diff --git a/CLAUDE.md b/CLAUDE.md index 1af52663..38784552 100644 --- a/CLAUDE.md +++ b/CLAUDE.md @@ -183,20 +183,20 @@ runs from the copy, and a **full clean rebuild of `MW4Application - Win32 Releas `` (3 macro defs, the only references in the codebase). STLport wraps a 27 MB snapshot of the VC98 + Platform SDK headers (974 files) restored from the image. Originally placed at `C:\stlnative`; now **moved into `build-env\stlnative\`** and the 3 -macros repointed to ``. Verified: with `C:\stlnative` +macros repointed to ``. Verified: with `C:\stlnative` removed, a full clean rebuild still succeeds (MW4.exe, 0 errors). The build is now -self-contained under `c:\VWE` — no external `C:\stlnative` needed. +self-contained under `c:\VWE\firestorm` — no external `C:\stlnative` needed. --- -## ✅ STEP 4: Runnable deployment assembled at `C:\VWE\MW4` — DONE +## ✅ STEP 4: Runnable deployment assembled at `C:\VWE\firestorm\MW4` — DONE Rules-based deploy (no image/E: dependency) via **`build-env\deploy-mw4.ps1`**: -- **Result: `C:\VWE\MW4` — 845 files, 895 MB** (target was ~900 MB), with our freshly +- **Result: `C:\VWE\firestorm\MW4` — 845 files, 895 MB** (target was ~900 MB), with our freshly built `MW4.exe` (3,637,248 bytes) + all runtime DLLs + prebuilt `resource\*.mw4`. - Sources (all from working dir): runtime base = `Gameleap\mw4`; binaries = `rel.bin`. - The old `game_*.bat` assumed a `binaries\mw4\MW4_dbg.exe` layout that the real game never used — the runnable game has `MW4.exe` at the deployment root. Launch via - **`C:\VWE\MW4\run-mw4.bat`** (resources prebuilt, no `-build` needed). + **`C:\VWE\firestorm\MW4\run-mw4.bat`** (resources prebuilt, no `-build` needed). ### Deployment selection rules (the dev tree `Gameleap\mw4` is a ~6 GB bloated superset) - KEEP whole: `Resource\` (767 MB .mw4 packages), `hsh\` (102 MB), `Assets\`, `Stats\`. @@ -210,7 +210,7 @@ Rules-based deploy (no image/E: dependency) via **`build-env\deploy-mw4.ps1`**: --- -## ✅ STEP 5: Runtime brought up at `C:\VWE\MW4` — RUNS (fullscreen + windowed) +## ✅ STEP 5: Runtime brought up at `C:\VWE\firestorm\MW4` — RUNS (fullscreen + windowed) Reference for "working" = **`C:\MW4knowngood`** (NOT `E:\gameleap`, NOT `D:\5.0.8.2_console` — those are unrelated). Two independent issues had to be fixed; both are now in `deploy-mw4.ps1` so a fresh deploy is runnable out of the box: @@ -219,7 +219,7 @@ Reference for "working" = **`C:\MW4knowngood`** (NOT `E:\gameleap`, NOT `D:\5.0. its DirectDraw hardware-surface creation with `DDERR_NODIRECTDRAWHW` unless the **`DWM8And16BitMitigation`** AppCompat layer is applied to the exe *path*. Our path had a stray `HIGHDPIAWARE`-only layer that suppressed the auto-shim. Fix: set HKCU layer - `DWM8And16BitMitigation HIGHDPIAWARE` for `C:\VWE\MW4\MW4.exe` (deploy script does this; + `DWM8And16BitMitigation HIGHDPIAWARE` for `C:\VWE\firestorm\MW4\MW4.exe` (deploy script does this; matching all-users HKLM `$ DWM8And16BitMitigation` is in `build-env\mw4-compat-hklm.reg`). Note: AppCompat is keyed on exe PATH, so a copy at a new path needs the layer re-applied. 2. **Dev-only DLLs shadowing system DLLs.