Files
CydandClaude Fable 5 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>
2026-07-02 13:04:45 -05:00

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# BattleTech: FireStorm — Project Notes (CLAUDE.md)
Working notes for Claude Code. Updated as work progresses.
## ⚠️ Repository location, git & auth (relocated 2026-06-26)
**The whole repo moved from `C:\VWE``C:\VWE\firestorm`** so `C:\VWE` can host other
projects. `firestorm\` is now a **self-contained git repo** (its own `.git`); `C:\VWE` is just
a parent container (NOT a git repo). All paths in this file and in build/deploy scripts are the
new `C:\VWE\firestorm\...` paths.
- **What the move touched:** physical move of all top-level entries (incl. `.git`); no junctions/
symlinks existed to break; single volume so it was an instant metadata rename. `git status` was
clean afterward (repo-relative paths unchanged) — the only diff was the path rewrites below.
- **Hardcoded paths rewritten** `c:\VWE\... → c:\VWE\firestorm\...` (encoding-preserved) in:
`Gameleap\code\mw4\Libraries\stlport\stl_inc_find.hpp` (stlnative include — build-critical),
the `build-env\*.ps1` deploy/build scripts, `build-env\play-mr.*`, the `build-env\*.reg` files
(incl. UTF-16 `vc6-hklm-registration.reg`), and the docs (`CLAUDE.md`/`README.md`/`RECOVERY.md`).
Stale `build-env\*.log`/`.plg`/`.map` build artifacts still contain old paths (historical, unused).
- **System registry was repointed to the new paths** (so build + run still work):
- HKCU: VC6 IDE directories (`...DevStudio\6.0\...\Directories`) + AppCompat `Layers` shims for
`MW4.exe`, `MW4pro.exe`, `MW4Ed2.exe`; dropped two stale `C:\VWE\MW4Editor\*` entries
(that dir was removed in STEP 9).
- HKLM (elevated): VC6 install registration (`Wow6432Node\...\VisualStudio\6.0`, ProductDir) +
all-users AppCompat shims for `MW4.exe`/`MW4pro.exe`.
- **Reminder:** AppCompat (`DWM8And16BitMitigation`) is keyed on the exe **PATH** — relocating an
exe requires re-applying the shim (the `.reg` files + `deploy-*.ps1` now use firestorm paths).
- **Git remote (new):** `origin = https://gitea.mysticmachines.com/VWE/firestorm.git`
(was `http://192.168.1.167:3000/cyd/firestorm.git`; host + owner `cyd→VWE` changed; same backend,
so LFS objects already present — pushes only send new deltas). LFS access hint set to `basic`.
- **Auth = Personal Access Token over basic auth**, stored in Windows Credential Manager. The Git
Credential Manager **browser-OAuth flow for Gitea FAILS here** (loopback redirect to
`127.0.0.1:<port>` does not complete). To (re)seed creds, run in Git Bash:
`printf 'protocol=https\nhost=gitea.mysticmachines.com\nusername=<USER>\npassword=<PAT>\n' | git credential approve`
(PAT needs `repository: Read and Write`). Then `git push` uses it with no browser prompt.
- Uses **Git LFS**; `.gitattributes` forces `* -text` for byte-exact restores regardless of
`core.autocrlf`.
## What this project is
A total-conversion / expansion ("FireStorm") built on the **MechWarrior 4** game
engine (the *Gameleap* engine, v5.03), using Microsoft's **GameOS / GOS**
technology (same lineage as MechWarrior 4 and MechCommander 2). ~60k files mixing
C++ engine source, an asset/content pipeline, and game-design spreadsheets.
Toolchain is late-90s/early-2000s **Visual C++ 6.0** — no git, no modern build system.
## Repo layout (top level)
> **2026-06-23 cleanup:** unused/duplicate trees archived to **`_UNUSED\`** to reduce newcomer
> confusion (Gameleap\{Archive,Drivers,EditorDocs,Notes,batch,utilities}; GameleapCode5_03\{Content,hsh};
> resource_fullbak). Build paths untouched. See **`README.md`** for the orienting layout map.
> Build/deploy uses only: `Gameleap\mw4` (data), `Gameleap\code` (code+binaries), `build-env` (toolchain).
- **`Gameleap\code/`** — THE BUILD TARGET. Engine + game source + content. *(confirmed by user)*
(Its `Content\` + `hsh\` were stale 2005 duplicates → moved to `_UNUSED\`; live data is `Gameleap\mw4`.)
- **`Gameleap/`** — only **`mw4/`** is used (game-data source for resource packing). Former siblings
(editor docs, drivers, batch tools, runtime env) were historical/utility → moved to `_UNUSED\`.
- **`BTFrstrm/`** — FireStorm design data: mech stat workbooks (`MechInfo_5.04.xls`, `scriptaddmech.xls`).
- **`Finished HUDS from J&J/`** — per-mech HUD art (MFD + Radar) for ~15 'Mechs.
### Inside `Gameleap\code/`
- `CoreTech/` — reusable engine layer (GameOS, gosFX, GOSScript, MLR renderer, Network, Stuff, Language, blade) + Tools.
- `mw4/Code/` — the game itself. `mw4/Code/MW4/` = ~590 files; AI subsystem dominates (~65 `AI_*` files).
- `mw4/Libraries/` — mw4-local libs (Adept, Compost, ElementRenderer, gosfx, ImageLib, MLR, server, stuff, **stlport**).
- `Content/` — game content: `ABLScripts/` (ABL scripting language), Defines, Subsystems, Tables, `.build` files.
- `rel.bin/` `dbg.bin/` `pro.bin/`**build OUTPUT folders** (libs/exe/dll land here). Generated, not source.
---
## ✅ STEP 1: Build process reconstruction — COMPLETE
### Toolchain
- **Compiler/IDE:** Visual C++ 6.0 / MSDev98 (all `.dsw`/`.dsp` are "Format Version 6.00").
- **STL:** bundled **STLport** at `mw4/Libraries/stlport/` (custom, build it first).
- **External SDKs (NOT bundled)** — exact reqs from `CoreTech/Libraries/GameOS/pch.hpp`:
- **DirectX 7.0 SDK** — headers must be **FIRST** in include order
(`#if DIRECTDRAW_VERSION != 0x0700 → #error`; uses ddraw7, dinput7, d3d.h immediate mode, dplay).
- **DirectX Media 6.0 SDK** — DirectShow video (`amstream.h`, `__IDDrawExclModeVideo`).
- **EAX SDK** (Creative `eax.h`) — audio.
- **DirectX 8 link libs** (`d3d8.lib d3dx8.lib dinput8.lib dxguid.lib`) — used by standalone tools
(Gos2Light/Text, HighTide, etc.).
- NOTE: SDK paths are NOT in the `.dsp` files — they come from the IDE's global
**Tools → Options → Directories**, which is why DX7-first ordering matters.
- Compiler flags of note: `/G6 /Zp4` (struct packing 4 — must be consistent across all libs),
`/MD` runtime (Release), `/MDd` (Debug). Mismatched packing/runtime = link/crash.
### Locating VC6 + SDKs on the ORIGINAL DISK IMAGE
- **VC6 / MSDev98:** `C:\Program Files\Microsoft Visual Studio\`
- `VC98\Bin\` (cl.exe, link.exe, `VCVARS32.BAT`), `VC98\Include`, `VC98\Lib`, `VC98\MFC`
- `Common\MSDev98\Bin\MSDEV.EXE` (IDE + command-line builder).
- **DirectX/Media/EAX SDKs** — check these era-typical roots:
- DX7 SDK: `C:\DXSDK\`, `C:\mssdk\`, or `C:\DX7SDK\`
- DX8 SDK: `C:\DXSDK\` or `C:\Program Files\Microsoft DirectX 8*SDK\`
- DX Media 6: `C:\DXMedia\` or `C:\DXMEDIASDK\`
- EAX SDK: under `C:\` or the Creative/SB SDK folder.
