options.ini [automaticmode] section:
automaticmode=1
automaticfile=c:\path\to\config.ini
Right-click was considered then dropped in favor of a dedicated button
at 467,510 (below Pick Cond., left of Reprint).
C++ (MW4Shell.cpp):
- SAutoFileSlot struct + g_aAutoSlots[16], g_bAutomaticMode, g_szAutomaticFile globals
- [automaticmode] ini read at StartUp
- CTCL_LoadAutoFile: checks file exists, reads [mission] page into existing
g_nRookieXxx globals + [slot0]..[slot15] pages into g_aAutoSlots[]; returns 1 if loaded
- CTCL_GetAutoSlotName(out_str, k): pilot name for slot k
- CTCL_GetAutoSlotMech(out_str, k): mech display name for slot k
- CTCL_GetAutoSlotInt(k, field): Type/Team/Skin/Decal for slot k (fields 0-3)
- Register/unregister all 4 callbacks in StartUp/ShutDown
Script (ConLobby.script):
- o_load_file button at 467, 510
- Handler: CTCL_LoadAutoFile -> if loaded, sends MAIL_SET_ROOKIE_MISSION to
ConLobbyMission (game options), clears all slots, then applies per-slot data
in a loop (pilot names, mech by display-name lookup in allowed_mechs[], team,
skin, decal). USE_ALLOWED_MECHS/non-ALLOWED_MECHS both handled via #if.
File not consumed (stays on disk); external app overwrites for next load.
Rebuild required: MW4.exe (Release + Profile).
MW4Shell.cpp:
- CTCL_DefaultHostSetup (non-coop): replaced hardcoded
Environment.NetworkMaxPlayers=16 with
params->m_maxPlayers + (CTCL_GetTeslaCountAll() - CTCL_GetTeslaCount())
so DirectPlay reserves one extra slot per installed cameraship.
CTCL_GetTeslaCountAll() - CTCL_GetTeslaCount() = camera-only seat count.
- SetNetworkMissionParamater / PLAYER_LIMIT_PARAMETER: applied the same
camera-slot formula when the host changes the player limit at runtime.
Also restored the gos_NetServerCommands(gos_Commend_UpdateMaxPlayers)
call (was accidentally dropped) and the missing break that caused
fall-through into JOIN_IN_PROGRESS_PARAMETER.
- COOP branch: no change (capped at 9+bots; camera seats not needed there).
ConLobby.script:
- Raised the launch-guard cap from nTempPlayerCount > 16 to > 17,
allowing the 17th connection (the cameraship) to not trigger the
'Too many player/bots' error.
Version bumped to V5.1.0b1 to align with the 5.1.0b-in-progress branch name and
the goal of producing a tested release candidate.
Incorporated manually-tested script changes from Buddy 'Highlight' Taylor of
MechCorps (MCHL), who expanded the default mech pool from Fab4 to Super6:
- ROOKIEMECH defines extended to 6 entries (added Archer ID=1, Warhammer ID=62)
- 16-slot default mech assignments updated to cycle through all 6 Super6 mechs
- Right-click mech randomizer expanded from random(0,3) to random(0,5) to
include Archer and Warhammer in the pool
Changelog entries for Cyd (06/24/26), MCHL (06/27/26), and RT (07/19/26)
added to the script header.
Co-authored-by: Claude Sonnet 4.6 (Anthropic) <noreply@anthropic.com>
Co-authored-by: GitHub Copilot <copilot@github.com>
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>
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>
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.