Debug. &amp;lt;strike&amp;gt;Binaries will be compiled into the bin directory, so it should be here in the tree if you do not want to edit project settings.&amp;lt;/strike&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Here is a list of every project included for SVN compilation that is used:&lt;br /&gt;
* vegastrike (&amp;lt;code&amp;gt;Vegastrike.exe&amp;lt;/code&amp;gt;) - '''VegaStrike binary'''&lt;br /&gt;
* vsserver (&amp;lt;code&amp;gt;vegaserver.exe&amp;lt;/code&amp;gt;) - VegaStrike server&lt;br /&gt;
* vssetup (&amp;lt;code&amp;gt;Setup.exe&amp;lt;/code&amp;gt;) - The main Setup program--doesn't change much, so you can use the binary directly from SVN.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 11.x (Visual Studio Express 2012)==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}} Write Me - Until specific instructions are written by someone knowledgeable, follow information for previous versions and supplement it with up to date information about compiling from the forums. &lt;br /&gt;
&lt;br /&gt;
==Visual C++ 10.0 (2010 Express)==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}}Currently there are no working project files for VC10. This will be changing in the near future so please be patient. For now just copy everything from the &amp;lt;code&amp;gt;trunk/vega-vc9&amp;lt;/code&amp;gt; folder into a newly created vega-vc10 folder and convert the VC9 project files.&lt;br /&gt;
&lt;br /&gt;
You can download a copy of VC10 Express from [http://www.microsoft.com/express/download/ Download Visual Studio Express].&lt;br /&gt;
If you encounter any issues post a new topic in the [http://forums.vega-strike.org/viewforum.php?f=5 Compiling Problems] forum.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 9.0 (2008 Express)==&lt;br /&gt;
&lt;br /&gt;
This is likely only for Windows XP SP3 and Vista (so probably not Windows 2000). Apparently no Platform SDK is necessary. Note that it is required that the local file and directory structure is identical to the one on SVN. You need to checkout the following: &amp;lt;code&amp;gt;trunk/vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trunk/vega-vc9&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trunk/win32&amp;lt;/code&amp;gt;. If the above is wrong you will need to download the 2008 SDK or higher.&lt;br /&gt;
&lt;br /&gt;
# [http://www.microsoft.com/express/download/ Download Visual C++ 2008 Express Edition].&lt;br /&gt;
# Make sure you are logged on as admin. Otherwise the VC++ 2008 EE installation will fail. Run the installer, uncheck all the boxes on each page if you want a lighter download. It will do everything on it's own then ask to reboot.&lt;br /&gt;
# To update for Python 2.7 you will need to download the latest 2.7 source release: [http://www.python.org/download/ Download latest source Python 2.7]&lt;br /&gt;
       or directly [http://www.python.org/download/releases/2.7.6// www.python.org/download/releases/2.7.6]&lt;br /&gt;
# Compile Python using their &amp;lt;code&amp;gt;Python-2.7.1\PCbuild\pcbuild.sln&amp;lt;/code&amp;gt; solution file. Make sure it works (&amp;lt;code&amp;gt;python.exe&amp;lt;/code&amp;gt; starts up).&lt;br /&gt;
# Substitute the corresponding Python 2.7 files from &amp;lt;code&amp;gt;Python-2.7.1\PCbuild&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Python-2.7.1\include&amp;lt;/code&amp;gt;. Python also requires a &amp;lt;code&amp;gt;pyconfig.h&amp;lt;/code&amp;gt; inside your &amp;lt;code&amp;gt;vega-vc9\include\python&amp;lt;/code&amp;gt;, you can copy it from &amp;lt;code&amp;gt;Python-2.7.1\PC&amp;lt;/code&amp;gt;.&lt;br /&gt;
# In VC++ 2008 EE, update the vegastrike project properties: in configuration properties -&amp;gt; linker -&amp;gt; input -&amp;gt; additional dependencies, change the python version to 2.7. (It should be the last one in the list.)&lt;br /&gt;
# Apply the &amp;lt;code&amp;gt;VCExpress.diff&amp;lt;/code&amp;gt; to fix the resource file for use with Visual C++ Express.&lt;br /&gt;
# Vegastrike should now build normally.&lt;br /&gt;
&lt;br /&gt;
Update --[[User:Ezee|Ezee]] 19:39, 22 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
I add a lot of troubles to compile , link and run the program !&lt;br /&gt;
&lt;br /&gt;
So this is how to obtain a working version of Vegastrike 0.5.2 from the SVN &lt;br /&gt;
&lt;br /&gt;
( with turtoise )&lt;br /&gt;
&lt;br /&gt;
YOU MUST CREATE FIRST THE EMPTY FOLDERS IN YOUR COMPUTER :&lt;br /&gt;
&lt;br /&gt;
The idea is to recreate the tree of the svn .&lt;br /&gt;
&lt;br /&gt;
*1_Create a folder trunk&lt;br /&gt;
*2_Create a folder trunk\win32 &lt;br /&gt;
*3_Create a folder trunk\data&lt;br /&gt;
*3_Create a folder trunk\vega-vc9&lt;br /&gt;
*3_Create a folder trunk\vegastrike&lt;br /&gt;
&lt;br /&gt;
from there , you are ready to check out the SVN .&lt;br /&gt;
&lt;br /&gt;
*1- Select your folder vega-vc9&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/vega-vc9&lt;br /&gt;
&lt;br /&gt;
*2- Select your folder vegastrike&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/vegastrike&lt;br /&gt;
&lt;br /&gt;
*3- Select your folder data&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/data&lt;br /&gt;
&lt;br /&gt;
*4- Select your folder win32 &lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/win32&lt;br /&gt;
&lt;br /&gt;
Now your solution vc9 should be ok .&lt;br /&gt;
BUT THE .EXE WILL BE BUILD IN &amp;quot;\trunk\vega-vc9\Release&amp;quot; or &amp;quot;\trunk\vega-vc9\Debug&amp;quot;&lt;br /&gt;
by default . &lt;br /&gt;
&lt;br /&gt;
( you won't be able to run or debug the game , step into etc ... )&lt;br /&gt;
&lt;br /&gt;
So now , go to your project options , in &amp;quot; Linker&amp;quot; , change the output path like this :&lt;br /&gt;
&amp;quot; D:\program\trunk\win32\bin\$(ProjectName).exe &amp;quot;&lt;br /&gt;
&lt;br /&gt;
( change D:\program\trunk\ by your path  :wink: )&lt;br /&gt;
&lt;br /&gt;
Almost ended .&lt;br /&gt;
&lt;br /&gt;
You need to copy the content of your folder &amp;quot;data&amp;quot; in your folder win32\bin&lt;br /&gt;
DON'T FORGET TO UNZIP THE PYTHON 2.7 rar in \win32\bin !&lt;br /&gt;
&lt;br /&gt;
GOOD !&lt;br /&gt;
Enjoy your new Vegastrike programming environment !&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 8.0 (2005 Express)(deprecated)==&lt;br /&gt;
This is left here in case someone wants to attempt a working VC8 build&lt;br /&gt;
Warning: VC8 requires a big download off Microsoft's site.&lt;br /&gt;
&lt;br /&gt;
Microsoft claims that they will continue offering their non-expiring version of VC8 forever, so I guess this will be the main build platform.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that VC8 does something weird with .manifest files, and for official builds, I would suggest VC7 as it seems to be faster, and it lacks compatibility issues.  There are too many forum threads on this to count.&lt;br /&gt;
&lt;br /&gt;
This will work on Windows 2000 or XP (Not sure about 98,95...).&lt;br /&gt;
&lt;br /&gt;
# You have two download choices:&lt;br /&gt;
#* Download the standard install: http://msdn.microsoft.com/vstudio/express/visualc/download/ and register (free but requires an E-mail and filling in a form)&lt;br /&gt;
#* Download the &amp;quot;manual install&amp;quot; (from a CD image): http://msdn.microsoft.com/vstudio/express/support/install/ (seems to be an ISO image, but looks like it doesn't require registration...)&lt;br /&gt;
# Install the [http://www.microsoft.com/downloads/details.aspx?FamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;displaylang=en#filelist| Windows Platform SDK] ([http://msdn.microsoft.com/library/default.asp?url=/library/EN-US/sdkintro/sdkintro/installing_the_platform_sdk_with_visual_studio.asp Instructions] - [http://www.microsoft.com/downloads/info.aspx?na=47&amp;amp;p=3&amp;amp;SrcDisplayLang=en&amp;amp;SrcCategoryId=&amp;amp;SrcFamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;u=details.aspx%3ffamilyid%3dD8EECD75-1FC4-49E5-BC66-9DA2B03D9B92%26displaylang%3den FULL ISO version(395MB)]). A [http://www.microsoft.com/downloads/details.aspx?FamilyID=0baf2b35-c656-4969-ace8-e4c0c0716adb&amp;amp;DisplayLang=en more recent SDK] for Windows XP SP2 exists, but it has not been tested with VS (yet.)&lt;br /&gt;
# In Visual C++ 8.0 (2005 Express), under Tools...Options...Visual C++ Directories, add an Include directory for C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include and an Include directory for C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include\mfc. If you forget this step, the build will not be able to find windows.h, basetsd.h, and afxres.h and will throw fatal errors.&lt;br /&gt;
# You should not need the [http://www.microsoft.com/downloads/details.aspx?FamilyID=EDB98FFA-A59C-4C23-9B92-BA304F188314&amp;amp;displaylang=en DirectX SDK] (337MB) to compile VS, but it may be required to compile OGRE in the future.&lt;br /&gt;
# Disable Intellisense: Microsoft provides no GUI for this, but it is recommended unless you want to eat up twice the RAM and wait 10-20 seconds between saving each file.&lt;br /&gt;
#* Browse to your VC8 install.&lt;br /&gt;
#* Go to the VC/vcpackages folders and rename the &amp;quot;feacp&amp;quot; DLL file to anything else like &amp;quot;feacp_backup.dll&amp;quot;.  This should not break anything... it will only disable IntelliSense.&lt;br /&gt;
# Checkout the Vegastrike project as described earlier.&lt;br /&gt;
# Open the &amp;quot;vega-vc8&amp;quot; project using the IDE.&lt;br /&gt;
# The compilation should go for the most part smoothly.  If you encounter any problems, please tell us in the [http://forums.vega-strike.org/ forum] or specifically on [http://forums.vega-strike.org/viewtopic.php?t=6251 this thread].&lt;br /&gt;
#* Note that Debug versions will be very slow (I get 5 frames/second on my Pentium3 1GHz machine using debug VS).&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 8.0(2005 Express) plus the Code::Blocks IDE (deprecated)==&lt;br /&gt;
You can download Visual C++ 8.0(2005 Express) after you acquired a vcsetup.exe for Visual C++ 8.0. These are still being offered on some download sites.&lt;br /&gt;
The main advantages of Visual C++ 8.0 over later versions are that it works for older OSes like Windows 2000 and that there is a vegastrike project file for it, which you can check out from svn as vega-vc8.&lt;br /&gt;
You will also need an SDK, I used the Platform SDK PSDK-x86.exe (1.3 MB) which you can find with the query “Windows Server 2003 Platform SDK Web” in a search engine.&lt;br /&gt;
You will need to enable internet explorer for a minute as the default browser to install the PSDK.&lt;br /&gt;
Also try to get the vcredist_x86.exe for Visual C++ 8.0(2005 Express) if you want to share your vegastrike binary with others.&lt;br /&gt;
You can acquire the code::block development environment from www.codeblocks.org.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You might want to make a copy of your SVN checkout tree now, to have a clean copy just in case of the code in VegaStrike/ and the project files in vega-vc8/&lt;br /&gt;
Start code::blocks, choose VC2005/2008 as default tool chain and import the .sln solution file from vega-vc8 into a workspace. Use the vc8 2005/2008 compiler.&lt;br /&gt;
Double click the vegastrike project so that it is selected in bold. Go to Project/Build options and add /EHsc to vegastrike in other compiler options, remove /W from all projects and choose a warning level you like instead for each compiling option, like /W1 for release and /W3 for a debug build.&lt;br /&gt;
I have only tried the Win32 and Win32 debug buildsYou will notice that the debug build sets other libraries in linker settings. Basically the left side of the settings is used to include libraries while the right side is used to NOT include the default libraries. Some people have reported that they need to add &amp;quot;/NODEFAULTLIB:libcmt&amp;quot; manually there to exclude libcmt from being linked which results in a conflict.(I also removed /ZI and added insted on the left side /Zi /D_DEBUG to have debug symbols, I'm not sure which is better). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You need to edit the file Resources.rc to read&amp;lt;br&amp;gt;&lt;br /&gt;
 #include &amp;amp;lt;WinResrc.h&amp;amp;gt;&lt;br /&gt;
instead of&amp;lt;br&amp;gt;&lt;br /&gt;
 #include &amp;quot;afxres.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you should discover a problem with the PNG or Python libraries, or simply want to try out newer ones, recall that each of these libraries/dlls needs to be one built with the same compiler you use for vegastrike.&lt;br /&gt;
Be warned that for libpng-1.2.34 the optimized build does not work, while the debug build(without any optimization) works with the vc8 compiler.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also choose where the binaries you produced end up, but I left it to default settings which is in the ../win32/bin directory, thats right aside ../VegaStrike.&lt;br /&gt;
Finally I took the executable, which is named vegastrikeR.exe for the release version, and all other files produced and placed them into the directory structure of an old VegaStrike install.&lt;br /&gt;
Running vegaStrike produced errors, which meant I had to resolve them by checking out the directories bases,mission,programs,sounds/missions,techniques and textures directories from SVN using the repository browser. (I think you can even do without some of these.)&lt;br /&gt;
Copying the directories into and over the directory tree of the old install produced a working binary.&lt;br /&gt;
At least it works as far as I know - I didn't get to test much yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can debug programs in the VC++ IDE by creating a new project and adding an executable as a subproject.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Visual Studio 7.x (deprecated)==&lt;br /&gt;
&lt;br /&gt;
===Compiling from the command line with Visual Studio===&lt;br /&gt;
Here is a batch file that could be used to checkout everything and then compile all projects (copy and paste in &amp;lt;code&amp;gt;makeall.bat&amp;lt;/code&amp;gt;), if you were going somewhere for a few hours and wanted to get a working project when you got back:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@echo off&lt;br /&gt;
mkdir vegastrike&lt;br /&gt;
cd vegastrike&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vega-vc7&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/&lt;br /&gt;
cd vega-vc7&lt;br /&gt;
echo Building project...&lt;br /&gt;
&amp;quot;C:\VC7\Common7\IDE\devenv.exe&amp;quot; vegastrike.sln /BUILD Debug&lt;br /&gt;
cd ..&lt;br /&gt;
cd ..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': You must replace the &amp;quot;&amp;lt;code&amp;gt;C:\vc7&amp;lt;/code&amp;gt;&amp;quot; with the directory where you installed visual c++ 7 and replace the &amp;quot;&amp;lt;code&amp;gt;Debug&amp;lt;/code&amp;gt;&amp;quot; on the same line with &amp;quot;&amp;lt;code&amp;gt;Release&amp;lt;/code&amp;gt;&amp;quot; if you want a release build.&lt;br /&gt;
&lt;br /&gt;
===Compiling with the Visual Studio GUI (deprecated)===&lt;br /&gt;
''(This is written with Visual C++ .NET Standard in mind)''&lt;br /&gt;
&lt;br /&gt;
Once you have checked out the vegastrike and vega-vc7 modules from [[HowTo:Checkout CVS|CVS]], use Visual Studio to open vegastrike.sln, found in the vega-vc7 directory. When compiling for release, select &amp;quot;Release Boost 131&amp;quot; from the drop-down menu on the toolbar. Right-click on the &amp;quot;vegastrike&amp;quot; project in the &amp;quot;solution explorer&amp;quot; sidebar, and then select &amp;quot;Build&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ Toolkit 2003==&lt;br /&gt;
This is a [http://msdn.microsoft.com/visualc/vctoolkit2003/ free download] from Microsoft, and is the same compiler and linker as Visual Studio 2003.&lt;br /&gt;
&lt;br /&gt;
Note, you must have Windows XP or 2000 in order to install the toolkit. (formerly said only Windows XP, but this is not true according to their download page)&lt;br /&gt;
&lt;br /&gt;
===Downloads===&lt;br /&gt;
* Install the [http://msdn.microsoft.com/visualc/vctoolkit2003/ Visual C++ Toolkit 2003] from the Microsoft web site. &lt;br /&gt;
* Install the [http://www.microsoft.com/msdownload/platformsdk/sdkupdate Windows Platform SDK] from the Microsoft web site. You can take any of the 3 versions available.&lt;br /&gt;
* Install the [http://www.codeblocks.org/downloads.shtml Code::Blocks] (alternative download site on [http://prdownloads.sourceforge.net/codeblocks/ Sourceforge]). You can take the full version or the core only, since we will use the VS 2003 TK. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Configuring Code::Blocks===&lt;br /&gt;
* Run CodeBlocks. The first time you install it, you will be listed with a set of compilers. Select Microsoft Visual C++ Toolkit, and click '''Set As Default'''. &lt;br /&gt;
* For configuration you have to include the location of the Windows Platform SDK.  Go to '''Settings''' -&amp;gt; '''Compiler''' in the menu. Click the '''Directories''' tab.  Add the directory &amp;quot;&amp;lt;code&amp;gt;C:\Program Files\Microsoft SDK\bin&amp;lt;/code&amp;gt;&amp;quot; to the Resource Compiler tab.&lt;br /&gt;
&lt;br /&gt;
===Compiling with Code::Blocks and Visual C++ Toolkit===&lt;br /&gt;
Once you have checked out the vegastrike and vega-vc7 modules from [[HowTo:Checkout CVS|CVS]], import the vegastrike.sln file, found in the vega-vc7 directory into Code::Blocks using '''Project-&amp;gt;Import-&amp;gt;MS Visual Studio Solution''' in the menu.&lt;br /&gt;
&lt;br /&gt;
===Note (CVS version as of 14 Nov 2005===&lt;br /&gt;
Using the most recent CVS versions (and 2003/Runtime versions from Microsoft) I had to remove /W from the build options '''Project Build Options &amp;gt; Compiler Options &amp;gt; Other Options'''&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 6.0 (deprecated)==&lt;br /&gt;
As of the end of December, 2005, VegaStrike has dropped compatibility for VC 6 because of the new OGRE rendering engine.&lt;br /&gt;
&lt;br /&gt;
VC 6 users can grab a free copy of VC 8 (Visual Studio 2005 Express) off the Microsoft site, and follow the directions below to compile.&lt;br /&gt;
===Compiling using VC 6===&lt;br /&gt;
Until the OGRE port is finished, VC 6 will still compile, so you can try it if VC8 won't work for you.&lt;br /&gt;
&lt;br /&gt;
First, check out all the modules above.&lt;br /&gt;
&lt;br /&gt;
Then from the MSDEV IDE, open the &amp;quot;vegastrike.dsw&amp;quot; project inside vega-proj, and compile.  You will want to use Debug or Release configurations for a standard build. (The Boost 129 builds are permanently broken, and GLUT doesn't work very well as far as I know)&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
* [[HowTo:Checkout SVN|Checking out SVN]]&lt;br /&gt;
* [http://www.codeblocks.org Code:Blocks IDE]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN|Checkout SVN]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Cygwin Compiling|Cygwin Compiling]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|VCpp Compiling]]&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:VCPP_Compiling&amp;diff=19701</id>
		<title>HowTo:VCPP Compiling</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:VCPP_Compiling&amp;diff=19701"/>
				<updated>2014-02-22T19:42:50Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: /* Visual C++ 9.0 (2008 Express) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN (Ubuntu Linux)|Checkout SVN (Ubuntu Linux)]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Cygwin Compiling|Cygwin Compiling]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{attention}}&lt;br /&gt;
=Compiling under Visual C++=&lt;br /&gt;
First, [[HowTo:Checkout_SVN|check out the SVN modules]].&lt;br /&gt;
&lt;br /&gt;
When using another module (e.g. &amp;lt;code&amp;gt;vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;vssetup&amp;lt;/code&amp;gt;), they should be placed in the directory above &amp;lt;code&amp;gt;vega-vc&amp;lt;/code&amp;gt; in the directory tree.&lt;br /&gt;
&lt;br /&gt;
For example, when you want to checkout Vegastrike, you may make a &amp;lt;code&amp;gt;Vegastrike&amp;lt;/code&amp;gt; directory and from there, checkout &amp;lt;code&amp;gt;vega-vc9&amp;lt;/code&amp;gt; for all Visual C++ editions, &amp;lt;code&amp;gt;vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; ALL from this directory.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/&amp;lt;/code&amp;gt; - base directory.&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vegastrike/&amp;lt;/code&amp;gt; - The stuff from the vegastrike module (the actual code)&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-proj/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 6.x) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc7/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 7.x) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc8/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 8.0) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc9/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 9.0 and higher)&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/win32/&amp;lt;/code&amp;gt; - The newer version of data.  Until the change is made in the Vegastrike project setting binaries will be create in vega-vc9/Release or vega-vc9/Debug. &amp;lt;strike&amp;gt;Binaries will be compiled into the bin directory, so it should be here in the tree if you do not want to edit project settings.&amp;lt;/strike&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Here is a list of every project included for SVN compilation that is used:&lt;br /&gt;
* vegastrike (&amp;lt;code&amp;gt;Vegastrike.exe&amp;lt;/code&amp;gt;) - '''VegaStrike binary'''&lt;br /&gt;
* vsserver (&amp;lt;code&amp;gt;vegaserver.exe&amp;lt;/code&amp;gt;) - VegaStrike server&lt;br /&gt;