- **⭐ Most valuable artifact — the IDE directory ordering** (reproduces the env exactly).
Load the build user's `NTUSER.DAT` and read:
`HKCU\Software\Microsoft\DevStudio\6.0\Build System\Components\Platforms\Win32 (x86)\Directories`
→ values **"Include Dirs", "Library Dirs", "Path Dirs"** (ordered; copy verbatim).
Also: `HKLM\SOFTWARE\Microsoft\VisualStudio\6.0`, `HKLM\SOFTWARE\Microsoft\DirectX` (records DX version).
- **Signature-file search on a mounted image:** `MSDEV.EXE`/`VCVARS32.BAT` → VC6;
`ddraw.h`/`d3d.h`/`dinput.h` → DX7 includes (verify `DIRECTDRAW_VERSION 0x0700`);
`amstream.h` → DX Media 6; `d3dx8.lib`/`eax.h` → DX8 / EAX SDK.
### Master workspace & final target
- **Workspace:** `Gameleap\code/mw4/Code/MechWarrior4.dsw` (the modern/current one).
- Self-contained: all 24 sub-projects verified present on disk, spanning both
`mw4/Libraries` and `CoreTech/Libraries`.
- **`MechWarrior4Build.dsw`** = LEGACY/alternate (uses old `MW4Gos`, `Network`, `GamePlatform`,
`MW4GameEd` v1). Do not use; superseded by `MechWarrior4.dsw`.
- **Final game target:** project **`MW4Application`** → `MW4.exe`.
- **Editor target:** project **`MW4GameEd2`** → editor exe (separate).
### Build configurations → output paths (from MW4Application.dsp)
| Config | Defines | Output |
|---------|------------------------|-------------------|
| Debug | `_DEBUG _ARMOR` `/MDd` | `dbg.bin/MW4.exe` |
| Armor | `NDEBUG _ARMOR` `/Zi` | `arm.bin/MW4.exe` |
| Profile | `NDEBUG` profiling | `rel.bin/MW4pro.exe` |
| Release | `RELEASE NDEBUG` | `rel.bin/MW4.exe` |
| icecap | `_ICECAP` | `ice.bin/` |
A prior successful **Release build exists** in `rel.bin/` (MW4.exe, MW4pro.exe, all `.lib`s,
Launcher.exe, ctcls.dll, MissionLang.dll, ScriptStrings.dll, autoconfig.exe, mw4print.exe).
`arm.bin/` and `ice.bin/` are absent (those configs were never built here).
### Build dependency order (topological, from MechWarrior4.dsw)
1. **`stlport`** — foundation, no deps. Build first.
2. **Leaf libs** (depend only on stlport / nothing): `GameOS`, `Stuff`, `MLR`, `gosFX`,
`ImageLib`, `Compost`, `GOSScript`, `ElementRenderer`, `Adept`, `server`,
`DLLPlatform`, `MFCPlatform`, `GamePlatformNoMain`, `ctcls`.
3. **`MW4`** — the game library.
4. **Helper exes/dlls:** `Launcher`, `autoconfig`, `mw4print`, `MissionLang`,
`ScriptStrings`, `MW4DedicatedUI`.
5. **`MW4Application`** — links everything into `MW4.exe`. *(Set as Active Project.)*
VC6 honors these dependencies automatically via the `.dsw` "Project Dependency" records,
so a single "Build" of MW4Application pulls the whole chain in order.
### How to build
- **IDE:** Open `mw4/Code/MechWarrior4.dsw` in VC6 → set **MW4Application** as Active Project
→ pick config (Win32 Debug / Release) → Build.
- **Command line (VC6):**
`msdev MechWarrior4.dsw /MAKE "MW4Application - Win32 Debug"`
(or `"... - Win32 Release"`). Add `/REBUILD` for a clean build.
### How to RUN (the `mw4/*.bat` scripts are LAUNCH, not compile)
- `game_dbg.bat` etc. just run the exe: `binaries\mw4\MW4_dbg -armorlevel 3 -nobuild`.
- `-build` = (re)build game resource `.erf`s from source assets at startup; `-nobuild` = skip.
- `bldresources_game_dbg.bat` = run with `-build` to regenerate resources.
- `editor_dbg.bat` = launch the editor (`MW4Ed2_d`).
### ⚠️ Open discrepancies to resolve before a real build
1. **Output path vs. launch path mismatch:** `.dsp` files emit to `dbg.bin/MW4.exe` /
`rel.bin/MW4.exe`, but the `game_*.bat` launchers point at `binaries\mw4\MW4_dbg.exe`.
There is a missing copy/deploy step (or the bats target a different deployed layout).
`mw4/Binaries/` currently only holds `3DSPlug-ins/`. **TODO: find/recreate the deploy step.**
2. `FullExport.batch` references dead studio network paths (`\\aas1\...`, `d:\ContentExport\`).
That's the *art* export pipeline, irrelevant to the code build.
---
## ✅ STEP 2: Toolchain extracted from original disk image (E:\) — COMPLETE
Original build machine image mounted at `E:\`. Build user = **`jeff`**.
Everything needed is now copied into **`build-env/`** (self-contained):
- **`build-env/VisualStudio6/`** ← `E:\Program Files\Microsoft Visual Studio` (VC6: CL, LINK, NMAKE, MSDEV).
- **`build-env/dx7asdk/`** ← `E:\Code\dx7asdk` (DirectX **7.0a** SDK; `ddraw.h` = `DIRECTDRAW_VERSION 0x0700` ✓).
- **`build-env/DXMedia/`** ← `E:\Code\DXMedia` (DirectX **Media 6.0** SDK; amstream/control/strmif + libs).
- **`build-env/setup-mw4-build.bat`** + **`README.md`** (generated; build instructions).
Resolutions to prior open items:
- **DirectX version pinned:** DX **7.0a** SDK (headers) + DX **Media 6.0** SDK. NOT DX8 for the game.
- **VC6 located & copied:** VC++ 6.0 at `build-env/VisualStudio6/`.
- **EAX:** bundled in repo (`GameOS/Eax.h`); no static `eax.lib` needed (runtime-resolved).
- **DX8 SDK:** absent from image; only blocks 3 standalone tools (Gos2Light/Text, HighTide), not the game/editor.
- **Critical ordering:** DX7 includes MUST precede VC98\INCLUDE (engine `#error` guard); enforced in setup .bat + README.
### ✅ Exact registry directory order RECOVERED (from jeff's NTUSER.DAT)
Key: `HKCU\...\DevStudio\6.0\Build System\Components\Platforms\Win32 (x86)\Directories`
- **Include:** `DXMedia\include → dx7asdk\include → VC98\INCLUDE → VC98\MFC\INCLUDE → VC98\ATL\INCLUDE`
- **Library:** `VC98\LIB → VC98\MFC\LIB` only.
Two verified facts that make this work:
1. `DXMedia\include` has NO core DX headers (DirectShow only) → `ddraw.h` still resolves
from `dx7asdk` before VC98's old one (satisfies the `pch.hpp` 0x0700 guard).
2. The DX/DShow `.lib`s were **copied into `VC98\Lib`** on the original machine (verified
present in our copy: ddraw/dinput/dsound/dxguid/strmiids/quartz/strmbase/amstrmid);
pulled in via `#pragma comment(lib,...)` in `GameOS\guids.cpp`, not the link line.
Captured as **`build-env/vc6-directories.reg`** (rebased to local copies; HKCU import, no admin)
and reflected exactly in **`build-env/setup-mw4-build.bat`**.
### ✅ HKLM VC6 install registration extracted & rebased
Exported jeff's offline `software` hive trees (`Microsoft\VisualStudio\6.0`,
`Microsoft\DevStudio\6.0`) and transformed into **`build-env/vc6-hklm-registration.reg`**:
- Key root redirected `oldsw``HKLM\SOFTWARE\Wow6432Node\...` (32-bit `msdev` on 64-bit Windows
reads HKLM\SOFTWARE redirected to Wow6432Node; HKCU\Software is NOT redirected).
