10dab8f2d5 Add V5.1.0b_RC1 end-user release notes (markdown + HTML)
Release notes covering the 58 commits since dbcf4052 (-tbaud), written for pod
owners rather than developers: what changed, what the defaults are if they touch
nothing, and how to switch on anything new.

Two formats. The HTML is generated from the markdown so the two cannot drift, and
carries the same inline styling as BTFrstrm/autoconfig-file-spec.html -- no external
files, opens in any browser, prints cleanly. Both are plain ASCII with CRLF so they
open correctly in Notepad on a pod.

Structure leads with the two things that will otherwise generate support traffic:
running set-appcompat.bat after install (the AppCompat layer is keyed on the install
path, and its absence produces the misleading "Another application is preventing use
of full screen mode"), and the dgVoodoo2 scaling mode, which fails silently when set
wrong. Every command line switch is listed with an explicit "if you leave it off"
column.

Facts checked against the source while writing, and corrected:

- [RookieMission] key names. The first draft documented RookieMission=, RookieGameType=
  and so on -- the internal variable names. The game actually reads MissionName,
  GameType, TimeLimit, Visibility, Weather, TimeOfDay, Radar, HeatOn, FriendlyFire,
  SplashDamage, UnlimitedAmmo, WeaponJam, AdvanceMode, ArmorMode. Anyone following the
  draft would have edited options.ini and seen no effect with nothing to explain why.
  The section now carries the full annotated block verbatim from options.ini, and all
  14 documented keys are machine-verified against MW4Shell.cpp.

- [automaticmode] needs TWO keys, not one. automaticmode=1 shows the Load File button;
  automaticfile=<path> tells it what to load. Without the second, CTCL_LoadAutoFile
  returns immediately -- the button appears and silently does nothing. Both are now
  documented in a table, with the path rules (bare filename resolves next to MW4.exe,
  or give a full path).

- dgVoodoo2 is required on Windows 10/11 for EVERY MFD mode, including the original
  spanned display (-tmfds 1 and 3), not only the new split mode (-tmfds 4). The first
  draft implied it was specific to the new feature, which would have led owners running
  the span to skip it.

- The mw4print MySQL export is flagged as included but not yet tested against a live
  server. Everything else in the notes is confirmed working by the project owner.
  libmysql.dll ships in the deployment (Gameleap/mw4, kept by the deploy's root *.dll
  rule and not on the skip list), so there is nothing for owners to download.

Also repaired 23 em dashes that had been written as literal '?' characters, including
in headings -- a side effect of the workspace saving new files as CP949, which cannot
represent them. Both files are now pure ASCII.

Co-authored-by: Claude Opus 5 (Anthropic) <noreply@anthropic.com>
Co-authored-by: GitHub Copilot <copilot@github.com>
2026-07-25 19:22:54 -05:00
2026-07-25 08:54:28 -05:00
2026-06-26 10:40:23 -05:00

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.dswrel.bin\ / pro.bin\.
  2. Deploy game: build-env\deploy-mw4.ps1MW4\ (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.
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