* vssetup (&amp;lt;code&amp;gt;Setup.exe&amp;lt;/code&amp;gt;) - The main Setup program--doesn't change much, so you can use the binary directly from SVN.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 11.x (Visual Studio Express 2012)==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}} Write Me - Until specific instructions are written by someone knowledgeable, follow information for previous versions and supplement it with up to date information about compiling from the forums. &lt;br /&gt;
&lt;br /&gt;
==Visual C++ 10.0 (2010 Express)==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}}Currently there are no working project files for VC10. This will be changing in the near future so please be patient. For now just copy everything from the &amp;lt;code&amp;gt;trunk/vega-vc9&amp;lt;/code&amp;gt; folder into a newly created vega-vc10 folder and convert the VC9 project files.&lt;br /&gt;
&lt;br /&gt;
You can download a copy of VC10 Express from [http://www.microsoft.com/express/download/ Download Visual Studio Express].&lt;br /&gt;
If you encounter any issues post a new topic in the [http://forums.vega-strike.org/viewforum.php?f=5 Compiling Problems] forum.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 9.0 (2008 Express)==&lt;br /&gt;
&lt;br /&gt;
This is likely only for Windows XP SP3 and Vista (so probably not Windows 2000). Apparently no Platform SDK is necessary. Note that it is required that the local file and directory structure is identical to the one on SVN. You need to checkout the following: &amp;lt;code&amp;gt;trunk/vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trunk/vega-vc9&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trunk/win32&amp;lt;/code&amp;gt;. If the above is wrong you will need to download the 2008 SDK or higher.&lt;br /&gt;
&lt;br /&gt;
# [http://www.microsoft.com/express/download/ Download Visual C++ 2008 Express Edition].&lt;br /&gt;
# Make sure you are logged on as admin. Otherwise the VC++ 2008 EE installation will fail. Run the installer, uncheck all the boxes on each page if you want a lighter download. It will do everything on it's own then ask to reboot.&lt;br /&gt;
# To update for Python 2.7 you will need to download the latest 2.7 source release: [http://www.python.org/download/ Download latest source Python 2.7]&lt;br /&gt;
       or directly [http://www.python.org/download/releases/2.7.6// www.python.org/download/releases/2.7.6]&lt;br /&gt;
# Compile Python using their &amp;lt;code&amp;gt;Python-2.7.1\PCbuild\pcbuild.sln&amp;lt;/code&amp;gt; solution file. Make sure it works (&amp;lt;code&amp;gt;python.exe&amp;lt;/code&amp;gt; starts up).&lt;br /&gt;
# Substitute the corresponding Python 2.7 files from &amp;lt;code&amp;gt;Python-2.7.1\PCbuild&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Python-2.7.1\include&amp;lt;/code&amp;gt;. Python also requires a &amp;lt;code&amp;gt;pyconfig.h&amp;lt;/code&amp;gt; inside your &amp;lt;code&amp;gt;vega-vc9\include\python&amp;lt;/code&amp;gt;, you can copy it from &amp;lt;code&amp;gt;Python-2.7.1\PC&amp;lt;/code&amp;gt;.&lt;br /&gt;
# In VC++ 2008 EE, update the vegastrike project properties: in configuration properties -&amp;gt; linker -&amp;gt; input -&amp;gt; additional dependencies, change the python version to 2.7. (It should be the last one in the list.)&lt;br /&gt;
# Apply the &amp;lt;code&amp;gt;VCExpress.diff&amp;lt;/code&amp;gt; to fix the resource file for use with Visual C++ Express.&lt;br /&gt;
# Vegastrike should now build normally.&lt;br /&gt;
&lt;br /&gt;
Update --[[User:Ezee|Ezee]] 19:39, 22 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
I add a lot of troubles to compile , link and run the program !&lt;br /&gt;
So this is how to obtain a working version of Vegastrike 0.5.2 from the SVN &lt;br /&gt;
( with turtoise )&lt;br /&gt;
&lt;br /&gt;
YOU MUST CREATE FIRST THE EMPTY FOLDERS IN YOUR COMPUTER :&lt;br /&gt;
&lt;br /&gt;
The idea is to recreate the tree of the svn .&lt;br /&gt;
&lt;br /&gt;
*1_Create a folder trunk&lt;br /&gt;
*2_Create a folder trunk\win32 &lt;br /&gt;
*3_Create a folder trunk\data&lt;br /&gt;
*3_Create a folder trunk\vega-vc9&lt;br /&gt;
*3_Create a folder trunk\vegastrike&lt;br /&gt;
&lt;br /&gt;
from there , you are ready to check out the SVN .&lt;br /&gt;
&lt;br /&gt;
*1- Select your folder vega-vc9&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/vega-vc9&lt;br /&gt;
&lt;br /&gt;
*2- Select your folder vegastrike&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/vegastrike&lt;br /&gt;
&lt;br /&gt;
*3- Select your folder data&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/data&lt;br /&gt;
&lt;br /&gt;
*4- Select your folder win32 &lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/win32&lt;br /&gt;
&lt;br /&gt;
Now your solution vc9 should be ok .&lt;br /&gt;
BUT THE .EXE WILL BE BUILD IN &amp;quot;\trunk\vega-vc9\Release&amp;quot; or &amp;quot;\trunk\vega-vc9\Debug&amp;quot;&lt;br /&gt;
by default . &lt;br /&gt;
&lt;br /&gt;
( you won't be able to run or debug the game , step into etc ... )&lt;br /&gt;
&lt;br /&gt;
So now , go to your project options , in &amp;quot; Linker&amp;quot; , change the output path like this :&lt;br /&gt;
&amp;quot; D:\program\trunk\win32\bin\$(ProjectName).exe &amp;quot;&lt;br /&gt;
&lt;br /&gt;
( change D:\program\trunk\ by your path  :wink: )&lt;br /&gt;
&lt;br /&gt;
Almost ended .&lt;br /&gt;
&lt;br /&gt;
You need to copy the content of your folder &amp;quot;data&amp;quot; in your folder win32\bin&lt;br /&gt;
DON'T FORGET TO UNZIP THE PYTHON 2.7 rar in \win32\bin !&lt;br /&gt;
&lt;br /&gt;
GOOD !&lt;br /&gt;
Enjoy your new Vegastrike programming environment !&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 8.0 (2005 Express)(deprecated)==&lt;br /&gt;
This is left here in case someone wants to attempt a working VC8 build&lt;br /&gt;
Warning: VC8 requires a big download off Microsoft's site.&lt;br /&gt;
&lt;br /&gt;
Microsoft claims that they will continue offering their non-expiring version of VC8 forever, so I guess this will be the main build platform.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that VC8 does something weird with .manifest files, and for official builds, I would suggest VC7 as it seems to be faster, and it lacks compatibility issues.  There are too many forum threads on this to count.&lt;br /&gt;
&lt;br /&gt;
This will work on Windows 2000 or XP (Not sure about 98,95...).&lt;br /&gt;
&lt;br /&gt;
# You have two download choices:&lt;br /&gt;
#* Download the standard install: http://msdn.microsoft.com/vstudio/express/visualc/download/ and register (free but requires an E-mail and filling in a form)&lt;br /&gt;
#* Download the &amp;quot;manual install&amp;quot; (from a CD image): http://msdn.microsoft.com/vstudio/express/support/install/ (seems to be an ISO image, but looks like it doesn't require registration...)&lt;br /&gt;
# Install the [http://www.microsoft.com/downloads/details.aspx?FamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;displaylang=en#filelist| Windows Platform SDK] ([http://msdn.microsoft.com/library/default.asp?url=/library/EN-US/sdkintro/sdkintro/installing_the_platform_sdk_with_visual_studio.asp Instructions] - [http://www.microsoft.com/downloads/info.aspx?na=47&amp;amp;p=3&amp;amp;SrcDisplayLang=en&amp;amp;SrcCategoryId=&amp;amp;SrcFamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;u=details.aspx%3ffamilyid%3dD8EECD75-1FC4-49E5-BC66-9DA2B03D9B92%26displaylang%3den FULL ISO version(395MB)]). A [http://www.microsoft.com/downloads/details.aspx?FamilyID=0baf2b35-c656-4969-ace8-e4c0c0716adb&amp;amp;DisplayLang=en more recent SDK] for Windows XP SP2 exists, but it has not been tested with VS (yet.)&lt;br /&gt;
# In Visual C++ 8.0 (2005 Express), under Tools...Options...Visual C++ Directories, add an Include directory for C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include and an Include directory for C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include\mfc. If you forget this step, the build will not be able to find windows.h, basetsd.h, and afxres.h and will throw fatal errors.&lt;br /&gt;
# You should not need the [http://www.microsoft.com/downloads/details.aspx?FamilyID=EDB98FFA-A59C-4C23-9B92-BA304F188314&amp;amp;displaylang=en DirectX SDK] (337MB) to compile VS, but it may be required to compile OGRE in the future.&lt;br /&gt;
# Disable Intellisense: Microsoft provides no GUI for this, but it is recommended unless you want to eat up twice the RAM and wait 10-20 seconds between saving each file.&lt;br /&gt;
#* Browse to your VC8 install.&lt;br /&gt;
#* Go to the VC/vcpackages folders and rename the &amp;quot;feacp&amp;quot; DLL file to anything else like &amp;quot;feacp_backup.dll&amp;quot;.  This should not break anything... it will only disable IntelliSense.&lt;br /&gt;
# Checkout the Vegastrike project as described earlier.&lt;br /&gt;
# Open the &amp;quot;vega-vc8&amp;quot; project using the IDE.&lt;br /&gt;
# The compilation should go for the most part smoothly.  If you encounter any problems, please tell us in the [http://forums.vega-strike.org/ forum] or specifically on [http://forums.vega-strike.org/viewtopic.php?t=6251 this thread].&lt;br /&gt;
#* Note that Debug versions will be very slow (I get 5 frames/second on my Pentium3 1GHz machine using debug VS).&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 8.0(2005 Express) plus the Code::Blocks IDE (deprecated)==&lt;br /&gt;
You can download Visual C++ 8.0(2005 Express) after you acquired a vcsetup.exe for Visual C++ 8.0. These are still being offered on some download sites.&lt;br /&gt;
The main advantages of Visual C++ 8.0 over later versions are that it works for older OSes like Windows 2000 and that there is a vegastrike project file for it, which you can check out from svn as vega-vc8.&lt;br /&gt;
You will also need an SDK, I used the Platform SDK PSDK-x86.exe (1.3 MB) which you can find with the query “Windows Server 2003 Platform SDK Web” in a search engine.&lt;br /&gt;
You will need to enable internet explorer for a minute as the default browser to install the PSDK.&lt;br /&gt;
Also try to get the vcredist_x86.exe for Visual C++ 8.0(2005 Express) if you want to share your vegastrike binary with others.&lt;br /&gt;
You can acquire the code::block development environment from www.codeblocks.org.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You might want to make a copy of your SVN checkout tree now, to have a clean copy just in case of the code in VegaStrike/ and the project files in vega-vc8/&lt;br /&gt;
Start code::blocks, choose VC2005/2008 as default tool chain and import the .sln solution file from vega-vc8 into a workspace. Use the vc8 2005/2008 compiler.&lt;br /&gt;
Double click the vegastrike project so that it is selected in bold. Go to Project/Build options and add /EHsc to vegastrike in other compiler options, remove /W from all projects and choose a warning level you like instead for each compiling option, like /W1 for release and /W3 for a debug build.&lt;br /&gt;
I have only tried the Win32 and Win32 debug buildsYou will notice that the debug build sets other libraries in linker settings. Basically the left side of the settings is used to include libraries while the right side is used to NOT include the default libraries. Some people have reported that they need to add &amp;quot;/NODEFAULTLIB:libcmt&amp;quot; manually there to exclude libcmt from being linked which results in a conflict.(I also removed /ZI and added insted on the left side /Zi /D_DEBUG to have debug symbols, I'm not sure which is better). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You need to edit the file Resources.rc to read&amp;lt;br&amp;gt;&lt;br /&gt;
 #include &amp;amp;lt;WinResrc.h&amp;amp;gt;&lt;br /&gt;
instead of&amp;lt;br&amp;gt;&lt;br /&gt;
 #include &amp;quot;afxres.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you should discover a problem with the PNG or Python libraries, or simply want to try out newer ones, recall that each of these libraries/dlls needs to be one built with the same compiler you use for vegastrike.&lt;br /&gt;
Be warned that for libpng-1.2.34 the optimized build does not work, while the debug build(without any optimization) works with the vc8 compiler.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also choose where the binaries you produced end up, but I left it to default settings which is in the ../win32/bin directory, thats right aside ../VegaStrike.&lt;br /&gt;
Finally I took the executable, which is named vegastrikeR.exe for the release version, and all other files produced and placed them into the directory structure of an old VegaStrike install.&lt;br /&gt;
Running vegaStrike produced errors, which meant I had to resolve them by checking out the directories bases,mission,programs,sounds/missions,techniques and textures directories from SVN using the repository browser. (I think you can even do without some of these.)&lt;br /&gt;
Copying the directories into and over the directory tree of the old install produced a working binary.&lt;br /&gt;
At least it works as far as I know - I didn't get to test much yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can debug programs in the VC++ IDE by creating a new project and adding an executable as a subproject.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Visual Studio 7.x (deprecated)==&lt;br /&gt;
&lt;br /&gt;
===Compiling from the command line with Visual Studio===&lt;br /&gt;
Here is a batch file that could be used to checkout everything and then compile all projects (copy and paste in &amp;lt;code&amp;gt;makeall.bat&amp;lt;/code&amp;gt;), if you were going somewhere for a few hours and wanted to get a working project when you got back:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@echo off&lt;br /&gt;
mkdir vegastrike&lt;br /&gt;
cd vegastrike&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vega-vc7&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/&lt;br /&gt;
cd vega-vc7&lt;br /&gt;
echo Building project...&lt;br /&gt;
&amp;quot;C:\VC7\Common7\IDE\devenv.exe&amp;quot; vegastrike.sln /BUILD Debug&lt;br /&gt;
cd ..&lt;br /&gt;
cd ..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': You must replace the &amp;quot;&amp;lt;code&amp;gt;C:\vc7&amp;lt;/code&amp;gt;&amp;quot; with the directory where you installed visual c++ 7 and replace the &amp;quot;&amp;lt;code&amp;gt;Debug&amp;lt;/code&amp;gt;&amp;quot; on the same line with &amp;quot;&amp;lt;code&amp;gt;Release&amp;lt;/code&amp;gt;&amp;quot; if you want a release build.&lt;br /&gt;
&lt;br /&gt;
===Compiling with the Visual Studio GUI (deprecated)===&lt;br /&gt;
''(This is written with Visual C++ .NET Standard in mind)''&lt;br /&gt;
&lt;br /&gt;
Once you have checked out the vegastrike and vega-vc7 modules from [[HowTo:Checkout CVS|CVS]], use Visual Studio to open vegastrike.sln, found in the vega-vc7 directory. When compiling for release, select &amp;quot;Release Boost 131&amp;quot; from the drop-down menu on the toolbar. Right-click on the &amp;quot;vegastrike&amp;quot; project in the &amp;quot;solution explorer&amp;quot; sidebar, and then select &amp;quot;Build&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ Toolkit 2003==&lt;br /&gt;
This is a [http://msdn.microsoft.com/visualc/vctoolkit2003/ free download] from Microsoft, and is the same compiler and linker as Visual Studio 2003.&lt;br /&gt;
&lt;br /&gt;
Note, you must have Windows XP or 2000 in order to install the toolkit. (formerly said only Windows XP, but this is not true according to their download page)&lt;br /&gt;
&lt;br /&gt;
===Downloads===&lt;br /&gt;
* Install the [http://msdn.microsoft.com/visualc/vctoolkit2003/ Visual C++ Toolkit 2003] from the Microsoft web site. &lt;br /&gt;
* Install the [http://www.microsoft.com/msdownload/platformsdk/sdkupdate Windows Platform SDK] from the Microsoft web site. You can take any of the 3 versions available.&lt;br /&gt;
* Install the [http://www.codeblocks.org/downloads.shtml Code::Blocks] (alternative download site on [http://prdownloads.sourceforge.net/codeblocks/ Sourceforge]). You can take the full version or the core only, since we will use the VS 2003 TK. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Configuring Code::Blocks===&lt;br /&gt;
* Run CodeBlocks. The first time you install it, you will be listed with a set of compilers. Select Microsoft Visual C++ Toolkit, and click '''Set As Default'''. &lt;br /&gt;
* For configuration you have to include the location of the Windows Platform SDK.  Go to '''Settings''' -&amp;gt; '''Compiler''' in the menu. Click the '''Directories''' tab.  Add the directory &amp;quot;&amp;lt;code&amp;gt;C:\Program Files\Microsoft SDK\bin&amp;lt;/code&amp;gt;&amp;quot; to the Resource Compiler tab.&lt;br /&gt;
&lt;br /&gt;
===Compiling with Code::Blocks and Visual C++ Toolkit===&lt;br /&gt;
Once you have checked out the vegastrike and vega-vc7 modules from [[HowTo:Checkout CVS|CVS]], import the vegastrike.sln file, found in the vega-vc7 directory into Code::Blocks using '''Project-&amp;gt;Import-&amp;gt;MS Visual Studio Solution''' in the menu.&lt;br /&gt;
&lt;br /&gt;
===Note (CVS version as of 14 Nov 2005===&lt;br /&gt;
Using the most recent CVS versions (and 2003/Runtime versions from Microsoft) I had to remove /W from the build options '''Project Build Options &amp;gt; Compiler Options &amp;gt; Other Options'''&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 6.0 (deprecated)==&lt;br /&gt;
As of the end of December, 2005, VegaStrike has dropped compatibility for VC 6 because of the new OGRE rendering engine.&lt;br /&gt;
&lt;br /&gt;
VC 6 users can grab a free copy of VC 8 (Visual Studio 2005 Express) off the Microsoft site, and follow the directions below to compile.&lt;br /&gt;
===Compiling using VC 6===&lt;br /&gt;
Until the OGRE port is finished, VC 6 will still compile, so you can try it if VC8 won't work for you.&lt;br /&gt;
&lt;br /&gt;
First, check out all the modules above.&lt;br /&gt;
&lt;br /&gt;
Then from the MSDEV IDE, open the &amp;quot;vegastrike.dsw&amp;quot; project inside vega-proj, and compile.  You will want to use Debug or Release configurations for a standard build. (The Boost 129 builds are permanently broken, and GLUT doesn't work very well as far as I know)&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
* [[HowTo:Checkout SVN|Checking out SVN]]&lt;br /&gt;
* [http://www.codeblocks.org Code:Blocks IDE]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN|Checkout SVN]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Cygwin Compiling|Cygwin Compiling]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|VCpp Compiling]]&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:VCPP_Compiling&amp;diff=19700</id>
		<title>HowTo:VCPP Compiling</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:VCPP_Compiling&amp;diff=19700"/>
				<updated>2014-02-22T19:42:19Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: /* Visual C++ 9.0 (2008 Express) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN (Ubuntu Linux)|Checkout SVN (Ubuntu Linux)]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Cygwin Compiling|Cygwin Compiling]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{attention}}&lt;br /&gt;
=Compiling under Visual C++=&lt;br /&gt;
First, [[HowTo:Checkout_SVN|check out the SVN modules]].&lt;br /&gt;
&lt;br /&gt;
When using another module (e.g. &amp;lt;code&amp;gt;vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;vssetup&amp;lt;/code&amp;gt;), they should be placed in the directory above &amp;lt;code&amp;gt;vega-vc&amp;lt;/code&amp;gt; in the directory tree.&lt;br /&gt;
&lt;br /&gt;
For example, when you want to checkout Vegastrike, you may make a &amp;lt;code&amp;gt;Vegastrike&amp;lt;/code&amp;gt; directory and from there, checkout &amp;lt;code&amp;gt;vega-vc9&amp;lt;/code&amp;gt; for all Visual C++ editions, &amp;lt;code&amp;gt;vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; ALL from this directory.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/&amp;lt;/code&amp;gt; - base directory.&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vegastrike/&amp;lt;/code&amp;gt; - The stuff from the vegastrike module (the actual code)&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-proj/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 6.x) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc7/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 7.x) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc8/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 8.0) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc9/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 9.0 and higher)&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/win32/&amp;lt;/code&amp;gt; - The newer version of data.  Until the change is made in the Vegastrike project setting binaries will be create in vega-vc9/Release or vega-vc9/Debug. &amp;lt;strike&amp;gt;Binaries will be compiled into the bin directory, so it should be here in the tree if you do not want to edit project settings.&amp;lt;/strike&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Here is a list of every project included for SVN compilation that is used:&lt;br /&gt;
* vegastrike (&amp;lt;code&amp;gt;Vegastrike.exe&amp;lt;/code&amp;gt;) - '''VegaStrike binary'''&lt;br /&gt;
* vsserver (&amp;lt;code&amp;gt;vegaserver.exe&amp;lt;/code&amp;gt;) - VegaStrike server&lt;br /&gt;
* vssetup (&amp;lt;code&amp;gt;Setup.exe&amp;lt;/code&amp;gt;) - The main Setup program--doesn't change much, so you can use the binary directly from SVN.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 11.x (Visual Studio Express 2012)==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}} Write Me - Until specific instructions are written by someone knowledgeable, follow information for previous versions and supplement it with up to date information about compiling from the forums. &lt;br /&gt;
&lt;br /&gt;
==Visual C++ 10.0 (2010 Express)==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}}Currently there are no working project files for VC10. This will be changing in the near future so please be patient. For now just copy everything from the &amp;lt;code&amp;gt;trunk/vega-vc9&amp;lt;/code&amp;gt; folder into a newly created vega-vc10 folder and convert the VC9 project files.&lt;br /&gt;