- All paths rebased: `C:\Program Files\Microsoft Visual Studio``build-env\VisualStudio6`;
`C:\Program Files\Common Files\Microsoft Shared``build-env\CommonFiles-MSShared`
(copied `VS98` + `MSDesigners98` so those refs resolve).
- Verified: 0 leftover `oldsw`, 0 un-rebased paths, 202 keys, ProductDir/InstallDir correct.
- Raw exports kept as `build-env/_raw_*.reg` (provenance).
- Import order (ELEVATED): `vc6-hklm-registration.reg` then `vc6-directories.reg`.
---
## ✅ STEP 3: Clean build from source — SUCCESS (game target)
Registry imported (HKLM `vc6-hklm-registration.reg` + HKCU `vc6-directories.reg`), msdev
runs from the copy, and a **full clean rebuild of `MW4Application - Win32 Release` succeeds**:
- 22 projects compiled in dependency order (stlport → GameOS/Stuff/MLR/gosFX/… → MW4 →
helper exes/dlls → MW4Application). **`MW4.exe` — 0 errors**, 384 warnings (normal for VC6).
- Output: `rel.bin\MW4.exe` (~3.64 MB), plus fresh `*.lib`, `Launcher.exe`, `autoconfig.exe`,
`mw4print.exe`, `MissionLang.dll`, `ScriptStrings.dll`, `ctcls.dll`.
- Build is reproducible head-lessly via:
`msdev MechWarrior4.dsw /MAKE "MW4Application - Win32 Release" /REBUILD /OUT <log>`
(run via `Start-Process -Wait`; msdev is a GUI-subsystem app so the shell won't block otherwise).
- Build logs kept in `build-env\build_*.log`.
### ✅ `stlnative` dependency relocated INTO the working tree
`mw4/Libraries/stlport/stl_inc_find.hpp` hardcoded a native-headers path
`<c:\stlnative/##x>` (3 macro defs, the only references in the codebase). STLport wraps a
27 MB snapshot of the VC98 + Platform SDK headers (974 files) restored from the image.
Originally placed at `C:\stlnative`; now **moved into `build-env\stlnative\`** and the 3
macros repointed to `<c:\VWE\firestorm\build-env\stlnative/##x>`. Verified: with `C:\stlnative`
removed, a full clean rebuild still succeeds (MW4.exe, 0 errors). The build is now
self-contained under `c:\VWE\firestorm` — no external `C:\stlnative` needed.
---
## ✅ STEP 4: Runnable deployment assembled at `C:\VWE\firestorm\MW4` — DONE
Rules-based deploy (no image/E: dependency) via **`build-env\deploy-mw4.ps1`**:
- **Result: `C:\VWE\firestorm\MW4` — 845 files, 895 MB** (target was ~900 MB), with our freshly
built `MW4.exe` (3,637,248 bytes) + all runtime DLLs + prebuilt `resource\*.mw4`.
- Sources (all from working dir): runtime base = `Gameleap\mw4`; binaries = `rel.bin`.
- The old `game_*.bat` assumed a `binaries\mw4\MW4_dbg.exe` layout that the real game
never used — the runnable game has `MW4.exe` at the deployment root. Launch via
**`C:\VWE\firestorm\MW4\run-mw4.bat`** (resources prebuilt, no `-build` needed).
### Deployment selection rules (the dev tree `Gameleap\mw4` is a ~6 GB bloated superset)
- KEEP whole: `Resource\` (767 MB .mw4 packages), `hsh\` (102 MB), `Assets\`, `Stats\`.
- KEEP subset: `Content\shellscripts\` MINUS `Graphics\` (119 MB source .tga) and
`Original\` (57 MB backups) -> ~9 MB of compiled scripts/.gaf/.d3f.
- KEEP root: runtime `*.dll/*.ini/*.options/*.txt/*.rtf/*.ico/*.016/*.256/...` + `clokspl.exe`.
- DROP: `Content\*` (4.6 GB source except shellscripts), `Movies\` (352 MB), `Notes\`,
`fonts\`, all tool exes (ERF Deluxe, EffectEdit, MapCreator, ResourceBrowser, MW4Ed2, ...).
- OVERLAY: fresh `rel.bin` binaries (MW4.exe, MW4pro.exe, Launcher, autoconfig, mw4print,
MissionLang.dll, ScriptStrings.dll, ctcls.dll).
---
## ✅ STEP 5: Runtime brought up at `C:\VWE\firestorm\MW4` — RUNS (fullscreen + windowed)
Reference for "working" = **`C:\MW4knowngood`** (NOT `E:\gameleap`, NOT `D:\5.0.8.2_console`
— those are unrelated). Two independent issues had to be fixed; both are now in
`deploy-mw4.ps1` so a fresh deploy is runnable out of the box:
1. **DirectDraw 16-bit compat shim (Win11).** MW4 runs `bitdepth=16`; modern Windows fails
its DirectDraw hardware-surface creation with `DDERR_NODIRECTDRAWHW` unless the
**`DWM8And16BitMitigation`** AppCompat layer is applied to the exe *path*. Our path had a
stray `HIGHDPIAWARE`-only layer that suppressed the auto-shim. Fix: set HKCU layer
`DWM8And16BitMitigation HIGHDPIAWARE` for `C:\VWE\firestorm\MW4\MW4.exe` (deploy script does this;
matching all-users HKLM `$ DWM8And16BitMitigation` is in `build-env\mw4-compat-hklm.reg`).
Note: AppCompat is keyed on exe PATH, so a copy at a new path needs the layer re-applied.
2. **Dev-only DLLs shadowing system DLLs.** Our rules copied every root `*.dll`, which pulled
in `dbghelp.dll`/`imagehlp.dll` (2003 copies that shadow Windows' system DLLs and break
DirectDraw init) plus tool DLLs `ijl10.dll`, `ctcl.dll`, `Language.oeg.dll`, `Resources.dll`.
known-good has none of these. Fix: deploy script now excludes those 6 by name. Removing
them was what made it run in BOTH fullscreen and windowed.
Diagnostic note: swapping known-good binaries into our deploy still failed *before* the shim
was applied — that proved our rebuilt binaries are NOT the cause (the shim + DLL excludes were).
Final deployment: **`C:\VWE\firestorm\MW4` = 894 MB, 839 files, DLL set identical to known-good**, running
our freshly built `MW4.exe`.
---
## Resource (`.mw4`) build process — documented & ✅ VERIFIED
Full writeup in **`build-env\RESOURCE-BUILD.md`**. Tested end-to-end 2026-06-11 with our
freshly built `MW4pro.exe` (Profile/LAB_ONLY): minimal `Content\MechWarrior4.build` ->
`resource\restest.mw4` + `.dep` (exit 0); `#VBD` magic + payload confirmed; `.dep` tracks
source; incremental skip/rebuild both verified; Release exe confirmed to ignore `-build`.
Key facts:
- The resource compiler is **inside the game exe**, triggered by the **`-build`** flag,
which is `#ifdef LAB_ONLY` — so **only Debug/Armor/Profile (`MW4_dbg`/`MW4_arm`/`MW4pro.exe`)
can build resources; Release `MW4.exe` cannot**. (That's why `bldresources_game_*.bat`
use the LAB_ONLY exes.)
- Entry point: `MW4Application.cpp` -> `Tool::Instance->BuildResources("Content\MechWarrior4.build",
VER_CONTENTVERSION=63, deps)`; recursive driver `Adept::Tool::BuildResources` /
`ParseBuildFile`; per-type packers in `Adept\Tool.cpp` + `MW4\MWTool.cpp`.
- Input: `Content\MechWarrior4.build` (master tree) -> per-package `.build` manifests
(`[resource\X.mw4]` + `data=`/`instance=`/`file=`/`notation=`/`campaign=`/... entries) ->
source assets under `Content\`. Output: `resource\*.mw4` + `*.dep` (incremental via `.dep`
timestamps + content version). Needs the full ~4.6 GB `Content\` source tree.
