The zip previously stored files at the root (Compress-Archive -Path dist\*), so extracting spilled loose files into the extraction directory. Build the archive with .NET's ZipFile and prefix every entry with BT412/, so it extracts into one self-contained BT412\ folder. Local staging dir stays dist\. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
277 lines
13 KiB
PowerShell
277 lines
13 KiB
PowerShell
# ============================================================================
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# pack-dist.ps1 - assemble a runnable BattleTech 4.12 package into dist\
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# ============================================================================
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#
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# Collects everything the game needs at run time:
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# - build-steam\Release\btl4.exe (Steam build; Release so it runs on a
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# machine WITHOUT Visual Studio -- the Debug CRT is not redistributable)
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# - steam_api.dll + OpenAL32.dll beside the exe
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# - game data from content\ (AUDIO, GAUGE, VIDEO, BTL4.RES, BTDPL.INI,
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# the VREND manifests, bindings.txt, a few eggs) -- NOT the DOS-era
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# arcade launch scripts / 16-bit stubs
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# - steam_appid.txt = 480 (Spacewar) so Steam init works for TESTING; a
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# real Steam release replaces this with the title's AppID
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# - tools\btconsole.py for the classic (non-Steam) console-feed MP path
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# - a self-documenting environ.ini + start.bat + README
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#
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# Usage: powershell -ExecutionPolicy Bypass -File pack-dist.ps1 [-Zip]
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#
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param(
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[switch]$Zip
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)
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$ErrorActionPreference = 'Stop'
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$root = Split-Path -Parent $MyInvocation.MyCommand.Path
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$dist = Join-Path $root 'dist'
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$content = Join-Path $root 'content'
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$relDir = Join-Path $root 'build-steam\Release'
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$exe = Join-Path $relDir 'btl4.exe'
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if (-not (Test-Path $exe)) {
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throw "build-steam\Release\btl4.exe not found - build the Steam Release first:`n" +
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" cmake -S . -B build-steam -G `"Visual Studio 17 2022`" -A Win32 -DBT412_STEAM=ON`n" +
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" cmake --build build-steam --config Release --target btl4"
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}
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# Refuse to touch a dist the game is currently running from.
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$running = Get-Process btl4 -ErrorAction SilentlyContinue |
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Where-Object { $_.Path -like "$dist\*" }
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if ($running) {
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throw "btl4.exe is running from $dist (PID $($running.Id)) - close the game first."
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}
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Write-Host "Packing into $dist"
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if (Test-Path $dist) { Remove-Item -Recurse -Force $dist }
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New-Item -ItemType Directory -Force $dist | Out-Null
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New-Item -ItemType Directory -Force "$dist\tools" | Out-Null
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# --- game binary + runtime DLLs --------------------------------------------
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Copy-Item $exe $dist
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$pdb = Join-Path $relDir 'btl4.pdb'
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if (Test-Path $pdb) { Copy-Item $pdb $dist }
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# steam_api.dll + OpenAL32.dll are staged beside the exe by the build.
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foreach ($dll in 'steam_api.dll', 'OpenAL32.dll') {
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Copy-Item (Join-Path $relDir $dll) $dist
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}
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# --- game data -------------------------------------------------------------
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foreach ($dir in 'AUDIO', 'GAUGE', 'VIDEO') {
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Write-Host " copying $dir..."
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Copy-Item -Recurse (Join-Path $content $dir) $dist
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}
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# Required loose files: resources, renderer/DPL config, geometry+texture
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# manifests (VREND.MNG is loaded by bgfload/L4VIDEO), the input bindings, and
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# a handful of eggs (DEV = the -egg dev shortcut, MP = the console-feed target).
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$files = 'BTL4.RES', 'BTDPL.INI', 'bindings.txt',
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'VREND.MNG', 'VRENDMON.BTL', 'VRNOSTEX.MNG',
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'DEV.EGG', 'MP.EGG', 'MP1.EGG'
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foreach ($file in $files) {
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$src = Join-Path $content $file
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if (Test-Path $src) { Copy-Item $src $dist }
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else { Write-Warning "content\$file missing - skipped" }
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}
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# --- OpenAL fallback installer + the console feeder ------------------------
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$oalinst = Join-Path $root '..\RP412\assets\RP411\oalinst.exe'
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if (Test-Path $oalinst) { Copy-Item $oalinst $dist }
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else { Write-Warning "oalinst.exe not found (OpenAL fallback installer) - OpenAL32.dll still ships beside the exe" }
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Copy-Item (Join-Path $root 'tools\btconsole.py') "$dist\tools"
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# --- steam_appid.txt (TEST ONLY) -------------------------------------------
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# 480 = Valve's Spacewar test app. Steamworks (SteamAPI_Init, FakeIP, lobbies)
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# works against it so multiplayer can be tested before the title has a real
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# AppID. A shipping Steam build replaces this with the real AppID (and Steam
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# supplies it, so the file is removed).
