cd10398f714e63c30c3fffaffff3aeef8c7a7c24
42
Commits
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cd10398f71 |
Fix High Explosive firing from MechLab
Correct the High Explosive ammo key and ensure positive-capacity weapons receive at least one starting round and ammo per pack. Apply MechLab special handling to weapon ID 87 and document activation, stacking, validation, and deployment requirements. |
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ad49ec708f |
Fix Rifleman MFD/Radar damage mappings; document the authoring pipelines
Repairs Rifleman's external MFD and Radar paper-doll source rectangles,
removes the dead commented-out Dasher rows, and records the canonical
authoring pipelines that had never been written down.
Requires a Windows VC6 Release/Profile rebuild - DXRasterizer.cpp
includes coord.cpp directly - plus a physical MFD/Radar hardware test.
The Linux workflow validates data and geometry only.
How the mapping was validated
-----------------------------
Ground truth is Mad Cat (ID 40), whose mapping is known-good in game and
user-confirmed. It establishes the invariant:
texuv2/texuv3 rectangles must bound the component blobs in the runtime
BMP, and the rule is exact - texuv = blob bounding box with x1,y1 + 1.
offset2/offset3 are on-screen placement and deliberately do NOT align to
the BMP; overlaying them against the art is meaningless.
Scoring each rectangle by IoU against the nearest art blob gives a clean
bimodal split: healthy chassis 0.78-0.99 (the single sub-0.5 zone is
normally HD, which has no blob of its own), broken chassis below 0.5.
Rifleman
--------
Its texuv2 row was a verbatim copy of Mad Cat's, so CT landed in empty
space, S1/S2 enclosed nothing and the legs hung off the art. Its texuv3
row was independently misaligned.
MFD 0.14 -> 0.86
Radar 0.25 -> 0.87
(Mad Cat control, unchanged: 0.88)
Zone labels were confirmed by eye, not inferred - an automatic classifier
trained on the 42 healthy chassis reproduces only ~70% of labels, because
zone placement is conventional but not guaranteed. HD is the small 3-bar
element under the centre torso, recovered by merging three sub-300px
fragments that the blob threshold had discarded.
Note the Radar layout is NOT a mirror of the MFD one: the legs move up
into the middle row and the wide S1 slab moves from the top to the
bottom. Radar S2 is now zeroed; the previous {186,10,312,78} had no
corresponding art.
Dasher rows
-----------
Dropped the four commented-out M_Dasher rows from all four arrays. Dasher
is not in the 65-ID roster, and a commented row is an active hazard: any
tool that parses these arrays or texturename[] without stripping comments
first picks it up and shifts every later chassis by one. That exact bug
produced a bogus "id41 madcat" during this work.
(huddamage.cpp still has a commented "hud\\dasher" entry - same hazard,
left for a separate change.)
MFD-RADAR-MAPPINGS.md
---------------------
Adds the project owner's verbatim MFD and Radar authoring pipelines as
the authority, plus the fact that coord.cpp is edited via the GameOS
project's "External Dependencies" folder in the VC6 IDE.
Records the distinction that caused a wrong diagnosis during this work:
Radar expands its canvas to 512 BEFORE the unexploded view is saved, so
Radar coordinates are measured in 512 space, whereas MFD expands to 512
AFTER all coordinates are recorded, so MFD coordinates are in 340 space.
Also MFD separates sections with a 4x4 black line while Radar outlines
with 2x2 white, both rectangles are measured on the unexploded view, and
the exploded view saved in indexed mode is the runtime BMP.
File remains CRLF-only; all four arrays verified at 65 rows x 11 zones.
Co-authored-by: Claude Opus 5 (Anthropic) <noreply@anthropic.com>
Co-authored-by: GitHub Copilot <copilot@github.com>
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3256c103a2 |
mw4print: add -debug flag for step-by-step diagnostic logging
Adds runtime diagnostic logging to track down why printing is broken. Pass -debug (or /debug) on the command line; all output goes to mw4print-debug.txt next to the exe (append mode, timestamped lines). No effect on normal operation when the flag is absent. What is logged: - Startup: AssetsDirectory1 path and full command line - OnCreate: DB config loaded, timer created - DoCopyData / OnFileOpen: each file queued for printing with filename - OnTimer: which file is being processed each second, LoadPR result - DoPrint: nPlayers count, PrintDlg call + result (on failure logs CommDlgExtendedError hex code), DB export call/result, SetupFonts result, StartDoc result, EndDoc vs AbortDoc, final return code The CommDlgExtendedError value on a PrintDlg failure will identify the root cause (e.g. CDERR_NODEFAULTPRN = no default printer configured). Co-authored-by: Claude Sonnet 4.6 (Anthropic) <noreply@anthropic.com> Co-authored-by: GitHub Copilot <copilot@github.com> |
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deafc2b01b |
Make Behemoth II inherit validated display mappings
Copy Behemoth's validated texuv2, offset2, texuv3, and offset3 rows from Mech ID 11 to Behemoth II at Mech ID 12. Both variants intentionally share the same external MFD and Radar geometry. Add an inherited-mapping assertion to the J&J comparison generator so future runs fail if any Behemoth II coordinate row diverges from Behemoth. Record the passing inheritance check in the generated summary. Document the inherited variant relationship and effective mapping count in MFD-RADAR-MAPPINGS.md. Compare hud/behemothii.bmp and radar/hud/behemothii.bmp against the corresponding Behemoth runtime assets. Both 512x512 grayscale images are already pixel-identical, so no hsh art files are copied or replaced. |
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9755803949 |
Fix external MFD and radar damage mappings
Install the validated J&J coordinates for 19 external display sets across 13 chassis. Update all affected texuv2/offset2 and texuv3/offset3 rows while preserving the 65-mech positional layout and coord.cpp CRLF encoding. Add a reusable Pillow comparison generator, 38 red/green review maps, and a generated summary. The final audit reports 19 exact mappings, zero differences, zero input warnings, and seven display sets without complete supplied inputs. Normalize four unambiguous measurement transcription issues: Behemoth MFD LT 1742 to 174, Behemoth Radar CT punctuation and blank S2, and Fafnir MFD LL punctuation. Document the complete authoring and runtime workflow, including legacy tuple normalization, MFD/Radar scaling, odd-coordinate handling, canonical runtime names, pixel-versus-byte BMP comparison, validation checks, rebuild requirements, and the final installed-set inventory. Compare every supplied exploded runtime BMP against Gameleap/mw4/hsh. All 19 are already pixel-identical, so no runtime art files are replaced. |
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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 ( |
