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>
Battlemaster stock loadouts (Content\Mechs\Battlemaster\battlemaster.subsystems):
- Replace lone MediumPulseLaser with full IS stock: PPC (Special2, group 1),
6×ML (3 RT + 3 LT, group 1), 2×MG (LA, 200 rds, group 1), SRM6 (Special1,
15 rds, group 2).
Battlemaster Clan 2C (battlemaster2c.subsystems):
- Replace ClanMediumPulseLaser with: ER PPC (RA, group 1), 6×ER ML (3 RT + 3
LT, group 1), 2×Clan Gauss (LA, 16 rds each, group 1), Clan SSRM6 (Special1,
15 rds, group 2).
Behemoth / Behemoth2 (.subsystems):
- Move Gauss rifles from weapon group 3 → group 1 (3 occurrences each).
Resource builder (build-resources.ps1):
- Always run with -window (windowed + DDrawCompat). Fullscreen native DDraw
fails on VMs with the generic Microsoft display adapter.
- Remove dgVoodoo2 D3D interceptors (D3D8/D3D9/D3DImm.dll) from Gameleap\mw4:
they silently break the builder (process exits 0 without packing anything).
Script also defensively moves any such files aside via $dgvMoved block.
- Remove dgVoodoo.conf and dgVoodooCpl.exe (abandoned experiment, no longer used).
- Expected: 'Hardware Error: not compatible with MechWarrior 4' dialog at end
of build on VMs -- click OK, packages are built correctly regardless.
CLAUDE.md: updated with mfdsplit branch notes covering all 2026-07-18 work.
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>
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.
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)
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>
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>
-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.