Four-monitor MFD bring-up on the new bench (MR_new: AMD FirePro W4100, 4 outputs,
Win10). Adds permanent display diagnostics, a Release-capable frame pacing logger,
a self-locating AppCompat shim installer, and settles -- empirically -- whether
dgVoodoo2 can be dropped for the multi-monitor MFD modes. It cannot.
WHY THIS WAS HARD
-----------------
CHSH_Device::InitFirst/InitSecond discarded EVERY HRESULT (SetCooperativeLevel,
SetDisplayMode, CreateSurface, GetAttachedSurface, QueryInterface, CreateDevice)
and returned true unconditionally. A panel that failed to open produced no error,
no crash and no log entry -- the monitor just stayed on the desktop. SPEW is
compiled out of shipping builds, so none of it was visible. Restoring that
visibility is what unblocked everything else.
DIAGNOSTICS ADDED (keep these)
------------------------------
* VideoCard.cpp -- LogDisplayDevices() writes gos-displays.txt next to the exe:
NumDevices/NumHWDevices/NumMonitors, every DirectDraw device with its
hw_rasterization flag, the role assignment (FullScreenDevice / g_nNonDualHead /
g_nDualHead / g_nDualHead2 / g_nMFD1 / g_nMFD2), per-slot -tmon APPLIED/REJECTED
(previously silent), and whether mode 4's "BOTH mfd1 and mfd2" requirement is met.
* render.cpp -- HSH_LogInit()/HSH_CheckHR()/HSH_HRName() log every DirectDraw call
in the panel init path with its HRESULT decoded by name (27 DDERR_* codes, all
verified present and collision-free against build-env/dx7asdk/include/ddraw.h).
Each line is opened/appended/closed individually so the log survives a crash.
* WinMain.cpp -- GOS_LogFrameRate() writes gos-fps.txt: per second, frame count,
average fps, 1% low (mean of the worst 1% of frames), worst frame in ms, and a
count of frames exceeding 2x average ("hitches"). Average fps alone cannot
distinguish 60fps from 60fps-with-a-dropped-frame-every-second; the 1% low can.
The engine's own FrameRate readout is #ifdef LAB_ONLY (MWMission.cpp) so it only
exists in MW4pro.exe; this works in Release, which is what runs on the pods.
NEW SWITCHES (both documented in -help)
---------------------------------------
* -fps Enable the frame pacing report. Off by default: the gate is the first
statement in GOS_LogFrameRate, so an unflagged run does no arithmetic
and does not even create the file. The file handle is held open for the
process lifetime -- opening/closing it every second would put a syscall
of unpredictable latency on the render thread, i.e. the measurement tool
perturbing what it measures.
* -tcoop <0-5> Selects the SetCooperativeLevel form used by the radar/MFD panels.
0 = legacy (unchanged shipped behaviour, remains the default).
Exists so every candidate fix could be compared on real hardware without
a rebuild between attempts.
CRASH-SAFETY FIX
----------------
hsh_initialized was set unconditionally after panel init, so a failed panel left
null surfaces and a null IDirect3DDevice7 behind and the per-frame path called
straight through them. Now:
- all four InitSecond overrides (CMR/CRadar/CMFD/CMFDRight) bail on base failure,
- CMFD_Device::InitFirst reports its real result instead of always returning true,
- hsh_initialized is only set when the panels genuinely came up.
A display failure now leaves the game running without MFDs instead of bombing to
desktop. Crash signature for the record: `call [ecx+0x44]` with ECX=0 is
IDirectDrawSurface7::GetDC on a never-created surface (vtable offset confirmed
against the DX7 header), reported as "Attempt to read from address 0x00000044".
APPCOMPAT SHIM INSTALLER (new)
------------------------------
build-env/set-appcompat.ps1 + set-appcompat.bat. Self-locating via $PSScriptRoot:
applies DWM8And16BitMitigation to the MW4 executables sitting next to it, wherever
that install lives. HKCU always, HKLM too when elevated (the HKLM value format
differs -- it carries a leading "$" marker -- so the two must not be interchanged).
Verifies by reading back; detects the HIGHDPIAWARE-only entry that SUPPRESSES the
automatic shim; supports -Remove and -WhatIfOnly. deploy-mw4.ps1 now ships both
files into every deployment.
This matters because the layer is keyed on the executable's FULL PATH -- any copy
of an install to another folder or machine silently loses it, and the resulting
error is actively misleading (see below).