&lt;br /&gt;
You can download a copy of VC10 Express from [http://www.microsoft.com/express/download/ Download Visual Studio Express].&lt;br /&gt;
If you encounter any issues post a new topic in the [http://forums.vega-strike.org/viewforum.php?f=5 Compiling Problems] forum.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 9.0 (2008 Express)==&lt;br /&gt;
&lt;br /&gt;
This is likely only for Windows XP SP3 and Vista (so probably not Windows 2000). Apparently no Platform SDK is necessary. Note that it is required that the local file and directory structure is identical to the one on SVN. You need to checkout the following: &amp;lt;code&amp;gt;trunk/vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trunk/vega-vc9&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trunk/win32&amp;lt;/code&amp;gt;. If the above is wrong you will need to download the 2008 SDK or higher.&lt;br /&gt;
&lt;br /&gt;
# [http://www.microsoft.com/express/download/ Download Visual C++ 2008 Express Edition].&lt;br /&gt;
# Make sure you are logged on as admin. Otherwise the VC++ 2008 EE installation will fail. Run the installer, uncheck all the boxes on each page if you want a lighter download. It will do everything on it's own then ask to reboot.&lt;br /&gt;
# To update for Python 2.7 you will need to download the latest 2.7 source release: [http://www.python.org/download/ Download latest source Python 2.7]&lt;br /&gt;
       or directly [http://www.python.org/download/releases/2.7.6// www.python.org/download/releases/2.7.6]&lt;br /&gt;
# Compile Python using their &amp;lt;code&amp;gt;Python-2.7.1\PCbuild\pcbuild.sln&amp;lt;/code&amp;gt; solution file. Make sure it works (&amp;lt;code&amp;gt;python.exe&amp;lt;/code&amp;gt; starts up).&lt;br /&gt;
# Substitute the corresponding Python 2.7 files from &amp;lt;code&amp;gt;Python-2.7.1\PCbuild&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Python-2.7.1\include&amp;lt;/code&amp;gt;. Python also requires a &amp;lt;code&amp;gt;pyconfig.h&amp;lt;/code&amp;gt; inside your &amp;lt;code&amp;gt;vega-vc9\include\python&amp;lt;/code&amp;gt;, you can copy it from &amp;lt;code&amp;gt;Python-2.7.1\PC&amp;lt;/code&amp;gt;.&lt;br /&gt;
# In VC++ 2008 EE, update the vegastrike project properties: in configuration properties -&amp;gt; linker -&amp;gt; input -&amp;gt; additional dependencies, change the python version to 2.7. (It should be the last one in the list.)&lt;br /&gt;
# Apply the &amp;lt;code&amp;gt;VCExpress.diff&amp;lt;/code&amp;gt; to fix the resource file for use with Visual C++ Express.&lt;br /&gt;
# Vegastrike should now build normally.&lt;br /&gt;
&lt;br /&gt;
Update --[[User:Ezee|Ezee]] 19:39, 22 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
I add a lot of troubles to compile , link and run the program !&lt;br /&gt;
So this is how to obtain a working version of Vegastrike 0.5.2 from the SVN &lt;br /&gt;
( with turtoise )&lt;br /&gt;
&lt;br /&gt;
YOU MUST CREATE FIRST THE EMPTY FOLDERS IN YOUR COMPUTER :&lt;br /&gt;
&lt;br /&gt;
The idea is to recreate the tree of the svn .&lt;br /&gt;
&lt;br /&gt;
*1_Create a folder trunk&lt;br /&gt;
*2_Create a folder trunk\win32 &lt;br /&gt;
*3_Create a folder trunk\data&lt;br /&gt;
*3_Create a folder trunk\vega-vc9&lt;br /&gt;
*3_Create a folder trunk\vegastrike&lt;br /&gt;
&lt;br /&gt;
from there , you are ready to check out the SVN .&lt;br /&gt;
&lt;br /&gt;
*1- Select your folder vega-vc9&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/vega-vc9&lt;br /&gt;
&lt;br /&gt;
*2- Select your folder vegastrike&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/vegastrike&lt;br /&gt;
&lt;br /&gt;
*3- Select your folder data&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/data&lt;br /&gt;
&lt;br /&gt;
*4- Select your folder win32 &lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/win32&lt;br /&gt;
&lt;br /&gt;
Now your solution vc9 should be ok .&lt;br /&gt;
BUT THE .EXE WILL BE BUILD IN &amp;quot;\trunk\vega-vc9\Release&amp;quot; or &amp;quot;\trunk\vega-vc9\Debug&amp;quot;&lt;br /&gt;
by default . ( you won't be able to run or debug the game , step into etc ... )&lt;br /&gt;
&lt;br /&gt;
So now , go to your project options , in &amp;quot; Linker&amp;quot; , change the output path like this :&lt;br /&gt;
&amp;quot; D:\program\trunk\win32\bin\$(ProjectName).exe &amp;quot;&lt;br /&gt;
&lt;br /&gt;
( change D:\program\trunk\ by your path  :wink: )&lt;br /&gt;
&lt;br /&gt;
Almost ended .&lt;br /&gt;
&lt;br /&gt;
You need to copy the content of your folder &amp;quot;data&amp;quot; in your folder win32\bin&lt;br /&gt;
DON'T FORGET TO UNZIP THE PYTHON 2.7 rar in \win32\bin !&lt;br /&gt;
&lt;br /&gt;
GOOD !&lt;br /&gt;
Enjoy your new Vegastrike programming environment !&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 8.0 (2005 Express)(deprecated)==&lt;br /&gt;
This is left here in case someone wants to attempt a working VC8 build&lt;br /&gt;
Warning: VC8 requires a big download off Microsoft's site.&lt;br /&gt;
&lt;br /&gt;
Microsoft claims that they will continue offering their non-expiring version of VC8 forever, so I guess this will be the main build platform.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that VC8 does something weird with .manifest files, and for official builds, I would suggest VC7 as it seems to be faster, and it lacks compatibility issues.  There are too many forum threads on this to count.&lt;br /&gt;
&lt;br /&gt;
This will work on Windows 2000 or XP (Not sure about 98,95...).&lt;br /&gt;
&lt;br /&gt;
# You have two download choices:&lt;br /&gt;
#* Download the standard install: http://msdn.microsoft.com/vstudio/express/visualc/download/ and register (free but requires an E-mail and filling in a form)&lt;br /&gt;
#* Download the &amp;quot;manual install&amp;quot; (from a CD image): http://msdn.microsoft.com/vstudio/express/support/install/ (seems to be an ISO image, but looks like it doesn't require registration...)&lt;br /&gt;
# Install the [http://www.microsoft.com/downloads/details.aspx?FamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;displaylang=en#filelist| Windows Platform SDK] ([http://msdn.microsoft.com/library/default.asp?url=/library/EN-US/sdkintro/sdkintro/installing_the_platform_sdk_with_visual_studio.asp Instructions] - [http://www.microsoft.com/downloads/info.aspx?na=47&amp;amp;p=3&amp;amp;SrcDisplayLang=en&amp;amp;SrcCategoryId=&amp;amp;SrcFamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;u=details.aspx%3ffamilyid%3dD8EECD75-1FC4-49E5-BC66-9DA2B03D9B92%26displaylang%3den FULL ISO version(395MB)]). A [http://www.microsoft.com/downloads/details.aspx?FamilyID=0baf2b35-c656-4969-ace8-e4c0c0716adb&amp;amp;DisplayLang=en more recent SDK] for Windows XP SP2 exists, but it has not been tested with VS (yet.)&lt;br /&gt;
# In Visual C++ 8.0 (2005 Express), under Tools...Options...Visual C++ Directories, add an Include directory for C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include and an Include directory for C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include\mfc. If you forget this step, the build will not be able to find windows.h, basetsd.h, and afxres.h and will throw fatal errors.&lt;br /&gt;
# You should not need the [http://www.microsoft.com/downloads/details.aspx?FamilyID=EDB98FFA-A59C-4C23-9B92-BA304F188314&amp;amp;displaylang=en DirectX SDK] (337MB) to compile VS, but it may be required to compile OGRE in the future.&lt;br /&gt;
# Disable Intellisense: Microsoft provides no GUI for this, but it is recommended unless you want to eat up twice the RAM and wait 10-20 seconds between saving each file.&lt;br /&gt;
#* Browse to your VC8 install.&lt;br /&gt;
#* Go to the VC/vcpackages folders and rename the &amp;quot;feacp&amp;quot; DLL file to anything else like &amp;quot;feacp_backup.dll&amp;quot;.  This should not break anything... it will only disable IntelliSense.&lt;br /&gt;
# Checkout the Vegastrike project as described earlier.&lt;br /&gt;
# Open the &amp;quot;vega-vc8&amp;quot; project using the IDE.&lt;br /&gt;
# The compilation should go for the most part smoothly.  If you encounter any problems, please tell us in the [http://forums.vega-strike.org/ forum] or specifically on [http://forums.vega-strike.org/viewtopic.php?t=6251 this thread].&lt;br /&gt;
#* Note that Debug versions will be very slow (I get 5 frames/second on my Pentium3 1GHz machine using debug VS).&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 8.0(2005 Express) plus the Code::Blocks IDE (deprecated)==&lt;br /&gt;
You can download Visual C++ 8.0(2005 Express) after you acquired a vcsetup.exe for Visual C++ 8.0. These are still being offered on some download sites.&lt;br /&gt;
The main advantages of Visual C++ 8.0 over later versions are that it works for older OSes like Windows 2000 and that there is a vegastrike project file for it, which you can check out from svn as vega-vc8.&lt;br /&gt;
You will also need an SDK, I used the Platform SDK PSDK-x86.exe (1.3 MB) which you can find with the query “Windows Server 2003 Platform SDK Web” in a search engine.&lt;br /&gt;
You will need to enable internet explorer for a minute as the default browser to install the PSDK.&lt;br /&gt;
Also try to get the vcredist_x86.exe for Visual C++ 8.0(2005 Express) if you want to share your vegastrike binary with others.&lt;br /&gt;
You can acquire the code::block development environment from www.codeblocks.org.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You might want to make a copy of your SVN checkout tree now, to have a clean copy just in case of the code in VegaStrike/ and the project files in vega-vc8/&lt;br /&gt;
Start code::blocks, choose VC2005/2008 as default tool chain and import the .sln solution file from vega-vc8 into a workspace. Use the vc8 2005/2008 compiler.&lt;br /&gt;
Double click the vegastrike project so that it is selected in bold. Go to Project/Build options and add /EHsc to vegastrike in other compiler options, remove /W from all projects and choose a warning level you like instead for each compiling option, like /W1 for release and /W3 for a debug build.&lt;br /&gt;
I have only tried the Win32 and Win32 debug buildsYou will notice that the debug build sets other libraries in linker settings. Basically the left side of the settings is used to include libraries while the right side is used to NOT include the default libraries. Some people have reported that they need to add &amp;quot;/NODEFAULTLIB:libcmt&amp;quot; manually there to exclude libcmt from being linked which results in a conflict.(I also removed /ZI and added insted on the left side /Zi /D_DEBUG to have debug symbols, I'm not sure which is better). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You need to edit the file Resources.rc to read&amp;lt;br&amp;gt;&lt;br /&gt;
 #include &amp;amp;lt;WinResrc.h&amp;amp;gt;&lt;br /&gt;
instead of&amp;lt;br&amp;gt;&lt;br /&gt;
 #include &amp;quot;afxres.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you should discover a problem with the PNG or Python libraries, or simply want to try out newer ones, recall that each of these libraries/dlls needs to be one built with the same compiler you use for vegastrike.&lt;br /&gt;
Be warned that for libpng-1.2.34 the optimized build does not work, while the debug build(without any optimization) works with the vc8 compiler.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also choose where the binaries you produced end up, but I left it to default settings which is in the ../win32/bin directory, thats right aside ../VegaStrike.&lt;br /&gt;
Finally I took the executable, which is named vegastrikeR.exe for the release version, and all other files produced and placed them into the directory structure of an old VegaStrike install.&lt;br /&gt;
Running vegaStrike produced errors, which meant I had to resolve them by checking out the directories bases,mission,programs,sounds/missions,techniques and textures directories from SVN using the repository browser. (I think you can even do without some of these.)&lt;br /&gt;
Copying the directories into and over the directory tree of the old install produced a working binary.&lt;br /&gt;
At least it works as far as I know - I didn't get to test much yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can debug programs in the VC++ IDE by creating a new project and adding an executable as a subproject.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Visual Studio 7.x (deprecated)==&lt;br /&gt;
&lt;br /&gt;
===Compiling from the command line with Visual Studio===&lt;br /&gt;
Here is a batch file that could be used to checkout everything and then compile all projects (copy and paste in &amp;lt;code&amp;gt;makeall.bat&amp;lt;/code&amp;gt;), if you were going somewhere for a few hours and wanted to get a working project when you got back:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@echo off&lt;br /&gt;
mkdir vegastrike&lt;br /&gt;
cd vegastrike&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vega-vc7&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/&lt;br /&gt;
cd vega-vc7&lt;br /&gt;
echo Building project...&lt;br /&gt;
&amp;quot;C:\VC7\Common7\IDE\devenv.exe&amp;quot; vegastrike.sln /BUILD Debug&lt;br /&gt;
cd ..&lt;br /&gt;
cd ..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': You must replace the &amp;quot;&amp;lt;code&amp;gt;C:\vc7&amp;lt;/code&amp;gt;&amp;quot; with the directory where you installed visual c++ 7 and replace the &amp;quot;&amp;lt;code&amp;gt;Debug&amp;lt;/code&amp;gt;&amp;quot; on the same line with &amp;quot;&amp;lt;code&amp;gt;Release&amp;lt;/code&amp;gt;&amp;quot; if you want a release build.&lt;br /&gt;
&lt;br /&gt;
===Compiling with the Visual Studio GUI (deprecated)===&lt;br /&gt;
''(This is written with Visual C++ .NET Standard in mind)''&lt;br /&gt;
&lt;br /&gt;
Once you have checked out the vegastrike and vega-vc7 modules from [[HowTo:Checkout CVS|CVS]], use Visual Studio to open vegastrike.sln, found in the vega-vc7 directory. When compiling for release, select &amp;quot;Release Boost 131&amp;quot; from the drop-down menu on the toolbar. Right-click on the &amp;quot;vegastrike&amp;quot; project in the &amp;quot;solution explorer&amp;quot; sidebar, and then select &amp;quot;Build&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ Toolkit 2003==&lt;br /&gt;
This is a [http://msdn.microsoft.com/visualc/vctoolkit2003/ free download] from Microsoft, and is the same compiler and linker as Visual Studio 2003.&lt;br /&gt;
&lt;br /&gt;
Note, you must have Windows XP or 2000 in order to install the toolkit. (formerly said only Windows XP, but this is not true according to their download page)&lt;br /&gt;
&lt;br /&gt;
===Downloads===&lt;br /&gt;
* Install the [http://msdn.microsoft.com/visualc/vctoolkit2003/ Visual C++ Toolkit 2003] from the Microsoft web site. &lt;br /&gt;
* Install the [http://www.microsoft.com/msdownload/platformsdk/sdkupdate Windows Platform SDK] from the Microsoft web site. You can take any of the 3 versions available.&lt;br /&gt;
* Install the [http://www.codeblocks.org/downloads.shtml Code::Blocks] (alternative download site on [http://prdownloads.sourceforge.net/codeblocks/ Sourceforge]). You can take the full version or the core only, since we will use the VS 2003 TK. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Configuring Code::Blocks===&lt;br /&gt;
* Run CodeBlocks. The first time you install it, you will be listed with a set of compilers. Select Microsoft Visual C++ Toolkit, and click '''Set As Default'''. &lt;br /&gt;
* For configuration you have to include the location of the Windows Platform SDK.  Go to '''Settings''' -&amp;gt; '''Compiler''' in the menu. Click the '''Directories''' tab.  Add the directory &amp;quot;&amp;lt;code&amp;gt;C:\Program Files\Microsoft SDK\bin&amp;lt;/code&amp;gt;&amp;quot; to the Resource Compiler tab.&lt;br /&gt;
&lt;br /&gt;
===Compiling with Code::Blocks and Visual C++ Toolkit===&lt;br /&gt;
Once you have checked out the vegastrike and vega-vc7 modules from [[HowTo:Checkout CVS|CVS]], import the vegastrike.sln file, found in the vega-vc7 directory into Code::Blocks using '''Project-&amp;gt;Import-&amp;gt;MS Visual Studio Solution''' in the menu.&lt;br /&gt;
&lt;br /&gt;
===Note (CVS version as of 14 Nov 2005===&lt;br /&gt;
Using the most recent CVS versions (and 2003/Runtime versions from Microsoft) I had to remove /W from the build options '''Project Build Options &amp;gt; Compiler Options &amp;gt; Other Options'''&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 6.0 (deprecated)==&lt;br /&gt;
As of the end of December, 2005, VegaStrike has dropped compatibility for VC 6 because of the new OGRE rendering engine.&lt;br /&gt;
&lt;br /&gt;
VC 6 users can grab a free copy of VC 8 (Visual Studio 2005 Express) off the Microsoft site, and follow the directions below to compile.&lt;br /&gt;
===Compiling using VC 6===&lt;br /&gt;
Until the OGRE port is finished, VC 6 will still compile, so you can try it if VC8 won't work for you.&lt;br /&gt;
&lt;br /&gt;
First, check out all the modules above.&lt;br /&gt;
&lt;br /&gt;
Then from the MSDEV IDE, open the &amp;quot;vegastrike.dsw&amp;quot; project inside vega-proj, and compile.  You will want to use Debug or Release configurations for a standard build. (The Boost 129 builds are permanently broken, and GLUT doesn't work very well as far as I know)&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
* [[HowTo:Checkout SVN|Checking out SVN]]&lt;br /&gt;
* [http://www.codeblocks.org Code:Blocks IDE]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN|Checkout SVN]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Cygwin Compiling|Cygwin Compiling]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|VCpp Compiling]]&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:VCPP_Compiling&amp;diff=19699</id>
		<title>HowTo:VCPP Compiling</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:VCPP_Compiling&amp;diff=19699"/>
				<updated>2014-02-22T19:40:56Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: /* Visual C++ 9.0 (2008 Express) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN (Ubuntu Linux)|Checkout SVN (Ubuntu Linux)]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Cygwin Compiling|Cygwin Compiling]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{attention}}&lt;br /&gt;
=Compiling under Visual C++=&lt;br /&gt;
First, [[HowTo:Checkout_SVN|check out the SVN modules]].&lt;br /&gt;
&lt;br /&gt;
When using another module (e.g. &amp;lt;code&amp;gt;vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;vssetup&amp;lt;/code&amp;gt;), they should be placed in the directory above &amp;lt;code&amp;gt;vega-vc&amp;lt;/code&amp;gt; in the directory tree.&lt;br /&gt;
&lt;br /&gt;
For example, when you want to checkout Vegastrike, you may make a &amp;lt;code&amp;gt;Vegastrike&amp;lt;/code&amp;gt; directory and from there, checkout &amp;lt;code&amp;gt;vega-vc9&amp;lt;/code&amp;gt; for all Visual C++ editions, &amp;lt;code&amp;gt;vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; ALL from this directory.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/&amp;lt;/code&amp;gt; - base directory.&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vegastrike/&amp;lt;/code&amp;gt; - The stuff from the vegastrike module (the actual code)&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-proj/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 6.x) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc7/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 7.x) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc8/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 8.0) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc9/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 9.0 and higher)&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/win32/&amp;lt;/code&amp;gt; - The newer version of data.  Until the change is made in the Vegastrike project setting binaries will be create in vega-vc9/Release or vega-vc9/Debug. &amp;lt;strike&amp;gt;Binaries will be compiled into the bin directory, so it should be here in the tree if you do not want to edit project settings.&amp;lt;/strike&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Here is a list of every project included for SVN compilation that is used:&lt;br /&gt;
* vegastrike (&amp;lt;code&amp;gt;Vegastrike.exe&amp;lt;/code&amp;gt;) - '''VegaStrike binary'''&lt;br /&gt;
* vsserver (&amp;lt;code&amp;gt;vegaserver.exe&amp;lt;/code&amp;gt;) - VegaStrike server&lt;br /&gt;
* vssetup (&amp;lt;code&amp;gt;Setup.exe&amp;lt;/code&amp;gt;) - The main Setup program--doesn't change much, so you can use the binary directly from SVN.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 11.x (Visual Studio Express 2012)==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}} Write Me - Until specific instructions are written by someone knowledgeable, follow information for previous versions and supplement it with up to date information about compiling from the forums. &lt;br /&gt;
&lt;br /&gt;
==Visual C++ 10.0 (2010 Express)==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}}Currently there are no working project files for VC10. This will be changing in the near future so please be patient. For now just copy everything from the &amp;lt;code&amp;gt;trunk/vega-vc9&amp;lt;/code&amp;gt; folder into a newly created vega-vc10 folder and convert the VC9 project files.&lt;br /&gt;
&lt;br /&gt;
You can download a copy of VC10 Express from [http://www.microsoft.com/express/download/ Download Visual Studio Express].&lt;br /&gt;
If you encounter any issues post a new topic in the [http://forums.vega-strike.org/viewforum.php?f=5 Compiling Problems] forum.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 9.0 (2008 Express)==&lt;br /&gt;
&lt;br /&gt;
This is likely only for Windows XP SP3 and Vista (so probably not Windows 2000). Apparently no Platform SDK is necessary. Note that it is required that the local file and directory structure is identical to the one on SVN. You need to checkout the following: &amp;lt;code&amp;gt;trunk/vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trunk/vega-vc9&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trunk/win32&amp;lt;/code&amp;gt;. If the above is wrong you will need to download the 2008 SDK or higher.&lt;br /&gt;
