Return to site

Visual Studio 6 Wiki

broken image


Visual C 6.0 (commonly known as VC6), which included MFC 6.0, was released in 1998. 22 23 The release was somewhat controversial since it did not include an expected update to MFC. Visual C 6.0 is still quite popular and often used to maintain legacy projects. Microsoft Visual Studio by merupakan sebuah perangkat lunak lengkap (suite) yang dapat digunakan untuk melakukan pengembangan aplikasi, baik itu aplikasi bisnis, aplikasi personal, ataupun komponen aplikasinya, dalam bentuk aplikasi console, aplikasi Windows, ataupun aplikasi Web.Visual Studio mencakup kompiler, SDK, Integrated Development Environment (IDE), dan dokumentasi (umumnya.

  1. Visual Studio 6 Windows 10
  2. Visual Studio 6 Enterprise
  3. Download Visual Studio 6
  4. Visual Studio 6 Installer

Gah - a solution with more questions. – EntropicLqd

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search

Visual Studio 6 (VS6) and Visual Studio .NET (VS.NET) are IDEs that can be set up for use as UnrealScript editors. They work great and have some good features, plus if you already use VS, you will feel right at home.

If someone has a place I can put some graphic files and 1 starter file, I'll update this to make it much easier... If you want the starter file, and you see me OBWANDO on IRC or somewhere , just ask... ill send it to you until I find a way to get it up here...

  • 2Setting up Visual Studio 6
  • 6Setting Up Visual Studio .NET

Getting the Unreal Script source readily available[edit]

First of all, make sure you've exported all the .uc's from the game's packages. You can go get the source or learn how to extract them from here: UnrealScript Source

Setting up Visual Studio 6[edit]

Next go to the UDN page here: udn2:UnrealScriptHighlighting and follow the directions for getting the syntax highlighter to work in VS6. This will let you see the uscript words in a different color and makes reading code easier.

Using a batch file for compilation[edit]

You will need to create a batch file to help automate things. So... Crank up your notepad

The batch file should have the following in it:

And save it as: MakePackage.bat and save it in your {Base Directory}System folder. (Make sure you didn't accidentally save it as MakePackage.bat.txt.)

  1. Select Tools -> Customize from the menu bar.
  1. Click on the Tools Tab and select the small graphic that looks like a square with a yellow star in the corner. It will take you to the bottom of the list.
  1. In the empty field enter &UCC Release Builder. If you want, you can use the arrows above to move it up in the list if you want.
  1. In the Command field you put the following command (change the path to reflect Base Directory):
    C:UT2003systemMakePackage.bat
  1. In the Arguments field, enter:
    $(WkspName)
  1. In the Initial Directory field enter your {Base Directory}System directory, for example:
    C:UT2003system
  1. Make sure Use Output Window is checked. and click on Close.

Using UMake for compilation[edit]

UMake is a graphical front-end for the UnrealScript compiler.

  1. Download and install UMake.
  2. Proceed as described in the previous section, but:
  3. * Enter your path to UMake.exe in the Command field (pointing to wherever you installed UMake in), for example:
    C:UT2003SystemUMake.exe
  4. * In the Arguments field, enter:
    $(FileName)

Creating the packages and workspace[edit]

Once you have all of that together, you will need to create your new Visual Studio Workspace, and add each package that corresponds with a UT class. If you dont feel like doing this, you can nab mine when i find a place to get it hosted (~293k).

An ideal directory structure would be like this: e:ut2003_vc <– that is where your workspace will go.

If you dont see your workspace files, click on View then Workspace

Just call the workspace _vc and save it in that folder. Then you need to create a new package for each class. You will perform the same process for adding a new mod into your workspace. This works very well since you will be able to work with multiple mods without any of them getting in the way of the other.

Creating a new package or setting up the base packages for UT2k3

1. At this point you need to go the menu bar in VS6 and click on File then on New.

2. Click on the tab called Projects and click on Win32 Dynamic-Link Library.

3. Make sure your location is pointing to the correct path. Example: e:ut2003_vc

4. Add the name in Project name. In this case we're going to use Core. You will see the location is now e:ut2003_vcCore

5. Make sure it Add to current Workspace is selected, and Dependency of is NOT checked.

6. Click on OK. At the next dialog, select An Empty DLL project and click Finish, and then click OK


At this point you have a nice new shiny project, but it needs some editing...

