EWS is built with portability between games in mind, all game mods must not require any mod loaders
and be able to run under a different mod loader just by changing whatever config is used to declare mods (supermod.xml, mod.txt).
To build EWS, you will first need to manually build wxWidgets. Then you will be able to generate the mod's Visual Studio project and build it.
- 5-10GB of available disk space. The EWS repository requires 5-10GB of available space once built, it should stay around 5GB but in worst case it can be up to 10GB.
- XMake. For generating EWS's project files.
- Visual Studio 2022. The version shouldn't matter, but the version originally used for development of the mod was
17.11.4. The GitHub Actions runner uses17.12.35707.178. - Python 3. For build scripts.
In the following steps, substitute [arch] with the architecture you are building EWS for (x64 or x86)
- Open a
[arch] Native Tools Command Prompt for VS 2022window. - Navigate to the folder you have cloned the EWS repository to.
- Run
python "./scripts/buildwxwidgets.py [arch]"
- Open a command prompt and navigate to the folder you have cloned the EWS repository to.
- Run
genproject.bat - Open the generated Visual Studio project (
vsxmake2022/EWS.sln) and switch the build mode toreleasemode. - Right click the project for the game you wish to build for, and click "Build".
- After building, binaries will be located in
build/windows/[arch]/release