Prompted by "does the steam path still generate our logs?". Answer: yes -- play_steam.bat sets BT_LOG=steam.log with append, and matchlogs arm because both Steam launch paths pass -net (the default trigger). But the audit found two evidence-destroying bugs on the way: 1. play_steam.bat DELETED the previous steam.log at every launch -- the same pattern fixed in join.bat/join_lan.bat last night. A Steam player who crashes and relaunches loses the stack. Now rotates to steam.old.log. 2. WORSE: play_solo.bat and joyconfig.bat deleted content\join.log -- the MULTIPLAYER log, not theirs. A player who crashed in MP and then ran solo to investigate (or ran the joystick wizard) DESTROYED THEIR OWN CRASH EVIDENCE. That is a very plausible part of how Conn Man's owens-laser stack vanished (#35) -- he had every reason to poke around after crashing. Each bat now writes its OWN log (solo.log / joyconfig.log), rotates it, and never touches join.log. Their launch-forensics + "send the operator" lines are repointed to match. VERIFIED in the zip layout (the bats need build\ + content\ beside them, so a repo-relative test is meaningless -- my first two attempts hit the badpath guard and proved nothing): solo.log = [boot] btl4 4.11.599 ... (the NEW run) solo.old.log = OLD-SOLO-CONTENT (rotated, not deleted) join.log = SEEDED-MP-EVIDENCE (untouched by the solo run) Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
52 lines
2.4 KiB
Batchfile
52 lines
2.4 KiB
Batchfile
@echo off
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rem BT411 -- one-time JOYSTICK / HOTAS / pedals setup.
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rem A console wizard asks you to move each control (stick, twist/rudder,
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rem throttle, fire buttons); it detects what you moved and writes the
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rem joystick section of content\bindings.txt. When it finishes the game
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rem continues into the solo menu so you can try the bindings immediately.
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rem Xbox-class controllers need NO setup -- they work out of the box.
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rem Re-run this any time to redo the bindings.
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cd /d %~dp0
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set BT_PLATFORM=glass
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if not exist "build\Release\btl4.exe" goto badpath
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if not exist "content\OPERATOR.EGG" goto badpath
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set BT_JOYCONFIG=1
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set BT_START_INSIDE=1
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set BT_DEV_GAUGES=1
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rem one fresh log per bat run; the menu->game relaunch chain APPENDS
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rem so every generation's lines survive (0-byte logs = killed pre-start)
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rem KEEP the previous run's log (a crash report died 2026-07-26 because a
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rem re-run deleted the only evidence). Rotate, never delete.
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rem ...and do NOT touch join.log (the MULTIPLAYER log) -- the wizard used to
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rem delete a player's MP crash evidence. The wizard writes joyconfig.log.
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if exist content\joyconfig.old.log del content\joyconfig.old.log
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if exist content\joyconfig.log ren content\joyconfig.log joyconfig.old.log
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set BT_LOG=joyconfig.log
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set BT_LOG_APPEND=1
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set BT_FE_SOLO=1
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cd content
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rem LAUNCH FORENSICS (#41): bracket the exe from outside -- if it dies
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rem before it can write its own log, this report still records when it
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rem ran, how it exited, and whether it ever created its log at all.
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echo [%DATE% %TIME%] launching btl4.exe > launch_report.txt
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..\build\Release\btl4.exe
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set BT_EXITCODE=%ERRORLEVEL%
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echo [%DATE% %TIME%] btl4.exe exited with code %BT_EXITCODE% >> launch_report.txt
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if not exist joyconfig.log echo joyconfig.log WAS NEVER CREATED: the exe was blocked before it could run (loader failure or antivirus) >> launch_report.txt
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if exist joyconfig.log for %%A in (joyconfig.log) do echo joyconfig.log size: %%~zA bytes >> launch_report.txt
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exit /b
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:badpath
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echo.
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echo ==================================================
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echo ERROR: this file is not in the right place.
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echo.
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echo It must sit in the EXTRACTED game folder, next to
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echo the 'content' and 'build' folders.
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echo.
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echo Fix: right-click the .zip - Extract All, open the
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echo extracted folder, and run this file from THERE.
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echo (Do NOT run it from inside the zip.)
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echo ==================================================
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echo.
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pause
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