** Our rules copied every root `*.dll`, which pulled @@ -230,7 +230,7 @@ Reference for "working" = **`C:\MW4knowngood`** (NOT `E:\gameleap`, NOT `D:\5.0. Diagnostic note: swapping known-good binaries into our deploy still failed *before* the shim was applied — that proved our rebuilt binaries are NOT the cause (the shim + DLL excludes were). -Final deployment: **`C:\VWE\MW4` = 894 MB, 839 files, DLL set identical to known-good**, running +Final deployment: **`C:\VWE\firestorm\MW4` = 894 MB, 839 files, DLL set identical to known-good**, running our freshly built `MW4.exe`. --- @@ -367,7 +367,7 @@ DirectInput init cascade** during `CMInstall` (GameOS), reproducible and determi path (valid `hWindow`) is unchanged. Tagged `[editor modern-Windows fix]`. Rebuilt **`MW4GameEd2 - Win32 Profile`** (recompiles GameOS + MFCPlatform, relinks; 0 errors) -> -deployed `pro.bin\MW4Ed2.exe`+`.pdb` to `C:\VWE\MW4Editor`. With both fixes + the content fixes +deployed `pro.bin\MW4Ed2.exe`+`.pdb` to `C:\VWE\firestorm\MW4Editor`. With both fixes + the content fixes below, the editor **launches to a live, responsive, idle (0% CPU) main window** ("MechWarrior 4 Mission Editor - 05.07.00.00", ~70 MB) — the old "100% spin / not responding" is GONE. Launch with just `-armorlevel 3` (no `/gos` flag needed). @@ -396,23 +396,23 @@ with `0x88760082 = DDERR_INVALIDOBJECT`** for BOTH the hardware HAL (`IID_IDirec -> `IID_IDirect3DHALDevice`) and the Blade software device — i.e. **Win11's legacy DirectDraw does not support creating a windowed Direct3D7 device** on an offscreen backbuffer (the game avoids this by using a fullscreen flip-chain). Not a code-flag issue. -**Fix:** dropped **DDrawCompat** (narzoul, v0.7.1, `ddraw.dll`) into `C:\VWE\MW4Editor\` — a +**Fix:** dropped **DDrawCompat** (narzoul, v0.7.1, `ddraw.dll`) into `C:\VWE\firestorm\MW4Editor\` — a drop-in ddraw/d3d7 reimplementation. With it, `CreateDevice` succeeds and the **Game View/Overview render** (user-confirmed). Source kept at `build-env\ddrawcompat\ddraw.dll`; `deploy-editor.ps1` -now copies it. The standalone game (`C:\VWE\MW4`, fullscreen) is unaffected and does NOT use it. +now copies it. The standalone game (`C:\VWE\firestorm\MW4`, fullscreen) is unaffected and does NOT use it. **The editor is now fully working: launches, edits, and renders the 3D viewport.** ### ✅ Open-Mission dialog now lists ALL source missions (2026-06-22) Symptom: editor's File->Open showed only **5** missions. Cause: `COpenMissionDlg::OnInitDialog` (`OpenMissionDlg.cpp`) listed `Resource\UserMissions\*.mw4` (compiled/published user-mission -packages) — only 5 exist in the dev tree (and **0** in the game deploy `C:\VWE\MW4`, so co-locating +packages) — only 5 exist in the dev tree (and **0** in the game deploy `C:\VWE\firestorm\MW4`, so co-locating the editor with the game would have shown ZERO, not more). But `CMainFrame::LoadMission` loads from `Content\Missions\\.Instance`. **Fix:** changed the dialog to enumerate `Content\Missions\*` subdirectories that contain a matching `.instance` -> now lists all **51** source missions. Tagged `[editor data fix]`. (Note: `INVALID_FILE_ATTRIBUTES` isn't defined in the VC6 SDK; used the literal `0xFFFFFFFF`.) This made the requested "move editor into the game-binaries folder" unnecessary — the editor already junctions the dev tree (`Gameleap\mw4`), the most complete -data (51 missions, 46 maps); the game deploy `C:\VWE\MW4` actually has **0** user missions, so it +data (51 missions, 