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4e04fd1fb2 |
Displays: -tident identify mode, panel re-entry fix, desktop-order log
Follow-up to the gos-displays.txt enumeration trace. The expanded log arrived from the Intel tester and settled the failure - and disproved the hypothesis it was written to test. What the log showed ------------------- The consistency check printed "No duplicate device assignments", so the suspected -tmon clash was NOT the cause. The actual evidence was that HSH_EnterFullScreen2 runs TWICE: the first entry brings every panel up DD_OK, the second fails on the same device with DDERR_EXCLUSIVEMODEALREADYSET and then DDERR_NOCOOPERATIVELEVELSET. Two independent causes, one operational and one a real defect. Cause 1 - Windows Display Settings numbers are not DirectDraw indices -------------------------------------------------------------------- The operator set -tmon by reading the numbers off the Display Settings arrangement diagram. On that machine all three numbering systems differ: Settings 3 -> \\.\DISPLAY1 -> device 0 (primary, 800x600, main) Settings 4 -> \\.\DISPLAY4 -> device 3 (USB adapter, radar) Settings 2 -> \\.\DISPLAY2 -> device 1 (mfd1) Settings 1 -> \\.\DISPLAY3 -> device 2 (mfd2) A permutation with two accidental fixed points - no derivable rule, and the Settings ordinal is not exposed by any documented API, so it cannot be translated in code. -tmon 1,4,2,3 worked first try (user-confirmed). This is why Windows ships an Identify button rather than publishing the mapping. Cause 2 - panels re-opened without being released (REAL BUG, all machines) ------------------------------------------------------------------------- EnterFullScreenMode() calls HSH_EnterFullScreen2() on every mode change and every lost-front-buffer recovery, but the teardown HSH_DirectDrawRelease2() was only wired to DirectDrawRelease(), i.e. full shutdown. CHSH_Device::InitFirst() therefore overwrote pDD with a fresh IDirectDraw7 while the previous one still held exclusive fullscreen, leaking it and its exclusive claim for the life of the process. It only bites when a panel sits on the Windows primary: secondary outputs grant exclusive mode again, the primary does not. Every working pod happens to have the main display on the primary, so no panel is ever there - which is the whole reason this looked hardware-specific. FIX: HSH_EnterFullScreen2() now releases first when hsh_initialized || hsh_mrdev_initialized. Tagged [panelreinit]. Reuses the existing teardown, which already restores the display mode, drops the coop level and clears the flags for both the MFD/radar and cameraship paths. New: -tident, the game's own Identify ------------------------------------- MW4.exe -tident [3..120, default 20] fills every display with a distinct colour and prints, huge, the number to type into -tmon, plus its device index and the role currently assigned to it. Then exits. Deliberately uses DDSCL_NORMAL and paints via GDI on the primary surface: no exclusive mode, no display mode change. Taking exclusive fullscreen on several devices at once is the very failure being diagnosed, and a diagnostic that trips over that fault is worthless - this works even on a pod where the MFD modes are broken. It opens the real DirectDraw devices rather than positioning GDI windows by HMONITOR, so it proves the device-index -> physical-output association through the same path the panels use. Positioning by DirectDraw's own reported HMONITOR would be circular. Implemented as IdentifyDisplays() in VideoCard.cpp, called at the end of FindVideoCards() followed by ExitProcess(0). Everything it paints is also written to gos-displays.txt, so the mapping survives even if a monitor is dead. Also added: desktop-order block ------------------------------- gos-displays.txt now prints the monitors sorted left-to-right by desktop position with their device indices, which maps directly onto the picture in Display Settings. For the reporting machine it reads out as -tmon 1,4,2,3 with no derivation required. Documentation ------------- * -help: new -tident entry. The -tmon text now states outright that these are NOT Display Settings numbers and points at -tident. Its old "-tmon 1,2,3,4" example was actively inviting the mistake that caused this report, so that section was rewritten rather than appended to. * Release notes (md + html, both hand-maintained): -tident section with sample output and the reason it has to exist; -tmon warning; new sections for the CLASH report and the re-entry fix in operator terms; switch-table row; expanded log description with the copy-before-relaunch warning; upgrade-checklist step to run -tident once after upgrading. * CLAUDE.md: STEP 12 with the full engineering record, including the three-way numbering table and both causes. * OPTIONS-INI.md: videodriverindex note now points at -tident. Cost ---- -tident is opt-in and exits immediately after. The desktop-order block is a handful of extra startup writes. Nothing added is reachable from the frame loop. Testing ------- -tmon 1,4,2,3 confirmed working on the reporting machine, which validates the diagnosis. The -tident and re-entry changes are NOT yet built or run; both need a rebuild of MW4.exe (Release + Profile) as they touch CoreTech GameOS. Worth checking on the W4100 bench first that CreateSurface(PRIMARYSURFACE) under DDSCL_NORMAL succeeds on secondary devices through dgVoodoo2 - if a panel comes up blank the log names the failing call. Co-authored-by: Claude Opus 5 (Anthropic) <noreply@anthropic.com> Co-authored-by: GitHub Copilot <copilot@github.com> |
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2e85cd2066 |
GameOS: full display enumeration trace in gos-displays.txt
Motivation ---------- A tester's 3-display Intel integrated-graphics box (main + 2 MFDs on the iGPU, radar on a USB adapter) failed MFD bring-up with the second MFD panel returning DDERR_EXCLUSIVEMODEALREADYSET, while the same build works on a W4100 and on a Quadro. The old report showed only the final device list and role numbers, which was not enough to tell whether the cause was device count, capability, index shifting, or a duplicate assignment. The report now traces every stage of display discovery in the order the game performs it, so the cause can be read off the file instead of inferred. What gets logged ---------------- * Header: executable path, full command line, and the requested -tmfds / -tmon values already converted from the 1-based command-line form to the 0-based DirectDraw indices the code uses. That conversion is an easy off-by-one to miss: "-tmon 1,..." means device 0. * Windows desktop topology via EnumDisplayDevicesA + EnumDisplaySettingsA - every \\.\DISPLAYn adapter, its friendly name, attached/primary state and current mode. Stated explicitly so it can be compared against the DirectDraw order, which is NOT the same ordering. * Stage 1, enumeration callbacks: each callback as it fires, with driver description, driver name, GUID, and the HMONITOR resolved through GetMonitorInfoA to \\.