Difference between revisions of "How to build VCMI (Windows/Vcpkg)"
m (add note that building deps from source with vcpkg is impossible on 32-bit Windows) |
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Pre-built version we provide is always manually tested with all supported versions of MSVC for both Release and Debug builds and all known quirks are listed below. | Pre-built version we provide is always manually tested with all supported versions of MSVC for both Release and Debug builds and all known quirks are listed below. | ||
− | === Debug build of VCMI won't run since | + | === Debug build of VCMI won't run since some library is missing === |
− | + | Try to build INSTALL target and see if its output works as expected. Copy missing libraries or even all libraries. Another alternative if you use prebuilt vcpkg package is to download latest msvc build install it and copy missing/all libraries from there | |
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− | |||
=== I got crash within library XYZ.dll === | === I got crash within library XYZ.dll === |
Revision as of 08:21, 24 September 2022
Contents
Prerequisites
- Windows Vista or newer.
- Microsoft Visual Studio 2017 or 2019
- CI use VS2019, so you are going to have less problems with it.
- Git or git GUI, for example, SourceTree download
- CMake download. During install after accepting license agreement make sure to check "Add CMake to the system PATH for all users".
- To unpack pre-build Vcpkg: 7-zip
- To create installer: NSIS
Choose directory
Create a directory for VCMI development, eg. C:\VCMI We will call this directory as [VCMI_DIR]
Warning! Replace [VCMI_DIR] with path you chosen in following commands of this instruction.
How to choose good directory
It is recommended to avoid non-ascii characters in the path to your working folders. The folder should not be write-protected by system. Good location:
- C:\VCMI
Bad locations:
- C:\Users\Michał\VCMI (non-ascii character)
- C:\Program Files (x86)\VCMI (write protection)
Install dependencies
You have two options: to use pre-built libraries or build your own. We strongly recommend start with using pre-built ones.
Option A. Use pre-built Vcpkg
So you decide to start using Vcpkg packages pre-built by VCMI team.
Package guaranteed to work since they tested with every commit by AppVeyor
- Please note that as of 2020, this lib wasnt yet updated for vs2019, so for vs2019 you will probaby have to use option B.
Download and unpack archive
Archives are available from GitHub: https://github.com/vcmi/vcmi-deps-windows/releases
Only download latest version available.
- vcpkg-export-x86-windows-v140.7z to build for 32-bit no debug, 3 times smaller file size
- vcpkg-export-x64-windows-v140.7z to build for 64-bit no debug, 3 times smaller file size
- vcpkg-export-x86-windows-v140-debug.7z to build for 32-bit with debug configuration available
- vcpkg-export-x64-windows-v140-debug.7z to build for 64-bit with debug configuration available
Extract archive by right clicking on it and choosing "7-zip -> Extract Here".
Move dependencies to target directory
Once extracted "vcpkg" directory will appear with "installed" and "scripts" inside it.
Move extracted "vcpkg" directory into your [VCMI_DIR].
Option B. Build Vcpkg on your own
Please be aware that if you're running 32-bit Windows version, then this is impossible due to https://github.com/microsoft/vcpkg/issues/26036
Be aware that building Vcpkg might take a lot of time depend on your CPU model and 10-20GB of disk space.
Create initial directory
Clone vcpkg
- open SourceTree
- File -> Clone
- select https://github.com/microsoft/vcpkg/ as source
- select [VCMI_DIR]/vcpkg as destination
- click Clone
From command line use:
git clone https://github.com/microsoft/vcpkg.git [VCMI_DIR]/vcpkg
Build vcpkg
- Run
[VCMI_DIR]/vcpkg/bootstrap-vcpkg.bat
Build dependencies
- For 32-bit build run:
[VCMI_DIR]/vcpkg/vcpkg.exe install sdl2:x86-windows sdl2-image:x86-windows sdl2-ttf:x86-windows sdl2-mixer:x86-windows boost:x86-windows qt5-base:x86-windows ffmpeg:x86-windows fuzzylite:x86-windows smpeg2:x86-windows tbb:x86-windows luajit:x86-windows
- For 64-bit build run
[VCMI_DIR]/vcpkg/vcpkg.exe install sdl2:x64-windows sdl2-image:x64-windows sdl2-ttf:x64-windows sdl2-mixer:x64-windows boost:x64-windows qt5-base:x64-windows ffmpeg:x64-windows fuzzylite:x64-windows smpeg2:x64-windows tbb:x64-windows luajit:x64-windows
For the list of the packages used you can also consult vcmi-deps-windows readme in case this article gets outdated a bit.
