All of those object files are just intermediate output from the compiler. The only files that are important is the .exe (obviously) and possibly the .pdb file (to make crash logs useful/readable).petert wrote:Also, what is the point of all these object files?
All the general output is in the 'bin' directory. It contains all the files that aren't dependent on the selected build version (debug/release) and the selected platform (x86/x64). All you need to get a working version is to copy the freshly compiled .exe file from the appropriate "objs"-subdirectory (for example objs\Win32\Release\openttd.exe) to the bin directory and start it. You can also define a post-build-event in the openttd-project options to do that automatically for you, if you prefer it. I don't like to automate it since I often compile multiple versions (debug/release and/or x64 versions) and want to stay in control of which version I'm currently running. My guess it that this is also the reason it's separated in the first place.
Just as a note: there really isn't any difference in compiling a trunk or a Cargodist version with the small exception of how you update the source code. Just install git, open up a git-bash (there's a start menu entry for it) and go to some directory where you want to keep your Cargodist version. Now clone the git repository as indicated on the first post of this thread (or the wiki page):
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git clone http://fickzoo.com/fonsinchen/openttd.git
git checkout origin/cargodist
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git pull
git checkout origin/cargodist
Now just start Visual Studio, open the solution and hit compile (possibly setting the desired configuration/platform before).
As I've mentioned a few pages back you VS needs to be able to call git to get a proper version string for OpenTTD, so [git_install_dir]\bin\git.exe has to be part of the 'PATH' environment variable or the version-project won't be able to report a proper version (which will appear in OpenTTDs title bar and on the task bar button).