Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS

Complete disaster-recovery snapshot: engine/game source, game data assets,
VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive.
Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false,
no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
This commit is contained in:
Cyd
2026-06-24 21:28:16 -05:00
commit 2b8ca921cb
66341 changed files with 7923174 additions and 0 deletions
@@ -0,0 +1,13 @@
// ScriptStrings.cpp : Defines the entry point for the DLL application.
//
#include "windows.h"
BOOL APIENTRY DllMain( HANDLE hModule,
DWORD ul_reason_for_call,
LPVOID lpReserved
)
{
return TRUE;
}
@@ -0,0 +1,116 @@
# Microsoft Developer Studio Project File - Name="ScriptStrings" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
CFG=ScriptStrings - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "ScriptStrings.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "ScriptStrings.mak" CFG="ScriptStrings - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "ScriptStrings - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "ScriptStrings - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""$/GameLeapCode/mw4/Code/ScriptStrings", WCFAAAAA"
# PROP Scc_LocalPath "."
CPP=cl.exe
MTL=midl.exe
RSC=rc.exe
!IF "$(CFG)" == "ScriptStrings - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "../../../dbg.bin"
# PROP Intermediate_Dir "DEBUG"
# PROP Ignore_Export_Lib 1
# PROP Target_Dir ""
IF "$(CFG)"== "ScriptStrings - Win32 Debug"
# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "SCRIPTSTRINGS_EXPORTS" /Yu"stdafx.h" /FD /GZ /c
# ADD CPP /nologo /G6 /Zp4 /MDd /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "SCRIPTSTRINGS_EXPORTS" /Fr /FD /GZ /c
# SUBTRACT CPP /YX /Yc /Yu
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /debug /machine:I386 /pdbtype:sept
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /incremental:no /machine:I386 /noentry
# SUBTRACT LINK32 /pdb:none /debug
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=md ..\..\..\dbg.bin\Content md ..\..\..\dbg.bin\Content\ShellScripts copy Resource.h ..\..\..\dbg.bin\Content\ShellScripts\ScriptStrings.h
# End Special Build Tool
!ELSEIF "$(CFG)" == "ScriptStrings - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "ScriptStrings___Win32_Release"
# PROP BASE Intermediate_Dir "ScriptStrings___Win32_Release"
# PROP BASE Ignore_Export_Lib 1
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "../../../rel.bin"
# PROP Intermediate_Dir "Release"
# PROP Ignore_Export_Lib 1
# PROP Target_Dir ""
IF "$(CFG)"== "ScriptStrings - Win32 Debug"
# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "SCRIPTSTRINGS_EXPORTS" /FD /GZ /c
# SUBTRACT BASE CPP /YX /Yc /Yu
# ADD CPP /nologo /G6 /Zp4 /MD /W3 /GR /Oa /Og /Oi /Gy /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "SCRIPTSTRINGS_EXPORTS" /D "NDEBUG" /D "WIN32" /FD /c
# SUBTRACT CPP /Fr
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /incremental:no /machine:I386 /noentry
# SUBTRACT BASE LINK32 /pdb:none /debug
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /pdb:none /machine:I386 /noentry
# SUBTRACT LINK32 /debug
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=md ..\..\..\rel.bin\Content md ..\..\..\rel.bin\Content\ShellScripts copy Resource.h ..\..\..\rel.bin\Content\ShellScripts\ScriptStrings.h
# End Special Build Tool
!ENDIF
# Begin Target
# Name "ScriptStrings - Win32 Debug"
# Name "ScriptStrings - Win32 Release"
# Begin Source File
SOURCE=.\resource.h
# End Source File
# Begin Source File
SOURCE=.\StringResource.rc
# End Source File
# End Target
# End Project
@@ -0,0 +1,38 @@
<html>
<body>
<pre>
<h1>Build Log</h1>
<h3>
--------------------Configuration: ScriptStrings - Win32 Release--------------------
</h3>
<h3>Command Lines</h3>
Creating command line "rc.exe /l 0x409 /fo"Release/StringResource.res" /d "NDEBUG" "E:\GameleapCode5_03\mw4\Code\ScriptStrings\StringResource.rc""
Creating temporary file "C:\DOCUME~1\MLOWRA~1\LOCALS~1\Temp\RSP27.tmp" with contents
[
kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /pdb:none /machine:I386 /out:"../../../rel.bin/ScriptStrings.dll" /implib:"../../../rel.bin/ScriptStrings.lib" /noentry
.\Release\StringResource.res
]
Creating command line "link.exe @C:\DOCUME~1\MLOWRA~1\LOCALS~1\Temp\RSP27.tmp"
<h3>Output Window</h3>
Compiling resources...
