Commit Graph
7 Commits
Author SHA1 Message Date
arcattackandClaude Opus 4.8 04d50c9242 FE menu: BT_FE_SOLO=1 trims to a solo-only menu (play_solo.bat)
The user hit the full session menu from play_solo -- HOST/JOIN LAN modes,
NET PORT and the Steam buttons don't belong in the solo flow (LAN goes
through the join bats + operator; Steam through play_steam.bat).

BT_FE_SOLO=1 (set by play_solo.bat + the btoperator generated bat):
- the MODE cycle keeps only the two solo entries (kModes lists them first:
  SOLO MISSION, RAW SOLO) via the GroupSize clamp
- NET PORT row and the HOST/JOIN STEAM buttons are not laid out
- a stale fe_last.ini mode of hostlan/joinlan is rejected by the existing
  LoadPersisted GroupSize clamp, so the selection can never land on a
  hidden mode
play_steam.bat keeps the full menu.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-21 10:54:09 -05:00
arcattackandClaude Opus 4.8 aaa252a4a3 play_solo.bat: open the mission menu (mech/map/options pickers)
play_solo hardcoded -egg ARENA1.EGG, bypassing the miniconsole front end
that already carries the full pickers: SOLO/RAW-SOLO/HOST-LAN/JOIN-LAN
modes, 8 maps, all 18 mechs, 4 experience levels, colours/badges/patches,
drop zones, advanced damage, time-of-day, weather and mission length.

The bat now launches zero-arg (BT_PLATFORM=glass -> the menu); the menu
relaunches the exe with the generated egg and the cockpit/gauge env
(BT_START_INSIDE/BT_DEV_GAUGES) inherits into the mission child.  Menu-boot
verified with the bat's exact env; the solo menu->mission->menu cycle was
verified at FE landing.  README + the btoperator generated-bat template
updated to match.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-21 10:49:01 -05:00
arcattackandClaude Opus 4.8 10ed66bd7c UNIFY: one exe -- retire the pod/glass/steam compile split
The three build dirs (build\ pod, build-glass\, build-steam\) were compile-
time splits of the same game; the tax was real: a stale steam exe shipped 2
days behind, the felt keymap flipped with the boot flavor, and cockpit
clicks were silently dead in the pod build (the trigger-config incident).

Now everything compiles into the single build\ exe:
- CMakeLists: BT_GLASS/BT_STEAM options removed; the glass TUs (PadRIO,
  bindings, panel, glass windows, plasma) + FE/console + Steam transport
  compile unconditionally; both macros always defined (seam markers).
- Steam: steam_api.lib linked with /DELAYLOAD:steam_api.dll + delayimp --
  the DLL maps only when SteamAPI is first called, and every call site
  gates on BT_STEAM_NET=1 (BTSteamNet_* short-circuit on steamActive), so
  machines without the DLL run everything but Steam sessions.
- CABINET GUARD (btl4main): the miniconsole menu previously claimed any
  zero-arg launch -- unified, that would hijack the pod cabinet's boot
  shape.  The menu now requires BT_PLATFORM=glass (or BT_FE_MENU=1);
  platform parse moved above the fe_menu_mode computation.  A bare boot
  behaves exactly like the old pod build (DEV profile, wait for egg).
- Bats (play_solo/join/join_lan/play_steam) + the btoperator.py template:
  single build\ path + BT_PLATFORM=glass.  mkdist: one exe (+DLL scan
  picks up OpenAL32 + steam_api).  build-glass\/build-steam\/build-glass2\
  (a stale Jul-20 cache) deleted.

