# ============================================================================ # pack-dist.ps1 - assemble a runnable BattleTech 4.12 package into dist\ # ============================================================================ # # Collects everything the game needs at run time: # - build-steam\Release\btl4.exe (Steam build; Release so it runs on a # machine WITHOUT Visual Studio -- the Debug CRT is not redistributable) # - steam_api.dll + OpenAL32.dll beside the exe # - game data from content\ (AUDIO, GAUGE, VIDEO, BTL4.RES, BTDPL.INI, # the VREND manifests, bindings.txt, a few eggs) -- NOT the DOS-era # arcade launch scripts / 16-bit stubs # - steam_appid.txt = 480 (Spacewar) so Steam init works for TESTING; a # real Steam release replaces this with the title's AppID # - tools\btconsole.py for the classic (non-Steam) console-feed MP path # - a self-documenting environ.ini + start.bat + README # # Usage: powershell -ExecutionPolicy Bypass -File pack-dist.ps1 [-Zip] # param( [switch]$Zip ) $ErrorActionPreference = 'Stop' $root = Split-Path -Parent $MyInvocation.MyCommand.Path $dist = Join-Path $root 'dist' $content = Join-Path $root 'content' $relDir = Join-Path $root 'build-steam\Release' $exe = Join-Path $relDir 'btl4.exe' if (-not (Test-Path $exe)) { throw "build-steam\Release\btl4.exe not found - build the Steam Release first:`n" + " cmake -S . -B build-steam -G `"Visual Studio 17 2022`" -A Win32 -DBT412_STEAM=ON`n" + " cmake --build build-steam --config Release --target btl4" } # Refuse to touch a dist the game is currently running from. $running = Get-Process btl4 -ErrorAction SilentlyContinue | Where-Object { $_.Path -like "$dist\*" } if ($running) { throw "btl4.exe is running from $dist (PID $($running.Id)) - close the game first." } Write-Host "Packing into $dist" if (Test-Path $dist) { Remove-Item -Recurse -Force $dist } New-Item -ItemType Directory -Force $dist | Out-Null New-Item -ItemType Directory -Force "$dist\tools" | Out-Null # --- game binary + runtime DLLs -------------------------------------------- Copy-Item $exe $dist $pdb = Join-Path $relDir 'btl4.pdb' if (Test-Path $pdb) { Copy-Item $pdb $dist } # steam_api.dll + OpenAL32.dll are staged beside the exe by the build. foreach ($dll in 'steam_api.dll', 'OpenAL32.dll') { Copy-Item (Join-Path $relDir $dll) $dist } # --- game data ------------------------------------------------------------- foreach ($dir in 'AUDIO', 'GAUGE', 'VIDEO') { Write-Host " copying $dir..." Copy-Item -Recurse (Join-Path $content $dir) $dist } # Required loose files: resources, renderer/DPL config, geometry+texture # manifests (VREND.MNG is loaded by bgfload/L4VIDEO), the input bindings, and # a handful of eggs (DEV = the -egg dev shortcut, MP = the console-feed target). $files = 'BTL4.RES', 'BTDPL.INI', 'bindings.txt', 'VREND.MNG', 'VRENDMON.BTL', 'VRNOSTEX.MNG', 'DEV.EGG', 'MP.EGG', 'MP1.EGG' foreach ($file in $files) { $src = Join-Path $content $file if (Test-Path $src) { Copy-Item $src $dist } else { Write-Warning "content\$file missing - skipped" } } # --- OpenAL fallback installer + the console feeder ------------------------ $oalinst = Join-Path $root '..\RP412\assets\RP411\oalinst.exe' if (Test-Path $oalinst) { Copy-Item $oalinst $dist } else { Write-Warning "oalinst.exe not found (OpenAL fallback installer) - OpenAL32.dll still ships beside the exe" } Copy-Item (Join-Path $root 'tools\btconsole.py') "$dist\tools" # --- steam_appid.txt (TEST ONLY) ------------------------------------------- # 480 = Valve's Spacewar test app. Steamworks (SteamAPI_Init, FakeIP, lobbies) # works against it so multiplayer can be tested before the title has a real # AppID. A shipping Steam build replaces this with the real AppID (and Steam # supplies it, so the file is removed). Set-Content -Path "$dist\steam_appid.txt" -Encoding ascii -NoNewline -Value "480" # --- desktop configuration ------------------------------------------------- Set-Content -Path "$dist\environ.ini" -Encoding ascii -Value @" # ============================================================================ # environ.ini - BattleTech 4.12 configuration # ============================================================================ # One KEY=VALUE per line, read at game start. Lines starting with # or ; # are comments; anything without an = is ignored. Delete a line (or comment # it out) to fall back to the built-in default. # # Input bindings live in bindings.txt beside the exe. # ---- Core (the shipped desktop configuration) ------------------------------ # Control stack: tokens separated by ; or , processed left to right. # PAD the virtual RIO (XInput controller + keyboard, rebindable) # KEYBOARD the engine keyboard handler # RIO real serial cockpit hardware (pod only) L4CONTROLS=PAD;KEYBOARD # Renderer bring-up argument (presence checked; any non-empty value works). DPLARG=1 # DPL (renderer/scene) config file, searched beside the exe. L4DPLCFG=BTDPL.INI # Gauge/MFD canvas (a page of GAUGE\L4GAUGE.INI). Needed for the cockpit. L4GAUGE=640x480x16 # Single-window cockpit: the 3D viewscreen framed by the six MFD surfaces # (green) with their on-screen RIO button banks, on a 1920x1080 canvas # auto-scaled to your monitor. 