\DISPLAYn plus desktop rect and primary flag. Entries with no HMONITOR are named as the primary-display-driver alias, noting that NumMonitors is not incremented for them. * Stage 2, capability check: per device ACCEPTED (with assigned index and whether a HAL was found) or REJECTED. * Device table printed THREE times - before the NULL-device merge, after it, and final. Each entry shows description, driver, DeviceGUID, guidDeviceIdentifier, vendor/device IDs, hardware-rasterizer flag and its monitor. Followed by an adapter grouping listing which device indices belong to the same physical card, since guidDeviceIdentifier identifies the ADAPTER and not the output - which is precisely why a single card and a mixed iGPU + USB adapter setup enumerate differently. * Stage 3, the NULL-device merge: whether the NumMonitors>=2 guard passed, which device matched the primary's adapter GUID, and every index shift printed individually. If nothing matches, it says so loudly - slot 0 then remains the alias and any role pointed at device 0 lands on the Windows primary monitor. * Stages 4-7, role selection: span / main / radar / MFD searches, each printing the device chosen AND the reason every skipped device was skipped. Then the -tmon overrides, each showing what auto-detection had chosen and what the override replaced it with, or why it was rejected. * Final summary: role -> device -> physical monitor, plus a consistency check that reports two roles landing on one device as an explicit CLASH, with the explanation that the second panel will fail with DDERR_EXCLUSIVEMODEALREADYSET. That is the suspected failure on the Intel box and nothing in the old log pointed at it. Fixes ----- * Monitor/device desync: the NULL-device merge shifted DeviceArray but nothing tracked which monitor each slot drove. g_ahDevMonitor[] is now shifted in lockstep; without this every monitor attribution after a merge would be off by one, i.e. confidently wrong rather than absent. * HMONITOR is now retained. The Ex enumeration callback is the only place the device-to-monitor association is available and it was being discarded, so videoDevices gained an hMonitor field and BufferDevice takes it. Behaviour --------- No functional change. Every condition, code path and assignment is unchanged - only logging was added, plus the monitor-array shift above. -tmon still applies each slot independently and still does not reject duplicates; the duplicate is now merely visible. Whether to make it an error is a separate decision, pending test results. Cost ---- Startup only. Nothing added is reachable from the frame loop, so there is no runtime cost of any kind. Roughly 255 writes for a 4-monitor pod, at ~25-130 ms total on a warm cache - inside the noise of FindVideoCards() itself, which creates DirectDraw objects and enumerates every display mode per device. Worst case is antivirus on-access scanning of each CreateFile, which could reach ~1 s; a folder exclusion removes it. Lines remain open-append-close so the report survives a hard crash during panel init, which is exactly when it is most needed. gos-fps.txt is the buffered log; this one deliberately is not. Portability ----------- GetMonitorInfoA and EnumDisplayDevicesA are resolved with GetProcAddress and the MONITORINFOEXA / DISPLAY_DEVICEA layouts are declared locally, so nothing depends on the 1998 SDK headers carrying multimon support. If the APIs are unavailable the report degrades gracefully instead of failing to build. ENUM_CURRENT_SETTINGS is defined defensively. Testing ------- Not yet built. Requires a rebuild of MW4.exe (Release + Profile) as this is CoreTech GameOS. Note the report is truncated on every launch - a failing run's log must be copied before relaunching. Co-authored-by: Claude Opus 5 (Anthropic) <noreply@anthropic.com> Co-authored-by: GitHub Copilot <copilot@github.com> |
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24ce46ab6d |
Cameraship Map/Armor diagnostics: -tmr ladder, draw counter, CTCL type log
Investigating a field report that the cameraship secondary armor/score/map screen showed its background BMP but no overlay graphics "on certain video cards". The video card was a red herring: the machine was launched with -ctcltype 2 (game pod) instead of 3 (cameraship), and the overlay block in hudchat.cpp is gated on CTCL_GetType()==_ECTCL_CameraShip, so it never ran. This is hard to spot because the two gates are independent. HSH_EnterFullScreen2 and CMR_Device open the screen and paint its background based purely on whether a spare secondary monitor exists, and never consult the CTCL role. A wrong -ctcltype therefore yields a screen that lights up, shows the correct artwork and renders nothing, which is visually identical to a DirectDraw failure. The same background-only screen also appears on a game pod when an MFD mode finds no dual-head span and falls through to the single-secondary mr_device path. Diagnostics added: - render.cpp: log the CTCL type in gos-displays.txt from HSH_EnterFullScreen2, via the existing g_pfnCTCL_GetType hook so GameOS gains no game-code dependency. Always logged, and states in words whether overlays will be drawn. - render.cpp/.hpp: CHSH_Device::m_nDrawCalls, incremented in DrawQuad, DrawThickFrame and DrawTexture, reset in CMR_Device::BeginScene and reported for the first 5 frames from CMR_Device::EndScene when -tmr is active. Zero draws proves the overlay code never ran; non-zero with a blank screen would mean it ran and drew invisibly. This distinction is what settled the case. - render.cpp: log CMR_Device surface creation plus the overlay texture's dimensions, depth and channel masks. - New -tmr <0-3> switch (MW4Application.cpp, documented in -help): 0 normal, 1 background blit with DDBLTFAST_WAIT|DDBLTFAST_NOCOLORKEY, 2 Clear instead of the background blit, 3 as 2 plus alpha blending off and an untextured magenta DrawQuad. Mode 3 drew magenta and mode 2 was pure black, which cleared the 3D device, the flip and the background blit in two runs; the draw counter then reported 0 and pointed straight at the gate. Documented as STEP 11 in CLAUDE.md, including the field triage rule: read "CTCL type =" in gos-displays.txt before suspecting drivers. Co-authored-by: Claude Opus 5 (Anthropic) <noreply@anthropic.com> Co-authored-by: GitHub Copilot <copilot@github.com> |
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2f4ed244ea |
Fix -fps logger measuring its own overhead; buffer output, fix percentiles
First real run of -fps (222 seconds, 4-monitor bench, in-mission) showed a
rock-solid 60.0 fps average but a worst frame of ~24ms in 82% of seconds, with a
median of 24.4ms and a minimum of 23.2ms. That regularity was the tell: 60Hz vsync
intervals are 16.7 / 33.3 / 50.0 ms, so 24ms is not a multiple of anything and had
no business recurring once per second with that consistency.