1. Expand the Boldfaced Project name which in this case is Core.

2. You will see 3 folders (if you dont, click on FileView on the bottom of that window).

3. Click on Source Files and hit the delete key. Do the same for Header Files, and Resource Files.

4. Right-Click on your boldfaced project (which we are calling 'core' here) and click on New Folder

Enterprise

5. The name of the new folder should be Classes and the file extension is .uc and hit OK

6. Right-Click on the Classes folder you just make and click on Add files to folder

7. In the dialog box, go to your folder that has the .uc files in it. Which in this case is e:ut2003coreclasses

8. You will have to change the filemask to *.* below the filenames to see the .uc files. Select the .uc (commandlet, locale, object, subsystem, time) files and click OK

Make sure you are looking at the ut2003–MOD– folder and not ut2003_vc–MOD– folder.. there are no files stored in the _vc folder only references.

At this point i'm going to assume you have all of the packages done for each UT2k3 package and your mod as well.

Make sure your project is boldfaced. You can do this by right-clicking on your package and selecting Set as Active Project. Why? Ill explain in a bit.

MAKE SURE YOU SAVE EVERYTHING AT THIS POINT!!! USE THE TRIPLE DISK LOOKING ICON TO SAVE ALL OR USE THE MENU PULLDOWN

If you have a custom mod, make sure you have it in your {BaseDirectory}/System/UT2003.ini file in the EditPackages section at the end of the list. Example: EditPackages=MYMOD

If you dont do that step, you can compile until your drive falls out, and it will not compile your mod. There are exceptions using custom .ini files, but that is too indepth for this page.

Now you should have all of the packages on the left side visible. If you expand the package, and expand the classes, you should see all of the files for each one. You can double click on any of the .uc files and it will show in the editor.

Now to build your package, you can go to Tools Then select UCC Release Builder. and it will delete the old .u file that has the same name as the project you have boldfaced on the left sidebar. It will then compile the packages and place the output in your {BaseDirectory}/System folder.

Why VS6?[edit]

  • Well if you get an error, you can double click on that line, and it will go to that file, open it and jump to that line...
  • If you need to find a class or word, use the menu bar Edit and Find in files and put your word in, make sure the path points to your /ut2003 folder, and the In Files/File Types is set to *.uc It will show every instance of that word in every file will be shown to you. Just double click on that line and it will open the file and jump to that line. This is great for researching code and finding usable areas on how other coders and Epic did a lot of their routines, as well as finding some of your own.
  • Multiple packages in 1 editor. Just set another package as the Active package and you can keep working without fumbling around in directories.
  • Add macros to use CVS or use Sourcesafe natively, or add extra icons and macros to start up dedicated servers, build debug versions, or whatever.

I hope this helps everyone, and there is no Right or Wrong editor to use, just the one you are most comfortable with. I use VS6 all of time since I do C/C++/ASM work (yes i use nasm as well) and I am comfortable with the environment. This can be adopted for Visual Studio .Net as well, and you can find more info on that on the UDN, but the method is still pretty much the same.

Good luck and happy Coding!

Related Topics[edit]

Comments[edit]

GRAF1K: Visual Studio .NET is even more useful. Perhaps a new section or page on that would be useful.

Visual Studio 6 Windows 10

Setting Up Visual Studio .NET[edit]

Go to the UDN page here: udn2:UnrealScriptHighlighting and follow the directions for getting the syntax highlighter to work in VS .NET. This will let you see the uscript words in a different color and makes reading code easier.

Using a batch file for compilation[edit]

You will need to create a batch file to help automate things. So... Crank up your notepad

The batch file should have the following in it:

And save it as: MakePackage.bat and save it in your {Base Directory}System folder. (Make sure you didn't accidentally save it as MakePackage.bat.txt.)

  1. Select Tools -> External Tools from the menu bar.
  1. Click the Add button. A new entry with the name [New Tool 1] will be added at the bottom of the list.
  1. In the Title field enter &UCC Release Builder. The entry in the list will adjust accordingly.
  1. In the Command field you put the following command (change the path to reflect Base Directory):
    C:UT2003systemMakePackage.bat
  1. In the Arguments field, enter:
    $(SolutionFileName)
  1. In the Initial Directory field enter your {Base Directory}System directory, for example:
    C:UT2003system
  1. Make sure Use Output Window is checked, and click on OK.

Using UMake for compilation[edit]

  1. Download and install UMake.
  2. Proceed as described in the previous section, but:
  3. * Enter your path to UMake.exe in the Command field (pointing to wherever you installed UMake in), for example:
    C:UT2003SystemUMake.exe
  4. * In the Arguments field, enter:
    $(FileName)

You can have the Edit button in UMake open erroneos files in the studio, but it will do so in a new window every time. If you want to be able to use it anyway, start UMake, click Options, make sure the General tab is selected and copy/paste the following into the Source code editor field:

'C:Program FilesMicrosoft Visual Studio .NETCommon7IDEdevenv.exe' %errfile% /command 'Edit.GoTo %errline%'

Change C:Program FilesMicrosoft Visual Studio .NET to the directory where you installed your Visual Studio.