### ⚠️ Resource packer quirks (discovered 2026-07-02, ConLobby promotion)
1. **Incremental rebuilds carry forward stale entries.** A package rebuild re-packs only
entries the `.dep` flags as changed and copies the rest — including entries whose SOURCE
FILES WERE DELETED (they are never dropped) — from the previous `.mw4`. Per-entry FILETIME
in the directory = when that entry was last (re)packed, not the source mtime. **To pick up
deletions/renames, force a full repack: delete `resource\<pkg>.mw4` + `<pkg>.dep`, then run
`build-env\build-resources.ps1`.** Also: `Copy-Item` preserves the source mtime, so a
promoted/copied file can look OLDER than the package and be skipped — touch it (or full-repack).
2. **Script entry names are alphabetically skewed vs their contents** (in `directory=` sweeps,
e.g. props' `content\shellscripts`): e.g. entry `ConLobby.script` holds CreatePilotModal-like
text, entry `ConLobbyMission.script` holds `GUNStatus.script` (byte-identical), and our 140 KB
console (source `ConLobby.script`) lands under entry `ComputerPlayer.script` — IDENTICAL skew
in the 2016 release props.mw4, which shipped and worked. The runtime evidently resolves names
through the same pairing, so packages are self-consistent in-game; only extraction tools see
"swapped" names. Don't "fix" packed name mismatches by editing sources — verify in-game.
## ✅ STEP 6: Editor (`MW4GameEd2`) builds — DONE (with a 1-line source fix)
- Target `MW4GameEd2 - Win32 Release` -> **`rel.bin\MW4Ed2.exe`** (3,973,120 bytes, 0 errors).
MFC app (`Use_MFC 6`); needs `mfc42.dll` (present in deployment) at runtime. Profile config
also exists (-> `pro.bin\MW4Ed2.exe`).
- **Source fix required** (editor source had drifted; shipped `MW4Ed2.exe` is from 2003 and
was never rebuilt against the 2009 code): enum `MPGameTypes` in
`mw4\Code\MW4GameEd2\ObjectManager.h` was **missing `GT_StockCampaign`**, which
`ObjectManager.cpp` references (string map @1013, int map `case 14`). Added the enum member
between `GT_StockSiegeAssault` and `GT_CustomDestruction`. (This is the only repo source edit
beyond the stlnative relocation; both are marked with `[...]` comments in-place.)
- Built incrementally but it was a *full* compile of the editor's own sources (none existed
prior); shared libs reused from the Release game build.
---
## ⚠️ STEP 7: Editor builds + launches + draws UI, then HANGS (viewport spin)
Set up via **`build-env\deploy-editor.ps1`**; launches to window
**"MechWarrior 4 Mission Editor - 05.07.00.00"** and creates its MDI children (Game View,
Object Manager, Overview Window) — but then **spins one CPU core at ~100% with zero memory
growth and a stalled message pump** ("not responding"; 282s CPU / 283s uptime). It's a
busy-loop hang in the editor's real-time 3D viewport/idle loop — a **runtime** compat issue
on modern hardware, NOT a build issue (it compiled, launched, and drew its UI). The game runs
fine (different render path: fullscreen exclusive vs the editor's windowed live viewport).
### ROOT CAUSE FOUND: incomplete dev content + modal-STOP-over-windowed-DDraw
The editor loads/builds the full content tree at startup and **STOPs (fatal) on missing/
inconsistent dev content**, one item at a time:
- `skies\reduex_sky\reduex_night.erf` — misnamed (`Reduex_sky_night.erf`); FIXED by copy.
- `Texture skyfbb1` (referenced by `Content\Skies\fact01_sky\fact01_sky.hint`) — **genuinely
absent** from the dev tree (no file of that name anywhere). The FireStorm dev `Content\`
is an incomplete WIP with real asset gaps.
GameOS's `STOP` pops a **modal dialog**. Build-specific behavior on that dialog:
- **Profile** (LAB_ONLY, lighter opt): shows the STOP dialog cleanly; dismissing it exits.
- **Release** (`/Ox /Og`, no LAB_ONLY): trying to show the modal STOP over the **windowed
DirectDraw** viewport **hangs (100% spin) or crashes (AV)** — a dialog/DDraw interaction
fragility under full optimization. So the earlier "hang/crash" was this same content STOP,
handled badly by the Release build (NOT a separate memory bug as first guessed).
So: **editor compiles + launches correctly; the blocker is incomplete dev content** (a
content-curation task on the project's own unfinished assets, distinct from build/toolchain).
### Option 2 attempted (make content STOPs non-fatal) -> uncovered the REAL bug: heap corruption
- Patched `mw4\Libraries\Adept\ResourceImagePool.cpp:385` (texture-not-found): first tried
`continue` (skip) -> downstream **access violation** (missing texture deref'd later); then a
**placeholder-substitute** (`file_name="content\\textures\\01AACA1.tga"`) -> got PAST the
content STOPs. Both are tagged `[editor degraded-mode]` in-source.
- With content handled, the editor returns to the original symptom: **main UI thread spins at
100% CPU, not responding**. EIP sampling (`Wow64GetThreadContext`) located the spin in a tight
loop inside **`SysWOW64\ntdll.dll`** heap code (~`0x76F73E04`) = **walking a corrupted heap
free-list**. ROOT CAUSE = **heap corruption** (buffer overrun / double-free / use-after-free)
in the editor; it manifests non-deterministically as the ntdll heap-loop HANG or an AV, and
shifts with optimization (Release vs Profile) -> exactly the observed behavior.
- To actually fix: enable **PageHeap** for `MW4Ed2.exe` (registry `Image File Execution
Options\MW4Ed2.exe` GlobalFlag=0x02000000; needs admin) to trap the corrupting write at its
source with the Profile build's symbols, then fix the overrun. This is a deep memory-bug hunt
in old code (the 2003 editor never hit it on XP / with complete content).
- NOTE: `ResourceImagePool.cpp` placeholder patch is a degraded-mode hack; revert if not wanted.
### PageHeap hunt (in progress) — corruption confirmed, but a Heisenbug to pin down
- Enabled full PageHeap via `build-env\mw4ed2-pageheap.reg` (IFEO GlobalFlag=0x02000000,
PageHeapFlags=0x3; off-switch in `mw4ed2-pageheap-off.reg`). Confirmed active (editor mem
45->94 MB). Built `pro.bin\MW4Ed2.map` (added `/map` to the Profile link in MW4GameEd2.dsp,
preferred base 0x00400000) for address->function resolution.
- **With PageHeap + NO debugger: editor reliably AVs (0xC0000005) at ~1 s** = the overrun caught
at the corrupting write (the goal). **But under my PowerShell debug loop it will NOT reproduce**
(many attempts, even with `_NO_DEBUG_HEAP=1`): attaching perturbs heap/timing so the editor
takes a different path and exits without faulting -> classic heap-corruption Heisenbug.
- Conclusion: pinning the exact corrupting instruction needs a REAL debugger that holds heap/
timing steady. Cleanest: install **Debugging Tools for Windows** (`cdb`) and run
`cdb -g -G -c "kb;q" -o MW4Ed2.exe` with PageHeap on -> one-shot symbolicated faulting stack.
Alt: WER LocalDumps (HKLM) -> parse the minidump's exception stream for the faulting EIP ->
map via `MW4Ed2.map` (uncertain: GameOS's UEF may pre-empt WER). The corruption is in the
content-load path (~1 s, texture/sky loading).
- Working dir = proven runtime DLLs from the game deploy (NO `imagehlp`/`dbghelp`) + editor
tool DLLs (`ctcl`/`ijl10`/`Resources`/`Language.oeg`) + MFC + our `MW4Ed2.exe`; the bulk
(`Content\`, `resource\`, `hsh\`) are **directory junctions** to the dev tree
`Gameleap\mw4` (no 5.5 GB copy). Same `DWM8And16BitMitigation` compat shim as the game.
