Ceres Posted October 28, 2022 Report Share Posted October 28, 2022 Hello! Are the BuildInstructions – Wildfire Games still up to date and applicable to Windows 11, too? Specifically, do we still need the XP toolset and the 2017 compiler (version 15.0) instead of VS 2019 with latest compiler? I still have a PC with Endeavour OS but would prefer to build and test on Windows 11 (64bit) on my laptop. I understand that I must build for 32bit that will run under 64bit, too. Thank you for your confirmation! Quote Link to comment Share on other sites More sharing options...
Ceres Posted October 29, 2022 Author Report Share Posted October 29, 2022 Sorry, guys, I give up building this myself. The information in the wiki is not helpful for me (sorry to say so), because it lacks essential details like what exactly is needed to install in VS 2017. I spent quite a lot of time (already about a year ago) but cannot make progress. While I would love to build 0 A.D. for Windows myself and thus be able to tweak things and thus maybe be able to contribute more, I lack the time to set everything up to get this done. I understand that most (all) of us have their real lives and time to spend away from 0 A.D., so I understand that it is not possible to provide me with a "here-you-go" and "ready-to-use" instructions set about Visual Studio. But as I have not enough time myself to get all the puzzle pieces together, I quit it. Of course, I will be happy to provide feedback on other things where I do not need to build myself. Wishing everybody a peaceful weekend! Quote Link to comment Share on other sites More sharing options...
smiley Posted October 29, 2022 Report Share Posted October 29, 2022 You do not need visual studio if you do not plan on changing any core engine code. The latest version is built and provided in the repository. The wiki seems to be right still. You need those exact versions for now afaik. 1 Quote Link to comment Share on other sites More sharing options...
hyperion Posted October 29, 2022 Report Share Posted October 29, 2022 You could install Linux into a virtual machine, then use it to build and run 0ad. If you don't do engine work just pull 0ad from svn which has recent binaries for Windows. 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted October 29, 2022 Author Report Share Posted October 29, 2022 You mean that I could git clone from the repo, e.g. GitHub, including the Windows executables, or do I have to fetch the Windows executables separately from svn? Sorry, but the technical details are not clear to me, i.e. where exactly are the up to date Windows executables that I would need as companions to the cloned repo files? Quote Link to comment Share on other sites More sharing options...
hyperion Posted October 29, 2022 Report Share Posted October 29, 2022 The git repo is striped of the prebuilt windows executables, you need to use svn repo instead of git for those. Everyone else probably wants git tho. 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted October 29, 2022 Author Report Share Posted October 29, 2022 (edited) Yes, I am familiar with git. Is it possible to "mix" git and svn? I.e., can I git clone everything else and fetch via svn the prebuilt Windows executables? I have clue about svn (well, I forgot everything about it after more than a year of not using it). PS: From where should I fetch the svn files? From there? http://svn.wildfiregames.com/public/ps/trunk I am going to follow these helpful hints: Edited October 29, 2022 by Ceres Quote Link to comment Share on other sites More sharing options...
Ceres Posted October 29, 2022 Author Report Share Posted October 29, 2022 (edited) BTW, the reason why I prefer git over svn is simple: With GitHub, I can fork the 0 A.D. upstream master, do my own changes in my fork and play directly from there. When I use svn instead, I have no possibility to use my own changes other than by manually adjusting files but locally. If there is a way to do something via svn like via git (i.e. creating forks and playing from there), I am not aware of it, but I am happy to learn. Edited October 29, 2022 by Ceres Quote Link to comment Share on other sites More sharing options...
hyperion Posted October 29, 2022 Report Share Posted October 29, 2022 There is git-svn which you can use to track the svn repo, maybe your gui client supports it, the svn repo you want is the one you linked. Svn also supports branches but it's a cludge. All github adds is a means to publicly share your changes which you probably do not need, people often get confused with git vs github. 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted October 29, 2022 Author Report Share Posted October 29, 2022 (edited) Well, I do not mind if the repo is at GitHub, GitLab, or elsewhere (I have accounts for all of them), but indeed some "bridge" between git and svn is nice. I will look into this - thanks for the good hint! TortoiseGit – Windows Shell Interface to Git EDIT1: There is TortoiseGit – Windows Shell Interface to Git, which has also support for svn, I understood. EDIT2: Support for Subversion clients - GitHub Docs BTW, are these guides linked from anywhere else in the wiki? TortoiseSVN_Guide – Wildfire Games They were last modified 8 years ago, and several images are broken. So I don't know if they are meant to be read by people in this forum these days. Edited October 29, 2022 by Ceres Quote Link to comment Share on other sites More sharing options...
Ceres Posted October 29, 2022 Author Report Share Posted October 29, 2022 4 hours ago, hyperion said: The git repo is striped of the prebuilt windows executables, you need to use svn repo instead of git for those. Everyone else probably wants git tho. Would it be possible to include prebuilt windows executables in the git repos (on GitHub and GitLab)? Thus, interested users could fork from there and test without the hassle of combining svn and git? Sorry if my assumption is completely nonsense. Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted October 30, 2022 Report Share Posted October 30, 2022 Have you tried "vspkg" which are source packages that Visual Studio can use to built dependencies' dll's though libpng may still be fun as we at vegastrike filed a bug against it several months ago now, Btw you can build them for 64 or 32 bits Enjoy the Choice 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted October 30, 2022 Author Report Share Posted October 30, 2022 This is beyond my capabilities and understanding, but thanks for the hint. Since I do not need rebuilt executables, I can work with git just fine. This thread could be closed, as my initial question was well answered. Quote Link to comment Share on other sites More sharing options...
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