Operator report: "X-closing the game leaves the terminal open and leaves orphaned processes." Investigated on the rig against 4.11.600. The terminal half is real and is THIS: :btwait polled `tasklist /FI "IMAGENAME eq btl4.exe"`, which is machine-wide, so a bat that launched nothing at all keeps spinning while an unrelated instance lives -- proved with btwait_probe.ps1. A second client, the operator's own pod, or an orphan from a crash therefore hangs every join window, which reads as "the game never exited" and invites people to start killing processes. All four launchers carried the identical block. Fix: snapshot the btl4 PIDs alive BEFORE the launch; wait only on PIDs absent from that snapshot. The `if /I "%%P"=="btl4.exe"` guard is deliberately kept -- tokens=2 alone parses tasklist's "INFO: No tasks are running" line as a PID and spins forever with nothing running, which would be worse than the bug. Verified with the text lifted verbatim from the shipped play_solo.bat: nothing running -> signs off (the regression guard); someone else's instance -> signs off; our own generation -> keeps waiting; decoy gone -> signs off. The patched bat still launches (pid + launch_report.txt). NOT verified: the full handoff E2E, because the bat blocks on the FE menu waiting for a human. The orphan half did NOT reproduce on 600: closing the MAIN window exits cleanly in ~1s during solo model-load, in the relay join wait, and after a real console launch, with the relay logging the seat freed. The orphans the playtesters saw match 584 and earlier, where every close relaunched. Full write-up, including the aux windows that hide instead of closing and the WM_QUIT that BTLoadPump swallows, in phases/phase-12-orphan-processes.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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id, title, status, source_sections, related_topics, key_terms
| id | title | status | source_sections | related_topics | key_terms | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| build-and-run | Build / Run / Debug — recipe, repo layout, env gates | established | PROGRESS_LOG.md §10a, §10a-bis; README.md |
|
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Build / Run / Debug
The one top-level CMakeLists.txt builds munga_engine (engine) + bt410_l4 (reconstructed BT
game lib) + btl4.exe. Full recipe + repo-layout map: docs/PROGRESS_LOG.md §10a / §10a-bis +
README.md. Env-gate table: decomp-reference §6.
Build (Win32 / VS2019 BuildTools — the DXSDK link libs are Lib/x86)
# configure once:
cmake -S C:\git\bt411 -B C:\git\bt411\build -G "Visual Studio 16 2019" -A Win32 \
-DCMAKE_GENERATOR_INSTANCE="C:/Program Files (x86)/Microsoft Visual Studio/2019/BuildTools"
# build:
cmake --build C:\git\bt411\build --config Debug
- Links DXSDK d3d9/d3dx9/dinput8 + OpenAL/libsndfile (
engine/lib/). DXSDK June 2010 atC:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\(overridable-DDXSDK). [T2] - Linker uses
/FORCE— tolerates header-defined globals + the dead offline-factory unresolved externals in mech3.cpp (Mech::CreateSubsystemStreamreferencesvoid*-signatureCreateStreamedSubsystemfor every class; never called at runtime). ⚠/FORCEalso HIDES real unresolved symbols as runtime AVs — see reconstruction-gotchas §6. [T2] - Editing an
engine/file rebuilds the engine lib automatically (one project). A NEW member on aDPLRenderer/d3d_OBJECTclass needs the game objs that embed its layout recompiled — delete stale objs if layout-mismatch corruption appears. [T2] - ⚠ Kill the running exe before rebuilding (
taskkill //F //IM btl4.exe) or you get LNK1104.
