Alright then.
VC++6 doesn't work in this OS, and to run VS2015 apps you need the VC++ 2015 redist. >
https://www.microsoft.com/en-us/downloa ... x?id=48145
I did build for the wrong target tho (I didn't select XP), but even when selecting XP, the 2015 redistributable is needed.
I don't see it as a big problem, any new game, app, whatever will prompt to install the new redist if needed, as it's always happened so I suppose that by 2016 more than half the users playing games will have it silently installed on their PC's.
BTW, that VCRUNTIME140.DLL is the replacement for what was called MSVCRTxxx.DLL.
So luckily it's just a matter of staying updated (still, i'm kinda sorry that i have to force most ppl to install a new runtime lol).
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Thinking ahead then, I'll test server and benchmark the VS2015 v15 DLL and see if everything is in order, maybe the octree runs faster... maybe replication is plain broken... we'll see.
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Everything in order then.
I think I'll review XC_IpDrv first, I like the idea of having UT serve as it's own redirect, just to add yet another option for servers.
I'll have it grab the compressed packages from the same folder they're running at so we don't need to move the compressed files.
Was also thinking with adding a '-update' command to the LZMACompress commandlet to prevent it from recompressing already compressed files.
So, pairing this with an internal file compressor on the server could literally make a server compress it's own packages (UZ and LZMA) and serve them via self HTTP redirect... and the server admin would only need to install XC_IpDrv (and maybe a XC_Core v3).
All of this... as long as the server is allowed to serve files via HTTP redirection (gotta implement a bandwidth cap, per-client and global).