- **Content data fix needed to launch:** `Content\skies.build:109` declares
`File=Skies\reduex_sky\reduex_night.erf`, but the night-sky erf was misnamed
`Reduex_sky_night.erf`. The editor (LAB_ONLY, asserts on missing files) STOPped on it.
Fixed by adding `reduex_night.erf` (copy of `Reduex_sky_night.erf`) in
`Gameleap\mw4\Content\Skies\Reduex_sky\`. (A dev-content naming inconsistency, not a
build/toolchain problem — the editor itself builds+runs correctly.)
---
## ✅ STEP 8: Editor RUNS — root cause was DirectInput, NOT heap corruption (2026-06-22)
Installed **Debugging Tools for Windows** (`cdb` at `C:\Program Files (x86)\Windows Kits\10\
Debuggers\x86\cdb.exe`) and got the first fully-symbolicated faulting stack. **This overturned
the STEP 7 hypothesis:** the crash is NOT content-load heap corruption — it is a **modern-Windows
DirectInput init cascade** during `CMInstall` (GameOS), reproducible and deterministic:
1. **Joystick enumeration heap-corrupts in modern `dinput.dll`.** `CMInstall` ->
`CMCreateJoysticks` -> `wEnumDevices(DIEDFL_ATTACHEDONLY)` -> `CMCreateJoystick7`
(`ControlManager.cpp`). On Win11 the legacy **IDirectInput7** path, when it `Release()`s a
phantom/virtual HID "joystick" (0-axis "misreported device" at line ~602), corrupts the heap
inside `dinput.dll`. Surfaces as `RtlFreeHeap` AV (normal heap) or, under full PageHeap, as a
guard-page over-read in `dinput!DIWdm_InitJoyId` (`[esi+0x44]`). **The PageHeap "AV at ~1s"
from STEP 7 was THIS, mis-attributed to content loading.** The game survives by heap-layout luck.
- **FIX (source):** `CoreTech\Libraries\mfcplatform\MFCPlatform.cpp` `InitGameOS` now sets
`gDisableJoystick=1` (editor/`Platform_MFC` only; the game uses a different platform path and
is unaffected). Chosen over the `/gosnojoystick` switch because in **LAB_ONLY** builds
`WinMain.cpp:~398` shows a help dialog and **exits** if any leftover `/gos` token remains on
the command line — fragile (e.g. cdb perturbs the cmdline -> trips it). Tagged `[editor modern-Windows fix]`.
2. **Mouse `SetCooperativeLevel(NULL, FOREGROUND|NONEXCLUSIVE)` fails 0x80070006.**
`CMCreateMouse` (`Mouse.cpp`) resolves the coop window from `hWindow`, which is **always NULL**
in the editor at `CMInstall` time: the editor passes `pFrame->GameWnd->m_wndView.m_hWnd`, but
`InitSecondaryWindows` (`MainFrm.cpp:173`) only `new`s `CGameFrame` and never `Create()`s it, so
`CGameFrame::OnCreate` (which builds `m_wndView`) hasn't run. XP tolerated a NULL coop window;
modern DirectInput rejects it -> fatal PAUSE. (Keyboard has no coop-level call, so it survived.)
- **FIX (source):** `Mouse.cpp` `CMCreateMouse` falls back to `GetForegroundWindow()`/
`GetDesktopWindow()` with `BACKGROUND|NONEXCLUSIVE` when the resolved window is NULL; the game
path (valid `hWindow`) is unchanged. Tagged `[editor modern-Windows fix]`.
Rebuilt **`MW4GameEd2 - Win32 Profile`** (recompiles GameOS + MFCPlatform, relinks; 0 errors) ->
deployed `pro.bin\MW4Ed2.exe`+`.pdb` to `C:\VWE\firestorm\MW4Editor`. With both fixes + the content fixes
below, the editor **launches to a live, responsive, idle (0% CPU) main window** ("MechWarrior 4
Mission Editor - 05.07.00.00", ~70 MB) — the old "100% spin / not responding" is GONE. Launch with
just `-armorlevel 3` (no `/gos` flag needed).
### Content-curation fixes (FireStorm WIP dev tree, in `Gameleap\mw4\Content`)
The editor enumerates+loads EVERY mission/map at startup (`ObjMan->BuildResources()`) and STOPs
fatally on the first defect. Fixed (all additive/non-destructive unless noted):
- **`_backup` dev-copy dirs** (files named after the original, not the dir): created the missing
`<dir>.build`/`<dir>.instance` (page `[<dir>]`, unique resource targets):
`Maps\Colsm01_backup`, `Maps\StormCanyonSiege_Backup`, `Missions\Coliseum_backup`.
(Editor compiled these into `resource\maps\colsm01_backup.mw4` etc. — confirms they're valid.)
- **Dangling map refs:** `Missions\EditorTemplate\EditorTemplate.instance` `Map=` arctic01 (exists
nowhere) -> `arctic04`; `Missions\s1s2\s1s2.instance` `Map=` lunar02 -> `lunar01`.
- **Double-nested user mission:** `Missions\PhoenixPalaceSTB\PhoenixPalaceSTB\*` moved up one level
(the files already referenced the top-level path); then its `.instance` `Model=` pointed at
`dropzones\hill.contents` (page `[droppoints]`) -> fixed to `phoenixpalacestb.data` (page `[gamedata]`).
- Scans confirmed scope is small: 0 remaining mission page-name mismatches; 1 dangling map ref
(fixed); arctic01/lunar02 are genuine content gaps absent from ALL installs (dev Resource\Maps
has 46 .mw4 — MORE complete than game-deploy/knowngood's 26 — so launch folder/junctions are correct).
### ✅ 3D viewport FIXED via DDrawCompat (2026-06-22)
Root cause pinned with temporary diagnostics in `SetupMode`/`DirectDrawCreateAllBuffers`
(`DXRasterizer.cpp`, since reverted): every surface (front/back/Z), the clipper, and the
`IDirect3D7` object create fine with a valid `hWindow`, but **`IDirect3D7::CreateDevice` fails
with `0x88760082 = DDERR_INVALIDOBJECT`** for BOTH the hardware HAL (`IID_IDirect3DTnLHalDevice`
-> `IID_IDirect3DHALDevice`) and the Blade software device — i.e. **Win11's legacy DirectDraw does
not support creating a windowed Direct3D7 device** on an offscreen backbuffer (the game avoids
this by using a fullscreen flip-chain). Not a code-flag issue.
**Fix:** dropped **DDrawCompat** (narzoul, v0.7.1, `ddraw.dll`) into `C:\VWE\firestorm\MW4Editor\` — a
drop-in ddraw/d3d7 reimplementation. With it, `CreateDevice` succeeds and the **Game View/Overview
render** (user-confirmed). Source kept at `build-env\ddrawcompat\ddraw.dll`; `deploy-editor.ps1`
now copies it. The standalone game (`C:\VWE\firestorm\MW4`, fullscreen) is unaffected and does NOT use it.
**The editor is now fully working: launches, edits, and renders the 3D viewport.**
### ✅ Open-Mission dialog now lists ALL source missions (2026-06-22)
Symptom: editor's File->Open showed only **5** missions. Cause: `COpenMissionDlg::OnInitDialog`
(`OpenMissionDlg.cpp`) listed `Resource\UserMissions\*.mw4` (compiled/published user-mission
packages) — only 5 exist in the dev tree (and **0** in the game deploy `C:\VWE\firestorm\MW4`, so co-locating
the editor with the game would have shown ZERO, not more). But `CMainFrame::LoadMission` loads from
`Content\Missions\<name>\<name>.Instance`. **Fix:** changed the dialog to enumerate
`Content\Missions\*` subdirectories that contain a matching `<name>.instance` -> now lists all **51**
source missions. Tagged `[editor data fix]`. (Note: `INVALID_FILE_ATTRIBUTES` isn't defined in the
VC6 SDK; used the literal `0xFFFFFFFF`.) This made the requested "move editor into the game-binaries
folder" unnecessary — the editor already junctions the dev tree (`Gameleap\mw4`), the most complete
data (51 missions, 46 maps); the game deploy `C:\VWE\firestorm\MW4` actually has **0** user missions, so it
would have shown FEWER.