Comments[edit]

DarthDevilous: This is just the start, and I hope someone else will continue. Since I have not got some great scripting project waiting I cannot really test the rest to see whether it works. On another note, I can't get the script highlighting for VS.NET to work properly. The only difference I can see is that super is highlighted and that may be because I have never used it as a keyword before.

Phoenix: You can get VS.NET to work properly easily–it's not very well documented on the website you've mentioned:

  1. Fire up regedit, and go to HKEY_LOCAL_MACHINESoftwareVisualStudio[YourVersion]LanguagesFile Extensions, add .uc if it's not there.
  2. Change the (Default) value to {B2F072B0-ABC1-11D0-9D62-00C04FD9DFD9}
  3. Download the usertype.dat from the site above (udn2:UnrealScriptHighlighting) and save it to [VisualStudio]Common7IDE
  4. You can also edit usertype.dat to add/remove any keywords.
  5. Restart Visual Studio

This has been tested & confirmed working on Visual Studio 2005.

Daktor: I cannot find the download for usertype.dat, can someone upload it or show where it is on (udn2:UnrealScriptHighlighting)? Thanks.

Retrieved from 'https://wiki.beyondunreal.com/Legacy:Visual_Studio_6?oldid=9220'

This article will show you how to successfully install Visual Studio 6.0 on the latest version of Windows 10. The installation is possible but requires some additional steps for a successful installation.

If you have already attempted to install[edit]

If you have already attempted to install Visual Studio 6.0 but have failed to do so you will need to delete some files and some registry entries before trying again. Delete the following files from your computer:

If you are on 32-bit, then the program will be located at C:Program Files instead of C:Program Files (x86).

  • C:Program Files (x86)Microsoft Visual StudioCommon
  • C:Program Files (x86)Microsoft Visual StudioMSDN
  • C:Program Files (x86)Microsoft Visual StudioMSDN98
  • C:Program Files (x86)Microsoft Visual StudioVB98
  • C:Program Files (x86)Microsoft Visual StudioVC98
  • C:Program Files (x86)Microsoft Visual Studio*.HTM
  • C:Program Files (x86)Microsoft Visual Studio*.TXT
  • C:Program Files (x86)Common FilesMicrosoft SharedMSDesigners98
  • C:Program Files (x86)Common FilesMicrosoft SharedMSDN
  • C:Program Files (x86)Common FilesMicrosoft SharedVS98
  • C:Program Files (x86)Common FilesMicrosoft SharedWizards98

Delete the following registry entries:

  • HKEY_LOCAL_MACHINESoftwareMicrosoftDevStudio
  • HKEY_LOCAL_MACHINESoftwareMicrosoftHTML Help Collections
  • HKEY_LOCAL_MACHINESoftwareMicrosoftMSVSDG
  • HKEY_LOCAL_MACHINESoftwareMicrosoftVisual Basic6.0
  • HKEY_LOCAL_MACHINESoftwareMicrosoftVisual Component Manager
  • HKEY_LOCAL_MACHINESoftwareMicrosoftVisual Modeler
  • HKEY_LOCAL_MACHINESoftwareMicrosoftVisualStudio6.0
  • HKEY_LOCAL_MACHINESoftwareWow6432NodeMicrosoftDevStudio
  • HKEY_LOCAL_MACHINESoftwareWow6432NodeMicrosoftHTML Help Collections
  • HKEY_LOCAL_MACHINESoftwareWow6432NodeMicrosoftMSVSDG
  • HKEY_LOCAL_MACHINESoftwareWow6432NodeMicrosoftVisual Basic6.0
  • HKEY_LOCAL_MACHINESoftwareWow6432NodeMicrosoftVisual Component Manager
  • HKEY_LOCAL_MACHINESoftwareWow6432NodeMicrosoftVisual Modeler
  • HKEY_LOCAL_MACHINESoftwareWow6432NodeMicrosoftVisualStudio6.0
  • HKEY_CURRENT_USERSoftwareMicrosoftDevStudio
  • HKEY_CURRENT_USERSoftwareMicrosoftMSVSDG
  • HKEY_CURRENT_USERSoftwareMicrosoftVisual Basic6.0
  • HKEY_CURRENT_USERSoftwareMicrosoftVisual Modeler
  • HKEY_CURRENT_USERSoftwareMicrosoftVisualFoxPro
  • HKEY_CURRENT_USERSoftwareMicrosoftVisualStudio6.0

Visual Studio 6 Enterprise

and then continue on with the tutorial.