Build VCMI
Clone VCMI
- open SourceTree
- File -> Clone
- select https://github.com/vcmi/vcmi/ as source
- select [VCMI_DIR]/source as destination
- expand Advanced Options and change Checkout Branch to "develop"
- tick Recursive submodules
- click Clone
or From command line use:
git clone --recursive https://github.com/vcmi/vcmi.git [VCMI_DIR]/source
Generate solution for VCMI
- create [VCMI_DIR]/build folder
- open [VCMI_DIR]/build in command line:
- Run Command Prompt or Power Shell.
- Execute: cd [VCMI_DIR]/build
- execute one of following commands to generate project
Visual Studio 2017 - 32-bit build
cmake [VCMI_DIR]/source -DCMAKE_TOOLCHAIN_FILE=[VCMI_DIR]/vcpkg/scripts/buildsystems/vcpkg.cmake -G "Visual Studio 15 2017"
Visual Studio 2017 - 64-bit build
cmake [VCMI_DIR]/source -DCMAKE_TOOLCHAIN_FILE=[VCMI_DIR]/vcpkg/scripts/buildsystems/vcpkg.cmake -G "Visual Studio 15 2017 Win64"
Visual Studio 2019 - 32-bit build
cmake [VCMI_DIR]/source -DCMAKE_TOOLCHAIN_FILE=[VCMI_DIR]/vcpkg/scripts/buildsystems/vcpkg.cmake -G "Visual Studio 16 2019" -A Win32
Visual Studio 2019 - 64-bit build
cmake [VCMI_DIR]/source -DCMAKE_TOOLCHAIN_FILE=[VCMI_DIR]/vcpkg/scripts/buildsystems/vcpkg.cmake -G "Visual Studio 16 2019" -A x64
Compile VCMI with Visual Studio
- open [VCMI_DIR]/build/VCMI.sln in Visual Studio
- select "Release" build type in combobox
- right click on BUILD_ALL project - build project. This BUILD_ALL project should be in "CMakePredefinedTargets" tree in Solution Explorer.
- grab VCMI in [VCMI_DIR]/build/bin folder!
Compile VCMI from command line
For release build
cmake --build [VCMI_DIR]/build --config Release
For debug build
cmake --build [VCMI_DIR]/build --config Debug
Debug will be used by default even "--config" if not specified.
Create VCMI installer
Make sure NSIS is installed to default directory or have registry entry so CMake can find it.
After you build VCMI execute following commands from [VCMI_DIR]/build.
Execute following if you built for Release:
cpack
If you built for Debug:
cpack -C Debug
Troubleshooting and workarounds
Vcpkg might be very unstable due to limited popularity and fact of using bleeding edge packages (such as most recent Boost). Using latest version of dependencies could also expose both problems in VCMI code or library interface changes that developers not checked yet. So if you're built Vcpkg yourself and can't get it working please try to use binary package.
Pre-built version we provide is always manually tested with all supported versions of MSVC for both Release and Debug builds and all known quirks are listed below.
Debug build of VCMI won't run since some library is missing
Try to build INSTALL target and see if its output works as expected. Copy missing libraries or even all libraries. Another alternative if you use prebuilt vcpkg package is to download latest msvc build install it and copy missing/all libraries from there
I got crash within library XYZ.dll
Good workaround is to use debug version of said library instead of release one or vice versa. If that's helped you can swap the library within Vcpkg package itself so you don't need to do it every time when you.
Build is successful but can not start new game
Check that all non-VCMI dlls in AI and Scripting (vcmilua.dll and vcmierm.dll) folders are also copied to the parent folder so that they are available for vcmi_clent.exe. These are tbb.dll fuzzylite.dll lua51.dll. Also there should be as well folder scripts (lua scripts for ERM). If scripting folder is absent please build vcmiLua and vcmiErm projects. There is no direct dependency between them and vcmi_client for now (2021-08-28)
Debug build is very slow
Debug builds with MSVC are generally extremely slow since it's not just VCMI binaries are built as debug, but every single dependency too and this usually means no optimizations at all. Debug information that available for release builds is often sufficient so just avoid full debug builds unless absolutely necessary. Instead use RelWithDebInfo configuration. Also Debug configuration might have some compilation issues because it is not checked via CI for now.