Linking...
Creating temporary file "C:\DOCUME~1\MLOWRA~1\LOCALS~1\Temp\RSP28.bat" with contents
[
@echo off
md ..\..\..\rel.bin\Content
md ..\..\..\rel.bin\Content\ShellScripts
copy Resource.h ..\..\..\rel.bin\Content\ShellScripts\ScriptStrings.h
]
Creating command line "C:\DOCUME~1\MLOWRA~1\LOCALS~1\Temp\RSP28.bat"
A subdirectory or file ..\..\..\rel.bin\Content already exists.
A subdirectory or file ..\..\..\rel.bin\Content\ShellScripts already exists.
1 file(s) copied.
<h3>Results</h3>
ScriptStrings.dll - 0 error(s), 0 warning(s)
</pre>
</body>
</html>
Binary file not shown.
@@ -0,0 +1,17 @@
//{{NO_DEPENDENCIES}}
// Microsoft Developer Studio generated include file.
// Used by StringResource.rc
//
#define IDS_STRING1 1
#define IDS_STRING2 2
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 101
#define _APS_NEXT_COMMAND_VALUE 40001
#define _APS_NEXT_CONTROL_VALUE 1000
#define _APS_NEXT_SYMED_VALUE 101
#endif
#endif
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@@ -0,0 +1,109 @@
//
// MISSIONLANG2.RC2 - resources Microsoft Visual C++ does not edit directly
//
#ifdef APSTUDIO_INVOKED
#error this file is not editable by Microsoft Visual C++
#endif //APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
// Add manually edited resources here...
//
//
// Designers don't have access to buildnum.h right now.
//
//#ifdef DORESOURCESTAMPING
/////////////////////////////////////////////////////////////////////////////
#ifndef _MAC
/////////////////////////////////////////////////////////////////////////////
//
// Version
//
#include "..\..\..\code\buildnum\buildnum.h" // get the current build number
VS_VERSION_INFO VERSIONINFO
FILEVERSION VER_PRODUCTVERSION
PRODUCTVERSION VER_PRODUCTVERSION
FILEFLAGSMASK 0x3fL //VS_FFI_FILEFLAGSMASK
#ifdef _DEBUG
FILEFLAGS 0x1L //VS_FF_DEBUG
#else
FILEFLAGS 0x0L
#endif
FILEOS 0x4L //VOS__WINDOWS32
FILETYPE 0x2L //VFT_DLL
FILESUBTYPE 0x0L //VFT2_UNKNOWN
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "040904b0"
BEGIN
VALUE "Comments", "\0"
VALUE "CompanyName", "Microsoft Corp.\0"
VALUE "FileDescription", "MechWarrior IV Language DLL 2\0"
VALUE "FileVersion", VER_PRODUCTVERSION_STR
VALUE "InternalName", "MechWarrior4 Resources\0"
VALUE "LegalCopyright", VER_COPYRIGHT_STR
VALUE "LegalTrademarks", VER_LEGALTRADEMARKS_STR
VALUE "OriginalFilename", "ScriptStrings.DLL\0"
VALUE "ProductName", "MechWarrior IV\0"
VALUE "ProductVersion", VER_PRODUCTVERSION_STR
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x409, 1200
END
END
#endif // !_MAC
/*#else
//
// Temporary version stamping info
//
1 VERSIONINFO
FILEVERSION 01.04.07.2501
PRODUCTVERSION 01.04.07.2501
FILEFLAGSMASK 0x3fL //VS_FFI_FILEFLAGSMASK
#ifdef _DEBUG
FILEFLAGS 0x1L //VS_FF_DEBUG
#else
FILEFLAGS 0x0L
#endif
FILEOS 0x4L //VOS__WINDOWS32
FILETYPE 0x2L //VFT_DLL
FILESUBTYPE 0x0L //VFT2_UNKNOWN
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "040904b0"
BEGIN
VALUE "Comments", "\0"
VALUE "CompanyName", "Microsoft Corp.\0"
VALUE "FileDescription", "MechWarrior IV Language DLL 2\0"
VALUE "FileVersion", "01.04.07.2501\0"
VALUE "InternalName", "MechWarrior4 Resources\0"
VALUE "LegalCopyright", "01.04.07.2501\0"
VALUE "LegalTrademarks", "\0"
VALUE "OriginalFilename", "ScriptStrings.DLL\0"
VALUE "PrivateBuild", "\0"
VALUE "ProductName", "MechWarrior IV\0"
VALUE "ProductVersion", "01.04.07.2501\0"
VALUE "SpecialBuild", "\0"
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x409, 1200
END
END
#endif
*/
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