eZamus Posted March 3 Report Share Posted March 3 Hello, I have some struggles when trying to build Atlas on Windows 11 / VS 2022 I have read the Instruction here : https://gitea.wildfiregames.com/0ad/0ad/wiki/BuildInstructions#building-atlas (and also https://trac.wildfiregames.com/wiki/BuildInstructions#BuildingAtlas just in case) I don't really have knowledge on C++ building and co so I'm probably missing some obvious step I have downloaded wxwidgets "latest stable release (3.2.6)", opened build\msw\wx_vc15.sln and following the build instruction (Debug / Release) and copy lib\ include\ in the corresponding folders (no error/ difficulty at this moment) when running : 'update-workspaces.bat --atlas' I just get an "Error: invalid option 'atlas'", also tried to edit the .bat to add the --atlas directly in the premake command, same thing ... I launched without the --atlas options,( I tested removing the lib \include folders, and the script tell me "wxWidgets not found, disableing atlas", so I guess the --atlas is simply not required anymore ? ) but now, when trying to build "atlas" (I tested all Atlas*, I don't even know what I have to do) I got a bunch of LNK 2001 / LINK2019 error on AtlasUI (and no AtlasUI.dll builded) I also tried with "wxwidgets older stable release (3.0.5)", since the readme suggest 3.0.4 or above, but it didn't provide "wx_vc15.sln" (max wx_vc12.sln) so ... And I can't launch the scenario editor from the builded game ("Not available or failed to load") I just don't know what I'm missing And, I take the opportunity, I have also some trouble with git (lfs) since, maybe two day ? when trying to rebase my local branch on upstream (your repo) I got errors ! I don't really think I have broken something on my side, It worked like a charm since my last PR ? Error downloading object: binaries/data/mods/public/maps/scenarios/triggers_demo.xml (597f783): Smudge error: Error downloading binaries/data/mods/public/maps/scenarios/triggers_demo.xml (597f783921069100aeffa31ed33d300 5c2bc3d5298020ae2e805752bdb25bebc): [597f783921069100aeffa31ed33d3005c2bc3d5298020ae2e805752bdb25bebc] Not Found: [404] Not Found Quote Link to comment Share on other sites More sharing options...
Seleucids Posted March 3 Report Share Posted March 3 Hi, firstly atlas is built by default so you don't need to specify it with a flag. There only exists a flag to disable it. Secondly, to compile atlas, you need some old version of wxgtk (maybe wxgtk2). On Windows, you need to install wxgtk then reboot your system for it to take effect. With git-lfs, I recommend you just re-download all in a clean folder. 1 Quote Link to comment Share on other sites More sharing options...
andy5995 Posted March 3 Report Share Posted March 3 (edited) 19 hours ago, eZamus said: And, I take the opportunity, I have also some trouble with git (lfs) since, maybe two day ? when trying to rebase my local branch on upstream (your repo) I got errors ! I don't really think I have broken something on my side, It worked like a charm since my last PR ? @eZamusAs far as I know, the only documentation on how to fix that is this section on the wiki: Recovering from errors while syncing your fork. Edited March 3 by andy5995 Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 3 Report Share Posted March 3 The problem is the docs not being up to date. Sorry about this. The flag was recently changed by @hyperion https://gitea.wildfiregames.com/0ad/0ad/commit/949d5f8c0b64252669c1473686918d71d1b7f225 If you don't build and put the wxwidgets binaries in the correct folders it won't build atlas 1 Quote Link to comment Share on other sites More sharing options...
hyperion Posted March 4 Report Share Posted March 4 Indeed, missed that reference in the wiki. Hope that was the last one. 1 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 4 Report Share Posted March 4 Thank you for fixing it Quote Link to comment Share on other sites More sharing options...
eZamus Posted March 5 Author Report Share Posted March 5 Hello, Thanks all for helping ! For git it's fixed ! I feel pretty dumb missing that part on the wiki I will retry for wxwidgets later I fell pretty sick recently and can't be too much time on my computer Thanks again 1 Quote Link to comment Share on other sites More sharing options...
