# BattleTech: FireStorm — workspace layout > ⚠️ **Setting up a new machine? Read `RECOVERY.md` BEFORE cloning this repo.** > The clone only comes out byte-exact if long paths, `core.autocrlf=false`, and Git LFS are > configured *first* — cloning without them silently corrupts line endings, truncates deep > VC98/MFC paths, and leaves LFS placeholders instead of the real binaries. This is the working tree for the FireStorm total-conversion built on the MechWarrior 4 (Gameleap / GameOS) engine. Only **three** trees feed the build/deploy; everything else is output (regenerable), design reference, or archived clutter. See `CLAUDE.md` for the full build/runtime reconstruction notes. ## Folder map ``` C:\VWE\firestorm\ ├─ Gameleap\ The MW4/Gameleap 5.03 engine + game (the two live trees) │ ├─ code\ ⭐ SOURCE CODE — build mw4\Code\MechWarrior4.dsw in VC6 │ │ ├─ CoreTech\ Reusable engine layer: GameOS, MLR renderer, gosFX, │ │ │ GOSScript, Stuff, Network, blade + engine tools │ │ ├─ mw4\Code\ The game itself: MW4 lib (AI, mechlab, HUD, shell), │ │ │ MW4Application (→MW4.exe), MW4GameEd2 (mission editor), │ │ │ scriptstrings/MissionLang (string DLLs), dedicated UI │ │ ├─ mw4\Libraries\ mw4-local libs: Adept, stlport (build first), MLR, │ │ │ Compost, ImageLib, gosfx, server, stuff … │ │ ├─ mw4\Binaries\ 3DS Max export plug-ins (mech/prop .erf pipeline) │ │ └─ rel.bin\ pro.bin\ Build OUTPUT: Release (MW4.exe, MW4pro.exe) / Profile │ │ arm.bin\ dbg.bin\ (editor MW4Ed2.exe) / Armor / Debug — regenerable │ └─ mw4\ ⭐ GAME DATA source tree (editor also runs here in place │ │ via run-editor.bat; tool exes MapCreator/Tctd/NFOEditor…) │ ├─ Content\ All content sources: Mechs\, Maps\, Missions\, Skies\, │ │ Weapons\, WeaponSubsystems\, Subsystems\, Buildings\, │ │ Vehicles\, Effects\, textures\, Campaigns\, Tables\, │ │ Defines\, ABLScripts\ (mission/AI language), │ │ ShellScripts\ (menu/mechlab UI), *.build manifests │ ├─ Resource\ Packed .mw4 packages (output of `MW4pro -build`) + │ │ Missions\*.nfo (MP registration) + UserMissions\ │ ├─ hsh\ Loose 2D art loaded at runtime: mech portraits, MFD │ │ target images, HUD/radar bitmaps, decals, fonts │ ├─ Assets\ Stats\ Runtime support data (cursors, world stats) │ └─ Movies\ fonts\ Notes\ Cinematics / font sources / dev notes (not deployed) ├─ build-env\ ⭐ TOOLCHAIN — self-contained VC6 (VisualStudio6\), │ │ DX 7.0a + DX Media 6 SDKs, stlnative\ headers, │ │ ddrawcompat\ (editor viewport fix), .reg env files, │ │ build/deploy scripts (see below), build logs ├─ MW4\ Runnable game deploy (output of deploy-mw4.ps1) — │ regenerable; copy this to production ├─ BTFrstrm\ FireStorm design data: MechInfo_5.04.xls (stat source │ of truth), scriptaddmech.xls (add-mech row generator) ├─ Finished HUDS from J&J\ Per-mech HUD source art (MFD + Radar) awaiting │ integration, ~13 chassis ├─ _UNUSED\ Archived clutter — nothing read by the build (EXCEPT │ worth knowing: Gameleap\EditorDocs\ = original map/ │ terrain/NFO/ABL tutorials) ├─ CLAUDE.md Full build/runtime reconstruction notes (the history) ├─ README.md This file — orientation + fresh-machine restore ├─ RECOVERY.md Disaster-recovery notes ├─ ADDING-A-MECH.md Workflow: add a new 'Mech chassis └─ ADDING-A-MAP.md Workflow: add a new map/mission ``` ## The folders that matter (build inputs) | Folder | Role | Notes | |--------|------|-------| | **`Gameleap\code\`** | **Source code + compiled binaries** | C++ engine/game source (`mw4\Code`, `CoreTech`, `mw4\Libraries`). Build `mw4\Code\MechWarrior4.dsw` in VC6. Outputs land in `rel.bin\` (Release `MW4.exe`, `MW4pro.exe`), `pro.bin\` (editor `MW4Ed2.exe`), `arm.bin\`/`dbg.bin\`. | | **`Gameleap\mw4\`** | **Game data source** | The content tree the resource packer reads (`Content\`, and the generated `resource\*.mw4`, plus `hsh\`, `Assets\`, `Stats\`, runtime DLLs). This is the live data set — **not** `GameleapCode5_03\Content` (that was an old 2005 duplicate, now in `_UNUSED`). | | **`build-env\`** | **Toolchain + scripts** | Self-contained VC6 (`VisualStudio6\`), DirectX 7.0a + DX Media 6 SDKs, `stlnative\`, the `.reg` env files, and the deploy scripts. | ### Build / deploy scripts (in `build-env\`) - **`deploy-mw4.ps1`** — packs resources from source (`build-resources.ps1`) then assembles the runnable game into `c:\VWE\firestorm\MW4`. Trims dev bloat, ships only the canonical game packages, optimizes mech BMPs to 256-color, applies the DirectDraw compat shim. - **`build-resources.ps1`** — (re)packs `resource\*.mw4` from `Gameleap\mw4\Content` using the in-exe compiler (`MW4pro.exe -build`). Called by the deploy; can be run standalone. - **`deploy-editor.ps1`** — installs the mission editor **in place** into `Gameleap\mw4` (the data tree it edits): drops `MW4Ed2.exe` + DDrawCompat there, neutralizes the DDraw-breaking DLLs, sets the shim, writes `run-editor.bat`. No separate editor directory. (`build-resources.ps1` moves DDrawCompat aside while the builder runs, since it's fatal to `MW4pro.exe`.) - **`RESOURCE-BUILD.md`** — how the `.mw4` packaging works. ## Outputs (regenerable — safe to delete and rebuild) - **`MW4\`** — runnable game deploy (from `deploy-mw4.ps1`). Move/copy this to production. - The **editor** has no separate output dir — it runs in place from `Gameleap\mw4` via `Gameleap\mw4\run-editor.bat` (installed by `deploy-editor.ps1`). ## Design / reference (not build inputs) - **`BTFrstrm\`** — FireStorm design data: mech stat workbooks (`MechInfo_*.xls`, etc.). - **`Finished HUDS from J&J\`** — per-mech HUD source art (MFD + Radar). ## `_UNUSED\` — archived clutter (nothing here is read by the build) Moved here to reduce confusion. Safe to delete once you're comfortable. Contents: - `Gameleap\{Archive, Drivers, EditorDocs, Notes, batch, utilities}` — historical / original-machine utility data (the build only ever used `Gameleap\mw4`). - `GameleapCode5_03\{Content, hsh}` — stale 2005 duplicate data trees (superseded by `Gameleap\mw4`). - `resource_fullbak\` — a one-off backup of the dev `resource\` set taken during the from-scratch rebuild; redundant now that the dev tree is rebuilt. ## TL;DR build flow 1. Compile code: VC6 build `Gameleap\code\mw4\Code\MechWarrior4.dsw` → `rel.bin\` / `pro.bin\`. 2. Deploy game: `build-env\deploy-mw4.ps1` → `MW4\` (packs resources, assembles, optimizes). 3. (Optional) Install editor: `build-env\deploy-editor.ps1` → runs in place from `Gameleap\mw4` (`run-editor.bat`). ## On a fresh Windows machine 1. Install **Git for Windows** (includes Git LFS) — or Git + `git-lfs` separately. 2. Enable long paths **before** cloning (this tree has deep VC98/MFC paths > 260 chars): ``` git config --global core.longpaths true git config --global core.autocrlf false git lfs install ``` (Also enable the OS setting: `HKLM\SYSTEM\CurrentControlSet\Control\FileSystem\LongPathsEnabled = 1`.) 3. Clone to the same location so the absolute paths baked into the toolchain config resolve: ``` git clone https://gitea.mysticmachines.com/VWE/firestorm.git C:\VWE\firestorm ``` `git clone` pulls LFS objects automatically. If any are missing: `cd C:\VWE\firestorm && git lfs pull`. ## After restore — make it buildable / runnable - **Build toolchain (VC6):** import the registry config (ELEVATED), per `build-env\README.md`: ``` reg import C:\VWE\firestorm\build-env\vc6-hklm-registration.reg reg import C:\VWE\firestorm\build-env\vc6-directories.reg ``` Then build `Gameleap\code\mw4\Code\MechWarrior4.dsw` (see `CLAUDE.md` STEP 1/3), or just use the already-mirrored `Gameleap\code\rel.bin` / `pro.bin` binaries. - **Run the game:** `build-env\deploy-mw4.ps1` reassembles `C:\VWE\firestorm\MW4` and applies the Win11 DirectDraw compat shim; or run the already-mirrored `C:\VWE\firestorm\MW4\MW4.exe` after re-applying the shim (AppCompat is keyed on exe *path*, so a new machine needs it re-set — the deploy script does this). - **Editor:** `Gameleap\mw4\run-editor.bat` (installed in place; see `CLAUDE.md` STEP 9). ## Notes - `core.autocrlf=false` — line endings are preserved byte-for-byte; keep it that way. - The mirror includes machine-specific bits (registry exports, deploy AppCompat). They restore the *files*, but registry/AppCompat state must be re-imported on the new machine (steps above). - See `CLAUDE.md` for the full build/runtime reconstruction history and `README.md` for the layout.