Run
run\run.cmd [EGG] # default DEV.EGG; cd's to content\ and runs btl4.exe -egg <EGG>
- cwd MUST be
content\— the engine resolvesBTL4.RES,VIDEO\,BTDPL.INI, eggs relative to cwd (theloadTablesgotcha:L4VIDEO.cpp:849fopen("VIDEO\\REPLACEMATS.tbl")is relative + unchecked → fread on NULL if cwd is wrong). Logs tobtl4.logincontent\(orBT_LOG=<file>). [T2] Since 2026-07-26 the exe enforces this itself (BTEnsureContentDirectory, btl4main.cpp): if cwd has noBTL4.RESit probes from the exe's own directory (..\..\contentfor the shipped layout, plus flattened / in-content cases) andSetCurrentDirectorys there, before the log file opens. The boot line says so when it had to look. ⚠ The landmine it defuses (field report): a barebtl4.exelaunch frombuild\Releasefound no resources ("Resource file btl4.res v1.0.0.0 is obsolete!"), wrote a straybindings.txt/environ.ini/btl4.logNEXT TO THE EXE — so the player's real ones incontent\looked like they were never created — and killed the mission generation the menu launched (the child inherits the parent's cwd). Invisible for years because every launchercds tocontent\first; it became reachable once glass became the desktop default and a zero-arg launch started opening the menu. - The launcher's handoff wait must track ITS OWN generation [T2, 2026-07-27]. The front end
does not stay resident — it
CreateProcesses the mission generation and exits — so every launcher ends in a:btwaitloop that waits for the handed-off process before printing its sign-off. That loop used to polltasklist /FI "IMAGENAME eq btl4.exe", which is machine-wide: a second client, the operator's own pod, or an orphan from a crash kept the window spinning forever, which is the field report "closing the game leaves the terminal open". Fixed by snapshotting the PIDs alive before the launch and waiting only on PIDs absent from that snapshot. ⚠ Keep theif /I "%%P"=="btl4.exe"guard — parsing tasklist withtokens=2alone reads its "INFO: No tasks are running" line as a PID and spins forever with nothing running. Full investigation, including which windows exit vs merely hide:phases/phase-12-orphan-processes.md. - Why this is a BT411-only hazard [T1]. The 1995 pod shipped ONE folder —
BTL4OPT.EXEsits next toBTL4.RES/VIDEO\/GAUGE\/AUDIO\(it is still there incontent\) — and RP411/RP412 keep that shape (pack-dist.ps1copies the exe and every asset dir into one dist root). BT411's two-folder split (build\Release\btl4.exe+content\) is not a design decision:mkdist.pyzips TRACKED REPO PATHS verbatim, so the dist inherited the repo's developer layout. In the authentic single-folder shape cwd is right by construction and a double-click just works, which is why the other games never hit this. A proposal to ship the authentic shape is written up indocs/DIST_LAYOUT_PLAN.md— PROPOSED, not implemented, awaiting a decision between the authors. The cwd guard stays either way (it protects the developer tree, where the split is real and permanent). - Interactive: WASD drive; weapon groups (keyboard, task #43) 1/Space = lasers, 2 =
PPCs, 3/Ctrl = missiles; X all-stop; V cockpit/chase view. Default egg =
DEV.EGG(map=grass, time=day). Swap mech via the egg'svehicle=— ALL 18 ModelList names CERTIFIED playable (2026-07-18 vehicle sweep): the canonical 8 (avatar, bhk1/blkhawk, loki, madcat, owens, sunder, thor, vulture) + the short variants (ava1, lok1/lok2, mad1/mad2, own1, snd1, thr1, vul1); each boots a solo mission, spawns, animates, no crash. The code path is mech-agnostic. [T2]
Debug (cdb x86)
"C:\Program Files (x86)\Windows Kits\10\Debuggers\x86\cdb.exe". Pattern for a faulting stack (cwd
= content): -g -c ".lines;sxe av;g;kp 24;q" with BT_ASSERT_TO_DEBUGGER=1. Debug CRT fills fresh
heap 0xCDCDCDCD (uninit) + freed 0xFEEEFEEE — invaluable for "was this ever constructed?".
BT_HEAPCHECK=1 = whole-heap validation every alloc/free (O(n²) at mission load — SLOW). To attach
to a frozen abort dialog: cdb -p <pid> -c ".lines;~*kp 30;q". [T2]
Repo layout (bt411)
engine/MUNGA/+engine/MUNGA_L4/— the shared 2007 MUNGA engine + Win32/D3D9 HAL (carries our BT render/loader work: bgfload/L4D3D/L4VIDEO + the image codec).engine/shim/(ATL),engine/lib/(OpenAL/libsndfile),engine/rp/(RP headers the audio HAL includes).game/reconstructed/— the reconstructed BT source (the bulk).game/original/BT/+BT_L4/— surviving original BT.cpp+ all BT headers (the include path).game/fwd/— ~186 forwarding shims (#include <EXPLODE.hpp>→../../engine/MUNGA/<NAME>.h).game/btl4main.cpp— the WinMain launcher.content/— the runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI). Run cwd.reference/decomp/— the raw Ghidra pseudocode (all/part_*.c) — the source-of-truth.docs/— the detailed ledgers (incl.PROGRESS_LOG.md, the full pre-restructure CLAUDE.md).tools/— btconsole.py, disas2.py, map/res scanners.context/— this knowledge base.
Versioning (2026-07-18)
4.10 = the 1995 arcade release; 4.11 = this win32 reconstruction; dev builds =
4.11.<git commit count> + short hash, + suffix = built from an uncommitted tree
(e.g. 4.11.311 (980c9cd+)). Stamped every build by tools/btversion.cmake →
build/btversion.h (BT_VERSION_* macros); shown in the boot banner (btl4.log head) and
the window title. Ask a tester for their title bar / btl4.log head to identify a build.
Key Relationships
- Base: wintesla-port (the engine build recipe).
- Verify loop: reconstruction-method; env gates: decomp-reference §6.