46 maps); the game deploy `C:\VWE\firestorm\MW4` actually has **0** user missions, so it would have shown FEWER. **Second half of the fix — actually LOADING the listed missions (`EditorApplication.cpp` @@ -450,20 +450,20 @@ compat layer (e.g. DDrawCompat), forcing a supported windowed surface format, or viewport via a different present path. NOT yet solved. ### ✅ Deployment finalized (2026-06-22) -- **PageHeap REMOVED** (debug aid only): ran `reg import C:\VWE\build-env\mw4ed2-pageheap-off.reg` +- **PageHeap REMOVED** (debug aid only): ran `reg import C:\VWE\firestorm\build-env\mw4ed2-pageheap-off.reg` ELEVATED (UAC) -> HKLM IFEO `MW4Ed2.exe` key gone. The real-name `MW4Ed2.exe` now runs directly (no longer AVs at ~2s). The `MW4Ed2_nph.exe` copy remains as a page-heap-immune fallback. - **`deploy-editor.ps1` updated:** sources the **Profile** build (`pro.bin`, the working config) + `.pdb`; writes `run-editor.bat` (`MW4Ed2.exe -armorlevel 3`, no `/gos`); sets the DDraw shim; warns if PageHeap IFEO is present. A fresh deploy is runnable to the editor UI. -- **Launch:** `C:\VWE\MW4Editor\run-editor.bat` (or `MW4Ed2.exe -armorlevel 3`). Pick a mission in +- **Launch:** `C:\VWE\firestorm\MW4Editor\run-editor.bat` (or `MW4Ed2.exe -armorlevel 3`). Pick a mission in the startup "Open Mission" dialog. Everything except the live 3D render works. - Expect more WIP content STOPs only if exercising missions/maps not loaded at startup. - (Optional) Build Debug/Armor configs (need `dbg.bin`/`arm.bin` output dirs). ## ✅ STEP 9: Editor runs IN PLACE in the data tree — no separate `MW4Editor` dir (2026-06-23) The editor's only job is editing the source content/resources in `Gameleap\mw4`, so the separate -`C:\VWE\MW4Editor` deploy (which just junctioned back to `Gameleap\mw4`) was removed. `deploy-editor.ps1` +`C:\VWE\firestorm\MW4Editor` deploy (which just junctioned back to `Gameleap\mw4`) was removed. `deploy-editor.ps1` now **installs the editor into `Gameleap\mw4`**: copies `MW4Ed2.exe`(+pdb) + DDrawCompat `ddraw.dll`, renames the two DDraw-breaking DLLs (`dbghelp.dll`/`imagehlp.dll` → `.disabled`), sets the DWM shim on `Gameleap\mw4\MW4Ed2.exe`, and writes `Gameleap\mw4\run-editor.bat`. Verified: editor launches in place @@ -473,9 +473,9 @@ with the full UI + DDrawCompat viewport (Game View/Overview/Object Manager/Resou `build-resources.ps1` now moves `ddraw.dll` aside (`.buildaside`) for the build and restores it in a `finally` (verified: build exit 0, ddraw restored). - **Game deploy unaffected:** `deploy-mw4.ps1` adds `ddraw.dll` to its skip list, so DDrawCompat + the - editor exe/pdb/launcher/`.disabled` DLLs never leak into `C:\VWE\MW4` (verified: 682 files / 868 MB, - 58 packages, fullscreen native DDraw). Old launch path `C:\VWE\MW4Editor\...` is superseded by - `C:\VWE\Gameleap\mw4\run-editor.bat`. + editor exe/pdb/launcher/`.disabled` DLLs never leak into `C:\VWE\firestorm\MW4` (verified: 682 files / 868 MB, + 58 packages, fullscreen native DDraw). Old launch path `C:\VWE\firestorm\MW4Editor\...` is superseded by + `C:\VWE\firestorm\Gameleap\mw4\run-editor.bat`. ## 📋 Reference: raising the MP player cap 16 → 24 (investigated 2026-06-24; NOT planned) Captured for the future; **we are not tackling this in the foreseeable future.