Installing Eulora in Windows
There are two options for Installing Eulora in Windows; you can use an installation package, or compile Eulora yourself with the instructions in section two below.
If you are experiencing low FPS or similar slow-performance problems following your installation in Windows, see the Slow Windows Troubleshooting page.
Using the Installation Package
This is the quickest and easiest way to install Eulora.
Binary packages are maintained by jurov aka Grundin Goldskull, available with instructions on his page on minigame.bz. Please bring any problems with these packages to his attention in the #eulora channel on Freenode. You must install the MSVC++ 2010 SP1 redistributable library from Microsoft first.
Section Two: Instructions for compiling Eulora on Windows
This is a more time consuming way to install Eulora. However, it will allow you to view or modify the client's code, leading to a much more flexible experience. There are three main components of the install; Eulora, Crystal Space, and Crystal Space Libraries.
Note: Installation has been tested on Windows 8 64-bit and Windows 7 64-bit, both with Visual Studio 2010 Express Edition + Service Pack 1.
1. Install Visual Studio 2010 (Visual C++ 2010 Express will do). Note that so far, the only environment used to successfully compile Eulora on Windows has been Visual Studio 2010. If you use an older version of Visual Studio, open the corresponding solution files. If you insist on using a newer version of Visual Studio, you'll have to compile the cs-winlibs too. Finally, if you insist on using MinGW, make sure you downgrade the compiler to 4.7.0 and be warned that Eulora's compilation will probably still fail miserably.
2. Install Service Pack 1 (it's mandatory, don't skip this step!).
3. Install cs-winlibs version 2.1_003 from here (mirror), and make sure you select the 32 bit version (if you have a 64bit OS, you can still use the 32bit version; feel free to explore compiling the 64bit on your own if you're adventurous). The cs-winlibs include cal3d, so you don't need to get that too.
4. Checkout CrystalSpace (revision 39798). Manually apply revision 39918, if needed, to prevent crashes, by editing the file /include/csutil/csuctransform.h within the CrystalSpace (CS) folder. To apply this edit, search the csuctransform.h file for the code "if ((srcSize == 0) || (source == 0))" around Line 497, and replace it with "if (source == 0)" if this has not already been done (patch available here).
5. Open /mk/msvc10/wkstypical.sln within the CS folder using Visual Studio, select the ReleaseWithDLLs solution configuration and the Win32 solution platform, and build the whole solution. If something goes wrong, check that cs-winlibs are indeed recognized and that the Service Pack 1 was successfully installed (without it, the cs-winlibs will not be found). It is possible that Eulora may work even if CrystalSpace fails to work fully.
6. Set an environment variable CRYSTAL pointing to the CS folder.
7. Add to the environment variable PATH the locations of the CS folder and cs-winlibs. Environment variable names are not case sensitive; it may be called Path on some versions of Windows.
8. If CrystalSpace is still open in Visual Studio, close it, and open /mk/msvc10/wkstypical.sln within the Eulora folder (this is a different /mk/mscv10/wkstypical.sln than the first one).
9. Set the CS paths inside Visual Studio (Project -> Properties -> Configuration Properties -> VC++ Directories -> Include Directories).
10. Select for build only the needed projects. Select the ReleaseWithDLLs solution configuration and the Win32 solution platform, and build the solution. Building apppsclient should build all dependencies. Otherwise, building libgui first may be of help. If problems persist, here is a list with the mandatory and optional projects to include:
** apppsclient ** apppslaunch (optional) ** plgbloader ** plgcelgraph ** plgdummysndmngr ** plgrecast ** plgsoundmngr (optional) ** libgui ** libfparser ** libpsnet ** libpsengine ** libpsrpgrules ** libpsutil ** libpaws ** libeffects
Here are a few ideas in case anything goes wrong:
- pawsnumberpromptwindow.cpp, pawsnumberpromptwindow.h, pawsnumberspromptwindow.cpp, pawsnumberspromptwindow.h, pawsconfigshadows.cpp, and pawsconfigshadows.h should be added to the libgui project if there are related errors.
- If libgui fails, make sure the solution does NOT list under this library the file pawsconfigshortcut.cpp (if it does, delete it from the solution in Visual Studio, as it's not in the release and it's not needed). You can also remove the corresponding .h file to clean up a bit.
- If Visual Studio complains about libbreakpad, remove the reference to it, as it's not needed (from Framework and References under Common Properties).
- If celgraph fails, you probably need to add three files to the project, so ask in Eulora's irc channel on Freenode for them.
- If Visual Studio complains about ccheck, remove ccheck.cpp and ccheck.h from the solution.
- Check the Task Manager to make sure the Eulora process is not already running. This can happen even when no window for the game is visible.
11. Launch euclient.exe from Eulora's folder. If you get an error about CS or asking you to check whether the environment variables are properly set, check that first and then make sure you are running the client from Eulora's main folder and NOT the client from the out folder.