&lt;br /&gt;
# [http://www.microsoft.com/express/download/ Download Visual C++ 2008 Express Edition].&lt;br /&gt;
# Make sure you are logged on as admin. Otherwise the VC++ 2008 EE installation will fail. Run the installer, uncheck all the boxes on each page if you want a lighter download. It will do everything on it's own then ask to reboot.&lt;br /&gt;
# To update for Python 2.7 you will need to download the latest 2.7 source release: [http://www.python.org/download/ Download latest source Python 2.7]&lt;br /&gt;
       or directly [http://www.python.org/download/releases/2.7.6// www.python.org/download/releases/2.7.6]&lt;br /&gt;
# Compile Python using their &amp;lt;code&amp;gt;Python-2.7.1\PCbuild\pcbuild.sln&amp;lt;/code&amp;gt; solution file. Make sure it works (&amp;lt;code&amp;gt;python.exe&amp;lt;/code&amp;gt; starts up).&lt;br /&gt;
# Substitute the corresponding Python 2.7 files from &amp;lt;code&amp;gt;Python-2.7.1\PCbuild&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Python-2.7.1\include&amp;lt;/code&amp;gt;. Python also requires a &amp;lt;code&amp;gt;pyconfig.h&amp;lt;/code&amp;gt; inside your &amp;lt;code&amp;gt;vega-vc9\include\python&amp;lt;/code&amp;gt;, you can copy it from &amp;lt;code&amp;gt;Python-2.7.1\PC&amp;lt;/code&amp;gt;.&lt;br /&gt;
# In VC++ 2008 EE, update the vegastrike project properties: in configuration properties -&amp;gt; linker -&amp;gt; input -&amp;gt; additional dependencies, change the python version to 2.7. (It should be the last one in the list.)&lt;br /&gt;
# Apply the &amp;lt;code&amp;gt;VCExpress.diff&amp;lt;/code&amp;gt; to fix the resource file for use with Visual C++ Express.&lt;br /&gt;
# Vegastrike should now build normally.&lt;br /&gt;
&lt;br /&gt;
Update --[[User:Ezee|Ezee]] 19:39, 22 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
I add a lot of troubles to compile , link and run the program !&lt;br /&gt;
So this is how to obtain a working version of Vegastrike 0.5.2 from the SVN &lt;br /&gt;
( with turtoise )&lt;br /&gt;
&lt;br /&gt;
YOU MUST CREATE FIRST THE EMPTY FOLDERS IN YOUR COMPUTER :&lt;br /&gt;
&lt;br /&gt;
The idea is to recreate the tree of the svn .&lt;br /&gt;
&lt;br /&gt;
*1_Create a folder trunk&lt;br /&gt;
*2_Create a folder trunk\win32 &lt;br /&gt;
*3_Create a folder trunk\data&lt;br /&gt;
*3_Create a folder trunk\vega-vc9&lt;br /&gt;
*3_Create a folder trunk\vegastrike&lt;br /&gt;
&lt;br /&gt;
from there , you are ready to check out the SVN .&lt;br /&gt;
&lt;br /&gt;
*1- Select your folder vega-vc9&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/vega-vc9&lt;br /&gt;
&lt;br /&gt;
*2- Select your folder vegastrike&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/vegastrike&lt;br /&gt;
&lt;br /&gt;
*3- Select your folder data&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/data&lt;br /&gt;
&lt;br /&gt;
*4- Select your folder win32 &lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/win32&lt;br /&gt;
&lt;br /&gt;
Now your solution vc9 should be ok .&lt;br /&gt;
BUT THE .EXE WILL BE BUILD IN &amp;quot;\trunk\vega-vc9\Release&amp;quot; or &amp;quot;\trunk\vega-vc9\Debug&amp;quot;&lt;br /&gt;
by default . ( you won't be able to run or debug the game , step into etc ... )&lt;br /&gt;
&lt;br /&gt;
So now , go to your project options , in &amp;quot; Linker&amp;quot; , change the output path like this :&lt;br /&gt;
&amp;quot; D:\program\trunk\win32\bin\$(ProjectName).exe &amp;quot;&lt;br /&gt;
( change D:\program\trunk\ by your path  :wink: )&lt;br /&gt;
&lt;br /&gt;
Almost ended .&lt;br /&gt;
&lt;br /&gt;
You need to copy the content of your folder &amp;quot;data&amp;quot; in your folder win32\bin&lt;br /&gt;
DON'T FORGET TO UNZIP THE PYTHON 2.7 rar in \win32\bin !&lt;br /&gt;
&lt;br /&gt;
GOOD !&lt;br /&gt;
Enjoy your new Vegastrike programming environment !&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 8.0 (2005 Express)(deprecated)==&lt;br /&gt;
This is left here in case someone wants to attempt a working VC8 build&lt;br /&gt;
Warning: VC8 requires a big download off Microsoft's site.&lt;br /&gt;
&lt;br /&gt;
Microsoft claims that they will continue offering their non-expiring version of VC8 forever, so I guess this will be the main build platform.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that VC8 does something weird with .manifest files, and for official builds, I would suggest VC7 as it seems to be faster, and it lacks compatibility issues.  There are too many forum threads on this to count.&lt;br /&gt;
&lt;br /&gt;
This will work on Windows 2000 or XP (Not sure about 98,95...).&lt;br /&gt;
&lt;br /&gt;
# You have two download choices:&lt;br /&gt;
#* Download the standard install: http://msdn.microsoft.com/vstudio/express/visualc/download/ and register (free but requires an E-mail and filling in a form)&lt;br /&gt;
#* Download the &amp;quot;manual install&amp;quot; (from a CD image): http://msdn.microsoft.com/vstudio/express/support/install/ (seems to be an ISO image, but looks like it doesn't require registration...)&lt;br /&gt;
# Install the [http://www.microsoft.com/downloads/details.aspx?FamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;displaylang=en#filelist| Windows Platform SDK] ([http://msdn.microsoft.com/library/default.asp?url=/library/EN-US/sdkintro/sdkintro/installing_the_platform_sdk_with_visual_studio.asp Instructions] - [http://www.microsoft.com/downloads/info.aspx?na=47&amp;amp;p=3&amp;amp;SrcDisplayLang=en&amp;amp;SrcCategoryId=&amp;amp;SrcFamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;u=details.aspx%3ffamilyid%3dD8EECD75-1FC4-49E5-BC66-9DA2B03D9B92%26displaylang%3den FULL ISO version(395MB)]). A [http://www.microsoft.com/downloads/details.aspx?FamilyID=0baf2b35-c656-4969-ace8-e4c0c0716adb&amp;amp;DisplayLang=en more recent SDK] for Windows XP SP2 exists, but it has not been tested with VS (yet.)&lt;br /&gt;
# In Visual C++ 8.0 (2005 Express), under Tools...Options...Visual C++ Directories, add an Include directory for C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include and an Include directory for C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include\mfc. If you forget this step, the build will not be able to find windows.h, basetsd.h, and afxres.h and will throw fatal errors.&lt;br /&gt;
# You should not need the [http://www.microsoft.com/downloads/details.aspx?FamilyID=EDB98FFA-A59C-4C23-9B92-BA304F188314&amp;amp;displaylang=en DirectX SDK] (337MB) to compile VS, but it may be required to compile OGRE in the future.&lt;br /&gt;
# Disable Intellisense: Microsoft provides no GUI for this, but it is recommended unless you want to eat up twice the RAM and wait 10-20 seconds between saving each file.&lt;br /&gt;
#* Browse to your VC8 install.&lt;br /&gt;
#* Go to the VC/vcpackages folders and rename the &amp;quot;feacp&amp;quot; DLL file to anything else like &amp;quot;feacp_backup.dll&amp;quot;.  This should not break anything... it will only disable IntelliSense.&lt;br /&gt;
# Checkout the Vegastrike project as described earlier.&lt;br /&gt;
# Open the &amp;quot;vega-vc8&amp;quot; project using the IDE.&lt;br /&gt;
# The compilation should go for the most part smoothly.  If you encounter any problems, please tell us in the [http://forums.vega-strike.org/ forum] or specifically on [http://forums.vega-strike.org/viewtopic.php?t=6251 this thread].&lt;br /&gt;
#* Note that Debug versions will be very slow (I get 5 frames/second on my Pentium3 1GHz machine using debug VS).&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 8.0(2005 Express) plus the Code::Blocks IDE (deprecated)==&lt;br /&gt;
You can download Visual C++ 8.0(2005 Express) after you acquired a vcsetup.exe for Visual C++ 8.0. These are still being offered on some download sites.&lt;br /&gt;
The main advantages of Visual C++ 8.0 over later versions are that it works for older OSes like Windows 2000 and that there is a vegastrike project file for it, which you can check out from svn as vega-vc8.&lt;br /&gt;
You will also need an SDK, I used the Platform SDK PSDK-x86.exe (1.3 MB) which you can find with the query “Windows Server 2003 Platform SDK Web” in a search engine.&lt;br /&gt;
You will need to enable internet explorer for a minute as the default browser to install the PSDK.&lt;br /&gt;
Also try to get the vcredist_x86.exe for Visual C++ 8.0(2005 Express) if you want to share your vegastrike binary with others.&lt;br /&gt;
You can acquire the code::block development environment from www.codeblocks.org.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You might want to make a copy of your SVN checkout tree now, to have a clean copy just in case of the code in VegaStrike/ and the project files in vega-vc8/&lt;br /&gt;
Start code::blocks, choose VC2005/2008 as default tool chain and import the .sln solution file from vega-vc8 into a workspace. Use the vc8 2005/2008 compiler.&lt;br /&gt;
Double click the vegastrike project so that it is selected in bold. Go to Project/Build options and add /EHsc to vegastrike in other compiler options, remove /W from all projects and choose a warning level you like instead for each compiling option, like /W1 for release and /W3 for a debug build.&lt;br /&gt;
I have only tried the Win32 and Win32 debug buildsYou will notice that the debug build sets other libraries in linker settings. Basically the left side of the settings is used to include libraries while the right side is used to NOT include the default libraries. Some people have reported that they need to add &amp;quot;/NODEFAULTLIB:libcmt&amp;quot; manually there to exclude libcmt from being linked which results in a conflict.(I also removed /ZI and added insted on the left side /Zi /D_DEBUG to have debug symbols, I'm not sure which is better). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You need to edit the file Resources.rc to read&amp;lt;br&amp;gt;&lt;br /&gt;
 #include &amp;amp;lt;WinResrc.h&amp;amp;gt;&lt;br /&gt;
instead of&amp;lt;br&amp;gt;&lt;br /&gt;
 #include &amp;quot;afxres.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you should discover a problem with the PNG or Python libraries, or simply want to try out newer ones, recall that each of these libraries/dlls needs to be one built with the same compiler you use for vegastrike.&lt;br /&gt;
Be warned that for libpng-1.2.34 the optimized build does not work, while the debug build(without any optimization) works with the vc8 compiler.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also choose where the binaries you produced end up, but I left it to default settings which is in the ../win32/bin directory, thats right aside ../VegaStrike.&lt;br /&gt;
Finally I took the executable, which is named vegastrikeR.exe for the release version, and all other files produced and placed them into the directory structure of an old VegaStrike install.&lt;br /&gt;
Running vegaStrike produced errors, which meant I had to resolve them by checking out the directories bases,mission,programs,sounds/missions,techniques and textures directories from SVN using the repository browser. (I think you can even do without some of these.)&lt;br /&gt;
Copying the directories into and over the directory tree of the old install produced a working binary.&lt;br /&gt;
At least it works as far as I know - I didn't get to test much yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can debug programs in the VC++ IDE by creating a new project and adding an executable as a subproject.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Visual Studio 7.x (deprecated)==&lt;br /&gt;
&lt;br /&gt;
===Compiling from the command line with Visual Studio===&lt;br /&gt;
Here is a batch file that could be used to checkout everything and then compile all projects (copy and paste in &amp;lt;code&amp;gt;makeall.bat&amp;lt;/code&amp;gt;), if you were going somewhere for a few hours and wanted to get a working project when you got back:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@echo off&lt;br /&gt;
mkdir vegastrike&lt;br /&gt;
cd vegastrike&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vega-vc7&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/&lt;br /&gt;
cd vega-vc7&lt;br /&gt;
echo Building project...&lt;br /&gt;
&amp;quot;C:\VC7\Common7\IDE\devenv.exe&amp;quot; vegastrike.sln /BUILD Debug&lt;br /&gt;
cd ..&lt;br /&gt;
cd ..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': You must replace the &amp;quot;&amp;lt;code&amp;gt;C:\vc7&amp;lt;/code&amp;gt;&amp;quot; with the directory where you installed visual c++ 7 and replace the &amp;quot;&amp;lt;code&amp;gt;Debug&amp;lt;/code&amp;gt;&amp;quot; on the same line with &amp;quot;&amp;lt;code&amp;gt;Release&amp;lt;/code&amp;gt;&amp;quot; if you want a release build.&lt;br /&gt;
&lt;br /&gt;
===Compiling with the Visual Studio GUI (deprecated)===&lt;br /&gt;
''(This is written with Visual C++ .NET Standard in mind)''&lt;br /&gt;
&lt;br /&gt;
Once you have checked out the vegastrike and vega-vc7 modules from [[HowTo:Checkout CVS|CVS]], use Visual Studio to open vegastrike.sln, found in the vega-vc7 directory. When compiling for release, select &amp;quot;Release Boost 131&amp;quot; from the drop-down menu on the toolbar. Right-click on the &amp;quot;vegastrike&amp;quot; project in the &amp;quot;solution explorer&amp;quot; sidebar, and then select &amp;quot;Build&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ Toolkit 2003==&lt;br /&gt;
This is a [http://msdn.microsoft.com/visualc/vctoolkit2003/ free download] from Microsoft, and is the same compiler and linker as Visual Studio 2003.&lt;br /&gt;
&lt;br /&gt;
Note, you must have Windows XP or 2000 in order to install the toolkit. (formerly said only Windows XP, but this is not true according to their download page)&lt;br /&gt;
&lt;br /&gt;
===Downloads===&lt;br /&gt;
* Install the [http://msdn.microsoft.com/visualc/vctoolkit2003/ Visual C++ Toolkit 2003] from the Microsoft web site. &lt;br /&gt;
* Install the [http://www.microsoft.com/msdownload/platformsdk/sdkupdate Windows Platform SDK] from the Microsoft web site. You can take any of the 3 versions available.&lt;br /&gt;
* Install the [http://www.codeblocks.org/downloads.shtml Code::Blocks] (alternative download site on [http://prdownloads.sourceforge.net/codeblocks/ Sourceforge]). You can take the full version or the core only, since we will use the VS 2003 TK. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Configuring Code::Blocks===&lt;br /&gt;
* Run CodeBlocks. The first time you install it, you will be listed with a set of compilers. Select Microsoft Visual C++ Toolkit, and click '''Set As Default'''. &lt;br /&gt;
* For configuration you have to include the location of the Windows Platform SDK.  Go to '''Settings''' -&amp;gt; '''Compiler''' in the menu. Click the '''Directories''' tab.  Add the directory &amp;quot;&amp;lt;code&amp;gt;C:\Program Files\Microsoft SDK\bin&amp;lt;/code&amp;gt;&amp;quot; to the Resource Compiler tab.&lt;br /&gt;
&lt;br /&gt;
===Compiling with Code::Blocks and Visual C++ Toolkit===&lt;br /&gt;
Once you have checked out the vegastrike and vega-vc7 modules from [[HowTo:Checkout CVS|CVS]], import the vegastrike.sln file, found in the vega-vc7 directory into Code::Blocks using '''Project-&amp;gt;Import-&amp;gt;MS Visual Studio Solution''' in the menu.&lt;br /&gt;
&lt;br /&gt;
===Note (CVS version as of 14 Nov 2005===&lt;br /&gt;
Using the most recent CVS versions (and 2003/Runtime versions from Microsoft) I had to remove /W from the build options '''Project Build Options &amp;gt; Compiler Options &amp;gt; Other Options'''&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 6.0 (deprecated)==&lt;br /&gt;
As of the end of December, 2005, VegaStrike has dropped compatibility for VC 6 because of the new OGRE rendering engine.&lt;br /&gt;
&lt;br /&gt;
VC 6 users can grab a free copy of VC 8 (Visual Studio 2005 Express) off the Microsoft site, and follow the directions below to compile.&lt;br /&gt;
===Compiling using VC 6===&lt;br /&gt;
Until the OGRE port is finished, VC 6 will still compile, so you can try it if VC8 won't work for you.&lt;br /&gt;
&lt;br /&gt;
First, check out all the modules above.&lt;br /&gt;
&lt;br /&gt;
Then from the MSDEV IDE, open the &amp;quot;vegastrike.dsw&amp;quot; project inside vega-proj, and compile.  You will want to use Debug or Release configurations for a standard build. (The Boost 129 builds are permanently broken, and GLUT doesn't work very well as far as I know)&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
* [[HowTo:Checkout SVN|Checking out SVN]]&lt;br /&gt;
* [http://www.codeblocks.org Code:Blocks IDE]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN|Checkout SVN]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Cygwin Compiling|Cygwin Compiling]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|VCpp Compiling]]&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:VCPP_Compiling&amp;diff=19698</id>
		<title>HowTo:VCPP Compiling</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:VCPP_Compiling&amp;diff=19698"/>
				<updated>2014-02-22T19:39:27Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: /* UPDATE Visual C++ 9.0 (2008 Express) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN (Ubuntu Linux)|Checkout SVN (Ubuntu Linux)]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Cygwin Compiling|Cygwin Compiling]]&lt;br /&gt;
}}&lt;br /&gt;
----&lt;br /&gt;
{{attention}}&lt;br /&gt;
=Compiling under Visual C++=&lt;br /&gt;
First, [[HowTo:Checkout_SVN|check out the SVN modules]].&lt;br /&gt;
&lt;br /&gt;
When using another module (e.g. &amp;lt;code&amp;gt;vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;vssetup&amp;lt;/code&amp;gt;), they should be placed in the directory above &amp;lt;code&amp;gt;vega-vc&amp;lt;/code&amp;gt; in the directory tree.&lt;br /&gt;
&lt;br /&gt;
For example, when you want to checkout Vegastrike, you may make a &amp;lt;code&amp;gt;Vegastrike&amp;lt;/code&amp;gt; directory and from there, checkout &amp;lt;code&amp;gt;vega-vc9&amp;lt;/code&amp;gt; for all Visual C++ editions, &amp;lt;code&amp;gt;vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt; ALL from this directory.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/&amp;lt;/code&amp;gt; - base directory.&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vegastrike/&amp;lt;/code&amp;gt; - The stuff from the vegastrike module (the actual code)&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-proj/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 6.x) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc7/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 7.x) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc8/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 8.0) Deprecated&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/vega-vc9/&amp;lt;/code&amp;gt; - The project files. (VISUAL C++ 9.0 and higher)&lt;br /&gt;
* &amp;lt;code&amp;gt;vegastrike/win32/&amp;lt;/code&amp;gt; - The newer version of data.  Until the change is made in the Vegastrike project setting binaries will be create in vega-vc9/Release or vega-vc9/Debug. &amp;lt;strike&amp;gt;Binaries will be compiled into the bin directory, so it should be here in the tree if you do not want to edit project settings.&amp;lt;/strike&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Here is a list of every project included for SVN compilation that is used:&lt;br /&gt;
* vegastrike (&amp;lt;code&amp;gt;Vegastrike.exe&amp;lt;/code&amp;gt;) - '''VegaStrike binary'''&lt;br /&gt;
* vsserver (&amp;lt;code&amp;gt;vegaserver.exe&amp;lt;/code&amp;gt;) - VegaStrike server&lt;br /&gt;
* vssetup (&amp;lt;code&amp;gt;Setup.exe&amp;lt;/code&amp;gt;) - The main Setup program--doesn't change much, so you can use the binary directly from SVN.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 11.x (Visual Studio Express 2012)==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}} Write Me - Until specific instructions are written by someone knowledgeable, follow information for previous versions and supplement it with up to date information about compiling from the forums. &lt;br /&gt;
&lt;br /&gt;
==Visual C++ 10.0 (2010 Express)==&lt;br /&gt;
&lt;br /&gt;
{{Fixme}}Currently there are no working project files for VC10. This will be changing in the near future so please be patient. For now just copy everything from the &amp;lt;code&amp;gt;trunk/vega-vc9&amp;lt;/code&amp;gt; folder into a newly created vega-vc10 folder and convert the VC9 project files.&lt;br /&gt;
&lt;br /&gt;
You can download a copy of VC10 Express from [http://www.microsoft.com/express/download/ Download Visual Studio Express].&lt;br /&gt;
If you encounter any issues post a new topic in the [http://forums.vega-strike.org/viewforum.php?f=5 Compiling Problems] forum.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 9.0 (2008 Express)==&lt;br /&gt;
&lt;br /&gt;
This is likely only for Windows XP SP3 and Vista (so probably not Windows 2000). Apparently no Platform SDK is necessary. Note that it is required that the local file and directory structure is identical to the one on SVN. You need to checkout the following: &amp;lt;code&amp;gt;trunk/vegastrike&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trunk/vega-vc9&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trunk/win32&amp;lt;/code&amp;gt;. If the above is wrong you will need to download the 2008 SDK or higher.&lt;br /&gt;
&lt;br /&gt;
# [http://www.microsoft.com/express/download/ Download Visual C++ 2008 Express Edition].&lt;br /&gt;
# Make sure you are logged on as admin. Otherwise the VC++ 2008 EE installation will fail. Run the installer, uncheck all the boxes on each page if you want a lighter download. It will do everything on it's own then ask to reboot.&lt;br /&gt;
# To update for Python 2.7 you will need to download the latest 2.7 source release: [http://www.python.org/download/ Download latest source Python 2.7]&lt;br /&gt;
       or directly [http://www.python.org/download/releases/2.7.6// www.python.org/download/releases/2.7.6]&lt;br /&gt;
