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>
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>
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>
-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>
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.