eZamus Posted Tuesday at 17:15 Author Report Share Posted Tuesday at 17:15 Hello ! Sorry for the delay, it was a very bad flu ^^" So ... I have my fresh install of the project but I can't build Atlas ... I use Visual Studio 2022 with 2017 Compiler (Visual Studio 2017 - Windows XP (v141_xp)) and Windows SDK 7.0 (! the documentation mention 7.1 but the link for the installer is dead (even on microsoft page https://learn.microsoft.com/en-us/archive/msdn-technet-forums/1de7c9b4-1feb-4c98-b426-f7f02cbafa99 )I don't know if on Windows 11 it is necessary and how to install it ... as mentionned before, I have downloaded wxwidgets "latest stable release (3.2.6)", opened build\msw\wx_vc15.sln, since it doesn't exist on 3.0.5, (please correct me if I'm wrong at this step) and builded the solution twice (Release/Debug) (using "Visual Studio 2017 - Windows XP (v141_xp)" / SDK 7.0 too). No error, everything look good copy/pasted the lib/include dir, deleted my workspace "vs2017" and relaunched update-workspace.bat, then reopened pyrogenesis.sln, set pyrogenesis as start up project and build the solution (Release win32) and got this bunch of error : I can launch 0 A.D but not Atlas... PS : It's worth mentionning that this part of the documentation (https://gitea.wildfiregames.com/0ad/0ad/wiki/BuildInstructions#introduction) mention "get-windows-libs.sh" but it's a .bat files :p Again, thanks all Quote Link to comment Share on other sites More sharing options...
Stan` Posted Tuesday at 21:38 Report Share Posted Tuesday at 21:38 Can you take a screenshot of the left of Visual Studio? Do the projects they show v141_xp . Quote Link to comment Share on other sites More sharing options...
eZamus Posted Wednesday at 09:17 Author Report Share Posted Wednesday at 09:17 Quote Link to comment Share on other sites More sharing options...
Stan` Posted Wednesday at 10:42 Report Share Posted Wednesday at 10:42 Have you built wxwidgets with the v141xp toolset ? Quote Link to comment Share on other sites More sharing options...
eZamus Posted yesterday at 10:53 Author Report Share Posted yesterday at 10:53 23 hours ago, Stan` said: Have you built wxwidgets with the v141xp toolset ? That was it ! Well...I had set v141xp ...but not for all wxwidgets 'project', some was using 2022, I shift-clicked on all and set the good one, after build/copy pasta etc, Atlas was builded ! Greats ! I was going so crazy that I could send my army attack the beach Okay, time to learn, do you have some tips/ documentation on how can I "efficiently" test / work on Atlas ? Actually my workflow look like : building pyrogenis, open 0 AD, open scenario editor, edit on line of code, closing Atlas, rebuilding reopen 0 AD etc etc Thanks Quote Link to comment Share on other sites More sharing options...
Stan` Posted 15 hours ago Report Share Posted 15 hours ago JS code should hotload on change. You cannot add new files when the game is running though they won't be picked up. Quote Link to comment Share on other sites More sharing options...
eZamus Posted 14 hours ago Author Report Share Posted 14 hours ago yes I am aware for the JS side, it works fine, my question was more about the c++ code Actually I can work on the atlas / Scenario editor, it's just I had to close the app, rebuild the solution (on "selecting" "pyrogenesis") and reopen the scenario edit passing through the 0 AD menu each time I want to test/see my change, is there a better way to work on the scenario editor ? Quote Link to comment Share on other sites More sharing options...
Stan` Posted 7 hours ago Report Share Posted 7 hours ago 7 hours ago, eZamus said: yes I am aware for the JS side, it works fine, my question was more about the c++ code Actually I can work on the atlas / Scenario editor, it's just I had to close the app, rebuild the solution (on "selecting" "pyrogenesis") and reopen the scenario edit passing through the 0 AD menu each time I want to test/see my change, is there a better way to work on the scenario editor ? You can add the -editor command line argument Regarding Atlas some work has been done by @trompetin17 to get rid of it and instead do everything inside the game. Quote Link to comment Share on other sites More sharing options...
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