# Compile Python using their &amp;lt;code&amp;gt;Python-2.7.1\PCbuild\pcbuild.sln&amp;lt;/code&amp;gt; solution file. Make sure it works (&amp;lt;code&amp;gt;python.exe&amp;lt;/code&amp;gt; starts up).&lt;br /&gt;
# Substitute the corresponding Python 2.7 files from &amp;lt;code&amp;gt;Python-2.7.1\PCbuild&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Python-2.7.1\include&amp;lt;/code&amp;gt;. Python also requires a &amp;lt;code&amp;gt;pyconfig.h&amp;lt;/code&amp;gt; inside your &amp;lt;code&amp;gt;vega-vc9\include\python&amp;lt;/code&amp;gt;, you can copy it from &amp;lt;code&amp;gt;Python-2.7.1\PC&amp;lt;/code&amp;gt;.&lt;br /&gt;
# In VC++ 2008 EE, update the vegastrike project properties: in configuration properties -&amp;gt; linker -&amp;gt; input -&amp;gt; additional dependencies, change the python version to 2.7. (It should be the last one in the list.)&lt;br /&gt;
# Apply the &amp;lt;code&amp;gt;VCExpress.diff&amp;lt;/code&amp;gt; to fix the resource file for use with Visual C++ Express.&lt;br /&gt;
# Vegastrike should now build normally.&lt;br /&gt;
&lt;br /&gt;
Update --[[User:Ezee|Ezee]] 19:39, 22 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
I add a lot of troubles to compile , link and run the program !&lt;br /&gt;
So this is how to obtain a working version of Vegastrike 0.5.2 from the SVN &lt;br /&gt;
( with turtoise )&lt;br /&gt;
&lt;br /&gt;
YOU MUST CREATE FIRST THE EMPTY FOLDERS IN YOUR COMPUTER :&lt;br /&gt;
&lt;br /&gt;
The idea is to recreate the tree of the svn .&lt;br /&gt;
&lt;br /&gt;
*1_Create a folder trunk&lt;br /&gt;
*2_Create a folder trunk\win32 &lt;br /&gt;
*3_Create a folder trunk\data&lt;br /&gt;
*3_Create a folder trunk\vega-vc9&lt;br /&gt;
*3_Create a folder trunk\vegastrike&lt;br /&gt;
&lt;br /&gt;
from there , you are ready to check out the SVN .&lt;br /&gt;
&lt;br /&gt;
*1- Select your folder vega-vc9&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/vega-vc9&lt;br /&gt;
&lt;br /&gt;
*2- Select your folder vegastrike&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/cod/trunk/vegastrike&lt;br /&gt;
&lt;br /&gt;
*3- Select your folder data&lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/data&lt;br /&gt;
&lt;br /&gt;
*4- Select your folder win32 &lt;br /&gt;
Right-click and use tortoise -&amp;gt; checkout with :&lt;br /&gt;
http://svn.code.sf.net/p/vegastrike/code/trunk/win32&lt;br /&gt;
&lt;br /&gt;
Now your solution vc9 should be ok .&lt;br /&gt;
BUT THE .EXE WILL BE BUILD IN &amp;quot;\trunk\vega-vc9\Release&amp;quot; or &amp;quot;\trunk\vega-vc9\Debug&amp;quot;&lt;br /&gt;
by default . ( you won't be able to run or debug the game , step into etc ... )&lt;br /&gt;
&lt;br /&gt;
So now , go to your project options , in &amp;quot; Linker&amp;quot; , change the output path like this :&lt;br /&gt;
&amp;quot; D:\program\trunk\win32\bin\$(ProjectName).exe &amp;quot;&lt;br /&gt;
( change D:\program\trunk\ by your path  :wink: )&lt;br /&gt;
&lt;br /&gt;
Almost ended .&lt;br /&gt;
&lt;br /&gt;
You need to copy the content of your folder &amp;quot;data&amp;quot; in your folder win32\bin&lt;br /&gt;
DON'T FORGET TO UNZIP THE PYTHON 2.7 rar in \win32\bin !&lt;br /&gt;
&lt;br /&gt;
GOOD !&lt;br /&gt;
Enjoy your new Vegastrike programming environment !&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 8.0 (2005 Express)(deprecated)==&lt;br /&gt;
This is left here in case someone wants to attempt a working VC8 build&lt;br /&gt;
Warning: VC8 requires a big download off Microsoft's site.&lt;br /&gt;
&lt;br /&gt;
Microsoft claims that they will continue offering their non-expiring version of VC8 forever, so I guess this will be the main build platform.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that VC8 does something weird with .manifest files, and for official builds, I would suggest VC7 as it seems to be faster, and it lacks compatibility issues.  There are too many forum threads on this to count.&lt;br /&gt;
&lt;br /&gt;
This will work on Windows 2000 or XP (Not sure about 98,95...).&lt;br /&gt;
&lt;br /&gt;
# You have two download choices:&lt;br /&gt;
#* Download the standard install: http://msdn.microsoft.com/vstudio/express/visualc/download/ and register (free but requires an E-mail and filling in a form)&lt;br /&gt;
#* Download the &amp;quot;manual install&amp;quot; (from a CD image): http://msdn.microsoft.com/vstudio/express/support/install/ (seems to be an ISO image, but looks like it doesn't require registration...)&lt;br /&gt;
# Install the [http://www.microsoft.com/downloads/details.aspx?FamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;displaylang=en#filelist| Windows Platform SDK] ([http://msdn.microsoft.com/library/default.asp?url=/library/EN-US/sdkintro/sdkintro/installing_the_platform_sdk_with_visual_studio.asp Instructions] - [http://www.microsoft.com/downloads/info.aspx?na=47&amp;amp;p=3&amp;amp;SrcDisplayLang=en&amp;amp;SrcCategoryId=&amp;amp;SrcFamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&amp;amp;u=details.aspx%3ffamilyid%3dD8EECD75-1FC4-49E5-BC66-9DA2B03D9B92%26displaylang%3den FULL ISO version(395MB)]). A [http://www.microsoft.com/downloads/details.aspx?FamilyID=0baf2b35-c656-4969-ace8-e4c0c0716adb&amp;amp;DisplayLang=en more recent SDK] for Windows XP SP2 exists, but it has not been tested with VS (yet.)&lt;br /&gt;
# In Visual C++ 8.0 (2005 Express), under Tools...Options...Visual C++ Directories, add an Include directory for C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include and an Include directory for C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\Include\mfc. If you forget this step, the build will not be able to find windows.h, basetsd.h, and afxres.h and will throw fatal errors.&lt;br /&gt;
# You should not need the [http://www.microsoft.com/downloads/details.aspx?FamilyID=EDB98FFA-A59C-4C23-9B92-BA304F188314&amp;amp;displaylang=en DirectX SDK] (337MB) to compile VS, but it may be required to compile OGRE in the future.&lt;br /&gt;
# Disable Intellisense: Microsoft provides no GUI for this, but it is recommended unless you want to eat up twice the RAM and wait 10-20 seconds between saving each file.&lt;br /&gt;
#* Browse to your VC8 install.&lt;br /&gt;
#* Go to the VC/vcpackages folders and rename the &amp;quot;feacp&amp;quot; DLL file to anything else like &amp;quot;feacp_backup.dll&amp;quot;.  This should not break anything... it will only disable IntelliSense.&lt;br /&gt;
# Checkout the Vegastrike project as described earlier.&lt;br /&gt;
# Open the &amp;quot;vega-vc8&amp;quot; project using the IDE.&lt;br /&gt;
# The compilation should go for the most part smoothly.  If you encounter any problems, please tell us in the [http://forums.vega-strike.org/ forum] or specifically on [http://forums.vega-strike.org/viewtopic.php?t=6251 this thread].&lt;br /&gt;
#* Note that Debug versions will be very slow (I get 5 frames/second on my Pentium3 1GHz machine using debug VS).&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 8.0(2005 Express) plus the Code::Blocks IDE (deprecated)==&lt;br /&gt;
You can download Visual C++ 8.0(2005 Express) after you acquired a vcsetup.exe for Visual C++ 8.0. These are still being offered on some download sites.&lt;br /&gt;
The main advantages of Visual C++ 8.0 over later versions are that it works for older OSes like Windows 2000 and that there is a vegastrike project file for it, which you can check out from svn as vega-vc8.&lt;br /&gt;
You will also need an SDK, I used the Platform SDK PSDK-x86.exe (1.3 MB) which you can find with the query “Windows Server 2003 Platform SDK Web” in a search engine.&lt;br /&gt;
You will need to enable internet explorer for a minute as the default browser to install the PSDK.&lt;br /&gt;
Also try to get the vcredist_x86.exe for Visual C++ 8.0(2005 Express) if you want to share your vegastrike binary with others.&lt;br /&gt;
You can acquire the code::block development environment from www.codeblocks.org.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You might want to make a copy of your SVN checkout tree now, to have a clean copy just in case of the code in VegaStrike/ and the project files in vega-vc8/&lt;br /&gt;
Start code::blocks, choose VC2005/2008 as default tool chain and import the .sln solution file from vega-vc8 into a workspace. Use the vc8 2005/2008 compiler.&lt;br /&gt;
Double click the vegastrike project so that it is selected in bold. Go to Project/Build options and add /EHsc to vegastrike in other compiler options, remove /W from all projects and choose a warning level you like instead for each compiling option, like /W1 for release and /W3 for a debug build.&lt;br /&gt;
I have only tried the Win32 and Win32 debug buildsYou will notice that the debug build sets other libraries in linker settings. Basically the left side of the settings is used to include libraries while the right side is used to NOT include the default libraries. Some people have reported that they need to add &amp;quot;/NODEFAULTLIB:libcmt&amp;quot; manually there to exclude libcmt from being linked which results in a conflict.(I also removed /ZI and added insted on the left side /Zi /D_DEBUG to have debug symbols, I'm not sure which is better). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You need to edit the file Resources.rc to read&amp;lt;br&amp;gt;&lt;br /&gt;
 #include &amp;amp;lt;WinResrc.h&amp;amp;gt;&lt;br /&gt;
instead of&amp;lt;br&amp;gt;&lt;br /&gt;
 #include &amp;quot;afxres.h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you should discover a problem with the PNG or Python libraries, or simply want to try out newer ones, recall that each of these libraries/dlls needs to be one built with the same compiler you use for vegastrike.&lt;br /&gt;
Be warned that for libpng-1.2.34 the optimized build does not work, while the debug build(without any optimization) works with the vc8 compiler.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also choose where the binaries you produced end up, but I left it to default settings which is in the ../win32/bin directory, thats right aside ../VegaStrike.&lt;br /&gt;
Finally I took the executable, which is named vegastrikeR.exe for the release version, and all other files produced and placed them into the directory structure of an old VegaStrike install.&lt;br /&gt;
Running vegaStrike produced errors, which meant I had to resolve them by checking out the directories bases,mission,programs,sounds/missions,techniques and textures directories from SVN using the repository browser. (I think you can even do without some of these.)&lt;br /&gt;
Copying the directories into and over the directory tree of the old install produced a working binary.&lt;br /&gt;
At least it works as far as I know - I didn't get to test much yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can debug programs in the VC++ IDE by creating a new project and adding an executable as a subproject.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
==Visual Studio 7.x (deprecated)==&lt;br /&gt;
&lt;br /&gt;
===Compiling from the command line with Visual Studio===&lt;br /&gt;
Here is a batch file that could be used to checkout everything and then compile all projects (copy and paste in &amp;lt;code&amp;gt;makeall.bat&amp;lt;/code&amp;gt;), if you were going somewhere for a few hours and wanted to get a working project when you got back:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@echo off&lt;br /&gt;
mkdir vegastrike&lt;br /&gt;
cd vegastrike&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vega-vc7&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike&lt;br /&gt;
svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/&lt;br /&gt;
cd vega-vc7&lt;br /&gt;
echo Building project...&lt;br /&gt;
&amp;quot;C:\VC7\Common7\IDE\devenv.exe&amp;quot; vegastrike.sln /BUILD Debug&lt;br /&gt;
cd ..&lt;br /&gt;
cd ..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': You must replace the &amp;quot;&amp;lt;code&amp;gt;C:\vc7&amp;lt;/code&amp;gt;&amp;quot; with the directory where you installed visual c++ 7 and replace the &amp;quot;&amp;lt;code&amp;gt;Debug&amp;lt;/code&amp;gt;&amp;quot; on the same line with &amp;quot;&amp;lt;code&amp;gt;Release&amp;lt;/code&amp;gt;&amp;quot; if you want a release build.&lt;br /&gt;
&lt;br /&gt;
===Compiling with the Visual Studio GUI (deprecated)===&lt;br /&gt;
''(This is written with Visual C++ .NET Standard in mind)''&lt;br /&gt;
&lt;br /&gt;
Once you have checked out the vegastrike and vega-vc7 modules from [[HowTo:Checkout CVS|CVS]], use Visual Studio to open vegastrike.sln, found in the vega-vc7 directory. When compiling for release, select &amp;quot;Release Boost 131&amp;quot; from the drop-down menu on the toolbar. Right-click on the &amp;quot;vegastrike&amp;quot; project in the &amp;quot;solution explorer&amp;quot; sidebar, and then select &amp;quot;Build&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Visual C++ Toolkit 2003==&lt;br /&gt;
This is a [http://msdn.microsoft.com/visualc/vctoolkit2003/ free download] from Microsoft, and is the same compiler and linker as Visual Studio 2003.&lt;br /&gt;
&lt;br /&gt;
Note, you must have Windows XP or 2000 in order to install the toolkit. (formerly said only Windows XP, but this is not true according to their download page)&lt;br /&gt;
&lt;br /&gt;
===Downloads===&lt;br /&gt;
* Install the [http://msdn.microsoft.com/visualc/vctoolkit2003/ Visual C++ Toolkit 2003] from the Microsoft web site. &lt;br /&gt;
* Install the [http://www.microsoft.com/msdownload/platformsdk/sdkupdate Windows Platform SDK] from the Microsoft web site. You can take any of the 3 versions available.&lt;br /&gt;
* Install the [http://www.codeblocks.org/downloads.shtml Code::Blocks] (alternative download site on [http://prdownloads.sourceforge.net/codeblocks/ Sourceforge]). You can take the full version or the core only, since we will use the VS 2003 TK. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Configuring Code::Blocks===&lt;br /&gt;
* Run CodeBlocks. The first time you install it, you will be listed with a set of compilers. Select Microsoft Visual C++ Toolkit, and click '''Set As Default'''. &lt;br /&gt;
* For configuration you have to include the location of the Windows Platform SDK.  Go to '''Settings''' -&amp;gt; '''Compiler''' in the menu. Click the '''Directories''' tab.  Add the directory &amp;quot;&amp;lt;code&amp;gt;C:\Program Files\Microsoft SDK\bin&amp;lt;/code&amp;gt;&amp;quot; to the Resource Compiler tab.&lt;br /&gt;
&lt;br /&gt;
===Compiling with Code::Blocks and Visual C++ Toolkit===&lt;br /&gt;
Once you have checked out the vegastrike and vega-vc7 modules from [[HowTo:Checkout CVS|CVS]], import the vegastrike.sln file, found in the vega-vc7 directory into Code::Blocks using '''Project-&amp;gt;Import-&amp;gt;MS Visual Studio Solution''' in the menu.&lt;br /&gt;
&lt;br /&gt;
===Note (CVS version as of 14 Nov 2005===&lt;br /&gt;
Using the most recent CVS versions (and 2003/Runtime versions from Microsoft) I had to remove /W from the build options '''Project Build Options &amp;gt; Compiler Options &amp;gt; Other Options'''&lt;br /&gt;
&lt;br /&gt;
==Visual C++ 6.0 (deprecated)==&lt;br /&gt;
As of the end of December, 2005, VegaStrike has dropped compatibility for VC 6 because of the new OGRE rendering engine.&lt;br /&gt;
&lt;br /&gt;
VC 6 users can grab a free copy of VC 8 (Visual Studio 2005 Express) off the Microsoft site, and follow the directions below to compile.&lt;br /&gt;
===Compiling using VC 6===&lt;br /&gt;
Until the OGRE port is finished, VC 6 will still compile, so you can try it if VC8 won't work for you.&lt;br /&gt;
&lt;br /&gt;
First, check out all the modules above.&lt;br /&gt;
&lt;br /&gt;
Then from the MSDEV IDE, open the &amp;quot;vegastrike.dsw&amp;quot; project inside vega-proj, and compile.  You will want to use Debug or Release configurations for a standard build. (The Boost 129 builds are permanently broken, and GLUT doesn't work very well as far as I know)&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
* [[HowTo:Checkout SVN|Checking out SVN]]&lt;br /&gt;
* [http://www.codeblocks.org Code:Blocks IDE]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{NAV_Manual |&lt;br /&gt;
| previous=[[HowTo:Checkout SVN|Checkout SVN]]&lt;br /&gt;
| up=[[HowTos]]&lt;br /&gt;
| next=[[HowTo:Cygwin Compiling|Cygwin Compiling]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:HowTos|VCpp Compiling]]&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=VSOGRE_DOCUMENTATION&amp;diff=19695</id>
		<title>VSOGRE DOCUMENTATION</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=VSOGRE_DOCUMENTATION&amp;diff=19695"/>
				<updated>2014-02-20T14:47:29Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: Created page with &amp;quot;This is the Doxygen c++ documentation for the experimental branch of Vegastrike , VSOgre .  [http://spacetechs.free.fr/VEGASTRIKEDEV/DOC/VSOGRE/html/namespace_v_s_ogre.html VSOgr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Doxygen c++ documentation for the experimental branch of Vegastrike , VSOgre .&lt;br /&gt;
&lt;br /&gt;
[http://spacetechs.free.fr/VEGASTRIKEDEV/DOC/VSOGRE/html/namespace_v_s_ogre.html VSOgre doc]&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=DOCs&amp;diff=19694</id>
		<title>DOCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=DOCs&amp;diff=19694"/>
				<updated>2014-02-20T14:44:40Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: VSOGRE DOCUMENTATION - Experimental ogre3d port documentation, in .html format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Engine Documentation for Modders ==&lt;br /&gt;
&lt;br /&gt;
If you're a modder and looking for engine info, this is the place. If it looks incomplete, casual, apathetic, it's because it is. Well, this is better than what there was before... zip nothing. Hopefully this WIKI section will grow, grow, and then grow some more, until it catches up with the vegastrike engine. In the meantime, there's a slight chance you might find what you're looking for here. If not, probably the best way to go is to edit this page to add the section or category you're interested in, put whatever data you can find in it, and then ask the devs to fill in the rest.&lt;br /&gt;
&lt;br /&gt;
[[CONFVAR]] - Configuration variables in vegastrike.config&lt;br /&gt;
&lt;br /&gt;
[[CPPPY]] - C++ functions available to Python&lt;br /&gt;
&lt;br /&gt;
[[CPPCODE]] - C++ code organization, data flow charts, time charts&lt;br /&gt;
&lt;br /&gt;
[[DOXYGEN DOCUMENTATION]] - C++ source code documentation, in .html format&lt;br /&gt;
&lt;br /&gt;
[[PYTHON DOCUMENTATION]] - Python documentation, in .html format&lt;br /&gt;
&lt;br /&gt;
[[VSOGRE DOCUMENTATION]] - Experimental ogre3d port documentation, in .html format&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=NPC&amp;diff=19692</id>
		<title>NPC</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=NPC&amp;diff=19692"/>
				<updated>2014-02-19T19:41:25Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: /* INFLUENCES IN THE GAMEPLAY */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''NPC''' , '''N'''on '''P'''layable '''C'''haracters in Vega Strike {{Fixme}}&lt;br /&gt;
&lt;br /&gt;
Let's see who are the NPC in our vegastrike universe !&lt;br /&gt;
&lt;br /&gt;
And how they influence the Gameplay ( fight , economy , quests , communications )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NPC INFLUENCE IN VEGASTRIKE 0.5.1 ==&lt;br /&gt;
&lt;br /&gt;
ToDO : &lt;br /&gt;
*List the actual pros and cons , give links to forum threads .&lt;br /&gt;
*Give some scripts exerpts .&lt;br /&gt;
*Propose ideas for future NPC dev&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ACTUAL PROS AND CONS ==&lt;br /&gt;
&lt;br /&gt;
ToDO !&lt;br /&gt;
&lt;br /&gt;
== INFLUENCES IN THE GAMEPLAY ==&lt;br /&gt;
&lt;br /&gt;
ToDO ( next section describe it well in the near future )&lt;br /&gt;
&lt;br /&gt;
== DEV CONCEPTS ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Thinking some more on basic categories for NPCs, there are &lt;br /&gt;
&lt;br /&gt;
*Universe level: noteworthy characters in the VS universe you might have some reason to interact with (heads of state, famous terrorists, individuals who played/will play key roles in previous/later events or events otherwise outside of player control, etc.)&lt;br /&gt;
 ...&lt;br /&gt;
 ...&lt;br /&gt;
*Time-period specific NPCs: Potentially non-specific people occupying particular positions of interest, and a hodgepodge of assorted flavor characters to give the universe a lived-in feeling and different parts of it different flavors. These people may offer specific types of quests, but not specific quests, and may not have any non-dialog interactions at all. They'll be around whatever path you take, and won't influence your particular path. Not high-priority. Examples: Unique bar patrons, traveling merchants (that actually travel), some minor regional military commanders, uncommon fixers, travelling fixers, minor celebrities (that you can kill off or allow to die, etc. without screwing up the future history). Good subjects for news-stories. &lt;br /&gt;
...&lt;br /&gt;
...&lt;br /&gt;
*Generic NPCs: Interchangeable fixers, bar patrons, random inhabitants, bartenders, etc. Examples: Bounty fixer, Patrol fixer, Merchant Fixer &lt;br /&gt;
...&lt;br /&gt;
...&lt;br /&gt;
*Ephemeral campaign NPCs: Specific individuals pertaining to a quest that exist (practically speaking) only for the duration of the quest. Before the quest, they don't appear. After the quest they don't appear. Example: Red-shirt wingman provided by mission-giver as assistant. Might have interesting dialog and distinct personality. Probably has a name. Might even not get blown up, but you're never going to see that NPC outside of the context of the particular quest or quest-line. &lt;br /&gt;
&lt;br /&gt;
*Persistent campaign NPCs: NPCs whose persistent residence in the universe must be taken into account. You might only be able to interact with them in limited ways outside of particular quest lines, but their presence in the game universe persists in some palpable ways outside of the quest line itself. &lt;br /&gt;