0/unset = the old 800x600 dev view. L4MFDSPLIT=1 # Plasma glass rendered in-window (rank/ordinal readout). Unset = none. L4PLASMA=SCREEN # Simulation/render frame rate (fps). Desktop default 60; the pods ran 30. TARGETFPS=60 # 1 = Steam networking (the lobby + FakeIP mesh). Needs the Steam client # running and steam_appid.txt beside the exe; without them the game logs the # reason and falls back to plain TCP. 0 = TCP only (use this for the classic # btconsole.py console-feed multiplayer path -- see the README). BT412STEAM=1 # ---- Optional -------------------------------------------------------------- # Mission-length override, integer seconds (short test missions). The menu's # LENGTH choice sets this; uncomment to force it. #BT_MISSION_SECONDS=120 # Anti-aliasing sample count passed to Direct3D 9 (0 = off, else 2..16). #MULTISAMPLE=0 # Particle budget (default 8192). #MAXPARTICLES=8192 # Fixed random seed for repeatable runs (any unsigned integer). #RANDOM=12345 # ---- Classic LAN / console-feed multiplayer (BT412STEAM=0) ----------------- # The host-as-console egg feed for the STEAM lobby is not finished yet (see # the README). The proven multiplayer path is the external console emulator # feeding -net pods over TCP -- run tools\btconsole.py (Python 3). Example: # Machine A: btl4.exe -egg MP.EGG -net 1501 # Machine B: btl4.exe -egg MP.EGG -net 1601 # Feeder: python tools\btconsole.py MP.EGG A_ip:1501 B_ip:1601 # Set BT412STEAM=0 above for this path. "@ Set-Content -Path "$dist\start.bat" -Encoding ascii -Value @" @echo off rem BattleTech 4.12 - desktop build. No cockpit hardware needed. rem Boots into the in-game mission setup menu (front end). With Steam rem running (BT412STEAM=1 in environ.ini) the menu shows HOST / JOIN. rem Add "-egg DEV.EGG" to skip the menu and run the canned solo mission. cd /d "%~dp0" start btl4.exe "@ Set-Content -Path "$dist\README.txt" -Encoding ascii -Value @" BattleTech 4.12 (desktop / Steam build) ======================================== Run start.bat. No cockpit hardware needed. If there is no sound, run oalinst.exe once (installs the OpenAL runtime). You boot into the in-game MISSION SETUP MENU (green-on-black): pick the map, mech, color, time, weather, and mission length, type a pilot name, and press LAUNCH. The single-window cockpit comes up -- the 3D viewscreen framed by six green MFD surfaces with the pod's RIO button banks (click them with the mouse; they light as the game commands their lamps). At the chosen length the mission stops and a MISSION COMPLETE scoreboard shows, then it returns to the menu. Controls (XInput controller and/or keyboard) - rebindable in bindings.txt: Left stick / WASD drive (throttle holds; A/D steer) X all stop Space / A fire mouse click the on-screen cockpit buttons (see bindings.txt for the full default layout) MULTIPLAYER - please read ------------------------- This build is for testing the STEAM LOBBY. What works vs. what is still in progress: WORKS - Steam lobby room. With Steam running and BT412STEAM=1, the menu shows HOST STEAM MISSION and JOIN STEAM MISSION. HOST creates a room; JOIN finds and enters one. Everyone in the room sees the member list (name, mech, color) and exchanges their FakeIP + loadout. The host presses LAUNCH MISSION to fire the roster. -> Test: two machines, each signed into a DIFFERENT Steam account, both running this build; confirm they find each other, see the member list, and the launch fires. NOT FINISHED - the networked mission itself. When the host launches, each member is put into "network pod" mode waiting for the host to stream the mission over the wire. That host-as-console streaming marshal is the one remaining piece, so a host+member mission does NOT fully connect and play yet. The lobby mechanics above are what to exercise in this build. CLASSIC MULTIPLAYER (works today, no Steam): the proven path is the external console emulator feeding -net pods over TCP. Needs Python 3. Set BT412STEAM=0 in environ.ini, then: Machine A: btl4.exe -egg MP.EGG -net 1501 Machine B: btl4.exe -egg MP.EGG -net 1601 Feeder: python tools\btconsole.py MP.EGG :1501 :1601 Drive, fire, cross-pod kills and respawn all replicate on this path. Steam notes (for the lobby test): - steam_appid.txt (480 = Valve's Spacewar test app) ships beside the exe so Steam init works before the title has its own AppID. Keep it for testing. - Use a DIFFERENT Steam account per machine (Steam allows one running game per account). Disable Steam Input for app 480 if the controller misbehaves. - If Steam is not running, the game logs the reason and stays on TCP. Logs: the game writes btl4.log beside the exe (set BT_LOG to rename). Grep it for [frontend], [marshal], [steam], net-tx / net-rx when reporting an issue. Source: https://gitea.mysticmachines.com/VWE/BT412 "@ # --- summary / optional zip ------------------------------------------------ $size = (Get-ChildItem $dist -Recurse | Measure-Object Length -Sum).Sum Write-Host ("dist ready: {0:N1} MB -> $dist" -f ($size / 1MB)) if ($Zip) { $zipPath = Join-Path $root 'BattleTech-4.12.zip' Write-Host "zipping to $zipPath..." if (Test-Path $zipPath) { Remove-Item -Force $zipPath } Compress-Archive -Path "$dist\*" -DestinationPath $zipPath -Force Write-Host "zip ready: $zipPath" }