Commit Graph
8 Commits
Author SHA1 Message Date
8bfaf9b9ad Publish V5.1.0b_RC2: rebuilt binaries, repacked props, RC2 documentation
RC2 build, verified to launch on the Windows box and copied back into the
deployment at MW4/. Supersedes RC1 (a0331e78), which predates everything in
sections 12-17 of the test checklist.

Binaries and content
--------------------
* MW4.exe / MW4pro.exe rebuilt from CoreTech GameOS + MW4Application. Carries
  the display work that landed after the RC1 build: -tident, the full
  gos-displays.txt start-up trace with the CLASH and CTCL-type reports, the
  HSH_EnterFullScreen2 panel re-entry fix, the -tmr cameraship ladder, and the
  updated -help text.
* Launcher / autoconfig / mw4print / ctcls / MissionLang / ScriptStrings
  relinked in the same pass.
* props.mw4 + props.dep fully repacked (deleted first, not incremental), so the
  23-entry time list, the restored 7-minute default and the V5.1.0b2 console
  title are actually in the package rather than only in the source tree.
* mw4-help.txt regenerated from the new exe; the diff is the proof the built
  binary carries the documentation changes.

Documentation, renamed to RC2
-----------------------------
* RELEASE-NOTES-5.1.0b_RC1.{md,html} -> ..._RC2.{md,html}, both hand-maintained
  in step, ASCII + CRLF so they open correctly in Notepad on a pod.
  - New "Already testing RC1?" block at the top. RC1's notes already described
    -tident and the CLASH report, but the RC1 BINARY does not contain them, so
    anyone comparing the two needed that stated explicitly.
  - Time limits corrected to 23 entries (1-15, 20, 25, 30, 45, 60, 120, 180,
    240) with the 7-minute default restoration called out.
  - New section on the cameraship Map/Armor screen: background but no overlays
    is -ctcltype 2 on a cameraship, not a video card. Includes the
    "CTCL type =" log line and -tmr 3 as the follow-up check.
  - -fps description corrected: the per-second column is a 5% low and the 1% /
    0.1% lows are in the session summary. The old text described behaviour that
    had already been changed.
  - Switch table gained -tmr; known issues gained stereo-only audio and the
    single-monitor -tident caveat; upgrade checklist now names V5.1.0b2.
* testing-checklist-5.1.0b1.txt -> testing-checklist-5.1.0b_RC2.txt, with a
  build-requirements header and new sections 12-17 covering -tident, the
  display trace (including a deliberate -tmon clash to exercise the CLASH
  report), the panel re-entry fix, cameraship/-tmr, 240-minute missions and a
  -help verification pass.
* OPTIONS-INI.md: TimeList_Index is documented as no longer driving the console
  lobby default (the script uses a literal since the list was expanded) while
  TimeList_Value remains live; added a table of the files the game writes next
  to MW4.exe. Also repaired the CP949/CP1252 damage in that file - it carried
  literal 0xA1 0xE6 arrows, 0x97 em dashes and ~20 '?' characters where dashes
  had been lost. Now pure ASCII.
* README.md points at the RC2 notes.

Source
------
MW4Application.cpp help text: -fps now matches what gos-fps.txt actually
prints, and -ctcltype states that a cameraship must use 3 and what goes wrong
when it does not. Audited all 80 switches parsed in the file against the help
array - none missing, and no game-facing switch is parsed anywhere else.

Deployment housekeeping
-----------------------
* dgVoodoo.conf: ScalingMode = stretched_ar, which is the setting the release
  notes require and which fails SILENTLY when wrong. FPSLimit was left at 20
  from bench testing and would have shipped a 20 fps cap to every Win10/11 pod
  - raised to 60.
* banner.txt reset from a test string to the shipped placeholder.
* Removed two stray screen000*.bmp captures and the duplicate dbstruct.txt
  (db_schema.sql is the current name, per b4089291).
* .gitignore: gos-displays.txt and gos-fps.txt are truncated on every launch
  and are per-machine, so they are no longer mirrored.

Not yet done: multi-monitor pod testing of this binary. -tident, the re-entry
fix and -tmr have not been exercised on real MFD hardware - that is what the
new checklist sections are for.

