Windows builds can be made in more than one way and with more than one tool. This guide will show how to do it using Microsoft Visual Studio 2022 (MSVC compiler) and MSYS2 (MinGW compiler).
Create a directory for VCMI development, eg. C:\VCMI
We will call this directory %VCMI_DIR%
Warning! Replace %VCMI_DIR%
with path you've chosen for VCMI installation in the following commands.
It is recommended to avoid non-ascii characters in the path to your working folders. The folder should not be write-protected by system.
Good locations:
C:\VCMI
Bad locations:
C:\Users\Michał\VCMI (non-ascii character)
C:\Program Files (x86)\VCMI (write protection)
This step is needed only for MSVC compiler. You can also find legacy Vcpkg instructions in the bottom of the document.
We use Conan package manager to build/consume dependencies, find detailed usage instructions here. Note that the link points to the state of the current branch, for the latest release check the same document in the master branch.
On the step where you need to replace PROFILE, choose:
msvc-x64
to build for Intel 64-bit (x64 / x86_64)msvc-arm64
to build for ARM 64-bit (arm64)msvc-x86
to build for Intel 32-bit (x86)Note: we recommend using CMD (cmd.exe
) for the next steps. If you absolutely want to use Powershell, then run conan install
twice appending -c tools.env.virtualenv:powershell=powershell.exe
on the second run.
Extract ccache
to a folder of your choosing, add the folder to the PATH
environment variable and log out and back in.
https://github.com/vcmi/vcmi/
as source%VCMI_DIR%/source
as destinationdevelop
Recursive submodules
git clone --recursive https://github.com/vcmi/vcmi.git %VCMI_DIR%/source
cmd.exe
)cd %VCMI_DIR%
conan install
(the one that you passed in --output-folder
parameter). For example, if you passed conan-msvc
, then the script will be in source\conan-msvc
.
source\conan-msvc\conanrun.bat
source\conan-msvc\conanrun.ps1
. If it gives an error, also run Set-ExecutionPolicy -Scope CurrentUser -ExecutionPolicy Unrestricted
cmake -S source -B build --toolchain source\conan-msvc\conan_toolchain.cmake
* This script sets up PATH
required for Qt tools (moc
, uic
etc.) that run during CMake configure and build steps. Those tools depend on zlib.dll
that was built with Conan, therefore its directory must be in PATH
.
You must launch Visual Studio in a modified PATH
environment, see *
in the previous subsection. You can launch it right from the current shell by pasting path to devenv.exe
(Visual Studio executable, e.g. "C:\Program Files\Microsoft Visual Studio\2022\Community\Common7\IDE\devenv.exe"
). To launch it later with correct environment, you can create batch script (a file with bat
extension) which you can double-click, here's an example (use your own path on the first line):
call "c:\Users\kamba\source\repos\vcmi\conan-msvc\conanrun.bat"
call "C:\Program Files\Microsoft Visual Studio\2022\Community\Common7\IDE\devenv.exe"
%VCMI_DIR%/build/VCMI.sln
in Visual StudioRelWithDebInfo
build type in the comboboxManage Configurations...
in the comboboxENABLE_CCACHE=ON
BUILD_ALL
project. This BUILD_ALL
project should be in CMakePredefinedTargets
tree in Solution Explorer. You can also build individual targets if you want.%VCMI_DIR%/build/bin/<config>
folder where <config>
is e.g. RelWithDebInfo
. Use bat
files to launch executables, e.g. VCMI_launcher.bat
.MSYS MinGW x64
-shellpacman -S mingw-w64-x86_64-SDL2 mingw-w64-x86_64-SDL2_image mingw-w64-x86_64-SDL2_mixer mingw-w64-x86_64-SDL2_ttf mingw-w64-x86_64-boost mingw-w64-x86_64-gcc mingw-w64-x86_64-ninja mingw-w64-x86_64-qt5-static mingw-w64-x86_64-qt5-tools mingw-w64-x86_64-tbb
cmake --preset windows-mingw-release && cmake --build --preset windows-mingw-release
NOTE: This will link Qt5 statically to VCMI_launcher.exe
and VCMI_Mapeditor.exe
. See PR #3421 for some background.
Vcpkg might be very unstable due to limited popularity and fact of using bleeding edge packages (such as most recent Boost). Using latest version of dependencies could also expose both problems in VCMI code or library interface changes that developers not checked yet. So if you're built Vcpkg yourself and can't get it working please try to use binary package.
Pre-built version we provide is always manually tested with all supported versions of MSVC for both Release and Debug builds and all known quirks are listed below.
Make sure you have:
Data
, Maps
and Mp3
folders from Heroes III to: %USERPROFILE%\Documents\My Games\vcmi\
If you open solution using vcmi.sln Try to build INSTALL target and see if its output works as expected. Copy missing libraries or even all libraries from there to your build directory. Or run cpack and use produced installer and see if you can get libs from there. cpack -V will give more info. If cpack complains that it can not find dumpbin try Visual Studio Command Prompt (special version of cmd provided with Visual Studio with additional PATH) or modify PATH to have this tool available. Another alternative if you use prebuilt vcpkg package is to download latest msvc build, install it and copy missing/all libraries from there.
Debug builds with MSVC are generally extremely slow since it's not just VCMI binaries are built as debug, but every single dependency too and this usually means no optimizations at all. Debug information that available for release builds is often sufficient so just avoid full debug builds unless absolutely necessary. Instead use RelWithDebInfo configuration, optionally with Optimization Disabled (/Od) to avoid variables being optimized away. Also Debug configuration might have some compilation issues because it is not checked via CI for now.
VCPKG generated projects quite often have both debug and regular libs available to linker so it can select wrong lib. For stable RelWithDebInfo build you may try to remove debug folder from VCPKG/installed/x64-windows. Same is done on CI. Also it reduces package size at least twice.
We have switched to the Conan package manager in v1.7. Legacy Vcpkg integration is no longer supported and may or may not work out of the box.
You have two options: to use pre-built libraries or build your own. We strongly recommend start with using pre-built ones.
Vcpkg Archives are available at our GitHub: https://github.com/vcmi/vcmi-deps-windows/releases
Once extracted, a vcpkg
directory will appear with installed
and scripts
subfolders inside.
Move extracted vcpkg
directory into your %VCMI_DIR%
Please be aware that if you're running 32-bit Windows version, then this is impossible due to https://github.com/microsoft/vcpkg/issues/26036 Be aware that building Vcpkg might take a lot of time depend on your CPU model and 10-20GB of disk space.
From command line use:
git clone https://github.com/microsoft/vcpkg.git %VCMI_DIR%/vcpkg
%VCMI_DIR%/vcpkg/bootstrap-vcpkg.bat
%VCMI_DIR%/vcpkg/vcpkg.exe install tbb:x64-windows fuzzylite:x64-windows sdl2:x64-windows sdl2-image:x64-windows sdl2-ttf:x64-windows sdl2-mixer[mpg123]:x64-windows boost:x64-windows qt5-base:x64-windows ffmpeg:x64-windows luajit:x64-windows
%VCMI_DIR%/vcpkg/vcpkg.exe install install tbb:x86-windows fuzzylite:x86-windows sdl2:x86-windows sdl2-image:x86-windows sdl2-ttf:x86-windows sdl2-mixer[mpg123]:x86-windows boost:x86-windows qt5-base:x86-windows ffmpeg:x86-windows luajit:x86-windows
For the list of the packages used you can also consult vcmi-deps-windows readme in case this article gets outdated a bit.
When executing cmake
configure step, pass --toolchain %VCMI_DIR%/vcpkg/scripts/buildsystems/vcpkg.cmake