Compiling under VS2005
I'll admit, I don't own VS2005, but I can't see any reason why it wouldn't be backwards compatible. --Alph Tech STUART 09:27, 17 Dec 2005 (PST)
I own it, and it's not really backwards compatible... You can convert it, but it gives you hell of warnings and errors, that's why i kept on trying to get it to compile... Here's my works result ;) --User:Rotzi
Visual Studio 2005 Express
At the moment, VS2005 Express does not work with the Source SDK, but valve is working on that (from Coding4Fun).
To compile it without valves support, read the following step-by-step how-to. The mentioned 1-2 months are far in the past...
How to Compile with Visual Studio 2005 / Visual C++ 2005 Express
Introductions
So, here is a Step-by-Step how-to compile the SDK Source Code.
First, there's a list of what has been tested and is working with this tutorial, or which is not. Separated in SP, MP, and scratch source code.
Then there are the requirements, things you need besides the Source SDK and MS Visual, and how to set them up in your VS.
Next comes the error fixing. A general, and then separated into Release and Debug building.
ErrorFixes will be stated as: file(line number)
and how the new line looks like
hf and plz tell me/us if it works for you, and I hope I could help you with this... User:Rotzi
List of Compile Time Errors and Warnings
Errors/Warnings in Excel Spreadsheet Format
All the errors and warning got from compileing the Everything_SDK.sln under Visual Studio 2005 with the latest Windows SDK and Directx SDK.
Majority errors are due to scope resolutions.
Majority warnings are due to usage of "old" C++ functions.
What's Working?
Here's a list of what is tested and working:
SP:
- Release - client - VS Studio: working but not playable -
- Release - hl - VS Studio: working but not playable -
- Debug - client - VS Studio: working but not playable - 826 warnings
- Debug - hl - VS Studio: working but not playable - 1148 warnings
- Release - client - V C++ Express: working but not playable - 33 warnings
- Release - hl - V C++ Express: working but not playable - 42 warnings
- Debug - client - V C++ Express: not tested yet
- Debug - hl - V C++ Express: not tested yet
MP:
- Release - client - V C++ Express: working & playable - 33 warnings
- Release - hl - V C++ Express: working & playable - 42 warnings
- none tested yet
scratch:
- Release - client - V C++ Express: working - 33 warnings
- Release - hl - V C++ Express: working - 42 warnings
- not tested yet
Requirements (other SDKs and Setup of those)
steps till being able to compile with V C++ 05 Express:
required:
- MS DirectX SDK
- MS Platform SDK
setup
Tools - Options: Projects and Solutions - VC++ Directories
upper right select "executable files" and enter "...\Microsoft Platform SDK\Bin" (replace ... with your path of course)
"include files" --> "...\Microsoft Platform SDK\Include" and "...\Microsoft DirectX SDK (December 2005)\Include"
"libary files" --> "...\Microsoft Platform SDK\Lib" & "...\Microsoft DirectX SDK (December 2005)\Lib\x86"
General
Downloadable Fix
If you wanna skip the in-file-fixing download this fix, and unzip it in your "\src" folder. You will still have to fix the Project settings and linker, but no longer the file-fixes. This file only includes changes for Release-Compiling.
Disabling Deprecated Declaration Warnings
With this fix you will disable the deprecated declaration warnings, which indeed is only a warning.
It warns you that the used functions are old ones and there are new, more secure versions. But you just wanna compile, you don't want to edit/improve code yet, right? ;)
..\public\tier0\dbg.h
add
#pragma warning(disable : 4996)
after #pragma once (new line) to disable old, unsecure functions warning.
wchar_t Linker errors
Linker errors with wchar_t as values:
Client->;Properties->C/C++->Language and set Treat wchar_t as Built in Type to No.
This is because the Valve library vgui_control.lib is compiled with the option - Treat wchar_t as Built in Type - set to No so they need to be the same.
An alternative fix is to recompile vgui_control.lib with the option set to Yes - its found in src\vgui2\controls. So you need to back up vgui_control.lib - found in src\lib\public and recompile it with the option set to yes and then copy that to where the original one was that you backed up.
error C2065: 'i' : undeclared identifier
For the error C2065: 'i' : undeclared identifier, there are two ways to fix this. For one after the other, rightclick client and hl, go to C/C++ -> Language and set
Force Conformance in For Loop to No.
Alternatively fix would be adding the "int"-declaration into code.
