Files
firestorm/MW4/Resource/Missions/Coliseum.nfo
T
a0331e78d2 Compiled Build 5.1.0b_RC1 Files
Deployed game tree copied back from the Windows build machine, containing the
compiled 5.1.0b_RC1 binaries and every asset the deploy produces. 846 files:
21 added, 825 modified.

Freshly built binaries: MW4.exe, Launcher.exe, autoconfig.exe, ctcls.dll,
MissionLang.dll, ScriptStrings.dll, Language.dll and the rest of the runtime DLL
set, carrying everything merged this cycle -- the 16-pilots-plus-cameraship launch
fix, the MFD mode 4 split-display support and its stutter fix, -tmon, -tcoop, -fps,
-tbaud, the Load File console lobby feature, configurable Rookie Mission, and the
English Language.dll build.

New in the deployment:
- set-appcompat.bat / set-appcompat.ps1 -- the one-click AppCompat shim installer,
  now shipped by deploy-mw4.ps1 so any copy of an install can repair its own
  registration (the layer is keyed on the exe's full path).
- libmysql.dll -- required by mw4print 2.0's MySQL export, late-bound at runtime.
- Four hsh art files restored from 5.0.7D: MFD/assassin2.bmp, Mechs/battlemaster
  iic.bmp, Mechs/behemoth ii.bmp, Mechs/mad cat mkii.bmp.
- banner.txt, dbstruct.txt -- mw4print banner text and the exported DB structure
  reference.

dgVoodoo2 is included as MW4/dgvoodoo2_files/ -- deliberately in a subfolder and
NOT alongside the executable. Nothing loads from there, so the files are available
for a pod owner to install on Windows 10/11 without being active by default. This
keeps XP pods safe: they use native DirectDraw, and having dgVoodoo2 loose in the
game folder would break them. Do not move these files up a level in the repo.

Runtime leftovers from testing on the build machine are included as well
(DDrawCompat logs, DebugLog.txt, mw4-help.txt, two screenshots), consistent with
this repo's stated purpose as a full disaster-recovery mirror in which nothing is
excluded on purpose.

All binaries and art are stored via Git LFS per .gitattributes; verified that
MW4.exe, libmysql.dll, the dgVoodoo2 DLLs and the screenshots staged as LFS
pointers rather than raw blobs.

Co-authored-by: Claude Opus 5 (Anthropic) <noreply@anthropic.com>
Co-authored-by: GitHub Copilot <copilot@github.com>
2026-07-25 19:52:43 -05:00

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Executable File

!include=Content\GameTypes.h
!preservecase=true
[info]
author=Ferret&Seth
info=Standard Mission
link=www.microsoft.com/games/mechwarrior4
longname=Coliseum
[ruleset]
type=$(CustomDestruction)
Teams=1
Alignment=1
scriptname=Content\Missions\coliseum\scripts\coliseum_destruction.abl
type=$(CustomTeamDestruction)
team=8
alignment=6
scriptname=Content\Missions\coliseum\scripts\coliseum_teamdestruction.abl
type=$(CustomAttrition)
Teams=1
Alignment=1
scriptname=Content\Missions\coliseum\scripts\coliseum_attrition.abl
type=$(CustomTeamAttrition)
team=8
alignment=6
scriptname=Content\Missions\coliseum\scripts\coliseum_teamattrition.abl
type=$(CustomCaptureTheFlag)
Teams=1
Alignment=1
scriptname=content\missions\coliseum\scripts\coliseum_ctf.abl
[scenarios]
Coliseum1={
[server]
name=Destruction
teamAllowed=0
teamcount=0
ruleset=$(CustomDestruction)
scenariotext=resource\missions\des.txt
scriptname=Content\Missions\coliseum\scripts\coliseum_destruction.abl
}
Coliseum2={
[server]
name=Team Destruction
ruleset=$(CustomTeamDestruction)
teamAllowed=1
teamcount=4
scenariotext=resource\missions\des.txt
scriptname=Content\Missions\coliseum\scripts\coliseum_teamdestruction.abl
}
Coliseum3={
[server]
name=Attrition
ruleset=$(CustomAttrition)
teamAllowed=0
teamcount=0
scenariotext=resource\missions\att.txt
scriptname=Content\Missions\coliseum\scripts\coliseum_attrition.abl
}
Coliseum4={
[server]
name=Team Attrition
ruleset=$(CustomTeamAttrition)
teamAllowed=1
teamcount=4
scenariotext=resource\missions\att.txt
scriptname=Content\Missions\coliseum\scripts\coliseum_teamattrition.abl
}
Coliseum8={
!preservecase=true
[server]
ruleset=$(CustomCaptureTheFlag)
name=CTF
teamAllowed=1
teamcount=2
scenariotext=resource\missions\ctf.txt
scriptname=content\missions\coliseum\scripts\coliseum_ctf.abl
}