Hi hwoarangmy,

As Danimal said, here am I.

With Elvano, we're both slowing but surely putting the documentation up to date, and I really need to set up a how to compile on windows forum thread until he's finished with the backup system.
That said, for what is actually interesting you, the typical working environment on windows is currently involving you to work with MSVC 2012 (compiler version 11).
Older MSVC versions won't work, since the necessary C++1x features weren't implemented, IIRC
In a nutshell, what you need to do is:
- Install MSVC 2012 Express (And I guess, make a Windows live account to register your copy, sorry for that, but it's needed.)
- Install CMake + CMake-gui:
http://www.cmake.org/cmake/resources/software.html- Download The Ogre 1.9.x source along with the MSVC 2012 deps:
http://www.ogre3d.org/download/sourcehttp://www.ogre3d.org/download/sdk- Download the DirectX SDK (useless for us, but prevents compilation errors when configuring/building CEGUI):
http://www.microsoft.com/en-us/download ... px?id=6812(Important, download Ogre and DirectX along with CEGUI SDKs before starting compiling)
- Download the latest CEGUI 0.8.x source + the dependencies build:
http://cegui.org.uk/download- Check the boost lib version used by Ogre (in the source package) and download the same boost source version because we need more boost libs than provided by ogre
AND we need to have the same boost version used by Ogre to be able to link the final binary.
http://www.boost.org/First, Compilation notes:
- I will assume you're at ease with configuring a project file with cmake. If not, you should look at a few tutorials, and fiddle a bit, it's not hard.
Once you're ok with it, configuring a project, like for CEGUI, means open CMake-gui, indicate it the source folder and the build folder, click on configure, fix the variables not set and then on the Create button. You'll then be asked for the kind of project file to use, select MSVC 11 (which is the compiler version of VC++ 2012).
Then go and open the newly created sln project file with the MSVC IDE, select generate solution, and pray.
- Compile the dependencies, and then CEGUI itself. There is an interesting video showing you how to do that:
http://www.youtube.com/watch?v=nWm5aec8xkE(Don't forget to make sure the CEGUI Ogre renderer compilation option is on.)
- Once CEGUI is compiled, there are two header files that can be copied from the build folder back to the include folder, to ease the pain. I'll add details when I'll have them.
- Compile boost using the MSVC compiler. Note that boost is using the Jam build system. I can't remember just right now (I'll edit my comment when I've checked) but you'll have to copy the gcc build script and change the build option to use MSVC11 (which is the compiler version of the VC++ 2012)
- Compile Ogre.
Once all that is done, you can pat yourself on the back.

You can download OD source, and configure them using cmake to build MSVC11 project file.
There are three things that still need to be done manually before building atm, and unfortunately each time the OD CMake file is changed:
Right click on the 'OpenDungeons' solution on the right and select properties.
- In the C/C++ horizontal tab, you have an option called IIRC toolset: Select the XP one, or your binary won't start on XP.
- In the Link Editor tab, the option 'Force file output' is empty, select the FORCE:Multiple option.
You have to do so because of the boost lib used, defining two times the same set of functions, once for Ogre, once for OD. It is harmless in our case to select this option.
- In the same tab, there is an option called 'libraries folders', you'll have to add there the folder where the 'libCEGUIOgreRenderer.lib' file is,
or it won't link.
Then, you can generate the solution.
I've done all that from memory, so please takes this all with a bit of salt.
Best regards,