Steps:

   ReadMe.txt 

      DX SDK    

     changes    

    last steps   


'office'
garone80@yahoo.com

      

  First, I'll need to set some things straight: you'll not going to download
 the infamous AvP2 source code here, because that would be illegal. In the
 following lines, I'll briefly describe what is needed to set up the toolkit
 to build binaries (cres.dll, sres.dll, cshell.dll, object.lto and the
 AVP2Serv.exe) from AvP2. 


 Step 0: Patch Visual C 6

  This step is, well, mandatory if you plan to have your mod used in MP.
 Basically, without the patch, your mod can crash the game when swapping
 characters in MP.
 So, go here:
 http://www.microsoft.com/downloads/details.aspx?FamilyId=8ECEC2B4-9118-4A63-8DBD-B34547AD2C62&displaylang=en
  Make sure you download all 8 files. Double click each of them, and have
 them extract their content in one single folder; basically, all the
 content of all 8 archives must be placed in the same folder.
 Doble click setup.exe and enjoy.

 
 Step 1: Read the readme's

  Actually, the title should be "Read the readme's and the .bat's", because 
 there are some important steps mentioned there to set up the build environment.
 So, in the readme:
 
   
	
2) Add this line to your autoexec.bat file:                    

CALL c:\proj\avp2\source\setbui~1.bat	
Opening the mentioned Setbuildvars.bat, we'll find the following:
	
@echo off

REM This file can be different on each person's machine doing a build.  It 
REM sets the environment variables that MakeDist.bat and SrcBackup.bat use.

set PROJ_DIR=C:\PROJ
set LT2_DIR=%PROJ_DIR%\LT2

set AVP2_DIR=%PROJ_DIR%\AVP2
set AVP2_BUILD_DIR=%AVP2_DIR%\AVP2

set MSDEV_PATH=c:\program files\microsoft visual studio\common\msdev98\bin
set SS_PATH=c:\program files\microsoft visual studio\vss\win32
set PATH=%PATH%;"%MSDEV_PATH%";"%SS_PATH%"
	
The environment variables that are needed to be set for a successful build are LT2_DIR, AVP2_DIR and AVP2_BUILD_DIR. The last one (AVP2_BUILD_DIR) represents the place where the compiled binaries will be copied after the build. LT2_DIR and AVP2_DIR represent the folders containing the lithtech needed toolkit and the sources for AvP2. The readme tells us that we should somehow set or create these environment variables to the right values. On older operating systems (Windows 98, Windows ME) that is done by adding the mentioned line to C:\autoexec.bat. On Windows XP, you can add these variables by right-click-ing on the 'My Computer' icon, choose 'Properties', select the 'Advanced' tab and click the 'Environment Variables' on the lower part of the dialog. In the window that will appear you can add the mentioned environment variables as user variables.
Step 2: Download and install the DirectX SDK If you plan to compile the client shell, you'll need to download the DirectX software development kit. The download is pretty big: http://www.microsoft.com/downloads/details.aspx?FamilyId=4B78A58A-E672-4B83-A28E-72B5E93BD60A&displaylang=en As an alternative, an archive was created using as base the package for Dev-CPP: dx9sdk_barebone.7z Either way, you'll need to install the sdk, or (in the second case) extract the archive somewhere on your hard disk: Links for DX 8.1 SDK, as follow: - the full SDK: http://www.darwinbots.com/numsgil/dx81sdk_full.exe - a barebone version: http://files.filefront.com/dx81sdk+11exe/;927066;/fileinfo.html/1/1 Step 3: Extract and prepare the source code Use yor favourite archiving tool to extract the source code from it's archive. Since we'll be using the latest DirectX SDK (DX9) we'll need to make a small change to one of the header files, D3DStateChange.h. First, browse to it: Add the following line to it: Of course, you can allways copy-paste the D3DTEXTURESTAGESTATETYPE enum definition from the DX SDK header d3dTypes.h Now it's time to open Visual C++ 6 and prepare the project files. Step 4: Prepairing the workspace A few words: it seems that Visual C++ 6 is the only compiler that can build these sources. The free version of Visual Studion 2005 (the express edition) with the Windows Platform SDK doesn't cut it (it doesn't like overloaded function pointers, if I recall corectly). So, open Visual C, and open the AvP2.dsw file: 'File'->'Open Workspace' and choose the source_folder\proj\AvP2\AvP2.dsw file. First, we'll need to tell the compiler where to find the header files and the libraries from the DirectX SDK. So, click on the 'Tools' menu, and select 'Options': In the dialog that appears, you'll first add the 'Include files' (enable gif animations for the next two pictures): Then, set up the the libraries folders: Last words You now have a build system ready. Hit F5 and select to build all projects. After building the binaries, you can use them in your .rez files. Good luck with source code modding. PS: speaking of good luck, make sure you check out the API documentation for the source code. It's available in both online and offline versions: http://theone.lithfaq.com/Source http://theone.lithfaq.com/Source/AvP2_Offline_Documentation.rar