Pack: pack-dist.ps1 -- assemble a runnable Steam test dist (Phase 7)
Adapt RP412's pack-dist.ps1 for BattleTech. Assembles dist\ from a Release Steam build (build-steam\Release\btl4.exe -- Release so it runs on a machine without VS's non-redistributable debug CRT) plus steam_api.dll + OpenAL32.dll, the content\ data (AUDIO/GAUGE/VIDEO, BTL4.RES, BTDPL.INI, the VREND manifests, bindings.txt, DEV/MP/MP1 eggs), oalinst.exe (OpenAL fallback), tools\btconsole.py, a TEST-only steam_appid.txt=480, a self-documenting environ.ini (BT412STEAM=1 + the L4MFDSPLIT cockpit), start.bat, and a README that states the multiplayer status plainly (lobby works; the host->member mission feed is deferred; classic btconsole.py TCP path works today). -Zip emits BattleTech-4.12.zip (~46 MB). Verified: the Release exe boots a live DEV.EGG mission (optimizer-clean), and the packaged exe run from dist\ brings the Steam transport up (FakeIP allocated, lobby available) -- self-contained. dist/ + the zip are gitignored. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -206,6 +206,20 @@ identical-to-baseline → take RP412's file verbatim, diverged → hand-apply th
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- **Verify**: dist zip runs on a clean machine (no DXSDK); solo loop; packaged
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2-machine Steam session.
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> **Status (2026-07-16): PACKAGING SCRIPTED (test dist).** `pack-dist.ps1` (repo root)
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> assembles `dist\` from a **Release** Steam build (`build-steam\Release\btl4.exe` — Release
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> so it runs without VS's non-redistributable debug CRT) + `steam_api.dll` + `OpenAL32.dll`,
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> the `content\` data (AUDIO/GAUGE/VIDEO, BTL4.RES, BTDPL.INI, the VREND manifests,
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> bindings.txt, a few eggs), `oalinst.exe` (OpenAL fallback), `tools\btconsole.py`, a
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> `steam_appid.txt=480` (TEST only), a self-documenting `environ.ini` (BT412STEAM=1,
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> L4MFDSPLIT cockpit), `start.bat`, and a README that states the multiplayer status plainly.
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> `-Zip` emits `BattleTech-4.12.zip` (~46 MB). Verified: the Release exe boots a live DEV.EGG
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> mission (optimizer-clean), and the packaged exe run from `dist\` brings the Steam transport
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> up (FakeIP allocated, lobby available) — self-contained. **Remaining for a real release:**
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> KeyLight gate (`L4KEYLIGHT` not yet compiled in), a real AppID (drop `steam_appid.txt`),
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> the clean-machine acceptance test, and the deferred host→member mission feed
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> (`InstallNetworkMission`) before a full Steam mission plays end-to-end.
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## Copy matrix (from RP412)
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| Treatment | Files |
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