Cause: the logger was measuring itself. The per-second line was written straight to
the file with WriteFile on the render thread, and the frame duration is recorded
BEFORE the line is emitted -- so the write's cost landed in the *next* frame's
measurement, which belongs to the next second's bucket. Result: exactly one
inflated frame per second, indefinitely. Holding the handle open (as the first
version did) was not enough; a single WriteFile is still several milliseconds when
something like antivirus is in the path.
Three fixes:
1. Buffered output. Lines accumulate in a 128 KB static buffer (~2000 rows, about
33 minutes at one row per second) and are flushed only when the buffer fills or
at exit via atexit(). A normal measurement session now performs no file writes
at all while running. Trade-off, deliberately accepted: a hard crash loses the
un-flushed tail. gos-displays.txt remains the crash-survivable log; gos-fps.txt
is a measurement instrument and must not perturb what it measures.
2. Meaningful percentiles. A "1% low" over 60 samples per second computes
nFrames/100 = 0, which was clamped to 1 -- so the column was literally
1000/worst_frame, i.e. the worst-frame column restated in different units.
Verified against the log: worst 24.1ms -> 41.5 fps, exactly the "1% low" printed.
Per-second is now a 5% low (worst 3 of 60), which is a number that actually
differs from the worst frame. True whole-session 1% and 0.1% lows are computed
at exit from a 0.5ms-bucket frame time histogram (2000 buckets, 0-1000ms) and
printed in a new session summary along with total frames, elapsed time, average,
and total hitches. The histogram gives exact-enough percentiles over an entire
session without retaining every frame time.
3. Carry-over. A single frame longer than one second (a level load: the log shows
4338ms and 4799ms frames) left the accumulator above the 1000ms threshold, so
the next few frames each emitted their own bogus one-frame row -- visible in the
log as rows reporting "1 frame, 1339 fps". The excess is now discarded.
Also adds #include <stdlib.h> to WinMain.cpp for atexit(); it was not reachable
through pch.hpp. GOS_FpsAtExit is declared __cdecl: GameOS builds with /Gz, which
makes __stdcall the default calling convention, but atexit() takes a __cdecl
callback -- without it VC6 rejects the call with C2664.
What the run did establish, and still stands: 60 frames per second sustained for
~150 seconds with no rhythmic multi-hitch pattern, so the mode 4 split-MFD stutter
fix (
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9c67dddd83 |
Display diagnostics + -fps/-tcoop; native multi-monitor MFD ruled out
Four-monitor MFD bring-up on the new bench (MR_new: AMD FirePro W4100, 4 outputs,
Win10). Adds permanent display diagnostics, a Release-capable frame pacing logger,
a self-locating AppCompat shim installer, and settles -- empirically -- whether
dgVoodoo2 can be dropped for the multi-monitor MFD modes. It cannot.
WHY THIS WAS HARD
-----------------
CHSH_Device::InitFirst/InitSecond discarded EVERY HRESULT (SetCooperativeLevel,
SetDisplayMode, CreateSurface, GetAttachedSurface, QueryInterface, CreateDevice)
and returned true unconditionally. A panel that failed to open produced no error,
no crash and no log entry -- the monitor just stayed on the desktop. SPEW is
compiled out of shipping builds, so none of it was visible. Restoring that
visibility is what unblocked everything else.
DIAGNOSTICS ADDED (keep these)
------------------------------
* VideoCard.cpp -- LogDisplayDevices() writes gos-displays.txt next to the exe:
NumDevices/NumHWDevices/NumMonitors, every DirectDraw device with its
hw_rasterization flag, the role assignment (FullScreenDevice / g_nNonDualHead /
g_nDualHead / g_nDualHead2 / g_nMFD1 / g_nMFD2), per-slot -tmon APPLIED/REJECTED
(previously silent), and whether mode 4's "BOTH mfd1 and mfd2" requirement is met.
* render.cpp -- HSH_LogInit()/HSH_CheckHR()/HSH_HRName() log every DirectDraw call
in the panel init path with its HRESULT decoded by name (27 DDERR_* codes, all
verified present and collision-free against build-env/dx7asdk/include/ddraw.h).
Each line is opened/appended/closed individually so the log survives a crash.
