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CONTRIBUTING.md

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Contributing

Contribution Guidelines

Do not make EWS require any unnecessary dependencies, including mod loaders

EWS is built with portability between games in mind, all game mods must not require any mod loaders and be able to run under a different mod loader just by changing whatever config is used to declare mods (supermod.xml, mod.txt).

Building EWS

To build EWS, you will first need to manually build wxWidgets. Then you will be able to generate the mod's Visual Studio project and build it.

Dependencies/Requirements

  • 5-10GB of available disk space. The EWS repository requires 5-10GB of available space once built, it should stay around 5GB but in worst case it can be up to 10GB.
  • XMake. For generating EWS's project files.
  • Visual Studio 2022. The version shouldn't matter, but the version originally used for development of the mod was 17.11.4. The GitHub Actions runner uses 17.12.35707.178.
  • Python 3. For build scripts.

Building Steps

In the following steps, substitute [arch] with the architecture you are building EWS for (x64 or x86)

Building wxWidgets

  1. Open a [arch] Native Tools Command Prompt for VS 2022 window.
  2. Navigate to the folder you have cloned the EWS repository to.
  3. Run python "./scripts/buildwxwidgets.py [arch]"

Generating the EWS project and building

  1. Open a command prompt and navigate to the folder you have cloned the EWS repository to.
  2. Run genproject.bat
  3. Open the generated Visual Studio project (vsxmake2022/EWS.sln) and switch the build mode to release mode.
  4. Right click the project for the game you wish to build for, and click "Build".
  5. After building, binaries will be located in build/windows/[arch]/release