0f901f71d5e3ffd8720a9cfa520f80bd47655081
-tmon has four positions (main, radar, MFD1, MFD2) but only the first two do anything in the spanned modes. Positions 3 and 4 write to the mode 4 MFD device slots, which -tmfds 1 and -tmfds 3 never read -- they drive both MFDs from one wide display instead. The switch accepts them either way, so an operator could reasonably assume they had taken effect. Also states what was previously undocumented: the spanned MFD display itself cannot be assigned with -tmon at all. It is chosen automatically as the first display advertising a 1280x480 mode, which is a distinctive enough signature that it normally lands correctly. Noted that it can be added if anyone needs to force it. Adds a per-mode table, a pointer to gos-displays.txt for diagnosing a display that lands in the wrong place, and a qualifier on the -tmon row of the switch summary. No code changes -- documentation only. Co-authored-by: Claude Opus 5 (Anthropic) <noreply@anthropic.com> Co-authored-by: GitHub Copilot <copilot@github.com>
BattleTech: FireStorm — workspace layout
⚠️ Setting up a new machine? Read
RECOVERY.mdBEFORE 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 intoc:\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)packsresource\*.mw4fromGameleap\mw4\Contentusing the in-exe compiler (MW4pro.exe -build). Called by the deploy; can be run standalone.deploy-editor.ps1— installs the mission editor in place intoGameleap\mw4(the data tree it edits): dropsMW4Ed2.exe+ DDrawCompat there, neutralizes the DDraw-breaking DLLs, sets the shim, writesrun-editor.bat. No separate editor directory. (build-resources.ps1moves DDrawCompat aside while the builder runs, since it's fatal toMW4pro.exe.)RESOURCE-BUILD.md— how the.mw4packaging works.
Outputs (regenerable — safe to delete and rebuild)
MW4\— runnable game deploy (fromdeploy-mw4.ps1). Move/copy this to production.- The editor has no separate output dir — it runs in place from
Gameleap\mw4viaGameleap\mw4\run-editor.bat(installed bydeploy-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 usedGameleap\mw4).GameleapCode5_03\{Content, hsh}— stale 2005 duplicate data trees (superseded byGameleap\mw4).resource_fullbak\— a one-off backup of the devresource\set taken during the from-scratch rebuild; redundant now that the dev tree is rebuilt.
TL;DR build flow
- Compile code: VC6 build
Gameleap\code\mw4\Code\MechWarrior4.dsw→rel.bin\/pro.bin\. - Deploy game:
build-env\deploy-mw4.ps1→MW4\(packs resources, assembles, optimizes). - (Optional) Install editor:
build-env\deploy-editor.ps1→ runs in place fromGameleap\mw4(run-editor.bat).
On a fresh Windows machine
- Install Git for Windows (includes Git LFS) — or Git +
git-lfsseparately. - Enable long paths before cloning (this tree has deep VC98/MFC paths > 260 chars):
(Also enable the OS setting:
git config --global core.longpaths true git config --global core.autocrlf false git lfs installHKLM\SYSTEM\CurrentControlSet\Control\FileSystem\LongPathsEnabled = 1.) - 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\firestormgit clonepulls 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:Then buildreg import C:\VWE\firestorm\build-env\vc6-hklm-registration.reg reg import C:\VWE\firestorm\build-env\vc6-directories.regGameleap\code\mw4\Code\MechWarrior4.dsw(seeCLAUDE.mdSTEP 1/3), or just use the already-mirroredGameleap\code\rel.bin/pro.binbinaries. - Run the game:
build-env\deploy-mw4.ps1reassemblesC:\VWE\firestorm\MW4and applies the Win11 DirectDraw compat shim; or run the already-mirroredC:\VWE\firestorm\MW4\MW4.exeafter 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; seeCLAUDE.mdSTEP 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.mdfor the full build/runtime reconstruction history andREADME.mdfor the layout.
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