Co-authored-by: Claude Opus 5 (Anthropic) <noreply@anthropic.com>
Co-authored-by: GitHub Copilot <copilot@github.com>
2026-08-07 13:07:43 -05:00
dicion b40892910b fix filename for db structure file to match the new naming convention. 2026-07-26 10:35:29 -05:00
a0331e78d2 Compiled Build 5.1.0b_RC1 Files
Deployed game tree copied back from the Windows build machine, containing the
compiled 5.1.0b_RC1 binaries and every asset the deploy produces. 846 files:
21 added, 825 modified.

Freshly built binaries: MW4.exe, Launcher.exe, autoconfig.exe, ctcls.dll,
MissionLang.dll, ScriptStrings.dll, Language.dll and the rest of the runtime DLL
set, carrying everything merged this cycle -- the 16-pilots-plus-cameraship launch
fix, the MFD mode 4 split-display support and its stutter fix, -tmon, -tcoop, -fps,
-tbaud, the Load File console lobby feature, configurable Rookie Mission, and the
English Language.dll build.

New in the deployment:
- set-appcompat.bat / set-appcompat.ps1 -- the one-click AppCompat shim installer,
  now shipped by deploy-mw4.ps1 so any copy of an install can repair its own
  registration (the layer is keyed on the exe's full path).
- libmysql.dll -- required by mw4print 2.0's MySQL export, late-bound at runtime.
- Four hsh art files restored from 5.0.7D: MFD/assassin2.bmp, Mechs/battlemaster
  iic.bmp, Mechs/behemoth ii.bmp, Mechs/mad cat mkii.bmp.
- banner.txt, dbstruct.txt -- mw4print banner text and the exported DB structure
  reference.

dgVoodoo2 is included as MW4/dgvoodoo2_files/ -- deliberately in a subfolder and
NOT alongside the executable. Nothing loads from there, so the files are available
for a pod owner to install on Windows 10/11 without being active by default. This
keeps XP pods safe: they use native DirectDraw, and having dgVoodoo2 loose in the
game folder would break them. Do not move these files up a level in the repo.

Runtime leftovers from testing on the build machine are included as well
(DDrawCompat logs, DebugLog.txt, mw4-help.txt, two screenshots), consistent with
this repo's stated purpose as a full disaster-recovery mirror in which nothing is
excluded on purpose.

All binaries and art are stored via Git LFS per .gitattributes; verified that
MW4.exe, libmysql.dll, the dgVoodoo2 DLLs and the screenshots staged as LFS
pointers rather than raw blobs.

Co-authored-by: Claude Opus 5 (Anthropic) <noreply@anthropic.com>
Co-authored-by: GitHub Copilot <copilot@github.com>
2026-07-25 19:52:43 -05:00
dicion af416960fa Translate Korean comments/strings to English; fix UTF-8 encoding across source tree
Korean translation (84 source files, 876 lines):
- Translated all EUC-KR/CP949 Korean developer comments to English across
  84 source files in Gameleap/code/. Zero Korean bytes remain outside the
  intentional font-table headers (D3FFontEdit2/fontedit all.h etc.).
- Comment markers: //상훈 앞/뒤 -> //sanghoon begin/end (Sang-hun's code
  region markers); //상훈짱 begin/end, //상훈.. variants; // 鉉 -> // hyun
  (second developer's markers); // 鉉 - start/end patterns.
- Functional string translations in recscore.cpp (mw4 + mw4print copies):
  body-part return values (왼발/오른발/etc. -> Left Leg/Right Leg/etc.),
  kill-announcer format strings (~30 entries), and the nonmfc.h assert dialog.
- GosView profiler: 킪 -> us (microseconds) in timing display strings.
- Network/socket code (ctcl.cpp, mugsocs.h, ctime.cpp across Launcher/
  MW4Application/MW4GameEd2/AnimScript): state-machine comments, socket
  ID comments, login/session management comments.
- render.hpp CHSH_Device member comments; GUIRadarManager.cpp drawing
  routine comments; hudchat/hudcomp2/huddamage/hudmap/hudweapon/hudtarg
  HUD component comments.
- DXRasterizer.cpp: cleaned residual U+FFFD replacement characters left
  from a prior partial encoding conversion.