* WinMain.cpp -- GOS_LogFrameRate() writes gos-fps.txt: per second, frame count,
average fps, 1% low (mean of the worst 1% of frames), worst frame in ms, and a
count of frames exceeding 2x average ("hitches"). Average fps alone cannot
distinguish 60fps from 60fps-with-a-dropped-frame-every-second; the 1% low can.
The engine's own FrameRate readout is #ifdef LAB_ONLY (MWMission.cpp) so it only
exists in MW4pro.exe; this works in Release, which is what runs on the pods.
NEW SWITCHES (both documented in -help)
---------------------------------------
* -fps Enable the frame pacing report. Off by default: the gate is the first
statement in GOS_LogFrameRate, so an unflagged run does no arithmetic
and does not even create the file. The file handle is held open for the
process lifetime -- opening/closing it every second would put a syscall
of unpredictable latency on the render thread, i.e. the measurement tool
perturbing what it measures.
* -tcoop <0-5> Selects the SetCooperativeLevel form used by the radar/MFD panels.
0 = legacy (unchanged shipped behaviour, remains the default).
Exists so every candidate fix could be compared on real hardware without
a rebuild between attempts.
CRASH-SAFETY FIX
----------------
hsh_initialized was set unconditionally after panel init, so a failed panel left
null surfaces and a null IDirect3DDevice7 behind and the per-frame path called
straight through them. Now:
- all four InitSecond overrides (CMR/CRadar/CMFD/CMFDRight) bail on base failure,
- CMFD_Device::InitFirst reports its real result instead of always returning true,
- hsh_initialized is only set when the panels genuinely came up.
A display failure now leaves the game running without MFDs instead of bombing to
desktop. Crash signature for the record: `call [ecx+0x44]` with ECX=0 is
IDirectDrawSurface7::GetDC on a never-created surface (vtable offset confirmed
against the DX7 header), reported as "Attempt to read from address 0x00000044".
APPCOMPAT SHIM INSTALLER (new)
------------------------------
build-env/set-appcompat.ps1 + set-appcompat.bat. Self-locating via $PSScriptRoot:
applies DWM8And16BitMitigation to the MW4 executables sitting next to it, wherever
that install lives. HKCU always, HKLM too when elevated (the HKLM value format
differs -- it carries a leading "$" marker -- so the two must not be interchanged).
Verifies by reading back; detects the HIGHDPIAWARE-only entry that SUPPRESSES the
automatic shim; supports -Remove and -WhatIfOnly. deploy-mw4.ps1 now ships both
files into every deployment.
This matters because the layer is keyed on the executable's FULL PATH -- any copy
of an install to another folder or machine silently loses it, and the resulting
error is actively misleading (see below).
WHAT WE LEARNED
---------------
* The AppCompat shim SYNTHESISES 16-bit display modes. Proved directly: the crash
dump shows "16 bit modes :" EMPTY without it and fully populated with it. MW4
renders at bitdepth=16 and modern GPUs expose no 16-bit modes at all.
* Without the shim, GameOS reports "Another application is preventing use of full
screen mode" (GOS_DXRASTERIZER_NOFULLSCREEN, DXRasterizer.cpp ~1125). That is a
catch-all fired after every SetDisplayMode attempt fails -- it even scans for
NetMeeting -- and it sends you looking for a conflicting program that does not
exist. The real cause is the missing shim.
* Exclusive fullscreen DOES work on Win10 with the system ddraw.dll and dgVoodoo2
physically removed, once the shim is applied to that exe path.
* Windowed mode works natively with no shim at all: the windowed path sets
Environment.bitDepth = DesktopBpp (32), so there is no mode switch. Verified for
the console/shell; a full mission windowed is still untested.
* Native DirectDraw enumerates all four W4100 outputs, so dgVoodoo2 was never
needed for device enumeration.
* The engine is 4:3 ONLY. ImageHlp.cpp ~464 asserts the complete supported set:
640x480, 512x384, 800x600, 960x720, 1024x768, 1280x1024 (5:4), 1600x1200. No
16:9 mode and no aspect correction anywhere in the codebase. On a 16:9 monitor
the scaler must adapt: plain stretch distorts geometry, keep-aspect pillarboxes.
* -2dt is not a recognised switch anywhere in the codebase, despite appearing in
production ctcl.ini launch lines. Completely inert.
* NumHWDevices (5) can exceed NumDevices (4): it counts D3D device-enumeration
callbacks, and an adapter exposing both a HAL and a T&L HAL yields two. Benign.
WHAT WE TRIED AND WHY IT FAILED
-------------------------------
The panel cooperative-level call was genuinely wrong -- a latent 2002 bug. Every
panel asked to be BOTH the process focus window AND its own device window, on the
one shared hWindow, after the main device had already taken exclusive mode on it.
The main device (DXRasterizer.cpp ~1027) already uses the correct two-call idiom
(SETFOCUSWINDOW alone, then EXCLUSIVE|FULLSCREEN) -- tagged //sanghoon, the same
author. The panels never were.
Results on real hardware, no dgVoodoo2, shim applied, -tmfds 4:
-tcoop 0 SETFOCUSWINDOW|CREATEDEVICEWINDOW|ALLOWREBOOT|EXCLUSIVE|FULLSCREEN
-> DDERR_EXCLUSIVEMODEALREADYSET
-tcoop 1 CREATEDEVICEWINDOW|EXCLUSIVE|FULLSCREEN (no focus claim)
-> DDERR_INVALIDPARAMS (CREATEDEVICEWINDOW needs a focus window)
-tcoop 2 SETFOCUSWINDOW, then CREATEDEVICEWINDOW|EXCLUSIVE|FULLSCREEN
-> DDERR_INVALIDPARAMS
-tcoop 3 SETFOCUSWINDOW, then EXCLUSIVE|FULLSCREEN
-> first panel collides, but that collision STEALS exclusive mode from
the main display, after which panels 2 and 3 fully initialise (the
radar reached CreateDevice(HAL) = DD_OK -- a secondary panel running
entirely on native DirectDraw). Side effect: the desktop was left at
1920x1080 16bpp. Not viable.