**Second half of the fix — actually LOADING the listed missions (`EditorApplication.cpp`
`LoadMissionResources`):** listing wasn't enough. Opening any non-user mission STOPped with
`Can't open <garbage>`. Cause: `LoadMissionResources` hardcoded the resource path as
`"Resource\\User"` + (name after first `\`), i.e. only `Resource\UserMissions\<name>.mw4` (the 5
user missions), and produced a garbage path (bad `strchr+1` pointer) for other name forms. But
**stock** missions compile to `Resource\Missions\<short>.mw4` with abbreviated lowercase names
(`CentralPark`->`cpark.mw4`, `Frostbite`->`fbite.mw4`) that aren't derivable by transform — the
short name is declared in each mission's `.build` (`[resource\missions\X.mw4]`). Fix: extract the
bare mission name, prefer `Resource\UserMissions\<name>.mw4`, else read the resource path straight
out of `Content\Missions\<name>\<name>.build`. Verified headlessly via `-report` (which also calls
`LoadMissionResources`): Coliseum -> 248 entities, CentralPark (cpark.mw4) -> 1709 entities, no STOP.
All 51 missions are now openable; the 5 user missions still work. Tagged `[editor data fix]`.
### (historical) Editor INTERACTIVE; the (now-fixed) windowed 3D viewport blocker
Verified via window enumeration: at startup the editor creates ALL its MDI children
(**Game View, Object Manager, Overview Window**) and presents a modal **"Open Mission"** dialog
(normal startup; main frame correctly disabled behind it) — the user opens a map from there and
the UI is usable. (Headless test runs "exit code 1" simply because nothing clicks that modal
"Open Mission" dialog — NOT a crash. Earlier "idle/Responding" readings were the process sitting
on that dialog; `Responding=True`+0% CPU cannot distinguish a working UI from a modal dialog —
enumerate windows to tell them apart.) The only real failure is **live 3D rendering**: selecting
**Game View** (and the Overview render once a mission draws) STOPs:
**`No software rasterizer available`**
(`DXRasterizer.cpp:2488`). Path: `DirectDrawCreateAllBuffers` -> `SetupMode` tries windowed
**hardware D3D7** (primary surface + clipper on `hWindow` + VRAM 3D backbuffer) which fails on
Win11's legacy DirectDraw, then falls back to **Blade software** (555 system-mem surface,
`SetupMode` line ~1816/1835) which also fails -> STOP. This is the **windowed legacy DirectDraw/
D3D7-on-Win11** problem — the SAME core incompatibility the game avoids by running **fullscreen-
exclusive** (+ `DWM8And16BitMitigation` shim). It is a distinct, deeper rendering-compat task from
everything above (which was input + content). To pursue: capture the exact failing `HRESULT` by
reproducing interactively (open map -> Game View) under cdb; candidate directions = a DDraw
compat layer (e.g. DDrawCompat), forcing a supported windowed surface format, or hosting the
viewport via a different present path. NOT yet solved.
### ✅ Deployment finalized (2026-06-22)
- **PageHeap REMOVED** (debug aid only): ran `reg import C:\VWE\firestorm\build-env\mw4ed2-pageheap-off.reg`
ELEVATED (UAC) -> HKLM IFEO `MW4Ed2.exe` key gone. The real-name `MW4Ed2.exe` now runs directly
(no longer AVs at ~2s). The `MW4Ed2_nph.exe` copy remains as a page-heap-immune fallback.
- **`deploy-editor.ps1` updated:** sources the **Profile** build (`pro.bin`, the working config) +
`.pdb`; writes `run-editor.bat` (`MW4Ed2.exe -armorlevel 3`, no `/gos`); sets the DDraw shim;
warns if PageHeap IFEO is present. A fresh deploy is runnable to the editor UI.
- **Launch:** `C:\VWE\firestorm\MW4Editor\run-editor.bat` (or `MW4Ed2.exe -armorlevel 3`). Pick a mission in
the startup "Open Mission" dialog. Everything except the live 3D render works.
- Expect more WIP content STOPs only if exercising missions/maps not loaded at startup.
- (Optional) Build Debug/Armor configs (need `dbg.bin`/`arm.bin` output dirs).
## ✅ STEP 9: Editor runs IN PLACE in the data tree — no separate `MW4Editor` dir (2026-06-23)
The editor's only job is editing the source content/resources in `Gameleap\mw4`, so the separate
`C:\VWE\firestorm\MW4Editor` deploy (which just junctioned back to `Gameleap\mw4`) was removed. `deploy-editor.ps1`
now **installs the editor into `Gameleap\mw4`**: copies `MW4Ed2.exe`(+pdb) + DDrawCompat `ddraw.dll`,
renames the two DDraw-breaking DLLs (`dbghelp.dll`/`imagehlp.dll``.disabled`), sets the DWM shim on
`Gameleap\mw4\MW4Ed2.exe`, and writes `Gameleap\mw4\run-editor.bat`. Verified: editor launches in place
with the full UI + DDrawCompat viewport (Game View/Overview/Object Manager/Resources).
- **Conflict handled:** DDrawCompat `ddraw.dll` is **fatal** to `MW4pro.exe`'s fullscreen build init
(`[DDrawCompat] Fatal Error`). Since the resource builder runs from the same `Gameleap\mw4`,
`build-resources.ps1` now moves `ddraw.dll` aside (`.buildaside`) for the build and restores it in a
`finally` (verified: build exit 0, ddraw restored).
- **Game deploy unaffected:** `deploy-mw4.ps1` adds `ddraw.dll` to its skip list, so DDrawCompat + the
editor exe/pdb/launcher/`.disabled` DLLs never leak into `C:\VWE\firestorm\MW4` (verified: 682 files / 868 MB,
58 packages, fullscreen native DDraw). Old launch path `C:\VWE\firestorm\MW4Editor\...` is superseded by
`C:\VWE\firestorm\Gameleap\mw4\run-editor.bat`.
## 📋 Reference: adding a new 'Mech chassis (documented 2026-07-01)
Full workflow in **`ADDING-A-MECH.md`** (repo root). Key facts: every registration point is
marked `// MSL ADD MECH` (~41 files); Mech IDs are positional/alphabetical parallel-array
indices spanning code + tables + shell scripts; `BTFrstrm\scriptaddmech.xls` is a generator
workbook for the per-mech rows; mechlab hardpoints live in the mech's `.damage` (`OmniSlots=`
etc.), default loadout in `.subsystems`; 2D HUD/MFD bmps load loose from `hsh\`; a new chassis
needs MW4.exe rebuild + resource repack + redeploy. `Finished HUDS from J&J\` = pending MFD/
radar art for ~13 chassis.
## 📋 Reference: FS507D_20161015 release drop analyzed (2026-07-01)
`FS507D_20161015\` (repo root, **gitignored** — not part of the mirror) = a later shipped
LAN-center release of this game (postinstall.bat maps per-machine 10.0.0.x IPs; Mumble refs).
**2026-07-02: release contents DELETED (user holds the zip archive); only
`FS507D_20161015\art-review\` remains** — 800 side-by-side pairs (`*.RELEASE.*` vs `*.OURS.*`,
flattened paths, `manifest.tsv`) of art whose CONTENT differs from our sources, awaiting the
user's review: `DIMS-DIFFER\` 451 (structurally different, e.g. 3state button strips grew
110×105→110×180, btfconsole.tga 800×600 vs 112×112), `PIXELS-DIFFER\` 280 (same format,
repainted), `HSH\` 69 (loose hsh bmps beyond pure depth-reduction; 91 8bpp-reductions of our
24bpp sources excluded). ALL packaged art diffs are shell-UI art (`shellscripts\graphics\**`,
`mechbay\graphics\**`, lobby skins/decals/mechicons) — zero world/mech texture diffs; the
release = a 5.07D UI-art refresh + the ComputerPlayer console script. (Extraction note:
6,469 map/mission-package texture entries are 4-byte cross-package reference stubs, not art.)