&lt;br /&gt;
 ''From ' jacks ' in ' Dramatis Personae .''&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=NPC&amp;diff=19691</id>
		<title>NPC</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=NPC&amp;diff=19691"/>
				<updated>2014-02-19T19:40:27Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: /* ACTUAL PROS AND CONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''NPC''' , '''N'''on '''P'''layable '''C'''haracters in Vega Strike {{Fixme}}&lt;br /&gt;
&lt;br /&gt;
Let's see who are the NPC in our vegastrike universe !&lt;br /&gt;
&lt;br /&gt;
And how they influence the Gameplay ( fight , economy , quests , communications )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NPC INFLUENCE IN VEGASTRIKE 0.5.1 ==&lt;br /&gt;
&lt;br /&gt;
ToDO : &lt;br /&gt;
*List the actual pros and cons , give links to forum threads .&lt;br /&gt;
*Give some scripts exerpts .&lt;br /&gt;
*Propose ideas for future NPC dev&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ACTUAL PROS AND CONS ==&lt;br /&gt;
&lt;br /&gt;
ToDO !&lt;br /&gt;
&lt;br /&gt;
== INFLUENCES IN THE GAMEPLAY ==&lt;br /&gt;
&lt;br /&gt;
== DEV CONCEPTS ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Thinking some more on basic categories for NPCs, there are &lt;br /&gt;
&lt;br /&gt;
*Universe level: noteworthy characters in the VS universe you might have some reason to interact with (heads of state, famous terrorists, individuals who played/will play key roles in previous/later events or events otherwise outside of player control, etc.)&lt;br /&gt;
 ...&lt;br /&gt;
 ...&lt;br /&gt;
*Time-period specific NPCs: Potentially non-specific people occupying particular positions of interest, and a hodgepodge of assorted flavor characters to give the universe a lived-in feeling and different parts of it different flavors. These people may offer specific types of quests, but not specific quests, and may not have any non-dialog interactions at all. They'll be around whatever path you take, and won't influence your particular path. Not high-priority. Examples: Unique bar patrons, traveling merchants (that actually travel), some minor regional military commanders, uncommon fixers, travelling fixers, minor celebrities (that you can kill off or allow to die, etc. without screwing up the future history). Good subjects for news-stories. &lt;br /&gt;
...&lt;br /&gt;
...&lt;br /&gt;
*Generic NPCs: Interchangeable fixers, bar patrons, random inhabitants, bartenders, etc. Examples: Bounty fixer, Patrol fixer, Merchant Fixer &lt;br /&gt;
...&lt;br /&gt;
...&lt;br /&gt;
*Ephemeral campaign NPCs: Specific individuals pertaining to a quest that exist (practically speaking) only for the duration of the quest. Before the quest, they don't appear. After the quest they don't appear. Example: Red-shirt wingman provided by mission-giver as assistant. Might have interesting dialog and distinct personality. Probably has a name. Might even not get blown up, but you're never going to see that NPC outside of the context of the particular quest or quest-line. &lt;br /&gt;
&lt;br /&gt;
*Persistent campaign NPCs: NPCs whose persistent residence in the universe must be taken into account. You might only be able to interact with them in limited ways outside of particular quest lines, but their presence in the game universe persists in some palpable ways outside of the quest line itself. &lt;br /&gt;
&lt;br /&gt;
 ''From ' jacks ' in ' Dramatis Personae .''&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Economy&amp;diff=19690</id>
		<title>Development:Economy</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Economy&amp;diff=19690"/>
				<updated>2014-02-19T19:37:59Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: /* CHANGES : */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Current situation and wish list ==&lt;br /&gt;
&lt;br /&gt;
Currently the economic system is quite limited (as far as playing the game has showed me). Only the player himself (or herself of course) is actually trading [[Cargo|goods]]. To create a more dynamic universe, the economy has to be extended in such a way that [[NPC]] (i.e. non-player characters, the computer-players) are also able to influence it. This will require quite some extensions. Ideas about a new economic system will be posted here and can of course be discussed.&lt;br /&gt;
&lt;br /&gt;
== Future economy ==&lt;br /&gt;
&lt;br /&gt;
The future economy should be more dynamic in the sense that not only the human player does trading, but the various computer players also participate. To create this, there are a number of changes required. Note that the changes described here are without any knowledge about the actual code, so there may be errors in this describtion.&lt;br /&gt;
&lt;br /&gt;
The first thing needed is an improved model for the demands and offers of goods on different bases and planets. A mining base e.g. would need a huge amount of food and mining equipment, while a medical base might supply medical equipment. An indication of this system are the different prices for goods on different types of bases/planets. Usage of these goods however is not build into the game. The first task, thus, would be to create a model which describes the usage and production of goods, resulting in not only increasing amounts of goods due to production but also descreasing amounts due to consumption. Depending on the consumption and current stock, the price of the goods should be determined. This change in price can off course be used as a way to fuel trade. There are however a number of problems which need to be addressed:&lt;br /&gt;
&lt;br /&gt;
1) Does a base or planet have a certain amount of [[Terminology:Credits|money]] at the start of the game and does the change with every purchase or sale or do they have an unlimmited amount of money. The major problem with the first option is that this can result in bases going bankrupt.&lt;br /&gt;
&lt;br /&gt;
2) Is there a limit to the amount of products e.g. a miningbase can produce as this will result in bases being abandoned when resources are depleted.&lt;br /&gt;
&lt;br /&gt;
The probable course to follow for these problems is to start with bases without any limits. Introducing limits will spawn the need to add the option to start new bases on e.g. asteroids with valuable resources, which is a large project itself.&lt;br /&gt;
&lt;br /&gt;
The main goal on this change is to provide a basic infrastructure to allow trading by [[NPC]]s. To achieve this the modal of a NPC has to be extended. They should be aware of prices on the different bases and should be able to figure out a nice trading route. This in itself isn't really hard as it's just calculating the profit per distance (or time) traveled of all known [[Cargo|goods]] and selecting the highest. Besides this parameters like the type of the goods (and thus the space usage), the amount available on bases, etc need to be taken into account.&lt;br /&gt;
&lt;br /&gt;
== Current Proposal ==&lt;br /&gt;
Reworking the Vega Strike Economy:&lt;br /&gt;
A Three-Fold Approach&lt;br /&gt;
&lt;br /&gt;
	After extended discussions, a potential dynamic economy has been developed. The proposed approach requires three areas of development. See forum threads - [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10828 old (2008-2011)], [http://forums.vega-strike.org/viewtopic.php?f=11&amp;amp;t=19507 new (2014)].&lt;br /&gt;
&lt;br /&gt;
	The quest to make the Vega Strike economy dynamic and hopefully more realistic has been a long one. However, it seems to be nearing an end. Mid March of 2008 “Javier” Launched a thread to try to consolidate existing economic threads that where popping up about that time. Discussions stalled with out a definitive agreement on neither features nor scope. At the end of January 2011 “Travists” tried to revive the thread. A fairly rapid-fire series of posts followed, and a general consensus was reached early in February that same year. What was determined was that there are three areas that the economy needs include: the economy responds to its self, the universe responds to the economy, and the economy responds to major changes in the universe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	There are several points in this system that underlie the three parts of development. Any attempt at a realistic economy must include [[Supply and Demand Dynamics]]. Also implied, is that the distance goods must be transported as well as the risk in that transportation influences the price. The price, availability, and faction deployment of ships and equipment depends on manufacturing sites and overall market conditions. The manufacture of goods causes prices to reflect the cost of the goods needed to make them. Manufactured quantities of goods changes with demand. Bases are simulated separately. Traffic patterns and trade levels change to indicate the current market. Factions and corporations can alter the economy by supporting various projects. A final tweak suggested is that there is a range of population densities, radiating out from core systems, rather than the current random distribution. These have several interplays leading to the three-fold approach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  CHANGES : ==&lt;br /&gt;
&lt;br /&gt;
	Changes to the main VS program are needed for the universe to respond to economic changes. These include polling of the current economic factors in ship locations and numbers. When major economic changes evolve out of the simulation the news reports on it. &lt;br /&gt;
The strength of factions is largely influenced by their economic standing. Likely also included here are the population distributions. &lt;br /&gt;
  There also needs to be developed for the program a routine to calculate present supply/demand levels. &lt;br /&gt;
One of the major changes to the game is in the dynamic generation of the universe.&lt;br /&gt;
 That relates to the population distribution. At present, it is all random.&lt;br /&gt;
 To facilitate the dynamic economy being usable each faction needs a homeworld.&lt;br /&gt;
 Populations than diminish as you go outward from them. Another change to the universe&lt;br /&gt;
 populating process needs to look at the number of habitable planets in a system, &lt;br /&gt;
 asteroids and nebulae to determine population and what base types there are.&lt;br /&gt;
&lt;br /&gt;
	The economy needs to be set up for internal responses. Ships produced at shipyards and parts at factories likely falls in here. The economic database needs an entry for each base containing each good and its interrelationship with other goods. Changes in costs radiate outwards from the affected base. After much discussion the best way to do this is generally agreed to be a flow rate number crunching system rather than simulating every ship needed to account for the transfer of goods. Also included in here are the data and coding changes for population distributions starting costs, and availability/cost of ships and upgrades being based on the location of production facilities. Should the population be set up to be fluid, then economic levels would drive any significant changes. Such population changes also would change the demand for goods. Clearly, much of the dynamics of the dynamic economy happens here.&lt;br /&gt;
&lt;br /&gt;
	There are also many ways that the economy needs to respond to the program.&lt;br /&gt;
 The destruction or heavy damage of a base would change the availability of the goods that&lt;br /&gt;
 this base produces and may increase the local need for medical and construction supplies.&lt;br /&gt;
 Should a faction take over a base than production shifts to reflect that factions goods.&lt;br /&gt;
 Disasters also may be triggered changing needs. &lt;br /&gt;
 Basically anytime something happens in game that would logically change the cost and/or&lt;br /&gt;
 availability of goods, ships, or parts needs to be responded to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Economy&amp;diff=19689</id>
		<title>Development:Economy</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Economy&amp;diff=19689"/>
				<updated>2014-02-19T19:35:03Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: /* CHANGES : */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Current situation and wish list ==&lt;br /&gt;
&lt;br /&gt;
Currently the economic system is quite limited (as far as playing the game has showed me). Only the player himself (or herself of course) is actually trading [[Cargo|goods]]. To create a more dynamic universe, the economy has to be extended in such a way that [[NPC]] (i.e. non-player characters, the computer-players) are also able to influence it. This will require quite some extensions. Ideas about a new economic system will be posted here and can of course be discussed.&lt;br /&gt;
&lt;br /&gt;
== Future economy ==&lt;br /&gt;
&lt;br /&gt;
The future economy should be more dynamic in the sense that not only the human player does trading, but the various computer players also participate. To create this, there are a number of changes required. Note that the changes described here are without any knowledge about the actual code, so there may be errors in this describtion.&lt;br /&gt;
&lt;br /&gt;
The first thing needed is an improved model for the demands and offers of goods on different bases and planets. A mining base e.g. would need a huge amount of food and mining equipment, while a medical base might supply medical equipment. An indication of this system are the different prices for goods on different types of bases/planets. Usage of these goods however is not build into the game. The first task, thus, would be to create a model which describes the usage and production of goods, resulting in not only increasing amounts of goods due to production but also descreasing amounts due to consumption. Depending on the consumption and current stock, the price of the goods should be determined. This change in price can off course be used as a way to fuel trade. There are however a number of problems which need to be addressed:&lt;br /&gt;
&lt;br /&gt;
1) Does a base or planet have a certain amount of [[Terminology:Credits|money]] at the start of the game and does the change with every purchase or sale or do they have an unlimmited amount of money. The major problem with the first option is that this can result in bases going bankrupt.&lt;br /&gt;
&lt;br /&gt;
2) Is there a limit to the amount of products e.g. a miningbase can produce as this will result in bases being abandoned when resources are depleted.&lt;br /&gt;
&lt;br /&gt;
The probable course to follow for these problems is to start with bases without any limits. Introducing limits will spawn the need to add the option to start new bases on e.g. asteroids with valuable resources, which is a large project itself.&lt;br /&gt;
&lt;br /&gt;
The main goal on this change is to provide a basic infrastructure to allow trading by [[NPC]]s. To achieve this the modal of a NPC has to be extended. They should be aware of prices on the different bases and should be able to figure out a nice trading route. This in itself isn't really hard as it's just calculating the profit per distance (or time) traveled of all known [[Cargo|goods]] and selecting the highest. Besides this parameters like the type of the goods (and thus the space usage), the amount available on bases, etc need to be taken into account.&lt;br /&gt;
&lt;br /&gt;
== Current Proposal ==&lt;br /&gt;
Reworking the Vega Strike Economy:&lt;br /&gt;
A Three-Fold Approach&lt;br /&gt;
&lt;br /&gt;
	After extended discussions, a potential dynamic economy has been developed. The proposed approach requires three areas of development. See forum threads - [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10828 old (2008-2011)], [http://forums.vega-strike.org/viewtopic.php?f=11&amp;amp;t=19507 new (2014)].&lt;br /&gt;
&lt;br /&gt;
	The quest to make the Vega Strike economy dynamic and hopefully more realistic has been a long one. However, it seems to be nearing an end. Mid March of 2008 “Javier” Launched a thread to try to consolidate existing economic threads that where popping up about that time. Discussions stalled with out a definitive agreement on neither features nor scope. At the end of January 2011 “Travists” tried to revive the thread. A fairly rapid-fire series of posts followed, and a general consensus was reached early in February that same year. What was determined was that there are three areas that the economy needs include: the economy responds to its self, the universe responds to the economy, and the economy responds to major changes in the universe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	There are several points in this system that underlie the three parts of development. Any attempt at a realistic economy must include [[Supply and Demand Dynamics]]. Also implied, is that the distance goods must be transported as well as the risk in that transportation influences the price. The price, availability, and faction deployment of ships and equipment depends on manufacturing sites and overall market conditions. The manufacture of goods causes prices to reflect the cost of the goods needed to make them. Manufactured quantities of goods changes with demand. Bases are simulated separately. Traffic patterns and trade levels change to indicate the current market. Factions and corporations can alter the economy by supporting various projects. A final tweak suggested is that there is a range of population densities, radiating out from core systems, rather than the current random distribution. These have several interplays leading to the three-fold approach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  CHANGES : ==&lt;br /&gt;
&lt;br /&gt;
	Changes to the main VS program are needed for the universe to respond to economic changes. These include polling of the current economic factors in ship locations and numbers. When major economic changes evolve out of the simulation the news reports on it. &lt;br /&gt;
The strength of factions is largely influenced by their economic standing. Likely also included here are the population distributions. &lt;br /&gt;
  There also needs to be developed for the program a routine to calculate present supply/demand levels. &lt;br /&gt;
One of the major changes to the game is in the dynamic generation of the universe.&lt;br /&gt;
 That relates to the population distribution. At present, it is all random.&lt;br /&gt;
 To facilitate the dynamic economy being usable each faction needs a homeworld.&lt;br /&gt;
 Populations than diminish as you go outward from them. Another change to the universe&lt;br /&gt;
 populating process needs to look at the number of habitable planets in a system, &lt;br /&gt;
 asteroids and nebulae to determine population and what base types there are.&lt;br /&gt;
&lt;br /&gt;
	The economy needs to be set up for internal responses. Ships produced at shipyards and parts at factories likely falls in here. The economic database needs an entry for each base containing each good and its interrelationship with other goods. Changes in costs radiate outwards from the affected base. After much discussion the best way to do this is generally agreed to be a flow rate number crunching system rather than simulating every ship needed to account for the transfer of goods. Also included in here are the data and coding changes for population distributions starting costs, and availability/cost of ships and upgrades being based on the location of production facilities. Should the population be set up to be fluid, then economic levels would drive any significant changes. Such population changes also would change the demand for goods. Clearly, much of the dynamics of the dynamic economy happens here.&lt;br /&gt;
&lt;br /&gt;
	There are also many ways that the economy needs to respond to the program. The destruction or heavy damage of a base would change the availability of the goods that that base produces and may increase the local need for medical and construction supplies. Should a faction take over a base than production shifts to reflect that factions goods. Disasters also may be triggered changing needs. Basically anytime something happens in game that would logically change the cost and/or availability of goods, ships, or parts needs to be responded to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Economy&amp;diff=19688</id>
		<title>Development:Economy</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Economy&amp;diff=19688"/>
				<updated>2014-02-19T19:31:38Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: /* CHANGES : */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Current situation and wish list ==&lt;br /&gt;
&lt;br /&gt;
Currently the economic system is quite limited (as far as playing the game has showed me). Only the player himself (or herself of course) is actually trading [[Cargo|goods]]. To create a more dynamic universe, the economy has to be extended in such a way that [[NPC]] (i.e. non-player characters, the computer-players) are also able to influence it. This will require quite some extensions. Ideas about a new economic system will be posted here and can of course be discussed.&lt;br /&gt;
&lt;br /&gt;
== Future economy ==&lt;br /&gt;
&lt;br /&gt;
The future economy should be more dynamic in the sense that not only the human player does trading, but the various computer players also participate. To create this, there are a number of changes required. Note that the changes described here are without any knowledge about the actual code, so there may be errors in this describtion.&lt;br /&gt;
&lt;br /&gt;