-tcoop 4 EXCLUSIVE|FULLSCREEN only -> EXCLUSIVEMODEALREADYSET, all panels
-tcoop 5 ALLOWREBOOT|EXCLUSIVE|FULLSCREEN -> EXCLUSIVEMODEALREADYSET, all panels
CONCLUSION: on modern Windows only ONE DirectDraw object per process may hold
exclusive fullscreen. The main display takes it; every secondary panel is refused.
XP allowed multiple. dgVoodoo2 allows it because it is a full reimplementation of
ddraw and is not bound by that rule -- it is not papering over a bug we can fix.
=> dgVoodoo2 CANNOT be removed for -tmfds 1/3/4 by correcting these flags. The
default stays -tcoop 0. The switch is retained because it is how this was settled
and it will re-settle it on different hardware.
The only native path is a borderless windowed panel design (DDSCL_NORMAL + clipper
per monitor, no exclusive mode anywhere). Assessment and staged plan are recorded
in CLAUDE.md STEP 10; not started.
WORKING 4-MONITOR CONFIG (with dgVoodoo2)
-----------------------------------------
dgVoodoo2 Scaling mode MUST be "Stretched, Keep Aspect Ratio". Plain "Stretched"
fails silently: main and radar go fullscreen black, both MFD monitors keep showing
the desktop, and every DirectDraw call still returns DD_OK -- the devices are alive
but dgVoodoo2 never drives those outputs. Diagnosed with a temporary per-panel
colour-flash test (since removed), which also established that device index maps
1:1 to physical monitor on this bench, so -tmon 1,2,3,4 equals auto-detection.
Confirmed working end to end: all three secondary panels present, full mission
played.
KNOWN GAP: the working dgVoodoo.conf is still not versioned in the repo (removed
in
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308fe041d4 |
Make -help a complete command line reference
MW4.exe accepts 76 command line switches. Only 27 of them appeared in the old -help output, that output went to the debug log rather than to the user, and it did not stop the game from launching afterwards -- so in practice the switches were undocumented. -help now writes a full, categorised reference to mw4-help.txt next to the executable, opens it in Notepad, and returns from WinMain without starting the game. If Notepad cannot be launched, a message box reports where the file was written. The check runs immediately after the command line is lower-cased at the top of WinMain, before any subsystem is initialised. A file plus a viewer was chosen over a message box because MW4 is a GUI-subsystem application with no console, and 76 switches with real descriptions do not fit legibly in a dialog. The reference documents every switch actually parsed, grouped as: display and video, audio and plasma display, pod hardware and arcade (CTCL), zoom and field of view, multiplayer and network, logging and diagnostics, development and test builds, and other. Each entry records the accepted value range where the parser enforces one -- for example -tbaud 9600-921600, -armorlevel 0-4, -tmfds 0-4, -zmfovb 0.01-0.5, and the -zmtime special case where 0 means instant. Two switches are listed under "recognised but inactive" so their behaviour is not misrepresented: -join, whose consuming line is commented out, and -noabzug, which is only parsed inside a disabled code path. The LAB-only switches are marked as accepted and ignored in Release builds. The old partial SPEWALWAYS list in GetGameOSEnvironment was removed so there is a single maintained reference rather than two that can drift apart. A comment there points at the new one. Also adds an explicit #include <stdio.h>; this translation unit previously had no direct stdio use and relied on transitive inclusion. Co-authored-by: Claude Opus 5 (Anthropic) <noreply@anthropic.com> Co-authored-by: GitHub Copilot <copilot@github.com> |
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9ba2d594b1 |
Add -tmon switch to hard-assign display devices
Display roles are auto-detected in FindVideoCards(): the main view takes the
first hardware-rasterizing device that is not a 1280x480-capable span, the radar
takes the next, and mode 4's two MFD panels take the two after that. That works
until DirectDraw enumerates the adapters in an unexpected order, at which point
the wrong content appears on the wrong monitor with no way to correct it.
Adds an override that keeps auto-detection as the default:
-tmon <main>,<radar>,<mfd1>,<mfd2>
Values are 1-based, so the normal case is "-tmon 1,2,3,4". A value of 0 leaves
that slot auto-detected, so "-tmon 2,1,0,0" swaps only main and radar. Separators
may be ',' '/' or ':'. mfd1/mfd2 are only meaningful with -tmfds 4. Omitting the
switch entirely preserves existing behaviour exactly.
Implementation:
- Parsed in MW4Application's WinMain alongside -tmfds. That runs before GameOS
calls FindVideoCards(), so the values are in place for device selection.
- Stored in g_naMonitorOverride[4] (VideoCard.cpp), extern'd in MW4Application.cpp.
- ApplyMonitorOverride() validates the index against NumDevices, so a stale -tmon
on a machine with fewer monitors falls back to auto-detection rather than
breaking startup.
- Ordering matters and is deliberate: main and radar are applied BEFORE the mode 4
MFD search so that search still skips whichever devices the operator picked;
mfd1/mfd2 are applied after it. Partial overrides therefore compose correctly.
Role map: main = Environment.FullScreenDevice, radar = g_nNonDualHead,
mfd1 = g_nMFD1, mfd2 = g_nMFD2. The mode 1 span (g_nDualHead) is intentionally
not overridable -- it is detected by 1280x480 mode support, which only the span
card advertises, so that detection is reliable.
Also adds a SPEW line logging the final role -> device map and device count.
Note this is only visible in Profile/LAB builds; SPEW compiles out in Release
(gos2X/Gos.h), so in Release the order is determined by observation.
Verified: compiles clean, console launches. Multi-monitor testing pending.