Release-Compile
client&hl fixes
..\public\vstdlib\strtools.h(90):
inline char* Q_strrchr (const char *s, char c) { return strrchr( (char *)s, c ); }
..\public\vstdlib\strtools.h(93) zu
inline char* Q_strstr( const char *s1, const char *search ) { return strstr( (char *)s1, search ); }
..\cl_dll\hud_bitmapnumericdisplay.cpp(159)
if( bStart || digit > 0 || pos <= pow((float)10,numSigDigits-1) )
..\game_shared\baseentity_shared.cpp(251)
char *s = strchr( (char *)szKeyName, '#' );
..\tier1\KeyValues.cpp(800)
char *subStr = strchr((char *)keyName, '/');
client fixes (client.dll)
Linking Errors & Fixes:
Added msvcrt.lib and user32.lib to Linker->Input->Additional Dependencies (separated each with a space(" "))
Added LIBC to Linker->Input->Ignore specific library
Added /FORCE:MULTIPLE to Linker->Command Line->Additional Options
hl fixes (server.dll)
..\dlls\vguiscreen.cpp(69)
char *s = strchr( (char *)szKeyName, '#' );
..\dlls\TemplateEntities.cpp(298)
int iMax = pow((double)10, (int)(strlen(ENTITYIO_FIXUP_STRING)-1)); // -1 for the &
changing function-run to function-link (error C3867)
..\dlls\hl2_dll\weapon_rpg.cpp (150)
SetTouch( &CMissile::MissileTouch );
(153)
SetThink( &CMissile::IgniteThink );
(256)
SetThink( &CMissile::SeekThink );
(311)
SetThink( &CMissile::AugerThink );
(435)
SetThink( &CMissile::SeekThink );
(881)
SetTouch( &CAPCMissile::APCMissileTouch );
(916)
SetThink( &CAPCMissile::BeginSeekThink );
(925)
SetThink( &CAPCMissile::AugerStartThink );
(938)
SetThink( &CMissile::AugerThink );
(945)
SetThink( &CAPCMissile::ExplodeThink );
(955)
SetThink( &CMissile::SeekThink );
(2058)
pLaserDot->SetContextThink( &CLaserDot::LaserThink, gpGlobals->curtime + 0.1f, g_pLaserDotThink );
..\dlls\hl2_dll\weapon_physcannon.cpp (2480)
SetContextThink( &CWeaponPhysCannon::WaitForUpgradeThink, gpGlobals->curtime + 6.0f, s_pWaitForUpgradeContext );
(2502)
SetContextThink( &CWeaponPhysCannon::WaitForUpgradeThink, gpGlobals->curtime + 0.1f, s_pWaitForUpgradeContext );
..\dlls\hl2_dll\weapon_crossbow.cpp(324)
SetThink( &CBaseEntity::SUB_Remove );
..\dlls\hl2_dll\npc_BaseZombie.cpp(160) : fixed error C4430
static int s_iAngryZombies = 0;
..\dlls\baseentity.cpp(57): fixed error C3861: "tolower"
add
#include <ctype.h>
after #include "vphysics/friction.h" (L 57) to the next line (so basicaly between line 57 and line 58)
..\dlls\TemplateEntities.cpp(298)
int iMax = pow((long double)10, (int)(strlen(ENTITYIO_FIXUP_STRING)-1)); // -1 for the &
..\dlls\TemplateEntities.cpp(2480)
SetContextThink( &CWeaponPhysCannon::WaitForUpgradeThink, gpGlobals->curtime + 6.0f, s_pWaitForUpgradeContext );
..\dlls\vguiscreen.cpp(69)
char *s = strchr((char *s)szKeyName, '#' );
Linking Errors & Fixes:
Added user32.lib to Additional Dependencies under Linker->Input
Added /FORCE:MULTIPLE to Linker->Command Line->Additional Options
Debug-Compile:
client:
...\public\tier0\memoverride.cpp line 405-430 (410-435 if you added functions above (release hl))
Remove "_base" from those functions and add it to return-var. Looks then like this:
- (406/411)
void __cdecl _aligned_free(
- (410/415)
void * __cdecl _aligned_malloc(
- (415/420)
void * __cdecl _aligned_malloc_base(
- (420/425)
return _aligned_malloc(size, align);
- (423/428)
void __cdecl _aligned_free_base(
- (427/432)
_aligned_free(memblock);
Linking Errors & Fixes:
Added msvcrtd.lib and user32.lib Linker->Input->Additional Dependencies
Added /FORCE:MULTIPLE to Linker->Command Line->Additional Options
hl:
...\dlls\ai_behavior_follow.cpp(2090)
//ASSERT_INVARIANT( sizeof(FollowerListIter_t) == sizeof(AI_FollowManagerInfoHandle_t) );
Linking Errors & Fixes:
Added user32.lib to Linker->Input->Additional Dependencies
Added /FORCE:MULTIPLE to Linker->Command Line->Additional Options
Other Fixes
Note: In the endI did not need these I think...