The first thing needed is an improved model for the demands and offers of goods on different bases and planets. A mining base e.g. would need a huge amount of food and mining equipment, while a medical base might supply medical equipment. An indication of this system are the different prices for goods on different types of bases/planets. Usage of these goods however is not build into the game. The first task, thus, would be to create a model which describes the usage and production of goods, resulting in not only increasing amounts of goods due to production but also descreasing amounts due to consumption. Depending on the consumption and current stock, the price of the goods should be determined. This change in price can off course be used as a way to fuel trade. There are however a number of problems which need to be addressed:&lt;br /&gt;
&lt;br /&gt;
1) Does a base or planet have a certain amount of [[Terminology:Credits|money]] at the start of the game and does the change with every purchase or sale or do they have an unlimmited amount of money. The major problem with the first option is that this can result in bases going bankrupt.&lt;br /&gt;
&lt;br /&gt;
2) Is there a limit to the amount of products e.g. a miningbase can produce as this will result in bases being abandoned when resources are depleted.&lt;br /&gt;
&lt;br /&gt;
The probable course to follow for these problems is to start with bases without any limits. Introducing limits will spawn the need to add the option to start new bases on e.g. asteroids with valuable resources, which is a large project itself.&lt;br /&gt;
&lt;br /&gt;
The main goal on this change is to provide a basic infrastructure to allow trading by [[NPC]]s. To achieve this the modal of a NPC has to be extended. They should be aware of prices on the different bases and should be able to figure out a nice trading route. This in itself isn't really hard as it's just calculating the profit per distance (or time) traveled of all known [[Cargo|goods]] and selecting the highest. Besides this parameters like the type of the goods (and thus the space usage), the amount available on bases, etc need to be taken into account.&lt;br /&gt;
&lt;br /&gt;
== Current Proposal ==&lt;br /&gt;
Reworking the Vega Strike Economy:&lt;br /&gt;
A Three-Fold Approach&lt;br /&gt;
&lt;br /&gt;
	After extended discussions, a potential dynamic economy has been developed. The proposed approach requires three areas of development. See forum threads - [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10828 old (2008-2011)], [http://forums.vega-strike.org/viewtopic.php?f=11&amp;amp;t=19507 new (2014)].&lt;br /&gt;
&lt;br /&gt;
	The quest to make the Vega Strike economy dynamic and hopefully more realistic has been a long one. However, it seems to be nearing an end. Mid March of 2008 “Javier” Launched a thread to try to consolidate existing economic threads that where popping up about that time. Discussions stalled with out a definitive agreement on neither features nor scope. At the end of January 2011 “Travists” tried to revive the thread. A fairly rapid-fire series of posts followed, and a general consensus was reached early in February that same year. What was determined was that there are three areas that the economy needs include: the economy responds to its self, the universe responds to the economy, and the economy responds to major changes in the universe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	There are several points in this system that underlie the three parts of development. Any attempt at a realistic economy must include [[Supply and Demand Dynamics]]. Also implied, is that the distance goods must be transported as well as the risk in that transportation influences the price. The price, availability, and faction deployment of ships and equipment depends on manufacturing sites and overall market conditions. The manufacture of goods causes prices to reflect the cost of the goods needed to make them. Manufactured quantities of goods changes with demand. Bases are simulated separately. Traffic patterns and trade levels change to indicate the current market. Factions and corporations can alter the economy by supporting various projects. A final tweak suggested is that there is a range of population densities, radiating out from core systems, rather than the current random distribution. These have several interplays leading to the three-fold approach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  CHANGES : ==&lt;br /&gt;
&lt;br /&gt;
	Changes to the main VS program are needed for the universe to respond to economic changes. These include polling of the current economic factors in ship locations and numbers. When major economic changes evolve out of the simulation the news reports on it. &lt;br /&gt;
The strength of factions is largely influenced by their economic standing. Likely also included here are the population distributions. &lt;br /&gt;
        There also needs to be developed for the program a routine to calculate present supply/demand levels. One of the major changes to the game is in the dynamic generation of the universe. That relates to the population distribution. At present, it is all random. To facilitate the dynamic economy being usable each faction needs a homeworld. Populations than diminish as you go outward from them. Another change to the universe populating process needs to look at the number of habitable planets in a system, asteroids and nebulae to determine population and what base types there are.&lt;br /&gt;
&lt;br /&gt;
	The economy needs to be set up for internal responses. Ships produced at shipyards and parts at factories likely falls in here. The economic database needs an entry for each base containing each good and its interrelationship with other goods. Changes in costs radiate outwards from the affected base. After much discussion the best way to do this is generally agreed to be a flow rate number crunching system rather than simulating every ship needed to account for the transfer of goods. Also included in here are the data and coding changes for population distributions starting costs, and availability/cost of ships and upgrades being based on the location of production facilities. Should the population be set up to be fluid, then economic levels would drive any significant changes. Such population changes also would change the demand for goods. Clearly, much of the dynamics of the dynamic economy happens here.&lt;br /&gt;
&lt;br /&gt;
	There are also many ways that the economy needs to respond to the program. The destruction or heavy damage of a base would change the availability of the goods that that base produces and may increase the local need for medical and construction supplies. Should a faction take over a base than production shifts to reflect that factions goods. Disasters also may be triggered changing needs. Basically anytime something happens in game that would logically change the cost and/or availability of goods, ships, or parts needs to be responded to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=NPC&amp;diff=19687</id>
		<title>NPC</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=NPC&amp;diff=19687"/>
				<updated>2014-02-19T18:44:58Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: desc from From ' jacks ' in ' Dramatis Personae&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''NPC''' , '''N'''on '''P'''layable '''C'''haracters in Vega Strike {{Fixme}}&lt;br /&gt;
&lt;br /&gt;
Let's see who are the NPC in our vegastrike universe !&lt;br /&gt;
&lt;br /&gt;
And how they influence the Gameplay ( fight , economy , quests , communications )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NPC INFLUENCE IN VEGASTRIKE 0.5.1 ==&lt;br /&gt;
&lt;br /&gt;
ToDO : &lt;br /&gt;
*List the actual pros and cons , give links to forum threads .&lt;br /&gt;
*Give some scripts exerpts .&lt;br /&gt;
*Propose ideas for future NPC dev&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ACTUAL PROS AND CONS ==&lt;br /&gt;
&lt;br /&gt;
== INFLUENCES IN THE GAMEPLAY ==&lt;br /&gt;
&lt;br /&gt;
== DEV CONCEPTS ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Thinking some more on basic categories for NPCs, there are &lt;br /&gt;
&lt;br /&gt;
*Universe level: noteworthy characters in the VS universe you might have some reason to interact with (heads of state, famous terrorists, individuals who played/will play key roles in previous/later events or events otherwise outside of player control, etc.)&lt;br /&gt;
 ...&lt;br /&gt;
 ...&lt;br /&gt;
*Time-period specific NPCs: Potentially non-specific people occupying particular positions of interest, and a hodgepodge of assorted flavor characters to give the universe a lived-in feeling and different parts of it different flavors. These people may offer specific types of quests, but not specific quests, and may not have any non-dialog interactions at all. They'll be around whatever path you take, and won't influence your particular path. Not high-priority. Examples: Unique bar patrons, traveling merchants (that actually travel), some minor regional military commanders, uncommon fixers, travelling fixers, minor celebrities (that you can kill off or allow to die, etc. without screwing up the future history). Good subjects for news-stories. &lt;br /&gt;
...&lt;br /&gt;
...&lt;br /&gt;
*Generic NPCs: Interchangeable fixers, bar patrons, random inhabitants, bartenders, etc. Examples: Bounty fixer, Patrol fixer, Merchant Fixer &lt;br /&gt;
...&lt;br /&gt;
...&lt;br /&gt;
*Ephemeral campaign NPCs: Specific individuals pertaining to a quest that exist (practically speaking) only for the duration of the quest. Before the quest, they don't appear. After the quest they don't appear. Example: Red-shirt wingman provided by mission-giver as assistant. Might have interesting dialog and distinct personality. Probably has a name. Might even not get blown up, but you're never going to see that NPC outside of the context of the particular quest or quest-line. &lt;br /&gt;
&lt;br /&gt;
*Persistent campaign NPCs: NPCs whose persistent residence in the universe must be taken into account. You might only be able to interact with them in limited ways outside of particular quest lines, but their presence in the game universe persists in some palpable ways outside of the quest line itself. &lt;br /&gt;
&lt;br /&gt;
 ''From ' jacks ' in ' Dramatis Personae .''&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=NPC&amp;diff=19686</id>
		<title>NPC</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=NPC&amp;diff=19686"/>
				<updated>2014-02-19T13:45:42Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''NPC''' , '''N'''on '''P'''layable '''C'''haracters in Vega Strike {{Fixme}}&lt;br /&gt;
&lt;br /&gt;
Let's see who are the NPC in our vegastrike universe !&lt;br /&gt;
&lt;br /&gt;
And how they influence the Gameplay ( fight , economy , quests , communications )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NPC INFLUENCE IN VEGASTRIKE 0.5.1 ==&lt;br /&gt;
&lt;br /&gt;
ToDO : &lt;br /&gt;
*List the actual pros and cons , give links to forum threads .&lt;br /&gt;
*Give some scripts exerpts .&lt;br /&gt;
*Propose ideas for future NPC dev&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=NPC&amp;diff=19685</id>
		<title>NPC</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=NPC&amp;diff=19685"/>
				<updated>2014-02-19T13:44:59Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''NPC''' , '''N'''on '''P'''layable '''C'''haracters in Vega Strike&lt;br /&gt;
&lt;br /&gt;
Let's see who are the NPC in our vegastrike universe !&lt;br /&gt;
&lt;br /&gt;
And how they influence the Gameplay ( fight , economy , quests , communications )&lt;br /&gt;
{{Fixme}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NPC INFLUENCE IN VEGASTRIKE 0.5.1 ==&lt;br /&gt;
&lt;br /&gt;
ToDO : &lt;br /&gt;
*List the actual pros and cons , give links to forum threads .&lt;br /&gt;
*Give some scripts exerpts .&lt;br /&gt;
*Propose ideas for future NPC dev&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Economy&amp;diff=19684</id>
		<title>Development:Economy</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Economy&amp;diff=19684"/>
				<updated>2014-02-19T12:56:10Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: /* added CHANGES title */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Current situation and wish list ==&lt;br /&gt;
&lt;br /&gt;
Currently the economic system is quite limited (as far as playing the game has showed me). Only the player himself (or herself of course) is actually trading [[Cargo|goods]]. To create a more dynamic universe, the economy has to be extended in such a way that [[NPC]] (i.e. non-player characters, the computer-players) are also able to influence it. This will require quite some extensions. Ideas about a new economic system will be posted here and can of course be discussed.&lt;br /&gt;
&lt;br /&gt;
== Future economy ==&lt;br /&gt;
&lt;br /&gt;
The future economy should be more dynamic in the sense that not only the human player does trading, but the various computer players also participate. To create this, there are a number of changes required. Note that the changes described here are without any knowledge about the actual code, so there may be errors in this describtion.&lt;br /&gt;
&lt;br /&gt;
The first thing needed is an improved model for the demands and offers of goods on different bases and planets. A mining base e.g. would need a huge amount of food and mining equipment, while a medical base might supply medical equipment. An indication of this system are the different prices for goods on different types of bases/planets. Usage of these goods however is not build into the game. The first task, thus, would be to create a model which describes the usage and production of goods, resulting in not only increasing amounts of goods due to production but also descreasing amounts due to consumption. Depending on the consumption and current stock, the price of the goods should be determined. This change in price can off course be used as a way to fuel trade. There are however a number of problems which need to be addressed:&lt;br /&gt;
&lt;br /&gt;
1) Does a base or planet have a certain amount of [[Terminology:Credits|money]] at the start of the game and does the change with every purchase or sale or do they have an unlimmited amount of money. The major problem with the first option is that this can result in bases going bankrupt.&lt;br /&gt;
&lt;br /&gt;
2) Is there a limit to the amount of products e.g. a miningbase can produce as this will result in bases being abandoned when resources are depleted.&lt;br /&gt;
&lt;br /&gt;
The probable course to follow for these problems is to start with bases without any limits. Introducing limits will spawn the need to add the option to start new bases on e.g. asteroids with valuable resources, which is a large project itself.&lt;br /&gt;
&lt;br /&gt;
The main goal on this change is to provide a basic infrastructure to allow trading by [[NPC]]s. To achieve this the modal of a NPC has to be extended. They should be aware of prices on the different bases and should be able to figure out a nice trading route. This in itself isn't really hard as it's just calculating the profit per distance (or time) traveled of all known [[Cargo|goods]] and selecting the highest. Besides this parameters like the type of the goods (and thus the space usage), the amount available on bases, etc need to be taken into account.&lt;br /&gt;
&lt;br /&gt;
== Current Proposal ==&lt;br /&gt;
Reworking the Vega Strike Economy:&lt;br /&gt;
A Three-Fold Approach&lt;br /&gt;
&lt;br /&gt;
	After extended discussions, a potential dynamic economy has been developed. The proposed approach requires three areas of development. See forum threads - [http://forums.vega-strike.org/viewtopic.php?f=6&amp;amp;t=10828 old (2008-2011)], [http://forums.vega-strike.org/viewtopic.php?f=11&amp;amp;t=19507 new (2014)].&lt;br /&gt;
&lt;br /&gt;
	The quest to make the Vega Strike economy dynamic and hopefully more realistic has been a long one. However, it seems to be nearing an end. Mid March of 2008 “Javier” Launched a thread to try to consolidate existing economic threads that where popping up about that time. Discussions stalled with out a definitive agreement on neither features nor scope. At the end of January 2011 “Travists” tried to revive the thread. A fairly rapid-fire series of posts followed, and a general consensus was reached early in February that same year. What was determined was that there are three areas that the economy needs include: the economy responds to its self, the universe responds to the economy, and the economy responds to major changes in the universe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	There are several points in this system that underlie the three parts of development. Any attempt at a realistic economy must include [[Supply and Demand Dynamics]]. Also implied, is that the distance goods must be transported as well as the risk in that transportation influences the price. The price, availability, and faction deployment of ships and equipment depends on manufacturing sites and overall market conditions. The manufacture of goods causes prices to reflect the cost of the goods needed to make them. Manufactured quantities of goods changes with demand. Bases are simulated separately. Traffic patterns and trade levels change to indicate the current market. Factions and corporations can alter the economy by supporting various projects. A final tweak suggested is that there is a range of population densities, radiating out from core systems, rather than the current random distribution. These have several interplays leading to the three-fold approach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  CHANGES : ==&lt;br /&gt;
&lt;br /&gt;
	Changes to the main VS program are needed for the universe to respond to economic changes. These include polling of the current economic factors in ship locations and numbers. When major economic changes evolve out of the simulation the news reports on it. The strength of factions is largely influenced by their economic standing. Likely also included here are the population distributions. There also needs to be developed for the program a routine to calculate present supply/demand levels. One of the major changes to the game is in the dynamic generation of the universe. That relates to the population distribution. At present, it is all random. To facilitate the dynamic economy being usable each faction needs a homeworld. Populations than diminish as you go outward from them. Another change to the universe populating process needs to look at the number of habitable planets in a system, asteroids and nebulae to determine population and what base types there are.&lt;br /&gt;
&lt;br /&gt;
	The economy needs to be set up for internal responses. Ships produced at shipyards and parts at factories likely falls in here. The economic database needs an entry for each base containing each good and its interrelationship with other goods. Changes in costs radiate outwards from the affected base. After much discussion the best way to do this is generally agreed to be a flow rate number crunching system rather than simulating every ship needed to account for the transfer of goods. Also included in here are the data and coding changes for population distributions starting costs, and availability/cost of ships and upgrades being based on the location of production facilities. Should the population be set up to be fluid, then economic levels would drive any significant changes. Such population changes also would change the demand for goods. Clearly, much of the dynamics of the dynamic economy happens here.&lt;br /&gt;
&lt;br /&gt;
	There are also many ways that the economy needs to respond to the program. The destruction or heavy damage of a base would change the availability of the goods that that base produces and may increase the local need for medical and construction supplies. Should a faction take over a base than production shifts to reflect that factions goods. Disasters also may be triggered changing needs. Basically anytime something happens in game that would logically change the cost and/or availability of goods, ships, or parts needs to be responded to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Supply_and_Demand_Dynamics&amp;diff=19683</id>
		<title>Supply and Demand Dynamics</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Supply_and_Demand_Dynamics&amp;diff=19683"/>
				<updated>2014-02-19T10:32:03Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: /* Reference to script files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A part of [[Development:Economy#Current_Proposal]]&lt;br /&gt;
&lt;br /&gt;
Todo : &lt;br /&gt;
*Explain the actual trading system in a paragraph with reference to script files ?&lt;br /&gt;
*Develop the idea of Supply and Demand Dynamics with example in other games ?&lt;br /&gt;
*What users think about the actual system ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Explain the actual trading system ==&lt;br /&gt;
&lt;br /&gt;
A discussion in the forum could be a starting point :&lt;br /&gt;
[http://forums.vega-strike.org/viewtopic.php?f=19&amp;amp;t=15871]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''VS has '''galactic-level statistical simulation''' of trading goods. The system '''simulates, numerically''', the '''effect of AI ships moving stuff around'''. I've seen the code in VS, but I haven't seen the effect as clear as it should be (hence the balancing issue I've mentioned above).&lt;br /&gt;
&lt;br /&gt;
In any case, the system has the potential to behave like X3's or even better, with some love, since war zones will require supplies that will be ferried by AI in this numerical simulation, driving prices up and down.&lt;br /&gt;
&lt;br /&gt;
And winning or loosing wars. Since the simulation of the economy influences supplies and supplies influence the simulation of the wars raging across the galaxy, so shortage of some supplies might mean battles lost.''&lt;br /&gt;
''Klauss.''&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Reference to script files ==&lt;br /&gt;
*&amp;quot; Trading.py &amp;quot;&lt;br /&gt;
 [http://spacetechs.free.fr/VEGASTRIKEDEV/DOC/python/html/namespacetrading.html Namespace]&lt;br /&gt;