** Question was diff --git a/Gameleap/code/mw4/Libraries/stlport/stl_inc_find.hpp b/Gameleap/code/mw4/Libraries/stlport/stl_inc_find.hpp index 973265ba..0565da78 100644 --- a/Gameleap/code/mw4/Libraries/stlport/stl_inc_find.hpp +++ b/Gameleap/code/mw4/Libraries/stlport/stl_inc_find.hpp @@ -3,7 +3,7 @@ #define __STL_INC_FINDHPP__ #define __PLACEMENT_NEW_INLINE void * _cdecl operator new(size_t, void *_P); -#define __STL_NATIVE_HEADER(x) // relocated into working tree (was c:\stlnative) -#define __STL_NATIVE_C_HEADER(x) // relocated into working tree (was c:\stlnative) -#define __STL_NATIVE_CPP_C_HEADER(x) // relocated into working tree (was c:\stlnative) +#define __STL_NATIVE_HEADER(x) // relocated into working tree (was c:\stlnative) +#define __STL_NATIVE_C_HEADER(x) // relocated into working tree (was c:\stlnative) +#define __STL_NATIVE_CPP_C_HEADER(x) // relocated into working tree (was c:\stlnative) #endif diff --git a/README.md b/README.md index 1f72ca01..16beaea6 100644 --- a/README.md +++ b/README.md @@ -15,7 +15,7 @@ build/runtime reconstruction notes. ### Build / deploy scripts (in `build-env\`) - **`deploy-mw4.ps1`** — packs resources from source (`build-resources.ps1`) then assembles the - runnable game into `c:\VWE\MW4`. Trims dev bloat, ships only the canonical game packages, + runnable game into `c:\VWE\firestorm\MW4`. Trims dev bloat, ships only the canonical game packages, optimizes mech BMPs to 256-color, applies the DirectDraw compat shim. - **`build-resources.ps1`** — (re)packs `resource\*.mw4` from `Gameleap\mw4\Content` using the in-exe compiler (`MW4pro.exe -build`). Called by the deploy; can be run standalone. diff --git a/RECOVERY.md b/RECOVERY.md index 31b0849c..98ae9c04 100644 --- a/RECOVERY.md +++ b/RECOVERY.md @@ -1,6 +1,6 @@ # Disaster recovery — rebuild this machine from the Gitea mirror -This repo is a **complete mirror of `C:\VWE`** (source + game assets + the VC6 toolchain + +This repo is a **complete mirror of `C:\VWE\firestorm`** (source + game assets + the VC6 toolchain + SDKs + build outputs + the deployed game + the `_UNUSED` archive). Nothing is excluded. Large binaries are stored in **Git LFS**. A single clone reconstitutes a working tree. @@ -15,20 +15,20 @@ Large binaries are stored in **Git LFS**. A single clone reconstitutes a working (Also enable the OS setting: `HKLM\SYSTEM\CurrentControlSet\Control\FileSystem\LongPathsEnabled = 1`.) 3. Clone to the same location so the absolute paths baked into the toolchain config resolve: ``` - git clone /firestorm.git C:\VWE + git clone /firestorm.git C:\VWE\firestorm ``` - `git clone` pulls LFS objects automatically. If any are missing: `cd C:\VWE && git lfs pull`. + `git clone` pulls LFS objects automatically. If any are missing: `cd C:\VWE\firestorm && git lfs pull`. ## After restore — make it buildable / runnable - **Build toolchain (VC6):** import the registry config (ELEVATED), per `build-env\README.md`: ``` - reg import C:\VWE\build-env\vc6-hklm-registration.reg - reg import C:\VWE\build-env\vc6-directories.reg + reg import C:\VWE\firestorm\build-env\vc6-hklm-registration.reg + reg import C:\VWE\firestorm\build-env\vc6-directories.reg ``` Then build `Gameleap\code\mw4\Code\MechWarrior4.dsw` (see `CLAUDE.md` STEP 1/3), or just use the already-mirrored `Gameleap\code\rel.bin` / `pro.bin` binaries. -- **Run the