And then you are all good for the needed downloads ...
1) Recompile
\<DXSDK directory >\samples\Multimedia\DirectShow\BaseClasses\baseclasses.dsp
in order to avoid a nasty bug (in release & debug mode).
2) Go to VC++, Tools, options, Directories:
There check .h (headers) section:
a working path order is:
... DXSDK\SAMPLES\MULTIMEDIA\DIRECTSHOW\BASECLASSES ... DXSDK\INCLUDE ... MICROSOFT SDK\INCLUDE ... Microsoft Visual Studio\VC98\INCLUDE ... Microsoft Visual Studio\VC98\MFC\INCLUDE ... Microsoft Visual Studio\VC98\ATL\INCLUDE
next step go in Library to set used the libraries:
... DXSDK\SAMPLES\MULTIMEDIA\DIRECTSHOW\BASECLASSES\DEBUG ... DXSDK\SAMPLES\MULTIMEDIA\DIRECTSHOW\BASECLASSES\RELEASE ... DXSDK\lib ... Microsoft SDK\Lib ... Microsoft Visual Studio\VC98\Lib ... Microsoft Visual Studio\VC98\Lib ... Microsoft Visual Studio\VC98\MFC\LIB
then you might be able to compile it
From AviSynth 2.55 it should be considerably easier to compile AviSynth, as the DirectShow stuff has been moved to a separate plugin.
This eliminates all DirectX? stuff and probably the Platform SDK. This will only be needed if you want to compile the DirectShow plugin.
<WilbertD?> Open VC++
<[T0B1A5]> ok
<WilbertD?> file->new->win32 dynamic link library
<[T0B1A5]> wil: empty dll or simple
<WilbertD?> empty dll
<WilbertD?> go to the project tab -> add to project -> files
<[T0B1A5]> ok
<WilbertD?> Here you can add existing cpp or h (headers). Add avisynth.h.
<WilbertD?> after that you copied avisynth.h to your folder.
<[T0B1A5]> uh ok
<WilbertD?> go to the project tab -> add to project -> new
<WilbertD?> select C++ source file, and give it a name.
<WilbertD?> go to the project tab -> add to project -> new -> select C/C++ header file (if you are going to use one) -> give it a name.
<[T0B1A5]> done
<WilbertD?> Go to Build -> set active configuration -> select the release build.
<WilbertD?> Save your workspace: file -> save workspace.
<[T0B1A5]> ok
<WilbertD?> Finally, code your source/header files ...
<[T0B1A5]> ...