Preparing the setup files[edit]

First things first, you will need a copy of Visual Studio 6.0 and we will need to extract the files. This has been tested on the Enterprise and Professional versions of Visual Studio. Create a folder on your Desktop named 'Setup'. Insert your Visual Studio 6.0 CD, or, if you have an ISO file, extract the files from it using 7-Zip or a similar tool. Copy the contents of the CD/ISO into the Setup folder. If you are prompted to overwrite a duplicate file name, skip it.

Open the file named SETUPWIZ.INI in your preferred text editor. This tutorial will use Notepad++. Under a section called [setup wizard], we are going to be looking for an entry called VmPath. It should be on line 21. If you do not have this entry, or the entry is empty, you may skip this step. Otherwise, we need to remove the value ie4msjavx86.exe. We remove this to prevent the setup Wizard from looking for and trying to install this extremely old version of MS Java which does not work in newer versions of Windows. Your INI file should look similar to this:

Now we need to modify the Setup program so that it will actually run. It's very easy. Locate the SETUP.EXE which should be in the same location as SETUPWIZ.INI. Right click on this file, and choose 'Properties'. Click on the Compatibility tab and check the box 'Run this program in compatibility mode for:'. On the drop-down menu, select 'Windows XP (Service Pack 3)'. Then, check the box that says 'run this program as an administrator'. Click the Apply button and hit OK.

Download Visual Studio 6

Now it's time to run the setup wizard. Click on SETUP.EXE. A UAC prompt will appear - hit yes. Once the setup opens, choose all of the defaults for each step and hit continue. It will search for 'previously installed components' which might take a bit. When the process is done you will be presented with a dialog choice of what installation type you want. Select Custom. If you are prompted to install 'Source Safe', choose No.

Custom Settings[edit]

When everything is finally done you should see a 'Visual Studio 6.0 - Custom' dialog. For this article, we are installing only Visual Basic 6.0 and Visual C++ 6.0, so you can uncheck the options for Visual FoxPro 6.0, Visual InterDev 6.0 and Visual SourceSafe 6.0. Select the option for Visual C++ 6.0, press the 'Change Option...' button and install the UNICODE libraries for MFC.

Installing Unicode Libraries[edit]

This part is completely optional, but some programmers may want to support languages such as Chinese, Japanese, Arabic, etc. If you do not plan on having support for those languages in your program or you are not compiling a program with support for those languages you can skip this step. Otherwise, when presented with the next dialog, select the option 'VC++ MFC and Template Libraries', press the 'Change Option...' button then select the option 'MS Foundation Class Libraries' and press the 'Change Option...' button. We want to install everything listed so press the 'Select All' button. Now you should see the following options:

Disable ADO, RDS and OLE DB Providers[edit]

This step is necessary because if you do not disable this, the installation will fail. Select 'Data Access', and press 'Change Option...'. When the Data Access dialog opens select 'ADO, RDS, and OLE DB Providers' and make sure it is unchecked. Although the program will complain that it is an essential part of the application you can safely use Visual Studio without it. Ignore the warning, and press OK. Your options should look like this:

Disable Visual Studio Analyzer[edit]

This step is necessary because if you do not disable this, the installation will fail. Select 'Enterprise Tools' and press 'Change Option...'. When the dialog opens select 'Visual Studio Analyzer' and make sure it is unchecked. Press the OK button to continue.

Finishing up[edit]

The installation should finally be ready to go. Press the Continue button. When presented with the 'Setup Environment Variables' dialog, just leave the Register Environment Variables box unchecked and press the OK button to continue. The installer should now be running and installing everything. Once completed you will be asked to overwrite JIT Settings. Select No and continue. You'll now be asked to restart Windows. Close any open programs, save all your work and restart the machine to continue the install.

MSDN Installation[edit]

When Windows restarts you'll get a prompt asking you to install MSDN. You can choose to install it or not, it's up to you. If you want to install MSDN, follow the instructions in the wizard.

Service Pack 6[edit]

Your CD may or may not have Service Pack 6 slipstreamed/installed. If you do not have Service Pack 6 you will definitely want to install it. To do so you can either download the SP6 from Microsoft's Website, or, if that's not available, you can download it from the Computernewb mirror. Right click on the SETUPSP6.EXE and make sure the compatibility mode is set to 'Windows XP (Service Pack 3)' and that it is set to run as Administrator. Follow the setup to complete the installation.

Once the setup has completed, go to C:Program Files (x86)Microsoft Visual StudioCommonMSDev98Bin and make sure that all of the EXE files in the directory are set to run in compatibility mode as 'Windows XP (Service Pack 3)'.

Visual Studio 6 Installer

Retrieved from 'https://computernewb.com/w/index.php?title=How_to_install_Visual_Studio_6.0_on_Windows_10&oldid=15214'




broken image