game:** `build-env\deploy-mw4.ps1` reassembles `C:\VWE\MW4` and applies the Win11 - DirectDraw compat shim; or run the already-mirrored `C:\VWE\MW4\MW4.exe` after re-applying the +- **Run the game:** `build-env\deploy-mw4.ps1` reassembles `C:\VWE\firestorm\MW4` and applies the Win11 + DirectDraw compat shim; or run the already-mirrored `C:\VWE\firestorm\MW4\MW4.exe` after re-applying the shim (AppCompat is keyed on exe *path*, so a new machine needs it re-set — the deploy script does this). - **Editor:** `Gameleap\mw4\run-editor.bat` (installed in place; see `CLAUDE.md` STEP 9). diff --git a/build-env/README.md b/build-env/README.md index 898a86f5..e1a3012e 100644 --- a/build-env/README.md +++ b/build-env/README.md @@ -48,15 +48,15 @@ Two non-obvious but verified facts that make this work: STLport (`mw4\Libraries\stlport`) wraps a 27 MB snapshot of the VC98 + Platform SDK headers (974 files). It used to require a hardcoded `C:\stlnative`; it now lives here at `build-env\stlnative\`, and the 3 macros in `stl_inc_find.hpp` point at -``. No external `C:\stlnative` is needed — the build is -self-contained under `c:\VWE`. (If you ever relocate the working tree, update those 3 +``. No external `C:\stlnative` is needed — the build is +self-contained under `c:\VWE\firestorm`. (If you ever relocate the working tree, update those 3 macro lines to the new absolute path.) ### One-time setup: register VC6 + the directory paths Run **elevated** (HKLM write needs admin; do both in the same shell): ```cmd -reg import c:\VWE\build-env\vc6-hklm-registration.reg -reg import c:\VWE\build-env\vc6-directories.reg +reg import c:\VWE\firestorm\build-env\vc6-hklm-registration.reg +reg import c:\VWE\firestorm\build-env\vc6-directories.reg ``` - `vc6-hklm-registration.reg` → registers the VC6 install (ProductDir/InstallDir, environment packages) under `HKLM\SOFTWARE\Wow6432Node\Microsoft\{VisualStudio,DevStudio}\6.0` @@ -72,14 +72,14 @@ reg import c:\VWE\build-env\vc6-directories.reg 1. Launch `VisualStudio6\Common\MSDev98\Bin\MSDEV.EXE`. 2. (Directories are already set by the `.reg` import — verify under Tools → Options → Directories if desired.) -3. Open `c:\VWE\Gameleap\code\mw4\Code\MechWarrior4.dsw`, set +3. Open `c:\VWE\firestorm\Gameleap\code\mw4\Code\MechWarrior4.dsw`, set **MW4Application** as the Active Project, pick a config, Build. ### Option B — command line (scriptable) ```cmd -cd c:\VWE\build-env +cd c:\VWE\firestorm\build-env setup-mw4-build.bat -cd c:\VWE\Gameleap\code\mw4\Code +cd c:\VWE\firestorm\Gameleap\code\mw4\Code msdev MechWarrior4.dsw /MAKE "MW4Application - Win32 Release" ``` > `msdev /MAKE` reads include/lib dirs from the **registry** (the `.reg` above), diff --git a/build-env/build-resources.ps1 b/build-env/build-resources.ps1 index 21e8e52d..263751e5 100644 --- a/build-env/build-resources.ps1 +++ b/build-env/build-resources.ps1 @@ -23,8 +23,8 @@ picks them up automatically. #> param( - [string]$Runtime = "c:\VWE\Gameleap\mw4", # source tree: Content\ + resource\ - [string]$BinDir = "c:\VWE\Gameleap\code\rel.bin", # our freshly built MW4pro.exe + [string]$Runtime = "c:\VWE\firestorm\Gameleap\mw4", # source tree: Content\ + resource\ + [string]$BinDir = "c:\VWE\firestorm\Gameleap\code\rel.bin", # our freshly built MW4pro.exe [int] $TimeoutSec = 1800 # kill a