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Set-Content -Path "$dist\steam_appid.txt" -Encoding ascii -NoNewline -Value "480"
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# --- desktop configuration -------------------------------------------------
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Set-Content -Path "$dist\environ.ini" -Encoding ascii -Value @"
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# ============================================================================
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# environ.ini - BattleTech 4.12 configuration
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# ============================================================================
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# One KEY=VALUE per line, read at game start. Lines starting with # or ;
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# are comments; anything without an = is ignored. Delete a line (or comment
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# it out) to fall back to the built-in default.
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#
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# Input bindings live in bindings.txt beside the exe.
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# ---- Core (the shipped desktop configuration) ------------------------------
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# Control stack: tokens separated by ; or , processed left to right.
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# PAD the virtual RIO (XInput controller + keyboard, rebindable)
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# KEYBOARD the engine keyboard handler
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# RIO real serial cockpit hardware (pod only)
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L4CONTROLS=PAD;KEYBOARD
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# Renderer bring-up argument (presence checked; any non-empty value works).
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DPLARG=1
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# DPL (renderer/scene) config file, searched beside the exe.
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L4DPLCFG=BTDPL.INI
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# Gauge/MFD canvas (a page of GAUGE\L4GAUGE.INI). Needed for the cockpit.
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L4GAUGE=640x480x16
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# Single-window cockpit: the 3D viewscreen framed by the six MFD surfaces
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# (green) with their on-screen RIO button banks, on a 1920x1080 canvas
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# auto-scaled to your monitor. 0/unset = the old 800x600 dev view.
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L4MFDSPLIT=1
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# Plasma glass rendered in-window (rank/ordinal readout). Unset = none.
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L4PLASMA=SCREEN
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# Simulation/render frame rate (fps). Desktop default 60; the pods ran 30.
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TARGETFPS=60
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# 1 = Steam networking (the lobby + FakeIP mesh). Needs the Steam client
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# running and steam_appid.txt beside the exe; without them the game logs the
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# reason and falls back to plain TCP. 0 = TCP only (use this for the classic
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# btconsole.py console-feed multiplayer path -- see the README).
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BT412STEAM=1
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# ---- Optional --------------------------------------------------------------
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# The engine also has built-in WASD / 1-4 / M / etc. quick keys that OVERLAP the
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# bindings.txt layout, so under L4CONTROLS=PAD they stand down automatically (the
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# pad + keyboard bindings own the controls). Set to 1 to force them on ALONGSIDE
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# the bindings (hybrid keyboard-drive); 0 to force off. Unset = auto.
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#BT_DEVKEYS=1
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# Mission-length override, integer seconds (short test missions). The menu's
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# LENGTH choice sets this; uncomment to force it.
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#BT_MISSION_SECONDS=120
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# Anti-aliasing sample count passed to Direct3D 9 (0 = off, else 2..16).
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#MULTISAMPLE=0
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# Particle budget (default 8192).
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#MAXPARTICLES=8192
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# Fixed random seed for repeatable runs (any unsigned integer).
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#RANDOM=12345
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# ---- Classic LAN / console-feed multiplayer (BT412STEAM=0) -----------------
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# The host-as-console egg feed for the STEAM lobby is not finished yet (see
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# the README). The proven multiplayer path is the external console emulator
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# feeding -net pods over TCP -- run tools\btconsole.py (Python 3). Example:
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# Machine A: btl4.exe -egg MP.EGG -net 1501
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# Machine B: btl4.exe -egg MP.EGG -net 1601
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# Feeder: python tools\btconsole.py MP.EGG A_ip:1501 B_ip:1601
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# Set BT412STEAM=0 above for this path.
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"@
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Set-Content -Path "$dist\start.bat" -Encoding ascii -Value @"
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@echo off
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rem BattleTech 4.12 - desktop build. No cockpit hardware needed.
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rem Boots into the in-game mission setup menu (front end). With Steam
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rem running (BT412STEAM=1 in environ.ini) the menu shows HOST / JOIN.
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rem Add "-egg DEV.EGG" to skip the menu and run the canned solo mission.
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cd /d "%~dp0"
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start btl4.exe
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"@
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Set-Content -Path "$dist\README.txt" -Encoding ascii -Value @"
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BattleTech 4.12 (desktop / Steam build)
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========================================
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Run start.bat. No cockpit hardware needed. If there is no sound, run
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oalinst.exe once (installs the OpenAL runtime).
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You boot into the in-game MISSION SETUP MENU (green-on-black): pick the map,
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mech, color, time, weather, and mission length, type a pilot name, and press
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LAUNCH. The single-window cockpit comes up -- the 3D viewscreen framed by six
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green MFD surfaces with the pod's RIO button banks (click them with the mouse;
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they light as the game commands their lamps). At the chosen length the mission
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stops and a MISSION COMPLETE scoreboard shows, then it returns to the menu.
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Controls -- under L4CONTROLS=PAD (the shipped default) input comes from the
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XInput controller + keyboard through bindings.txt; edit that file to rebind.