Co-authored-by: Claude Opus 5 (Anthropic) <noreply@anthropic.com>
Co-authored-by: GitHub Copilot <copilot@github.com>
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0a657b5998 |
Fix constant rhythmic stutter in MFD mode 4 (split dual 640x480)
-tmfds 4 splits the 1280x480 MFD span into two independent 640x480 monitors so
the span hardware is no longer required. It rendered correctly but stuttered
rhythmically and constantly, making the game unplayable. -tmfds 1 on the same
binary was flawless.
Root cause: a cross-DirectDraw-object texture read, twice every 7-frame cycle.
CHSH_Device::InitFirst with no pOtherHSHD peer creates its OWN IDirectDraw7 (via
wDirectDrawCreateEx on that monitor's device GUID) and InitSecond creates its OWN
primary flip chain and IDirect3DDevice7. CMFDRight_Device::InitFirst passes no
peer, so the right MFD is an entirely separate DirectDraw object.
EndChannel then did, for channels 3-4:
target->pD3DDevice->SetTexture(0, pDDSTarget);
where target->pD3DDevice belonged to the RIGHT device but pDDSTarget was the LEFT
device's render-target texture. The old code comment asserted "both devices are
on the same GPU so VRAM textures are mutually accessible" -- that premise is
wrong. In DirectDraw 7 a surface belongs to the IDirectDraw7 that created it, not
to the physical GPU, so it is not a valid texture on another object's D3D device.
The MFDs still displayed, which means the runtime was emulating the access with a
VRAM -> system-memory readback and re-upload of the 1024x512 16-bit render target.
That forces a full GPU pipeline stall, and it happened on channels 3 and 4 (that
is, sh_step 5 and 6) -- twice per 7-frame cycle, on the same GPU drawing the main
view. Hence a fixed-period hitch in the whole game, forever.
This also explains why the earlier stagger work (
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29aee4f71b |
Fix 16 pilots + 1 cameraship failing to launch
A full 16-'Mech roster plus a cameraship silently refused to launch: the console
sat in nLaunchState 3 ("loading") forever with no crash and no error. 15 mechs +
camera worked, and 16 mechs with no camera worked.
Two independent bugs, both counting the cameraship against the 16 'Mech slots.
1. Session capacity (broke all-human rosters)
CTCL_DefaultHostSetup derived the camera reserve from
CTCL_GetTeslaCountAll() - CTCL_GetTeslaCount(). Those counters read the CTCL
tesla table, which is only populated when CTCL_IsConsoleOrCOOP() is true --
i.e. only on the console. But the machine that creates the network session is
the cameraship pod (CTCL_DoMission sets g_nServer = nCameraship, and that pod
runs CTCL_DoCreateGame -> CTCL_DefaultHostSetup(0) -> Mech4CreateGame ->
gos_CreateGame(..., Environment.NetworkMaxPlayers, ...)).
On that pod both counters return 0, so the reserve collapsed to +0 and the
session was created with dwMaxPlayers = 16. The 17th connection was refused,
CTCL_CheckServerReady never saw nCount == g_nTeslas + 1, and the launch hung.
Fixed by reserving with a constant, MW4_CAMERASHIP_RESERVE (4, matching
MAX_CAMERAS), which is valid on every machine regardless of the tesla table.
2. Bot admission (broke any roster containing bots)
MW4Shell::AddBot rejects when (player_count + bot_count) >= m_maxPlayers.
player_count is the DirectPlay player count, which includes the cameraship
connection, so with m_maxPlayers = 16 the last bot was silently refused.
g_nBOTs then never matched the connected lancemates and the same readiness
check spun forever.
Fixed by subtracting cameraship participants from player_count under CTCL,
via a new CTCL_CountCameraShipsInGame() helper (non-bot entries with
m_nMechIndex == 0). Cameraships hold a network slot but pilot no 'Mech, so
they must not consume a 'Mech slot.
Also applies the constant reserve in the PLAYER_LIMIT_PARAMETER path, guarded by
!CTCL_IsNone() so a standalone non-pod host keeps its exact configured limit.
This supersedes commit
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515adc2413 |
mw4print: persist banner text via banner.txt
- Add banner.txt load/save helpers in banner settings dialog - Load banner from banner.txt first, with options.ini BannerText fallback - Fix options.ini path join to include missing path separator |
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ff650f7bec |
Load File: finalize first-click deterministic apply, add NoReturn, and align docs
- 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. |
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cd2fe73c88 |
Fix Load File: separate Auto globals; fix team/FFA double-press
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). |
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c3d82d78c9 |
Load File: hide button when automaticmode!=1; fix team/skin double-click
1. Expose g_bAutomaticMode as gosScript variable so ConLobby can check it at init time. o_load_file.state is set to 3 (disabled/hidden) if automaticmode != 1 in options.ini. Button is fully visible and active only when the feature is intentionally enabled. Rebuild required: MW4.exe (Release + Profile). 2. Remove cur_team_val conditional for team/skin slot assignment. Previously, only one of o_team[k] or o_skins[k] was set depending on cur_team_val at click time, but MAIL_SET_ROOKIE_MISSION propagates the new game type asynchronously -- cur_team_val would not reflect the file's GameType until the next frame, requiring a second click. Fix: always set both o_team[k] and o_skins[k] unconditionally. The mission launch code uses whichever is relevant for the active mode; the other is harmlessly ignored. No rebuild (script-only). |
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7852269dc7 |
Fix Load File crash: VALUEPARM for literal field arg in CTCL_GetAutoSlotInt
Script calls callback(CTCL_GetAutoSlotInt, k, 0/1/2/3) where 0-3 are integer literals. The script engine passes literals as (void*)N directly (not as pointers), so INTPARM(1) = *((int*)data[1]) dereferences NULL when field=0, producing the 'Attempt to read from NULL' STOP. Fix: VALUEPARM(1) = (int)data[1] reads the value without dereferencing. k (data[0]) remains INTPARM because it is a script variable (passed as a pointer to the variable's storage, not a literal). Also add exists(@ConLobbyMission@) guard before MAIL_SET_ROOKIE_MISSION for defensive safety if the sub-script is not running. Rebuild required: MW4.exe (Release + Profile). |
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c33465611f |
Add [automaticmode] Load File button to console lobby
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). |