UTF-8 encoding cleanup (76+ files):
- Latin-1 single bytes converted to proper UTF-8 multi-byte sequences:
  © (0xA9) in 3dsmax4/Maxscrpt Autodesk/Wainwright copyright headers,
  ® (0xAE) in gosHelp/Remote.cpp, · (0xB7) bullet points in ai command.hpp,
  Û (0xDB) in SafeChain_Test.cpp tool header,
  ß (0xDF) in AnimationSuite version strings (8 files).
- Font lookup tables (D3FFontEdit2/, fontedit/ *.h) intentionally left
  as-is: raw byte values are C array data, not text.

Language DLL:
- Replaced Gameleap/mw4/Language.dll (original Korean binary) and
  MW4/Language.dll with freshly built English version from
  Language - Win32 English config (Language.dsp). Fixes Korean button
  labels in the GameOS exception/crash dialog (??? ??... / ?? / ???
  were showing instead of More Details.../Continue/Exit).
2026-07-18 13:10:31 -05:00
CydandClaude Fable 5 4cb3ab8ea8 Rebuild + deploy after PR #4 throttle-zero fix
Incremental Release + Profile builds (0 errors) picking up the
CRIOMAIN.CPP UpdateThrottle change; rel.bin\MW4.exe and MW4pro.exe
deployed to MW4\. Build logs in build-env\build_pr4_*.log.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 21:44:54 -05:00
CydandClaude Fable 5 dbcf4052e2 Add -tbaud switch: force COM1 RIO baud for high-speed replica boards
-tbaud <rate> (9600-921600) overrides the COM1 baud rate while keeping
old-RIO (type 0) protocol behavior unchanged; independent of -trio.
SetupComm buffers 2/2 -> 1024/1024 only when the override is active.
Rebuilt Release + Profile (0 errors), deployed rel.bin\MW4.exe to MW4\.
run-firestorm driver: game-start now takes optional extra args.
CLAUDE.md: branch notes incl. the CP949 comment-encoding hazard
(mw4 sources must be edited byte-safely).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 21:50:10 -05:00
CydandClaude Fable 5 2f17631081 FS507D asset recovery, ConLobby V5.0.7Df promotion, mechlab New-Mech crash fix
FS507D_20161015 release analysis wrap-up (drop itself is gitignored; art-review
folder kept local for review):
- Recovered the only assets our tree lacked: 13 hsh HUD/radar/mech bmps and the
  two 5.07D lobby decals (decal_46/47.tga, extracted from release props.mw4 via
  a ported gos_LZDecompress).
- ResourceImagePool.cpp: missing-texture placeholder is now LAB_ONLY (editor
  keeps degraded mode); Release restores the original fatal STOP. Release +
  Profile rebuilt, 0 errors.

Console script reconciled:
- ConLobby.script.new ("BattleTech Console V5.0.7Df", newest revision anywhere)
  promoted to Content\ShellScripts\ConLobby.script; .new removed; stale loose
  deploy copy removed. Verified in-game (console title shows V5.0.7Df).
- Corrected CLAUDE.md: the release never "renamed" the console to
  ComputerPlayer.script -- the resource packer stores script contents under
  alphabetically skewed entry names (runtime resolves the same pairing).
  Packer quirks documented (stale entry carry-forward on incremental builds,
  name/content skew in directory sweeps).

Mechlab bug fix (first FireStorm bug hunt):
- New-Mech dialog showed blank rows for Wolfhound/Zeus and crashed (KERNELBASE
  read AV) when creating a Zeus. Root cause: newmech in chassis.script created
  its Type droplist without setting $$m_listBoxSize$$, so capacity defaulted to
  60 while 65 chassis were written in -- OOB script-array writes. Fixed by
  sizing the list from $$m_chassisCount$$. Latent stock-MW4 bug armed when the
  FireStorm roster passed 60 chassis. Verified: Zeus variant creates cleanly.

props.mw4 fully repacked (decals + promoted console + mechlab fix, junk
.new/.org entries gone); game deploy refreshed at MW4\. Gitignore: FS507D drop
and player-created MW4\Resource\Variants.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 13:04:45 -05:00
Cyd 2b8ca921cb 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.
2026-06-24 21:28:16 -05:00