Findings vs our tree:
- **Binaries are a 2016 rebuild of (essentially) our source.** Release `MW4.exe` linked
2016-10-04, Launcher/MissionLang/ScriptStrings/ctcls 2014, but `mw4pro.exe` is the ORIGINAL
2009-06-14 build, byte-size-identical to our rebuild. `__TIMESTAMP__` banner in MW4.exe:
ours `Sun Jun 14 01:45:57 2009` vs release `02:45:57` = same MWApplication.cpp within a DST
hour. Full strings-diff of the exes: all meaningful strings present on BOTH sides (incl.
`BiggieSizeIt`/`RuleBook`, which our `VehicleInterface.cpp` has). **No evidence of missing
source.**
- **✅ Degraded-mode placeholder patch made LAB-only (2026-07-02).** Our rebuilt game exe used
to contain the `01AACA1.tga` placeholder (Adept links into the game); release was clean.
`ResourceImagePool.cpp` now: `#ifdef LAB_ONLY` placeholder (editor keeps degraded mode),
`#else` original `STOP(("Texture %s could not be found!"))`. Release+Profile rebuilt (0 err),
verified placeholder gone from `rel.bin\MW4.exe` / present in `MW4pro.exe`; both deployed
to `C:\VWE\firestorm\MW4`.
- **✅ `hsh\` mech art synced from release (2026-07-02).** Release hsh was NEWER than our dev
tree and matches OUR SOURCE'S names (`huddamage.cpp` wants `hud\assassin2/behemoth/
behemothii`...). Copied the 13 missing files into `Gameleap\mw4\hsh` + deploy (hud/radar
assassin2+behemoth+behemothii, Mechs behemoth/black hawk/longbow/solitare/victor, decals
46/47); `Mechs\black hawk.bmp`+`solitare.bmp` upgraded to our 24bpp twins (blackhawk/
solitaire renames). Did NOT overwrite the ~158 existing bmps that "differ": release ships
8bpp palette reductions of our 24bpp sources (deploy-mw4.ps1 reduces at deploy anyway).
- **resource .mw4 detail (via `.dep`/package name-set parsing, 2026-07-02):** entry SETS are
identical for core/textures/all 26 maps/all 29 missions (maps byte-identical ±2B; mission
payload drift of ±0.1-33KB = ABL/notation re-serialization, not content). All 29 `.nfo`
byte-identical. **Only real packing deltas, both in props.mw4:** (1) release packs
`shellscripts\graphics\multiplayer\lobbydecals\decal_46.tga`+`decal_47.tga` — ✅ RECOVERED
2026-07-02: decoded the #VBD container (dir records = [len][name][FILETIME][origSize]
[storedSize][offset]; payload base = dword@0x0C) + ported `gos_LZDecompress` (FileIO.cpp:1693
— LZW, 9→12-bit LSB-first codes, 256=clear/257=EOF/dict@258) and extracted both TGAs into
`Content\ShellScripts\graphics\multiplayer\lobbydecals\` (32×32 32bpp, verified: exact RLE/
size/footer + rendered; 46=radiation emblem, 47="331" crest). Next resource repack picks
them up and closes the props.mw4 gap;
(2) OUR props.mw4 sweeps in junk `ConLobby.script.new`/`.script.org` backup files from
`Content\ShellScripts\` (harmless but shippable-junk; note `.script.new` carries MSL ADD
MECH markers — review before deleting/moving). Release ships user missions s1s1-s1s3
(.nfo+.tga only, no .mw4 — campaign coop redirects per missionnames.tbl).
- **✅ FULL extraction of every release .mw4/.dep done (2026-07-02)** →
`FS507D_20161015\extracted\<pkg>\...` (~1.3 GB, 60+ packages, 0 decode failures; extractor =
the ported gos_LZDecompress + #VBD directory parser; raw-vs-LZ rule per Database.cpp:451:
stored==orig → raw).
- **✅ Completeness audit (2026-07-02): NOTHING else in the release is absent from our tree.**
Mapped all ~42k extracted package entries (23,649 unique base source paths after stripping
`{GameModel}`/`{hint}`/`[page]` qualifiers) against the dev tree by path + whole-tree
filename index: the only release-assets we lacked were the 13 hsh bmps + 2 lobby decal
TGAs (recovered) and the JPP console-script revision (superseded by our ConLobby.script.new).
Residuals: mission root-page pseudo-entries (not files) + 34 `{CampaignInterfacePlug}`
records = compiled campaign-screen metadata whose `.Campaign` sources we have. (Caveat:
audit is by existence, not content equality — release re-saved some shared files, e.g.
decal_00.tga pixels differ.)
- **The FireStorm console script in the release sits under the package entry name
`shellscripts\ComputerPlayer.script`** (138,990 B, title "BattleTech Console V5.07.D") — the
release's `ConLobby.script` ENTRY holds a 6,551 B copy of an old CreatePilotModal.
**2026-07-02 CORRECTION: nobody renamed anything — this is the packer's name↔content skew**
(see "Resource packer quirks" below): the console SOURCE file in the 5.07D tree was
ConLobby.script all along, same as ours; the packer stores script contents under alphabetically
shifted entry names, and the runtime reproduces the same pairing, so it works in-game and only
looks swapped to extraction tools. **Console script genealogy (oldest→newest):**
dev `ConLobby.script` ("V5.07", 138,544 B) → release console ("V5.07.D",
+29 lines: JPP's decal-dropdown feature adding decals 46=BKG/47=FSA, MAX_DECAL_COUNT 17→20)
→ dev `ConLobby.script.new` ("V5.0.7Df", 140,532 B, changelog "06/19/18 AVB": includes the
JPP decal work PLUS ROWFIELD_TYPE_*/MAIL_SLOTTYPE_* slot framework + tab stops). **Our
`.new` is the newest console revision anywhere** — the release only added what .new already
contains. ✅ **RECONCILED 2026-07-02:** `.new` promoted to `Content\ShellScripts\ConLobby.script`
(140,532 B), `.new` file removed, stale loose deploy copy `MW4\Content\shellscripts\ConLobby.script`
removed (release also ships no loose copy), props.mw4 fully repacked + redeployed. Verified
in-game: console title shows "BattleTech Console V5.0.7Df".
- **Release-only config:** `options-game.ini` enables `hardwaremixing=true`, `BiggieSizeIt=1`,
`RuleBook=1` (our inis don't); ctcl inis use 10.0.0.x (ours 200.0.0.x) + `c:\games\MW4` paths.
- **Release drops all Movies** (~310 MB) and the loose `content\shellscripts\conlobby.script`
(both deploys load shell scripts from props.mw4; ours ships that one loose 140 KB script —
check whether a loose script shadows the packed one).
## 📋 Reference: adding a new map/mission (documented 2026-07-01)
Full workflow in **`ADDING-A-MAP.md`** (repo root). Key facts: unlike mechs, NO code changes /
positional arrays / exe rebuild — maps+missions are discovered by enumeration. Map (terrain) =
`Content\Maps\<Map>` (MapCreator.exe tiles) vs Mission (scenario) = `Content\Missions\<Name>`
(authored in MW4Ed2, which clones `EditorTemplate`). Registration: nest mission .build under its
map in `MechWarrior4.build` (manual — editor's AddToBuildFile() call is commented out), MP game
types via loose `Resource\Missions\<Name>.nfo`, `missionnames.tbl` self-row, optional
`InstantAction.Campaign` page for the IA list; user missions (`Resource\UserMissions\*.mw4+.nfo`,
editor-published) are auto-discovered with zero manifest edits. Original toolkit tutorials
(map creation/terrain/NFO/ABL) live in `_UNUSED\Gameleap\EditorDocs\`.
