Installing and using the SDK

kornaki, that sounds like you either havent installed the windows c++ toolkit properly, or its in a different directory and you havent linked codeblocks to it properly.


Possibly, but in the original set of files that file doesn't exist anyway. So I'm not even sure where it got the name from. I'll consider reinstalling, but from my initial impression the error isn't nearly as fatal as it claims to be :crazyeye:
 
I tried to compile CvGameCoreDLL.dll file for CivIVColonization and strictly follow to Kael's instructions on page 1.

I have:

- Codeblocks 8.02
- Microsoft Visual C++ Toolkit 2003
- Microsoft Platform SDK
- plus 3 files (msvcprt.lib, msvcrt.lib, msvcrtd.lib) in C:\Program Files\Microsoft Visual C++ Toolkit 2003\lib directory.

As example I used CivIVCol with official patch from Firaxis and all files from CvGameCoreDLL directory including Boost-1.32.0 and Python24 subdirectories. No one file was changed.

However, I have such error message

-------------- Build: Final Release Win32 in CvGameCoreDLL ---------------

CvArea.cpp
CvArtFileMgr.cpp
CvCity.cpp
CvCityAI.cpp
CvDLLButtonPopup.cpp
CvDLLEntity.cpp
CvDLLPython.cpp
CvDLLWidgetData.cpp
CvDeal.cpp
CvDiploParameters.cpp
CvFractal.cpp
CvGame.cpp
CvGameAI.cpp
CvGameCoreDLL.cpp
Execution of 'rc.exe /IBoost-1.32.0\include /IPython24\include -fo"Final Release Win32\CvGameCoreDLL.res" CvGameCoreDLL.rc' in 'E:\1\CvGameCoreDLL' failed.
Nothing to be done.
------------------------------------------------

How to compile CvGameCoreDLL.dll and what's the reason of this error?
 
I'm now getting this after it spent about 10 minutes compliling: "LINK : fatal error LNK1104: cannot open file '..\Assets\CvGameCoreDLL.dll'".

Any ideas?

Thanks,
TDK
 
I'm trying to merge Super Spies with Dale's Combat Mod (and a few other little things).

I've been using CodeBlocks succesfully to compile the SDK, without a hitch, but Super Spies has something I've never run into before: a file that isn't present in the CvGameCoreDLL folder and a "makefile".

So ... what should I do differently?
 
I'm now getting this after it spent about 10 minutes compliling: "LINK : fatal error LNK1104: cannot open file '..\Assets\CvGameCoreDLL.dll'".

Any ideas?

Thanks,
TDK

Are you working with Vista and without admin rights?

I'm trying to merge Super Spies with Dale's Combat Mod (and a few other little things).

I've been using CodeBlocks succesfully to compile the SDK, without a hitch, but Super Spies has something I've never run into before: a file that isn't present in the CvGameCoreDLL folder and a "makefile".

So ... what should I do differently?

Try this.
 
what? *i shake my head*....um could some one explain the basics of SDK.....using big words and flashcards please?
 
Can do:
SDK.gif


Does that help?
 
what? *i shake my head*....um could some one explain the basics of SDK.....using big words and flashcards please?

the SDK (C:/.../Assets/CvGameCoreDLL) is written in C++. It defines all the tags you see in the various XML files in the game.

To edit the SDK, you'll need to download an editor, usually Microsoft's (free) Visual Studio 2008 (just google it). The SDK's files can be found in C:/.../Beyond the Sword/CvGameCoreDLL, the folder - NOT the file under /Assets. The .cpp files hold all the functions that control the game's behavior and the AI. The .h files hold declarations of all those functions, the various classes of functions the game uses, etc.

You can fire up these files in your downloaded editor.

For the game to actually reflect those changes in-game, however, you have to compile your files, using the method outlined in the first post.

Finally, you can copy the CvGameCoreDLL.dll file from the /Beyond the Sword/CvGameCoreDLL/Final Release folder to your mod's /Assets folder, and voila! you have a new SDK and a new AI.
 
Aargh! Okay, so I followed Kael's instructions to the letters (including the BTS addendum).

I'm using Vista, the latest versions of the PSDK, VC++Toolkit 2003, and VS9.0. When I set VS2008 as my compiler, I got a fatal error stating that the 'winmm.h' directory did not exist. When I set VC++ Toolkit 2003 as my compiler, I got a fatal error that 'sal.h' did not exist, and thus the whole thing wouldn't work.

What?!
 
ok well um could someone also explain.....HOW THE HELL DO I FIND THE FREAKING .kfm FILE?!?!?!?! i cant use hitler as Germany because i cant find that freaking file man T-T
 
I think your problem might be with some files that were part of the original Civilization IV. In the Assets folder of Civ4, there are four .fpk files that are unpacked by the game when it loads. You can unpack the files yourself, just go here: http://forums.civfanatics.com/downloads.php?do=file&id=2384

If that doesn't help, or isn't your problem, then I'm not sure how I could help further. But either way, talking about it probably belongs in a different topic. This is just about how to compile the dll file.
 
It honestly doesn't matter what version of Code::Blocks you use, only what version of the Visual C++ toolkit you use with it (the correct version is linked in the first post). The only thing is, you may need to change the steps in the first post a tiny bit to compile it correctly.
All the settings in the end will be the same, just some of the menus and windows are slightly different looking and some of the default settings are different.
 
In that case, a quick question from me before I go diving into the SDK... if it doesn't matter which version of Code:Blocks is used, is it safe to assume a Linux version would be able to work just as well as a Windows one?
 
As long as it can use the Visual C++ 2003 toolkit (which it should be able to), it will be no different to what you can do with the Windows version of Code::Blocks.
 
Perfect, means I've got an easier way of getting it, and sorting it then, thanks for that... time for me to see if I can remember how to code C++ still.
 
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