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Controller left stick drive (throttle holds position; steer)
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Controller triggers pedals; A / bumpers / face buttons = fire + hat
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Keyboard (default profile) NumPad 8/2/4/6 = stick, 7/9 = pedals, 0 or Space =
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fire, Shift/Ctrl = throttle up/down; the number and
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letter rows are the MFD bank buttons and the F-keys
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the Secondary columns (full layout in bindings.txt)
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mouse click the on-screen cockpit buttons
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Always-live desktop keys (not rebindable):
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TAB toggle 1st person (cockpit) / 3rd person (chase cam)
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` (backtick) hide / show the secondary displays (MFDs + radar)
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V (hold) look behind (rear view; rear-mounted weapons fire)
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(The engine's built-in WASD / 1-4 quick keys overlap the bindings, so they
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stand down under PAD -- set BT412 env BT_DEVKEYS=1 in environ.ini to force
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them on alongside.)
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MULTIPLAYER - please read
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-------------------------
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This build is for testing STEAM multiplayer end to end.
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Steam lobby + networked mission. With Steam running and BT412STEAM=1, the
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menu shows HOST STEAM MISSION and JOIN STEAM MISSION. HOST creates a room;
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JOIN finds and enters one. Everyone in the room sees the member list (name,
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mech, color) and exchanges their FakeIP + loadout. The host presses LAUNCH
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MISSION: it then acts as the in-process console -- it feeds every member the
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mission over the wire, holds the whole mesh until all are staged, launches
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them together, and stops the mission at the chosen length. The member pods
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mesh with the host and each other; kills/deaths are collected and the same
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results screen shows on every machine.
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-> Test: two (or three) machines, each signed into a DIFFERENT Steam
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account, all running this build. Confirm they find each other in the
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room, the launch fires, everyone drops into the SAME mission and can
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see/fight each other, and results show everywhere.
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-> The host->member mission feed is NEWLY IMPLEMENTED. The console
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protocol + launch handshake are loopback-verified here, but the full
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multi-machine Steam mesh has not been lab-tested. If a member does not
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drop in, grab btl4.log from each machine (grep [marshal], [frontend],
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net-tx / net-rx) so it can be diagnosed.
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CLASSIC MULTIPLAYER (no Steam, proven): the external console emulator feeding
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-net pods over TCP. Needs Python 3.
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Set BT412STEAM=0 in environ.ini, then:
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Machine A: btl4.exe -egg MP.EGG -net 1501
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Machine B: btl4.exe -egg MP.EGG -net 1601
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Feeder: python tools\btconsole.py MP.EGG <A_ip>:1501 <B_ip>:1601
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Drive, fire, cross-pod kills and respawn all replicate on this path.
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Steam notes (for the lobby test):
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- steam_appid.txt (480 = Valve's Spacewar test app) ships beside the exe so
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Steam init works before the title has its own AppID. Keep it for testing.
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- Use a DIFFERENT Steam account per machine (Steam allows one running game
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per account). Disable Steam Input for app 480 if the controller misbehaves.
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- If Steam is not running, the game logs the reason and stays on TCP.
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Logs: the game writes btl4.log beside the exe (set BT_LOG to rename). Grep it
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for [frontend], [marshal], [steam], net-tx / net-rx when reporting an issue.
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Source: https://gitea.mysticmachines.com/VWE/BT412
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"@
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# --- summary / optional zip ------------------------------------------------
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$size = (Get-ChildItem $dist -Recurse | Measure-Object Length -Sum).Sum
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Write-Host ("dist ready: {0:N1} MB -> $dist" -f ($size / 1MB))
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if ($Zip) {
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$zipPath = Join-Path $root 'BattleTech-4.12.zip'
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Write-Host "zipping to $zipPath (wrapped in a BT412\ folder)..."
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if (Test-Path $zipPath) { Remove-Item -Force $zipPath }
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# Every entry is prefixed BT412/ so the archive extracts into ONE folder
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# (rather than spilling loose files into the extraction directory). Built
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# with .NET's ZipFile so the prefix is explicit, independent of the local
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# staging dir's name.
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Add-Type -AssemblyName System.IO.Compression.FileSystem
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$base = (Resolve-Path $dist).Path.TrimEnd('\')
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$archive = [System.IO.Compression.ZipFile]::Open($zipPath, 'Create')
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try {
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Get-ChildItem -LiteralPath $dist -Recurse -File | ForEach-Object {
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$rel = $_.FullName.Substring($base.Length + 1) -replace '\\', '/'
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[System.IO.Compression.ZipFileExtensions]::CreateEntryFromFile(
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$archive, $_.FullName, "BT412/$rel",
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[System.IO.Compression.CompressionLevel]::Optimal) | Out-Null
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}
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} finally {
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$archive.Dispose()
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}
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Write-Host "zip ready: $zipPath (extracts to a single BT412\ folder)"
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}
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