Field report (playtest night, voice channel): everyone's HUD showed
them in 1st place. Root cause: the engine's score-replication
machinery was complete -- Player::WriteUpdateRecord ships currentScore,
the replicant ReadUpdateRecord applies it, CalcRanking sums every
scoring player -- but nothing marked the player's update record dirty
on a score change (the engine only ForceUpdates at mission end for the
fade sync). Every peer's replicant player therefore stayed at score 0
and each machine ranked its own (only-nonzero) player first.
Fix: ForceUpdate() after every score application in the BTPlayer
handlers (main, inflicted, and the severed-vehicle branch) -- the
existing update-record path does the rest.
Verified 2-node (force-damage kill scoring): the victim's machine ranks
the killer's REPLICANT at its replicated score (24) above its own
master (0); standings consistent on both nodes. BT_RANK_LOG=1 kept as
the 1 Hz per-player ranking dump.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.
Layout:
engine/ MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
models) + image codec; the minimal rp/ headers the audio HAL needs
game/ reconstructed BT logic + surviving-original BT source + fwd shims
+ WinMain launcher
content/ full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
docs/ format specs + reconstruction ledgers
reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
tools/ MP console emulator + map/resource scanners
One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>