hung (modal-STOP) build ) $ErrorActionPreference = "Stop" diff --git a/build-env/deploy-editor.ps1 b/build-env/deploy-editor.ps1 index 8fc48a2c..034de44f 100644 --- a/build-env/deploy-editor.ps1 +++ b/build-env/deploy-editor.ps1 @@ -1,5 +1,5 @@ <# - deploy-editor.ps1 - install the MW4GameEd2 editor INTO the game-data tree (c:\VWE\Gameleap\mw4). + deploy-editor.ps1 - install the MW4GameEd2 editor INTO the game-data tree (c:\VWE\firestorm\Gameleap\mw4). The editor's entire job is editing the source content + resources, which live in Gameleap\mw4. So instead of a separate deploy dir that just junctions back here, we drop the editor binaries @@ -16,8 +16,8 @@ Editor launches via run-editor.bat (just -armorlevel 3; joystick disabled in code, no /gos switch). #> param( - [string]$Data = "c:\VWE\Gameleap\mw4", # game-data tree = the editor's working dir - [string]$BinDir = "c:\VWE\Gameleap\code\pro.bin" # our built MW4Ed2.exe (PROFILE = working config) + [string]$Data = "c:\VWE\firestorm\Gameleap\mw4", # game-data tree = the editor's working dir + [string]$BinDir = "c:\VWE\firestorm\Gameleap\code\pro.bin" # our built MW4Ed2.exe (PROFILE = working config) ) $ErrorActionPreference = "Stop" Write-Host "== Install MW4 editor into the data tree ==" -ForegroundColor Cyan @@ -73,7 +73,7 @@ Write-Host " wrote run-editor.bat" $ifeo = 'HKLM:\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\MW4Ed2.exe' if (Test-Path $ifeo) { Write-Host " WARNING: PageHeap IFEO for MW4Ed2.exe is set. Remove it (ELEVATED):" -ForegroundColor Red - Write-Host " reg import C:\VWE\build-env\mw4ed2-pageheap-off.reg" -ForegroundColor Red + Write-Host " reg import C:\VWE\firestorm\build-env\mw4ed2-pageheap-off.reg" -ForegroundColor Red } Write-Host "`nEditor installed into the data tree: $Data" -ForegroundColor Green diff --git a/build-env/deploy-mw4.ps1 b/build-env/deploy-mw4.ps1 index c62a1627..e7cf9ca8 100644 --- a/build-env/deploy-mw4.ps1 +++ b/build-env/deploy-mw4.ps1 @@ -1,12 +1,12 @@ <# - deploy-mw4.ps1 - assemble a runnable copy of BattleTech:FireStorm at c:\VWE\MW4 + deploy-mw4.ps1 - assemble a runnable copy of BattleTech:FireStorm at c:\VWE\firestorm\MW4 - RULES-BASED deployment, sourced entirely from the working directory (c:\VWE). + RULES-BASED deployment, sourced entirely from the working directory (c:\VWE\firestorm). No external/image paths are read. Sources: - Runtime = c:\VWE\Gameleap\mw4 (dev superset: runtime DLLs, resources, config) - BinDir = c:\VWE\Gameleap\code\rel.bin (our freshly built binaries) + Runtime = c:\VWE\firestorm\Gameleap\mw4 (dev superset: runtime DLLs, resources, config) + BinDir = c:\VWE\firestorm\Gameleap\code\rel.bin (our freshly built binaries) The dev runtime tree is bloated (~6 GB) with source content and dev-only data. A clean runnable deployment is ~900 MB. These rules select the runtime subset: @@ -33,9 +33,9 @@ #> param( - [string]$Runtime = "c:\VWE\Gameleap\mw4", - [string]$BinDir = "c:\VWE\Gameleap\code\rel.bin", - [string]$Dest = "c:\VWE\MW4", + [string]$Runtime = "c:\VWE\firestorm\Gameleap\mw4", + [string]$BinDir = "c:\VWE\firestorm\Gameleap\code\rel.bin", + [string]$Dest = "c:\VWE\firestorm\MW4", [switch]$SkipResourceBuild, [int] $ResourceBuildTimeoutSec = 1800 ) diff --git a/build-env/mw4-compat-hklm.reg b/build-env/mw4-compat-hklm.reg index