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5813aeb6e9 | Fix missing asset files with ones from 5.0.7D | ||
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a712002fec |
CRIOMAIN.CPP: fix min/max undeclared identifier (VC6)
min() and max() are not in scope in this translation unit under VC6. Replace with explicit ternary clamping expression; no new headers needed. |
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f76dc05f46 |
Support 16 pilots + 1 cameraship in multiplayer
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. |
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16fca6c4f1 |
CRIOMAIN.CPP: translate Korean comments to English, clean UTF-8
Translated all EUC-KR/CP949 Korean developer comments (~35 lines) to English. File re-saved as UTF-8 (was CP949/EUC-KR on disk). Also included: g_dwRIOPollTimeout formula that scales WaitForMultipleObjects timeout by baud rate: clamp(ceil(480000/baud), 5, 50) ms. Key translations: - Developer markers (sanghoon/hyun) - Packet receive loop comments - ACK/NAK handling comments - Thread/COM init comments - Button table comments - Joystick pedal/throttle diagram comments Decorative diamond markers (◆) stripped from case labels and section dividers. Unicode arrows (← →) in diagram comments replaced with ASCII. |
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a45be8044c |
mw4print: bump to version 2.0, update copyright year to 2026
Co-authored-by: Claude Sonnet 4.6 (Anthropic) <noreply@anthropic.com> Co-authored-by: GitHub Copilot <copilot@github.com> |
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9f3a50443a |
mw4print: bump version to 2.0, update copyright year to 2026
Co-authored-by: Claude Sonnet 4.6 (Anthropic) <noreply@anthropic.com> Co-authored-by: GitHub Copilot <copilot@github.com> |
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195db56b1e | mw4print: add db_schema.sql documenting MySQL export structure | ||
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b98cb87ef3 |
mw4print: MySQL export, configurable banner text
MySQL database export (dbexport.h / dbexport.cpp): - New files dbexport.h / dbexport.cpp implement late-bound MySQL export. libmysql.dll is loaded at runtime via LoadLibrary/GetProcAddress so no MySQL SDK is required at compile time; the app runs normally if the DLL is absent. - After each print job, match data is exported to a MySQL server before PrintDlg() is called: one row in 'match', one row per player in 'player_result', one row per attacker/victim pair in 'pvp'. An optional 'event' table records every individual SRecScore entry (off by default). Tables are created automatically (CREATE TABLE IF NOT EXISTS) on first connect. - Config stored in mw4print.ini (app directory), section [MySQLExport]: Enabled, Host, Port, Database, Username, Password, ExportEvents. - Config loaded at startup (OnCreate); DB_LoadConfig() / DB_SaveConfig(). - Connection timeout set to 5 seconds so the app does not hang if the server is unreachable. - libmysql.dll (MySQL Connector/C 32-bit) added to Gameleap/mw4/ so the deploy script copies it to MW4/ alongside mw4print.exe. Database Settings dialog (File > Database Settings... / Ctrl+D): - MFC dialog: enable checkbox, Host/Port/Database/Username/Password fields, Export Events checkbox, Test Connection button with live status label, OK/Cancel. OK persists settings to mw4print.ini immediately. Configurable banner text (File > Banner Setting...): - The 'WWW.MECHJOCK.COM' URL string printed at the bottom of every score sheet is now configurable. Stored as BannerText= in options.ini under [battle tech print] (same section/file as the other print layout params). File > Banner Setting... opens a dialog to edit it; OK saves to options.ini and takes effect on the next print job with no restart needed. Default value is the original MECHJOCK string if the key is absent. |
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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). |
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eaa5fd3bbe |
fix mode 4: stagger right MFD BeginScene to step 1 to match flip timing
Root cause of the broken MFD2 display: CMFD_Device::BeginScene() cleared the right device back buffer at old sh_step==0, but with the stagger the right device flip also fired in that same frame (new sh_step==1 = old sh_step==0 after increment). The flip presented a just-cleared buffer with only the grid, no channel data. Fix: split BeginScene for mode 4 - left device (step 0) vs right device (step 1). Add BeginSceneRight() called from WinMain at old sh_step==1. The right device flip at new sh_step==1 (= old sh_step==0) now shows channels 3-4 rendered at steps 5-6 of the previous cycle - correct. Cycle for mode 4 with stagger: old sh_step 0: radar+left BeginScene, no flip new sh_step 1: flip right MFD (shows prev cycle channels 3-4) old sh_step 1: right BeginScene (clear+grid) old sh_step 2-4: channels 0-2 -> left device old sh_step 5-6: channels 3-4 -> right device new sh_step 0: flip radar+left MFD (shows prev cycle channels 0-2) |
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ab24aace11 | stagger mfd device flips to try and prevent studder. | ||
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6f630c777e | fix errors | ||
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e5c4993436 | Added tmdfs mode 4 for 2x 640x480 monitors | ||
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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> |
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4af0937661 |
Merge PR #4 from Dicion: fix throttle zero handling in CRIOMAIN
Removes the if(lT!=0) guard in UpdateThrottle that made an exact-zero throttle reading keep the previous throttle value; adds a negative clamp. Zero now falls into the deadzone branch -> ZERO_THROTTLE. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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e92e6adf2f | Fix throttle zero handling: remove if(lT!=0) guard, add negative clamp | ||
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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> |
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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>
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035af2b10a | verify buildability | ||
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202563065f |
Moved to proper subfolder to make room for other VWE projects.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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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. |