The problem with strdup doesn't happen in debug mode since Valve overrides strdup with their own strdup func. The heap error only shows itself when using the debugger in release mode. I believe it's because strdup() in the C library that comes with 2005 express uses new() instead of malloc(). So when Valve frees the memory using free() it gives the error. Here's the fix I hope...
..\tier1\stringpool.cpp(73)
CHANGE
pszNew = strdup( pszValue );
TO
#ifndef _debug pszNew = (char*) malloc(sizeof(char) * (strlen(pszValue) + 1)); // Use Valve's malloc instead of strdup strcpy(pszNew, pszValue); #else pszNew = strdup( pszValue ); // Use Valve's debug strdup #endif
..\cl_dll\c_baseflex.cpp(921)
CHANGE
g_flexcontroller[g_numflexcontrollers++] = strdup( szName );
TO
#ifndef _debug g_flexcontroller[g_numflexcontrollers] = (char*) malloc(sizeof(char) * (strlen(szName) + 1)); //Use V's malloc instead of strdup strcpy(g_flexcontroller[g_numflexcontrollers++], szName); #else g_flexcontroller[g_numflexcontrollers++] = strdup( szName ); //Use V's debug strdup #endif
BotPutInServer linker failures (worked for me, didn't have to do this with SP)
Various BotPutInServer lines will fail to link in DEBUG mode. Commenting the BotPutInServer lines out works just fine. It may have some negative affect on bots. I quite frankly have not looked into that stuff at all, other than to see that it breaks the build.
Fix: A better way would be
adding hl2mp_bot_temp.h and hl2mp_bot_temp.cpp to the HL project under the Source Files->HL2MP folder. hl2mp_bot_temp.h and hl2mp_bot_temp.cpp can both be found in yourmod/src/dlls/hl2mp_dll folder.
to fix some warnings:
..\public\tier0\memoverride.cpp
- (107)
__declspec(restrict) __declspec(noalias) void *malloc( size_t nSize )
- (111)
__declspec(noalias) void free( void *pMem )
- (116)
__declspec(restrict) __declspec(noalias) void *realloc( void *pMem, size_t nSize )
- (121)
__declspec(restrict) __declspec(noalias) void *calloc( size_t nCount, size_t nElementSize )
- add this function to line 136 (i don't get what this is for???)
void *_calloc_impl( size_t nCount, size_t nElementSize ) { return calloc(nCount, nElementSize); }
comment out _heap_init() and _heap_term(), means, (i don't get what this is for???)
comment out everything from line 298 to line 303 (these lines are these lines if you added the function *_calloc_impl (which is 4 lines long) to line 136.
Compiled but Errors List
Here I'll add the warning not fixed yet. Though i don't always know whether it should be fixed or doesn't matter.
SP Debug Client
..\public\tier0\commonmacros.h(29) : warning C4005: 'ARRAYSIZE': Makro-Neudefinition pathto\microsoft platform sdk\include\winnt.h(950): Siehe vorherige Definition von 'ARRAYSIZE'
..\public\tier0\memoverride.cpp(413)(418)(418) : warning C4565 (I should be able to fix that, will check that again later...)
LINK : warning LNK4075: ignoring /INCREMENTAL due to /FORCE specification.
LONG LIST of .obj files, all with warning:
warning LNK4224: /COMMENT is no longer supported; ignored.
msvcrt.lib(MSVCR80.dll) : warning LNK4006: _free already defined in "memoverride.obj"; second definition ignored
.\cl_dll___Win32_HL2_Debug/client.dll : warning LNK4088: image being generated due to /FORCE option; image may not run.
SP Debug hl
..\public\tier0\memdbgon.h(83) : warning C4996: 'strcpy' (can stay like that...)
same for 'wcscpy' and 'strtok'
+some new double-definitions (LIBCMTD.lib, ...)
+the errors of SP Debug Client (LNK4224: /COMMENT, warning C4005: 'ARRAYSIZE')