Verified matrix on the unified exe:
  bare zero-arg boot == old pod exe (same DEV profile + egg-load path;
    the segfault on a missing egg is pre-existing, baselined vs the zip exe)
  glass + BT_BTNTEST scripted click -> [cfgmap] ENTER/EXIT (trigger config)
  runs with steam_api.dll ABSENT (delay-load proven)
  glass zero-arg -> miniconsole menu
  2-node loopback MP: 145 ticks each, cross-connected
  BT_STEAM_NET=1 without Steam client -> "staying on Winsock", game runs

KB: context/glass-cockpit.md compile-gates section rewritten for the
unified model.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-21 10:28:51 -05:00
arcattackandClaude Opus 4.8 4215b98655 Trigger config: root-cause the dead cockpit clicks (missing BT_PLATFORM=glass)
The user held the MFD PROGRAM button and nothing happened (weapons kept
firing).  Diagnosis, verified end-to-end:

- The cockpit mouse handler DID register the click ([cockpit] CLICK addr=0x8
  press) and 0x8 IS a streamed PROGRAM element (EVENT msg 0x9 -> weapon,
  Mfd1 quad page mask).
- But every launch ran the DEV platform profile (no BT_PLATFORM) ->
  L4CONTROLS=KEYBOARD -> no PadRIO instance -> PadRIO::SetScreenButton
  no-ops (activeInstance NULL) -> the press never entered the RIO queue ->
  ConfigureMappables (id 9) never dispatched -> the mode never flipped ->
  fire keys kept firing.  The config machinery itself was never broken.
- With BT_PLATFORM=glass (the GLASS profile: L4CONTROLS=PAD -> PadRIO), the
  full chain now proves out headlessly:
    [btntest] PRESS 0x8 -> [cfgmap] ENTER session on ERMLaser_1
      mode 0x450421 -> 0x448421 (NonMapping 0x10000 -> Mapping 0x8000)
    [btntest] RELEASE 0x8 -> [cfgmap] EXIT (mode restored)

Landed:
- mechweap.cpp: [cfgmap] BT_FIRE_LOG diagnostics in the real
  ConfigureMappables/ChooseButton handlers (they were silent -- the G-key
  harness had logs but the authentic button path had none).
- L4PADRIO.cpp: BT_BTNTEST="addr,pressPoll,releasePoll" scripted screen-
  button harness through the REAL click seam (EmitButton -> RIO queue ->
  manager drain -> buttonGroup mapping) for headless verification.
- play_solo.bat: prefer the glass build when present AND set
  BT_PLATFORM=glass so PadRIO exists and cockpit clicks work.

Side finding (the user's keymap "flip-flop"): CONTROLS.MAP (btinput, DEV/pod
profile) and bindings.txt (PadRIO, GLASS profile) are two parallel binding
engines; which one runs depends on the platform profile, so the felt keymap
changes with the boot flavor.  Unification pending (user decision).

Awaiting live verification of the full hold-PROGRAM + tap-fire regroup flow.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-21 09:31:52 -05:00
arcattackandClaude Fable 5 1cb93d7b75 play_solo.bat: open gauges too (BT_DEV_GAUGES), matching join bats
Solo practice already started in-cockpit (BT_START_INSIDE) but didn't
open the MFD gauges window -- inconsistent with the join bats.  Add
BT_DEV_GAUGES=1 so single-player practice mirrors the pod experience.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 20:15:24 -05:00
arcattackandClaude Fable 5 0b83d71578 Harden player bats: location guard for 'cannot find path specified'
Field report: a remote player ran join.bat from the wrong place (inside
the zip, or the .bat separated from content\/build\) and got 'The system
cannot find the path specified' + dumps -- the relative 'cd %~dp0content'
failed cryptically.

Now each bat: cd to its own dir, verify build\Release\btl4.exe +
content\<egg> exist, else jump to :badpath and print a clear message
('this file must sit in the extracted folder next to content and build;
right-click the zip - Extract All and run it from there').  Verified: run
from a dir with no content/build -> the guidance prints, no dump.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 19:16:38 -05:00
arcattackandClaude Fable 5 52ce7c58c8 play_solo.bat: single-player practice launcher in the player export
A zip recipient can dork around offline -- no -net argument means the
game self-launches a solo mission (all maps ship in content/).  Solo
gets its own exit message (btl4.log pointer, no server language).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 14:57:26 -05:00