b054fd82..608b51c4 100644 --- a/build-env/mw4-compat-hklm.reg +++ b/build-env/mw4-compat-hklm.reg @@ -2,8 +2,8 @@ Windows Registry Editor Version 5.00 ; Apply the DirectDraw 16-bit mitigation shim to the deployed MW4.exe at the ; SYSTEM (all-users) level, exactly matching the known-good C:\MW4knowngood entry. -; Import elevated: reg import c:\VWE\build-env\mw4-compat-hklm.reg +; Import elevated: reg import c:\VWE\firestorm\build-env\mw4-compat-hklm.reg ; (HKCU per-user layer is set separately by deploy-mw4.ps1 / already applied.) [HKEY_LOCAL_MACHINE\Software\Microsoft\Windows NT\CurrentVersion\AppCompatFlags\Layers] -"C:\\VWE\\MW4\\MW4.exe"="$ DWM8And16BitMitigation" +"C:\\VWE\\firestorm\\MW4\\MW4.exe"="$ DWM8And16BitMitigation" diff --git a/build-env/mw4ed2-pageheap-off.reg b/build-env/mw4ed2-pageheap-off.reg index 3fba16a7..bcefa551 100644 --- a/build-env/mw4ed2-pageheap-off.reg +++ b/build-env/mw4ed2-pageheap-off.reg @@ -1,6 +1,6 @@ Windows Registry Editor Version 5.00 ; Disable PageHeap for the editor (removes the IFEO MW4Ed2.exe subkey). -; Import ELEVATED: reg import c:\VWE\build-env\mw4ed2-pageheap-off.reg +; Import ELEVATED: reg import c:\VWE\firestorm\build-env\mw4ed2-pageheap-off.reg [-HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\MW4Ed2.exe] diff --git a/build-env/mw4ed2-pageheap.reg b/build-env/mw4ed2-pageheap.reg index eada01c9..06b184bb 100644 --- a/build-env/mw4ed2-pageheap.reg +++ b/build-env/mw4ed2-pageheap.reg @@ -5,7 +5,7 @@ Windows Registry Editor Version 5.00 ; immediately at the corrupting write (instead of corrupting the free-list and ; hanging/crashing later). GlobalFlag 0x02000000 = FLG_HEAP_PAGE_ALLOCS; ; PageHeapFlags 0x3 = enabled + full page heap. -; Import ELEVATED: reg import c:\VWE\build-env\mw4ed2-pageheap.reg +; Import ELEVATED: reg import c:\VWE\firestorm\build-env\mw4ed2-pageheap.reg ; To DISABLE later: delete the MW4Ed2.exe subkey (or run mw4ed2-pageheap-off.reg). ; (IFEO is a shared key - NOT redirected to Wow6432Node - so this applies to the ; 32-bit editor's ntdll heap.) diff --git a/build-env/play-mr.bat b/build-env/play-mr.bat index 2468f864..bf8be1f4 100644 --- a/build-env/play-mr.bat +++ b/build-env/play-mr.bat @@ -4,7 +4,7 @@ rem play-mr.bat - drag-and-drop launcher for MW4 mission-review (.mr) replay. rem Drop a .mr file onto this .bat, or run: play-mr.bat "C:\path\match.mr" rem rem EDIT THIS to your game install folder (the one containing MW4.exe): -set "GAMEDIR=C:\VWE\MW4" +set "GAMEDIR=C:\VWE\firestorm\MW4" rem ============================================================================ if "%~1"=="" ( echo Usage: drag a .mr file onto this file, or: play-mr.bat "path\to\match.mr" diff --git a/build-env/play-mr.ps1 b/build-env/play-mr.ps1 index b1f6641c..36dd10ae 100644 --- a/build-env/play-mr.ps1 +++ b/build-env/play-mr.ps1 @@ -33,7 +33,7 @@ [CmdletBinding()] param( [Parameter(Mandatory=$true)] [string]$MrFile, - [string]$GameDir = "C:\VWE\MW4", # point this at your game install on another system + [string]$GameDir = "C:\VWE\firestorm\MW4", # point this at your game install on another system [string]$Exe = "MW4.exe", [string]$ExtraArgs = "-window -dragon -nomovie", # e.g. "-window -nomovie" [switch]$NoShim, # skip the DirectDraw AppCompat shim diff --git a/build-env/vc6-directories.reg b/build-env/vc6-directories.reg