Compiling under VS2010: Difference between revisions
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{{LanguageBar}}{{source topicon}}[[Category:Programming]][[Category:Source SDK FAQ]][[Category:Tutorials]] | |||
{{TabsBar|main=Visual Studio}} | |||
{{Outdated sdk|{{astools|4.1|nt=1}}|newer-sdk-equivalent=[[Compiler choices]]. For compiling {{srcsdk13sp|1}}, follow [[Setting_up_Source_SDK_Base_2013_Singleplayer#Windows|same instructions]] as VS2013, but simply add {{code|/2010}} to your VPC command line}} | |||
[[File:Visual studio logo.png|right]] | [[File:Visual studio logo.png|right]] | ||
{{bug|hidetested=1|Converting the Alien Swarm server project to VS2010 will lead to an "invalid characters in path" error. To fix it, open <code>game\server\swarm_sdk_server.vcproj</code> with a text editor and delete "<code>'
$File</code>" from line 2232.}} | |||
== Debugging == | |||
# Follow the instructions [[Compiling under VS2008#Fix debug compilation|for fixing debug compiles in VS2008]], which apply here as well. | |||
# Right click on the client and server projects in VS and go to ''Properties > Configuration Properties > General''. Change ''Target Name'' to ''client'' and ''server'' respectively. | |||
== File Copying == | |||
There is a [http://connect.microsoft.com/VisualStudio/feedback/details/603666/custom-build-steps-do-not-run-in-visual-c-visual-studio-2010#details bug] in VS 2010 which will sometimes prevent your newly-compiled DLLs from being copied to your mod directory. To fix it, right-click on the client and server projects in VS and select ''Properties''. Change the ''Configuration'' drop-down menu at the top to ''All Configurations''. Then, go to ''Configuration Properties > Custom Build Step'' and in the ''Additional Dependencies'' field, type in <tt>$[TargetPath]</tt>. | |||
== IsBIK error == | |||
First, save [https://developer.valvesoftware.com/wiki/Source_SDK_missing_files ibik.h] to <tt>src/public/avi/ibik.h</tt>. | |||
Then in <tt>src/game/client/enginesprite.h</tt>, add to the include list: | |||
<source lang=cpp> | |||
#include "avi/ibik.h" | |||
</source> | |||
Next, add the highlighted lines towards the bottom: | |||
<source lang=cpp highlight=2,7> | |||
bool IsAVI(); | |||
bool IsBIK(); | |||
void GetTexCoordRange( float *pMinU, float *pMinV, float *pMaxU, float *pMaxV ); | |||
private: | |||
AVIMaterial_t m_hAVIMaterial; | |||
BIKMaterial_t m_hBIKMaterial;</source> | |||
Now open <code>spritemodel.cpp</code> (located in the same directory) and add the following: | |||
<source lang=cpp> | |||
bool CEngineSprite::IsBIK() | |||
{ | |||
return ( m_hBIKMaterial != BIKMATERIAL_INVALID ); | |||
} | |||
</source> | |||
== Fixing | == Fixing Other Compiling Errors == | ||
; Error LNK2005<nowiki>:</nowiki> ... already defined in memoverride.obj | |||
: See [[Compiling under VS2008#Fix debug compilation]]. | |||
; Linker Errors relating to LIBC, LIBCMT, LIBCD, LIBCMTD | |||
: Go to the client project's ''Properties->Linker->Input->Ignore Specific Default Libraries'' and enter <code>libc;libcmtd;libcd;</code>. Navigate to the same place in the server project properties and enter <code>libcd;libcmtd;</code>. | |||
; Cannot locate "gl/glaux.h" (glview only) | |||
: Remove the line <code>#include <gl/glaux.h></code> from <code>glview.cpp</code> (can be found in src/utils/glview). Then right-click on the project and go to ''Properties->Configuration Properties->Linker->Input'' and under ''Additional Dependencies'' remove <code>glaux.lib</code>. | |||
; Warning MSB8012<nowiki>:</nowiki> TargetPath does not match the Linker's OutputFile property ... | |||
: Go to ''Properties->Configuration Properties->General''. Change the values in ''Output Directory'', ''Intermediate Directory'', ''Target Name'', and ''Target Extension'' to match the Linker's OutputFile property value given in the error message. | |||
;fatal error C1083<nowiki>:</nowiki> Cannot open include file<nowiki>:</nowiki> <nowiki>'</nowiki>weapon_sdkbase.h<nowiki>'</nowiki><nowiki>:</nowiki> No such file or directory | |||
: See [[Source SDK missing files#weapon_sdkbase]] | |||
== Precompiled Headers == | |||
If you want to remove the "precompiled header" warnings seen during a full compile, open these files in your client project and move <code>#include "cbase.h"</code> up to the first line: | If you want to remove the "precompiled header" warnings seen during a full compile, open these files in your client project and move <code>#include "cbase.h"</code> up to the first line: | ||
