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
).
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.
- 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 uses17.12.35707.178
. - Python 3. For build scripts.
In the following steps, substitute [arch]
with the architecture you are building EWS for (x64
or x86
)
- Open a
[arch] Native Tools Command Prompt for VS 2022
window. - Navigate to the folder you have cloned the EWS repository to.
- Run
python "./scripts/buildwxwidgets.py [arch]"
- Open a command prompt and navigate to the folder you have cloned the EWS repository to.
- Run
genproject.bat
- Open the generated Visual Studio project (
vsxmake2022/EWS.sln
) and switch the build mode torelease
mode. - Right click the project for the game you wish to build for, and click "Build".
- After building, binaries will be located in
build/windows/[arch]/release