Kind of obvious as you can’t compile something you haven’t, check for more info.
You can find Visual Studio 2015 Microsoft website. Visual Studio 2015 Community is the free version.
Older compilers won’t work because they don’t support C++11. If you have already installed Visual Studio 2015 make sure that you update it to Update 2.
EasyRPG Player needs several libraries for compiling. It would be a bit tedious getting all those libraries one by one, so we have prepared a git repository with needed dependencies in the windows
folder.
Follow the instructions in the README
file of the windows folder in the buildscripts repo.
Create an environment variable EASYDEV_MSVC that points to 'buildscripts/windows/build
’. To create new environment variables enter the “Windows Control Panel” and select “System” (or enter “environment variable” in the search field). Sometimes new environment variables are not detected. Logout and -in again in order to fix this.
To compile open a Visual Studio Command Prompt (32 or 64 bit) and execute
powershell .\setup.ps1 build v140
If you are using the precompiled libraries you can skip this part.
If you want to compile by yourself:
You need to place the liblcf sources into the player lib/liblcf folder.
Open the solution file in player\builds\vs2015
, select “Debug” or “Release” configuration from the configuration manager pulldown menu and then go to Build->Build solution, or just press Control-F7 to compile it.
The Player executable should be in the folder bin
. If you are not using the precompiled libraries, and you have dynamically linked Player, you will need to place the required .dll in the same folder Player.exe is.
This usually happens if you link against the wrong visual studio runtime and shouldn’t happen if you follow the build instructions mentioned above.
If you got the libraries from other sources make sure that their runtime library (Project Properties -> C++ -> Code generation) is set to “Multithreaded Debug” (/MTd) for debug and “Multithreaded” (/MT) for release. To hide the error go to “Project Properties -> Linker -> Input -> Ignore Specific Default Libraries” and ignore LIBCMT.LIB or LIBCMTD.LIB (ignoring one of them should remove the error but it’s recommended to link the libs against the correct library instead!).