- Stabilize Load File first-click behavior across mission/map/options/slots.
- Fix map sequencing by rebuilding game-type scenario list before mission lookup.
- Resolve mission-name miss to map index 0 fallback for selected game type.
- Fix decal handling: map INI decal IDs to dropdown indices, clamp invalid indices, display actual decal IDs in UI labels, and avoid redraw-time decal overwrite.
- Fix option apply timing and UI visibility issues, including Weapon Jam refresh.
- Add NoReturn support end-to-end: parse/store in MW4Shell auto globals, expose script variable, and apply to respawn/no-return mission params and UI checkbox.
- Update autoconfig spec to reflect actual parser/default/fallback behavior and add NoReturn examples.
'gui_objects have no parent' crash at line 907: initialize(this) cannot be
called from sender==@conlobby@ context (external mail). Fix:
1. Replace initialize(this)+mail(-9998,parent) in MAIL_LOAD_AUTO_MISSION
with mail(MAIL_LOAD_AUTO_MISSION_DONE=-8888, this) -- a self-mail.
2. Add MAIL_LOAD_AUTO_MISSION_DONE handler in sender==this block, which
safely calls initialize(this)+mail(-9998,parent) from the correct context.
Also repaired a corrupt duplicate MAIL_PREVIOUS_MISSION_PARAMS block
that was left orphaned by an earlier edit (the original body of
MAIL_LOAD_AUTO_MISSION had been inserted there when the handler was
moved from sender==this to sender==@conlobby@).
No rebuild required (script-only).
Handler was inside 'if (sender == this)' but MAIL_LOAD_AUTO_MISSION is sent
from ConLobby (sender != this), so it never fired. All game params (FriendlyFire,
SplashDamage, UnlimitedAmmo, WeaponJam, AdvanceMode, ArmorMode, etc.) were
silently ignored on every Load File click.
Fix: move the ~70-line handler to the 'if (sender == @conlobby@)' block,
alongside MAIL_SET_ROOKIE_MISSION and MAIL_PREVIOUS_MISSION — where all
ConLobby-originated mails are handled. No rebuild required (script only).
Issue 1 — double press to fix team/FFA display:
cur_team_val is updated by ConLobbyMission's -9998 signal which was async.
Fix: call SetNetworkMissionParamater(team_allowed, ...) directly in ConLobby
before the slot loop, then re-read cur_team_val via CTCL_GetTeamParams.
This is synchronous so the slot display is correct on the first click.
New file keys: TeamAllowed=0/1, TeamCount=2 (default 2 teams).
Issue 2 — Default button broken after Load File click:
CTCL_LoadAutoFile was overwriting g_nRookieGameType/g_szRookieMission etc.
so the Default button loaded the last auto-file params instead of defaults.
Fix: 14 new dedicated g_nAutoXxx/g_szAutoMission globals. CTCL_LoadAutoFile
populates ONLY these. Rookie Mission globals are never touched.
New MAIL_LOAD_AUTO_MISSION (-6666) sent to ConLobbyMission applies the Auto
globals (mirrors MAIL_SET_ROOKIE_MISSION_PARAMS but uses g_nAutoXxx).
ConLobby reads game type/mission from Auto globals directly into the
ConLobbyMission dropdowns (@ConLobbyMission@o_game_options[N].nselected).
Files changed:
MW4Shell.cpp: 16 new globals, StartUp/ShutDown registration, CTCL_LoadAutoFile
ConLobby.script: MAIL_LOAD_AUTO_MISSION define, updated handler
ConLobbyMission.script: MAIL_LOAD_AUTO_MISSION define + handler
autoconfig-file-spec.html: document TeamAllowed + TeamCount fields
Rebuild required: MW4.exe (Release + Profile).
ConLobbyMission.script:
- Expand MP time-limit dropdown from 9 to 18 entries (1-15, 20, 25, 30 min)
with max_displayed=10 so the list scrolls cleanly.
- Fix bare else-if syntax (missing braces) that caused null-reference crash
on console lobby load when this was merged from main.
- Fix i==5 vs i==6 max_displayed assignment for time vs radar dropdowns.
build-resources.ps1:
- DDrawCompat's ddraw.dll is fatal to MW4pro.exe in FULLSCREEN but works
in WINDOWED mode. Don't move it aside; instead run the builder with
-window when ddraw.dll is present. This fixes builds on VMs with generic
display adapters (no hardware DirectDraw) and avoids the EnterWindowMode
CreateSurface crash on Win10/11 without a functioning DWM shim.
- Also temporarily set options.ini bitdepth=32 when running without any
ddraw interceptor (bare-metal fallback), restored in finally block.
- Remove stale comment about ddraw being fatal; update interceptor detection
to correctly identify DDrawCompat vs dgVoodoo2 via dgVoodoo.conf presence.
Co-authored-by: Claude Sonnet 4.6 (Anthropic) <noreply@anthropic.com>
Co-authored-by: GitHub Copilot <copilot@github.com>
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.