d3d_OBJECT::LoadTexture never checked D3DXCreateTextureFromFileA, cached
the NULL texture, and unconditionally AddRef()ed it - an access violation
on any missing/unreadable texture, hit by every bare working copy because
the pod skins (VIDEO\player1-8) come from the presets/replacement-material
path, not the depot. Failures now log the filename+hr and the draw op
renders untextured, matching the existing no-texture-filename path. Also
guard the unchecked gReplacementData->find() in LoadObject (same latent
UB one branch earlier).
Verified in the sandbox working copy: the game now boots to a running
RPL4 window with -windowed -egg TEST.EGG (RIO served by vRIO), logging
the eight missing pod skins instead of dying in MakeEntityRenderables.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Hand-converted the four .vcproj projects to .vcxproj (Win32, v143,
Windows 11 SDK + DXSDK June 2010 for d3dx9/dxerr only). WinTesla.sln now
builds the v143 projects; the legacy solution is kept as WinTesla_vc9.sln.
Kept: /Zp1 in Munga_L4+RP_L4, Unicode, x86, /DYNAMICBASE:NO,
/FORCE:MULTIPLE (header-defined globals still duplicated across TUs).
Changed: CRT unified to /MD(d); import libs linked by the exes instead of
merged into Munga_L4.lib; WINDOWS_IGNORE_PACKING_MISMATCH and
_SILENCE_STDEXT_HASH_DEPRECATION_WARNINGS defined;
legacy_stdio_definitions.lib for the June-2010 dxerr.lib.
Source fixes, all behavior-preserving: Time gains standard (non-volatile)
copy-ctor/assignment overloads (rvalues cannot bind to volatile& in
standard C++); operator==(SOCKADDR_IN&,...) made inline; L4DINPUT's
Enum*Callback pair renamed DIEnum* (collided with L4CTRL's under LTCG);
std::ios.in -> std::ios::in in CAMMGR.cpp.
Verified: VC9 baseline rebuilt from this tree first, then the v143 build
compared against it in a sandboxed game working copy - identical logs and
behavior through RIO init (against vRIO) and mission load, including the
same pre-existing AV in d3d_OBJECT::LoadTexture (L4D3D.cpp:262) that both
toolchains hit; documented in BUILD.md 4 as the next debugging target.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The Express editions of Visual C++ ship without ATL. The only ATL usage was
in MUNGA_L4/L4APP.cpp (atlbase.h/atlconv.h + USES_CONVERSION/W2A macros, all
in that one file) for wide-to-ANSI conversion of command-line arguments.
- Replace the ATL includes with a self-contained L4WideToAnsi helper (a
WideCharToMultiByte wrapper) and local USES_CONVERSION/W2A macros that
reproduce ATL's W2A semantics. All call sites consume the result immediately
(stricmp / CString assignment / atoi / atol), so behaviour is unchanged.
- Set UseOfATL="0" in Munga_L4.vcproj, RP_L4.vcproj and their VS2008 variants.
- Document the Express build path and the confirmed June 2010 DirectX SDK in
BUILD.md (new section 6) and docs/BUILD-NOTES.md.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Imports the current Win32 source for the pod-racing game 'Red Planet',
built on the MUNGA engine and its L4 (Win32/DirectX) platform layer:
- MUNGA / MUNGA_L4: cross-platform engine core and Win32 backend
- RP / RP_L4: Red Planet game logic and Win32 application
- DivLoader, Setup1: asset loader and installer project
- lib, MUNGA_L4/openal, MUNGA_L4/sos: third-party audio dependencies
Removed stale Subversion metadata and added .gitignore/.gitattributes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>