index c9b121e5..221d850a 100644 --- a/build-env/vc6-directories.reg +++ b/build-env/vc6-directories.reg @@ -4,17 +4,17 @@ Windows Registry Editor Version 5.00 ; VC6 Tools->Options->Directories for the MW4 / FireStorm build. ; EXACT original ordering recovered from the build machine's jeff hive, ; rebased from the original paths to the local build-env\ copies: -; C:\Program Files\Microsoft Visual Studio -> c:\VWE\build-env\VisualStudio6 -; C:\CODE\DX7ASDK -> c:\VWE\build-env\dx7asdk -; C:\CODE\DXMEDIA -> c:\VWE\build-env\DXMedia +; C:\Program Files\Microsoft Visual Studio -> c:\VWE\firestorm\build-env\VisualStudio6 +; C:\CODE\DX7ASDK -> c:\VWE\firestorm\build-env\dx7asdk +; C:\CODE\DXMEDIA -> c:\VWE\firestorm\build-env\DXMedia ; ; Imports into HKEY_CURRENT_USER (no admin needed). Double-click to apply, -; or: reg import c:\VWE\build-env\vc6-directories.reg +; or: reg import c:\VWE\firestorm\build-env\vc6-directories.reg ; This is what lets `msdev ... /MAKE` and the IDE find DX7 headers first. ; =========================================================================== [HKEY_CURRENT_USER\Software\Microsoft\DevStudio\6.0\Build System\Components\Platforms\Win32 (x86)\Directories] -"Path Dirs"="c:\\VWE\\build-env\\VisualStudio6\\Common\\MSDev98\\Bin;c:\\VWE\\build-env\\VisualStudio6\\VC98\\BIN;c:\\VWE\\build-env\\VisualStudio6\\Common\\TOOLS;c:\\VWE\\build-env\\VisualStudio6\\Common\\TOOLS\\WINNT;C:\\WINDOWS\\system32;C:\\WINDOWS;C:\\WINDOWS\\System32\\Wbem" -"Include Dirs"="c:\\VWE\\build-env\\DXMedia\\INCLUDE;c:\\VWE\\build-env\\dx7asdk\\INCLUDE;c:\\VWE\\build-env\\VisualStudio6\\VC98\\INCLUDE;c:\\VWE\\build-env\\VisualStudio6\\VC98\\MFC\\INCLUDE;c:\\VWE\\build-env\\VisualStudio6\\VC98\\ATL\\INCLUDE" -"Library Dirs"="c:\\VWE\\build-env\\VisualStudio6\\VC98\\LIB;c:\\VWE\\build-env\\VisualStudio6\\VC98\\MFC\\LIB" -"Source Dirs"="c:\\VWE\\build-env\\VisualStudio6\\VC98\\MFC\\SRC;c:\\VWE\\build-env\\VisualStudio6\\VC98\\MFC\\INCLUDE;c:\\VWE\\build-env\\VisualStudio6\\VC98\\ATL\\INCLUDE;c:\\VWE\\build-env\\VisualStudio6\\VC98\\CRT\\SRC" +"Path Dirs"="c:\\VWE\\firestorm\\build-env\\VisualStudio6\\Common\\MSDev98\\Bin;c:\\VWE\\firestorm\\build-env\\VisualStudio6\\VC98\\BIN;c:\\VWE\\firestorm\\build-env\\VisualStudio6\\Common\\TOOLS;c:\\VWE\\firestorm\\build-env\\VisualStudio6\\Common\\TOOLS\\WINNT;C:\\WINDOWS\\system32;C:\\WINDOWS;C:\\WINDOWS\\System32\\Wbem" +"Include Dirs"="c:\\VWE\\firestorm\\build-env\\DXMedia\\INCLUDE;c:\\VWE\\firestorm\\build-env\\dx7asdk\\INCLUDE;c:\\VWE\\firestorm\\build-env\\VisualStudio6\\VC98\\INCLUDE;c:\\VWE\\firestorm\\build-env\\VisualStudio6\\VC98\\MFC\\INCLUDE;c:\\VWE\\firestorm\\build-env\\VisualStudio6\\VC98\\ATL\\INCLUDE" +"Library Dirs"="c:\\VWE\\firestorm\\build-env\\VisualStudio6\\VC98\\LIB;c:\\VWE\\firestorm\\build-env\\VisualStudio6\\VC98\\MFC\\LIB" +"Source Dirs"="c:\\VWE\\firestorm\\build-env\\VisualStudio6\\VC98\\MFC\\SRC;c:\\VWE\\firestorm\\build-env\\VisualStudio6\\VC98\\MFC\\INCLUDE;c:\\VWE\\firestorm\\build-env\\VisualStudio6\\VC98\\ATL\\INCLUDE;c:\\VWE\\firestorm\\build-env\\VisualStudio6\\VC98\\CRT\\SRC" diff --git a/build-env/vc6-hklm-registration.reg b/build-env/vc6-hklm-registration.reg index b4a0b853..a641ce24 100644 Binary files a/build-env/vc6-hklm-registration.reg and b/build-env/vc6-hklm-registration.reg differ