# hud_locator.cpp | # hud_locator.cpp | ||
# hud_credits.cpp | # hud_credits.cpp | ||
# hud_flashlight.cpp | # hud_flashlight.cpp | ||
== First-chance exception at 0x00000000 == | |||
If Client compiles but Server does not, and you have set your mod up for debugging, <tt>hl2.exe</tt> will crash with extremely ambiguous information. To prevent the game from running if Server does not successfully compile, right click the client project file and select ''Project Dependencies''. Check the checkbox for Server and then click ''OK''. | |||
== Compiling Under Linux == | == Compiling Under Linux == | ||
VS 2010 introduces a new project file format (<code>.vcxproj</code>) which is not compatible with the SDK's <code>VprojToMake</code> tool. [[Vprojtomake 2010|A third-party update adding support is available.]] | |||
== See also == | == See also == | ||
* [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/ Visual Studio 2010] | * [http://www.microsoft.com/visualstudio/en-us/products/2010-editions/ Visual Studio 2010] | ||
* [[Launching from Visual Studio]] | * [[Launching from Visual Studio]] | ||
* [[Compiling under VS2005]] | |||
[[ | * [[Compiling under VS2008]] | ||
[[ | * [[Compiling under VS2012]] | ||
[[ |
Latest revision as of 02:58, 20 June 2025


For more up-to-date information, see Compiler choices. For compiling Source SDK Base 2013 - Singleplayer, follow same instructions as VS2013, but simply add /2010 to your VPC command line.

game\server\swarm_sdk_server.vcproj
with a text editor and delete "'
$File
" from line 2232.Debugging
- Follow the instructions for fixing debug compiles in VS2008, which apply here as well.
- Right click on the client and server projects in VS and go to Properties > Configuration Properties > General. Change Target Name to client and server respectively.
File Copying
There is a bug in VS 2010 which will sometimes prevent your newly-compiled DLLs from being copied to your mod directory. To fix it, right-click on the client and server projects in VS and select Properties. Change the Configuration drop-down menu at the top to All Configurations. Then, go to Configuration Properties > Custom Build Step and in the Additional Dependencies field, type in $[TargetPath].
IsBIK error
First, save ibik.h to src/public/avi/ibik.h. Then in src/game/client/enginesprite.h, add to the include list:
#include "avi/ibik.h"
Next, add the highlighted lines towards the bottom:
bool IsAVI();
bool IsBIK();
void GetTexCoordRange( float *pMinU, float *pMinV, float *pMaxU, float *pMaxV );
private:
AVIMaterial_t m_hAVIMaterial;
BIKMaterial_t m_hBIKMaterial;
Now open spritemodel.cpp
(located in the same directory) and add the following:
bool CEngineSprite::IsBIK()
{
return ( m_hBIKMaterial != BIKMATERIAL_INVALID );
}
Fixing Other Compiling Errors
- Error LNK2005: ... already defined in memoverride.obj
- See Compiling under VS2008#Fix debug compilation.
- Linker Errors relating to LIBC, LIBCMT, LIBCD, LIBCMTD
- Go to the client project's Properties->Linker->Input->Ignore Specific Default Libraries and enter
libc;libcmtd;libcd;
. Navigate to the same place in the server project properties and enterlibcd;libcmtd;
. - Cannot locate "gl/glaux.h" (glview only)
- Remove the line
#include <gl/glaux.h>
fromglview.cpp
(can be found in src/utils/glview). Then right-click on the project and go to Properties->Configuration Properties->Linker->Input and under Additional Dependencies removeglaux.lib
. - Warning MSB8012: TargetPath does not match the Linker's OutputFile property ...
- Go to Properties->Configuration Properties->General. Change the values in Output Directory, Intermediate Directory, Target Name, and Target Extension to match the Linker's OutputFile property value given in the error message.
- fatal error C1083: Cannot open include file: 'weapon_sdkbase.h': No such file or directory
- See Source SDK missing files#weapon_sdkbase
Precompiled Headers
If you want to remove the "precompiled header" warnings seen during a full compile, open these files in your client project and move #include "cbase.h"
up to the first line:
- hud_locator.cpp
- hud_credits.cpp
- hud_flashlight.cpp
First-chance exception at 0x00000000
If Client compiles but Server does not, and you have set your mod up for debugging, hl2.exe will crash with extremely ambiguous information. To prevent the game from running if Server does not successfully compile, right click the client project file and select Project Dependencies. Check the checkbox for Server and then click OK.
Compiling Under Linux
VS 2010 introduces a new project file format (.vcxproj
) which is not compatible with the SDK's VprojToMake
tool. A third-party update adding support is available.