## 📋 Reference: raising the MP player cap 16 → 24 (investigated 2026-06-24; NOT planned)
Captured for the future; **we are not tackling this in the foreseeable future.** Question was
whether `ConLobby.script`'s `MAX_ROSTER_COUNT 16` could be 24. Findings:
- **No engine wall at 16 — the real ceiling is 255.** `Adept::Maximum_Players = 255`
(`mw4\Libraries\Adept\Application.hpp:139`); every per-player fixed array (`servedConnectionData[]`,
scoreboards, net-stats, mission-review logs, `pdmg_given/rcvd`) is sized to 255. `connectionID`
is a `BYTE` (0255). `Environment.NetworkMaxPlayers` is passed straight to DirectPlay's
`dwMaxPlayers` (`CoreTech\...\GameOS\Net_Main.cpp:2142`) — no GameOS ceiling; `m_maxPlayers` has
no hard upper clamp (`MW4Shell.cpp:1803` only clamps *bots* down to the player count).
- **16 is enforced in THREE layers — a script edit alone is insufficient/misleading:**
1. UI: `Content\ShellScripts\ConLobby.script` `#define MAX_ROSTER_COUNT 16` (already 8→16; gated by
`USE_O_MORE_PODS`/`g_nMechPodNum`; also clamps vs `MAXTESLA_P` = cafe Tesla count, ≤8).
2. **Compiled defaults (the real connect gate):** `MW4Shell.cpp:13319-13321` non-coop sets
`m_maxPlayers=16; Environment.NetworkMaxPlayers=16; m_maxBots=16` (coop branch caps at 9).
Editing only the `.script` shows 24 slots but the session still rejects the 17th player.
3. Lobby pods / scoreboard (`hudscore`) / radar UI are laid out for ≤16.
- **To actually reach 24:** raise `MAX_ROSTER_COUNT` **and** the `m_maxPlayers`/`NetworkMaxPlayers`/
`m_maxBots` defaults (→ rebuild `MW4.exe`), rework lobby/scoreboard/radar layouts, and ensure maps
define **≥24 drop zones / start points** (many MP maps only have ~16 — a per-map content limit).
- **Why the cap exists (the practical blocker):** replication is ~O(n²) — 24 vs 16 ≈ (24/16)² ≈
**2.25× host outbound + CPU**; the dictionary/culling netcode was tuned for ≤16. Bandwidth, not
the data structures, is the ceiling.
### 📐 PLAN: raise MP cap 16 → 32 (drafted 2026-06-24; NOT scheduled)
Concrete plan extending the reference above to **32 players**. Phased; each phase is independently
testable. 32 is safe vs the engine ceiling (255 arrays, `BYTE` connectionID) and has **no 32-bit
player-mask boundary risk** — verified the only `0x1<<id` masks are per-mech *weapon* bits
(`MWEntityManager.cpp:1332`, `NetWeapon.cpp`), not player/connection indices.
**Phase 1 — Code defaults + lobby-param path (rebuild `MW4.exe`, Release + Profile).**
- `MW4Shell.cpp:13319-13321` (non-coop game setup): `m_maxPlayers`, `Environment.NetworkMaxPlayers`,
`m_maxBots` `16 → 32`. Coop branch `13309/13315-13316` (`=16`/`=9`/`=8`) — leave or bump per design.
- `MW4Shell.cpp:1803-1831` (lobby-driven path): `m_maxPlayers=INTPARM(1)`, `m_maxBots=INTPARM(1)`,
`Environment.NetworkMaxPlayers = params->m_playerLimit`. No hard upper clamp exists
(`1808 Max_Clamp(m_maxBots, m_maxPlayers)` only clamps bots down) — but confirm the lobby
"player limit" control feeds a value up to 32 (param `PLAYER_LIMIT_PARAMETER`, `NetParams.h:53`).
- Grep-audit for any other implicit ≤16 assumptions before rebuild (none found so far; arrays=255).
**Phase 2 — Lobby + in-game UI (repack `props.mw4`). [LOW PRIORITY]**
Cosmetic/usability, not a functional blocker: with only Phases 1+3 done, 32 players can still
connect, spawn, and play — the lobby pods/roster and scoreboard/radar just overflow or clip past
16 (and the host can still set the limit via the param path even if the slider UI caps lower).
Defer this polish until 32p is otherwise proven; do the minimum to make the lobby usable, leave full
pod/scoreboard re-layout for later.
- `Content\ShellScripts\ConLobby.script`: `MAX_ROSTER_COUNT 16→32`, `MAX_TEAMMATE_COUNT 8→16`
(both under `USE_O_MORE_PODS`/`g_nMechPodNum`); raise the player-limit control's max to 32.
Note the `MAXTESLA_P` clamp is cafe-only (CTCL Tesla count) and won't block non-cafe play.
- **Biggest UI lift — the mech-selection "pods":** the lobby draws a fixed grid of player/mech pods;
32 needs a reworked layout (grid size, scrolling, or smaller pods). Same for the team-assignment
panel (`TEAM_MAX_PLAYERS`, `team_max_plyrs` @ ConLobby:328).
- Multiplayer lobby scripts (`Content\ShellScripts\Multiplayer\*` incl. `lobby_listbox.script`,
`HostLobbyMission.script`): roster list sizing + player-limit slider range.
- In-game **scoreboard** (`hudscore.cpp`) and **radar** (`GUIRadarManager.cpp`): data is fine
(255 arrays) but the on-screen score table / legend is laid out for ≤16 → rework for 32 (scroll
or two columns). `MP_Review.script` top-down review screen likewise.
**Phase 3 — Map content (per-map; the gating gameplay task).**
- Every MP map used at 32p must define **≥32 drop zones / start points**. Most stock maps have ≤16;
players 17-32 silently fail to spawn otherwise. Audit + author extra drop points in the editor
(now runnable in place from `Gameleap\mw4\run-editor.bat`). This is per-map, independent of code.
**Phase 4 — Netcode / performance. [LIKELY FINE on modern hardware/networks]**
- Replication is ~O(n²): 32 vs 16 ≈ (32/16)² = 4× host outbound + CPU. This was the limiting factor
in 2002 (dial-up / early broadband), but **modern broadband upstream + CPU absorb 4× easily** — raw
bandwidth/CPU is no longer expected to block 32. Demote from "real ceiling" to a verification item.
- Residual (non-bandwidth) thing to check when implementing: any **fixed-size netcode buffers / per-
frame packet or replication caps** hardcoded for ≤16 (distinct from bandwidth; e.g. packet-count or
buffer limits). Audit during Phase 1; bounded by the 255-array design, so likely none. Still do a
live load test to confirm, but don't expect tuning to be needed.
**Verification:** (1) rebuild → headless `-report`/launch sanity; (2) host a game, confirm 32 slots
in lobby + 17th32nd players connect (`Environment.NetworkMaxPlayers`/DirectPlay `dwMaxPlayers`);
(3) confirm spawns on a 32-drop-zone map; (4) load/bandwidth test; (5) check scoreboard/radar/review
UI legibility. **Primary remaining work:** per-map drop-zone authoring (Phase 3) is now the main
gating task. UI (Phase 2) is low-priority non-blocking polish; bandwidth/CPU (Phase 4) is expected
fine on modern hardware — just verify fixed-size netcode buffers and run one live load test.
## Next steps (proposed)
- [x] ~~Windowed 3D viewport on Win11~~ — DONE via DDrawCompat (see STEP 8 viewport section).
- [ ] (Optional) Curate remaining WIP content as features are exercised (editor loads dev `Content\`).
- [ ] (Optional) Build Debug/Armor configs (need `dbg.bin`/`arm.bin` output dirs).
- [ ] (Parked, NOT scheduled) Raise MP cap to 24 or 32 — see "Reference"/"PLAN" sections above.