 [http://spacetechs.free.fr/VEGASTRIKEDEV/DOC/python/html/classtrading_1_1trading.html class]&lt;br /&gt;
 [http://spacetechs.free.fr/VEGASTRIKEDEV/DOC/python/html/trading_8py_source.html Source]&lt;br /&gt;
&lt;br /&gt;
== Example in other games ? ==&lt;br /&gt;
&lt;br /&gt;
The same [http://forums.vega-strike.org/viewtopic.php?f=19&amp;amp;t=15871 thread] takes for reference the X3 economical system :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''I'm also playing X3 reunion. This one's got a very sophisticated economy system, with AI traders moving stuff around, and prices changing depending on supply of products. There's also the concept of &amp;quot;consumption&amp;quot; where factories consume resources to manufacture products. (you buy and sell the products) Then you can build your own factories, etc a bunch of more advanced trading. As an economy, I'm not sure how much of it is truly dynamic since loose systems like this could easily spin out of control. There's also a bit of strangeness in how the demand/supply works, for ex: a factory's product's price varies depending on how much stock the factory has.. That's very strange business behavior.'' &lt;br /&gt;
&lt;br /&gt;
kensuguro .&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Supply_and_Demand_Dynamics&amp;diff=19682</id>
		<title>Supply and Demand Dynamics</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Supply_and_Demand_Dynamics&amp;diff=19682"/>
				<updated>2014-02-19T10:28:41Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A part of [[Development:Economy#Current_Proposal]]&lt;br /&gt;
&lt;br /&gt;
Todo : &lt;br /&gt;
*Explain the actual trading system in a paragraph with reference to script files ?&lt;br /&gt;
*Develop the idea of Supply and Demand Dynamics with example in other games ?&lt;br /&gt;
*What users think about the actual system ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Explain the actual trading system ==&lt;br /&gt;
&lt;br /&gt;
A discussion in the forum could be a starting point :&lt;br /&gt;
[http://forums.vega-strike.org/viewtopic.php?f=19&amp;amp;t=15871]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''VS has '''galactic-level statistical simulation''' of trading goods. The system '''simulates, numerically''', the '''effect of AI ships moving stuff around'''. I've seen the code in VS, but I haven't seen the effect as clear as it should be (hence the balancing issue I've mentioned above).&lt;br /&gt;
&lt;br /&gt;
In any case, the system has the potential to behave like X3's or even better, with some love, since war zones will require supplies that will be ferried by AI in this numerical simulation, driving prices up and down.&lt;br /&gt;
&lt;br /&gt;
And winning or loosing wars. Since the simulation of the economy influences supplies and supplies influence the simulation of the wars raging across the galaxy, so shortage of some supplies might mean battles lost.''&lt;br /&gt;
''Klauss.''&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Reference to script files ==&lt;br /&gt;
*Python class &amp;quot; Trading.py &amp;quot;&lt;br /&gt;
 [http://spacetechs.free.fr/VEGASTRIKEDEV/DOC/python/html/classtrading_1_1trading.html reference]&lt;br /&gt;
&lt;br /&gt;
*[http://spacetechs.free.fr/VEGASTRIKEDEV/DOC/python/html/trading_8py_source.html Source]&lt;br /&gt;
== Example in other games ? ==&lt;br /&gt;
&lt;br /&gt;
The same [http://forums.vega-strike.org/viewtopic.php?f=19&amp;amp;t=15871 thread] takes for reference the X3 economical system :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''I'm also playing X3 reunion. This one's got a very sophisticated economy system, with AI traders moving stuff around, and prices changing depending on supply of products. There's also the concept of &amp;quot;consumption&amp;quot; where factories consume resources to manufacture products. (you buy and sell the products) Then you can build your own factories, etc a bunch of more advanced trading. As an economy, I'm not sure how much of it is truly dynamic since loose systems like this could easily spin out of control. There's also a bit of strangeness in how the demand/supply works, for ex: a factory's product's price varies depending on how much stock the factory has.. That's very strange business behavior.'' &lt;br /&gt;
&lt;br /&gt;
kensuguro .&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Supply_and_Demand_Dynamics&amp;diff=19681</id>
		<title>Supply and Demand Dynamics</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Supply_and_Demand_Dynamics&amp;diff=19681"/>
				<updated>2014-02-19T10:09:26Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A part of [[Development:Economy#Current_Proposal]]&lt;br /&gt;
&lt;br /&gt;
Todo : &lt;br /&gt;
*Explain the actual trading system in a paragraph with reference to script files ?&lt;br /&gt;
*Develop the idea of Supply and Demand Dynamics with example in other games ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Explain the actual trading system ==&lt;br /&gt;
&lt;br /&gt;
A discussion in the forum could be a starting point :&lt;br /&gt;
[http://forums.vega-strike.org/viewtopic.php?f=19&amp;amp;t=15871]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''VS has '''galactic-level statistical simulation''' of trading goods. The system '''simulates, numerically''', the '''effect of AI ships moving stuff around'''. I've seen the code in VS, but I haven't seen the effect as clear as it should be (hence the balancing issue I've mentioned above).&lt;br /&gt;
&lt;br /&gt;
In any case, the system has the potential to behave like X3's or even better, with some love, since war zones will require supplies that will be ferried by AI in this numerical simulation, driving prices up and down.&lt;br /&gt;
&lt;br /&gt;
And winning or loosing wars. Since the simulation of the economy influences supplies and supplies influence the simulation of the wars raging across the galaxy, so shortage of some supplies might mean battles lost.''&lt;br /&gt;
''Klauss.''&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Example in other games ? ==&lt;br /&gt;
&lt;br /&gt;
The same [http://forums.vega-strike.org/viewtopic.php?f=19&amp;amp;t=15871 thread] takes for reference the X3 economical system :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''I'm also playing X3 reunion. This one's got a very sophisticated economy system, with AI traders moving stuff around, and prices changing depending on supply of products. There's also the concept of &amp;quot;consumption&amp;quot; where factories consume resources to manufacture products. (you buy and sell the products) Then you can build your own factories, etc a bunch of more advanced trading. As an economy, I'm not sure how much of it is truly dynamic since loose systems like this could easily spin out of control. There's also a bit of strangeness in how the demand/supply works, for ex: a factory's product's price varies depending on how much stock the factory has.. That's very strange business behavior.'' &lt;br /&gt;
&lt;br /&gt;
kensuguro .&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Supply_and_Demand_Dynamics&amp;diff=19680</id>
		<title>Supply and Demand Dynamics</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Supply_and_Demand_Dynamics&amp;diff=19680"/>
				<updated>2014-02-19T10:03:15Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A part of [[Development:Economy#Current_Proposal]]&lt;br /&gt;
&lt;br /&gt;
Todo : &lt;br /&gt;
*Explain the actual trading system in a paragraph with reference to script files ?&lt;br /&gt;
*Develop the idea of Supply and Demand Dynamics with example in other games ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Explain the actual trading system ==&lt;br /&gt;
&lt;br /&gt;
A discussion in the forum could be a starting point :&lt;br /&gt;
[http://forums.vega-strike.org/viewtopic.php?f=19&amp;amp;t=15871]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
VS has '''galactic-level statistical simulation''' of trading goods. The system '''simulates, numerically''', the '''effect of AI ships moving stuff around'''. I've seen the code in VS, but I haven't seen the effect as clear as it should be (hence the balancing issue I've mentioned above).&lt;br /&gt;
&lt;br /&gt;
In any case, the system has the potential to behave like X3's or even better, with some love, since war zones will require supplies that will be ferried by AI in this numerical simulation, driving prices up and down.&lt;br /&gt;
&lt;br /&gt;
And winning or loosing wars. Since the simulation of the economy influences supplies and supplies influence the simulation of the wars raging across the galaxy, so shortage of some supplies might mean battles lost.&lt;br /&gt;
''Klauss.''&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Ogre:Docs:Framework&amp;diff=19679</id>
		<title>Development:Ogre:Docs:Framework</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=Development:Ogre:Docs:Framework&amp;diff=19679"/>
				<updated>2014-02-19T09:51:03Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: broken link !&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've decided to externalize framework documentation.&lt;br /&gt;
Why? To use Doxygen.&lt;br /&gt;
&lt;br /&gt;
Here, the current development version's [http://www.deeplayer.com/claudio/vegastrike/documentation/UIFramework/doxygen/index.html Framework Documentation]{{fixme}} ( broken link )&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Contribute&amp;diff=19678</id>
		<title>HowTo:Contribute</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=HowTo:Contribute&amp;diff=19678"/>
				<updated>2014-02-19T09:48:12Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: /* Code documentation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Parent link|parent=[[HowTos]]}}&lt;br /&gt;
----&lt;br /&gt;
= Introduction =&lt;br /&gt;
So, you want to contribute to the project? You've come to the right place.&lt;br /&gt;
&lt;br /&gt;
Welcome to the '''Vega Strike Contributor's Guide'''!&lt;br /&gt;
&lt;br /&gt;
There are many ways to give back to the project. Artists, coders, musicians, scripters, testers, etc. are all very  welcome. This article is intended to be a jump-off point that will help you find a way to contribute to the project with your individual skill set.&lt;br /&gt;
&lt;br /&gt;
Not all possible avenues of contribution are covered here, but we hope that the ones that are will help point you in the right direction.&lt;br /&gt;
&lt;br /&gt;
Generally, it is best to start with something that you would like improved or included in the game. Otherwise, good places to start looking for contribution possibilities are the following pages:&lt;br /&gt;
&lt;br /&gt;
For tasks that need to be done:&lt;br /&gt;
* [[Development:Roadmap|The roadmap]] and the current release roadmap&lt;br /&gt;
* [[Development:2D_Images|2D images task list]]&lt;br /&gt;
* [[Development:3D_Models|3D models task list]]&lt;br /&gt;
&lt;br /&gt;
For modding guidelines and contribution requirements see:&lt;br /&gt;
* [[Development:Graphics_Requirements|Generic Graphics Requirements]]&lt;br /&gt;
* The [[Development|Development]] wiki portal&lt;br /&gt;
* The [[HowTos|HowTo Tutorials]]&lt;br /&gt;
&lt;br /&gt;
= Licenses =&lt;br /&gt;
Please bear in mind that we are bound to accept contributions under the following licenses. This means that if you submit your work for use in Vega Strike, it will be automatically licensed under GPL unless you state one of the other licenses:&lt;br /&gt;
* (GPL) GNU General Public License&lt;br /&gt;
* (LGPL) GNU Lesser General Public License&lt;br /&gt;
* (GPDL) GNU General Public Documentation License&lt;br /&gt;
* (PD) Public Domain&lt;br /&gt;
* (CC-BY) Creative Commons By Attribution license&lt;br /&gt;
* (CC-SA) Creative Commons Share Alike license&lt;br /&gt;
* (CC-BY-SA) Creative Commons By Attribution Share Alike license&lt;br /&gt;
&lt;br /&gt;
Please note that we do not allow licenses not mentioned above, in particular:&lt;br /&gt;
* (CC-NC) Creative Commons Non-Commercial license or any combination with CC-BY and CC-SA&lt;br /&gt;
&lt;br /&gt;
For a more updated list, please see [[Development:Graphics_Requirements#Licenses]].&lt;br /&gt;
&lt;br /&gt;
= For Artists =&lt;br /&gt;
There are many ways in which artists can contribute.&lt;br /&gt;
&lt;br /&gt;
=== Modelling/Texturing ===&lt;br /&gt;
A lot of the in-game models and textures could use renovation. [[Development:3D_Models#Open_Models|Development:3D Models]] contains a list of open tasks for modellers and texture artists. Information on requirements and guidelines can be found here:&lt;br /&gt;
* [[Development:Model_Guidelines|Modeling]]&lt;br /&gt;
* [[Development:Texture_Guidelines|Texturing]]&lt;br /&gt;
* [[HowTos#Modeling|Tutorials]]&lt;br /&gt;
&lt;br /&gt;
=== Base Images ===&lt;br /&gt;
There are still some bases which don't have graphics that are up-to-par with current standards. Making new base images can be easier for artists not used to modeling in-game objects, particularly because levels of detail, polygon counts, etc. are not a concern.&lt;br /&gt;
The only consideration to be made is that final renders should be at a square resolution.&lt;br /&gt;
&lt;br /&gt;
Today, most computer screens are 4:3 screens. Therefore, the best working flow would be to render a 4:3-picture and squish it to a square. Most video cards work very well with 1024x1024 textures. Older ones have trouble with larger ones. But as technology advances higher resolutions are needed.&lt;br /&gt;
&lt;br /&gt;
Preferred resolutions:&lt;br /&gt;
* render a 1365x1024 picture and then squish it to 1024x1024&lt;br /&gt;
* render a 2731x2048 picture and then squish it to 2048x2048&lt;br /&gt;
&lt;br /&gt;
=== Planet Textures ===&lt;br /&gt;
There is a need to improve existing planetary textures with the ultimate goal to provide cinematographic quality planets.&lt;br /&gt;
A wiki page is specifically dedicated to explaining this task. Head over to [[Development:Orbital_Planet_Surfaces|Development:Orbital_Planet_Surfaces]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Space Backgrounds ===&lt;br /&gt;
We could always use more space backgrounds. Backgrounds in space are sphere mapped textures arranged in a cube-shaped skybox, so you will need to give us a set of six images.&lt;br /&gt;
&lt;br /&gt;
*More information can be found in [[Development:System_Backgrounds]]&lt;br /&gt;
*The task list for backgrounds is here: [[Development:2D_Images#Space_Backgrounds]]&lt;br /&gt;
&lt;br /&gt;
=== Cargo images ===&lt;br /&gt;
We can always use more images of cargo. Original works and crops of existing works (under a free license or public domain) are acceptable.&lt;br /&gt;
Although there are thoughts on restructuring and reclassifying all cargo items, every picture for currently existing cargo will be used up to then. There are still a lot of items, many of them being alien cargo, not having a picture assigned to it yet. Especially original works of those are needed.&lt;br /&gt;
&lt;br /&gt;
See the [[Development:Cargo (graphics)|cargo graphics development page]] for further details.&lt;br /&gt;
The assignment table for new cargo graphics is on the [[Development:2D_Images]] page and the submission and vetting process is usually done in the  forums.&lt;br /&gt;
&lt;br /&gt;
=== Splash screens ===&lt;br /&gt;
The splash screens are stored in data/animations in the &amp;quot;spash_screenname.ani&amp;quot; folder.&lt;br /&gt;
The configuration entry is in &amp;quot;vegastrike.config&amp;quot; around line 500 as the statement &amp;quot;var name=splash_screen value=splash_confed.ani&amp;quot;&lt;br /&gt;
To add a new splash screen, you'll need to create an ani folder and place the picture and image file there.&lt;br /&gt;
The image must be in 1:1 aspect ratio, for example 1024x1024.  It will be [http://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=1969224&amp;amp;group_id=19507&amp;amp;atid=119507 displayed filling the user's screen], which could be 4:3, 16:10, or whatever.  Current backgrounds have non-square pixels and &amp;quot;look right&amp;quot; when stretched to 4:3 (e.g. 1600x1200).  i.e. their pixel aspect ratios are 4:3.  Unless support is added for storing the aspect ratio somewhere e.g. in the filename as suggested in that bug report, new images should also be 4:3.  It's probably a good idea to work with a high rez master copy with square pixels, and only rescale and compress to the final square texture at the end.&lt;br /&gt;
&lt;br /&gt;
= For Writers =&lt;br /&gt;
&lt;br /&gt;
=== Stories ===&lt;br /&gt;
&lt;br /&gt;
We need stories for campaigns to be written. Without stories there are no missions and no quests.&lt;br /&gt;
Feel free to post your ideas in the forums.&lt;br /&gt;
&lt;br /&gt;
* See also [[Development:Campaigns]]&lt;br /&gt;
&lt;br /&gt;
= For Musicians =&lt;br /&gt;
&lt;br /&gt;
A Vega Strike [[Music Committee]] is being established to set rules, standards and guidelines for composers and provide assistance with the task of creating music for the game. [[Music Committee|Click Here to visit the Wiki Page for More Information...]]&lt;br /&gt;
&lt;br /&gt;
There are also many opportunities for voice acting, learn more at [[Development:Audio#Voice_Acting]]&lt;br /&gt;
&lt;br /&gt;
= For Programmers =&lt;br /&gt;
&lt;br /&gt;
=== Coding tasks ===&lt;br /&gt;
Vegastrike is written in C++ and uses python as procedural scripting language. The C++ Code is moving to an Object Orientated organization.&lt;br /&gt;
&lt;br /&gt;
Please contact the development team for information on coding tasks that need work.&lt;br /&gt;
You may find more information on required tasks:&lt;br /&gt;
* at the [[Development#Status/task_list_pages]]&lt;br /&gt;
* in the [[Development:Roadmap]]&lt;br /&gt;
* on the [http://forums.vega-strike.org/viewforum.php?f=27 Developer Focus] forum.&lt;br /&gt;
&lt;br /&gt;
Several current tasks are:&lt;br /&gt;
*[[Development:Ogre|The OGRE Port]]&lt;br /&gt;
*New simulation model&lt;br /&gt;
&lt;br /&gt;
=== Scripting tasks ===&lt;br /&gt;
There are various scripting tasks that require attention.&lt;br /&gt;
We could use help with Python scripting for any of the tasks:&lt;br /&gt;
* improving the AI system&lt;br /&gt;
* Mission type scripts&lt;br /&gt;
* Short in-system quests&lt;br /&gt;
* Economic simulation&lt;br /&gt;
* Political simulation&lt;br /&gt;
* Campaign scripts&lt;br /&gt;
* Content authoring tools&lt;br /&gt;
&lt;br /&gt;
Contact the [[Vegastrike:Project#Active_Development_Team|development team]] for more info.&lt;br /&gt;
&lt;br /&gt;
=== Code documentation ===&lt;br /&gt;
Anybody willing to comment and document current code (or to help by removing incorrect documentation) is welcome. Please contact the development team for more information.&lt;br /&gt;
&lt;br /&gt;
NEW : Version 0.5.1 Doc for C++/Python is here in Doxygen format : [[DOCs]]&lt;br /&gt;
&lt;br /&gt;
= For Testers =&lt;br /&gt;
If you would like to help test the game, please [[HowTo:Checkout_SVN|get the SVN]] (Development Version). You may also want to contact the development team to know if any specific features need testing.&lt;br /&gt;
&lt;br /&gt;
Any bugs you find can be reported at the [http://forums.vega-strike.org/viewforum.php?f=2 Bug Triage forum] or the [http://sourceforge.net/tracker/?group_id=19507&amp;amp;atid=119507 Sourceforge Bug Tracker].&lt;br /&gt;
&lt;br /&gt;
= For Others =&lt;br /&gt;
There is still plenty to be done if you are not an artist, coder, etc. A lot of people &amp;quot;work in the trenches&amp;quot; to maintain and update the data set.&lt;br /&gt;
&lt;br /&gt;
=== Stats work ===&lt;br /&gt;
Stats and playbalancing are a critical part of the game. There is currently a [[Development:Rebalance|Rebalance effort]] underway. Please contact dandandaman if you would like to assist.&lt;br /&gt;
&lt;br /&gt;
=== Screenshots ===&lt;br /&gt;
We can always use more screenshots! [[HowTo:Take Screenshots]] provides our reasons for this, along with many helpful tips and tricks.&lt;br /&gt;
&lt;br /&gt;
Please [http://forums.vega-strike.org/cpg/thumbnails.php?album=13 upload your screenshots] to the User Screenshot gallery and tell us about them in the &lt;br /&gt;
[http://forums.vega-strike.org/viewtopic.php?t=2404 &amp;quot;Call for Screenshots&amp;quot; forums thread].&lt;br /&gt;
&lt;br /&gt;
=== Adding ships ===&lt;br /&gt;
Sometimes, an artist will submit a model, but will not add it to the game himself. Adding ships is pretty straightforward once you figure out how to do it, although it does take time and effort. [[HowTo:Add Ships]] explains the process in detail.&lt;br /&gt;
Please contact the development team or check [[Development:3D Models]] to see if there are any models pending insertion.&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=NPC&amp;diff=19677</id>
		<title>NPC</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=NPC&amp;diff=19677"/>
				<updated>2014-02-19T09:18:23Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''NPC''' , '''N'''on '''P'''layable '''C'''haracters in Vega Strike&lt;br /&gt;
&lt;br /&gt;
Let's see who are the NPC in our vegastrike universe !&lt;br /&gt;
&lt;br /&gt;
And how they influence the Gameplay ( fight , economy , quests , communications )&lt;br /&gt;
{{Fixme}}&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	<entry>
		<id>https://wiki.vega-strike.org/mediawiki/index.php?title=NPC&amp;diff=19676</id>
		<title>NPC</title>
		<link rel="alternate" type="text/html" href="https://wiki.vega-strike.org/mediawiki/index.php?title=NPC&amp;diff=19676"/>
				<updated>2014-02-19T09:17:09Z</updated>
		
		<summary type="html">&lt;p&gt;Ezee: NPC intro&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''NPC''' , '''N'''on '''P'''layable '''C'''haracters in Vega Strike&lt;br /&gt;
&lt;br /&gt;
Let's see who are the NPC in our vegastrike universe !&lt;br /&gt;
&lt;br /&gt;
And how they influence the Gameplay ( fight , economy , quests , communications )&lt;br /&gt;
[[Category:Fixme|Category:Fixme]]&lt;/div&gt;</summary>
		<author><name>Ezee</name></author>	</entry>

	</feed>