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