Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
107 lines
3.9 KiB
Plaintext
107 lines
3.9 KiB
Plaintext
The binaries directory is where your plugins get put when you compile them.
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This is not the directory to use if you want to check in a binary of your plugin.
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This directory is in sourcesafe to assist in setup of 3DSMax2 development.
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Standard debug levels for 3DSMax2 are :
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rel - no debug - no debug memory
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hybrid - debug - no debug memory
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debug - debug - debug memory
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The now 3 levels for Stuff Armor and there corrilation between max are :
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Release - - rel max - Fully optimized, no debug, not LAB_ONLY
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Profile - - rel max - Fully optimized, some debug, LAB_ONLY
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Debug - - debug max - Varying level of armor, full debug, LAB_ONLY,
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When you compile the 3ds project the plugin will go into either the debug or rel directory, whichever
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is apporpriote to the copy of 3DSMax you must run it under. When you compile a plugin if it has been
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built in the directory it will be overwritten by the new dll. (IE: if you compile a Release and then a Profile
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only your Profile will exist since they share directories)
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Plugins must not be mixed. If the plugin is for the Release version of 3DSMax2 you must not run it
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under the debug version of 3DSMax2.
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--------------------------------
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Setup For Existing Workspaces:
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--------------------------------
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3DSMax2 setup:
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I recommend installing max *without* the sdk ( all the sdk is included in the MW4 source control ).
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I also recomend installing the debug version *next* to the regular verson of max off of your root drive.
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example:
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c:\3DSMax2
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c:\Maxdbg20
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Under your release copy of max:
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File|Configure Paths|Plugins Tab|Add..
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{driveletter}:\mw4\Code\3DSPlugins\Binaries\Rel
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Under your debug copy of max:
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File|Configure Paths|Plugins Tab|Add..
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{driveletter}:\mw4\Code\3DSPlugins\Binaries\Debug
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Setup For project:
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Project|Settings|Debug Tab
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Choose the version from the "settings for" combo box
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for release and profile set the "Executable For Debug Session" to:
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{driveletter}:\3DSMAX2\3dsmax.exe
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for debug set:
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{driveletter}:\Maxdbg20\3dsmax.exe
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Once this is done everything should work as usual for compiling and debuging.
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---------------------
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Adding a project
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---------------------
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When adding a project make sure to copy the debug levels from other projects. Make sure to *NOT* specify
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any libries by adding them to the resource tree. Instead type the names into the :
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Project:Settings:Link Tab:General
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Object/Library Modules
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Just type the library names in with spaces seperating them and no paths. This way it will use the appropriate
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libraries ( debug, release ).
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Here is all the info needed for creating a new project.
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These are 3DSMax2, MFC, Stuff Defines
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Project|Settings|C/C++|General|Processor Definitions
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release
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WIN32,NDEBUG,_WINDOWS,_USRDLL,_WINDLL,MULTI_PLAYER,USE_PROTOTYPES,STRICT,TEST_CLASS=50
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Profile
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WIN32,NDEBUG,_WINDOWS,_USRDLL,_WINDLL,LAB_ONLY,MULTI_PLAYER,USE_PROTOTYPES,STRICT,TEST_CLASS=50
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Debug
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WIN32,_DEBUG,_WINDOWS,_USRDLL,_WINDLL,LAB_ONLY,MULTI_PLAYER,USE_PROTOTYPES,STRICT,TEST_CLASS=50
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Project|Settings|Link|General|Object/Library Modules debug build must have NAFXCWD.LIB
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Project|Settings|C/C++|General|Warning level is 3 for all 3dstudio compiled programs.
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Project|Settings|C/C++|General|Optimizations is maximize speed for release and profile, disabled for Debug.
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Project|Settings|C/C++|Code Generation is PentiumPro for all configurations.
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Project|Settings|C/C++|Code Generation Runtime Lib is Multithreaded for rel & prof and multithreaded debug for debug.
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Project|Settings|C/C++|C++ Language|Enable Run-Time Type Information is set for all configurations.
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Project|Settings|C/C++|Optimizations|Inline Function is set to Any Suitable for rel & prof and disabled for debug.
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Project|Settings|Link|General|Generate Debug information is set for profile and debug and disabled for profile
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Project|Settings|Resource|PreProcessor Definitions NDEBUG for rel and profile and _DEBUG for debug
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