WHAT WE LEARNED
---------------
* The AppCompat shim SYNTHESISES 16-bit display modes. Proved directly: the crash
dump shows "16 bit modes :" EMPTY without it and fully populated with it. MW4
renders at bitdepth=16 and modern GPUs expose no 16-bit modes at all.
* Without the shim, GameOS reports "Another application is preventing use of full
screen mode" (GOS_DXRASTERIZER_NOFULLSCREEN, DXRasterizer.cpp ~1125). That is a
catch-all fired after every SetDisplayMode attempt fails -- it even scans for
NetMeeting -- and it sends you looking for a conflicting program that does not
exist. The real cause is the missing shim.
* Exclusive fullscreen DOES work on Win10 with the system ddraw.dll and dgVoodoo2
physically removed, once the shim is applied to that exe path.
* Windowed mode works natively with no shim at all: the windowed path sets
Environment.bitDepth = DesktopBpp (32), so there is no mode switch. Verified for
the console/shell; a full mission windowed is still untested.
* Native DirectDraw enumerates all four W4100 outputs, so dgVoodoo2 was never
needed for device enumeration.
* The engine is 4:3 ONLY. ImageHlp.cpp ~464 asserts the complete supported set:
640x480, 512x384, 800x600, 960x720, 1024x768, 1280x1024 (5:4), 1600x1200. No
16:9 mode and no aspect correction anywhere in the codebase. On a 16:9 monitor
the scaler must adapt: plain stretch distorts geometry, keep-aspect pillarboxes.
* -2dt is not a recognised switch anywhere in the codebase, despite appearing in
production ctcl.ini launch lines. Completely inert.
* NumHWDevices (5) can exceed NumDevices (4): it counts D3D device-enumeration
callbacks, and an adapter exposing both a HAL and a T&L HAL yields two. Benign.
WHAT WE TRIED AND WHY IT FAILED
-------------------------------
The panel cooperative-level call was genuinely wrong -- a latent 2002 bug. Every
panel asked to be BOTH the process focus window AND its own device window, on the
one shared hWindow, after the main device had already taken exclusive mode on it.
The main device (DXRasterizer.cpp ~1027) already uses the correct two-call idiom
(SETFOCUSWINDOW alone, then EXCLUSIVE|FULLSCREEN) -- tagged //sanghoon, the same
author. The panels never were.
Results on real hardware, no dgVoodoo2, shim applied, -tmfds 4:
-tcoop 0 SETFOCUSWINDOW|CREATEDEVICEWINDOW|ALLOWREBOOT|EXCLUSIVE|FULLSCREEN
-> DDERR_EXCLUSIVEMODEALREADYSET
-tcoop 1 CREATEDEVICEWINDOW|EXCLUSIVE|FULLSCREEN (no focus claim)
-> DDERR_INVALIDPARAMS (CREATEDEVICEWINDOW needs a focus window)
-tcoop 2 SETFOCUSWINDOW, then CREATEDEVICEWINDOW|EXCLUSIVE|FULLSCREEN
-> DDERR_INVALIDPARAMS
-tcoop 3 SETFOCUSWINDOW, then EXCLUSIVE|FULLSCREEN
-> first panel collides, but that collision STEALS exclusive mode from
the main display, after which panels 2 and 3 fully initialise (the
radar reached CreateDevice(HAL) = DD_OK -- a secondary panel running
entirely on native DirectDraw). Side effect: the desktop was left at
1920x1080 16bpp. Not viable.
-tcoop 4 EXCLUSIVE|FULLSCREEN only -> EXCLUSIVEMODEALREADYSET, all panels
-tcoop 5 ALLOWREBOOT|EXCLUSIVE|FULLSCREEN -> EXCLUSIVEMODEALREADYSET, all panels
CONCLUSION: on modern Windows only ONE DirectDraw object per process may hold
exclusive fullscreen. The main display takes it; every secondary panel is refused.
XP allowed multiple. dgVoodoo2 allows it because it is a full reimplementation of
ddraw and is not bound by that rule -- it is not papering over a bug we can fix.
=> dgVoodoo2 CANNOT be removed for -tmfds 1/3/4 by correcting these flags. The
default stays -tcoop 0. The switch is retained because it is how this was settled
and it will re-settle it on different hardware.
The only native path is a borderless windowed panel design (DDSCL_NORMAL + clipper
per monitor, no exclusive mode anywhere). Assessment and staged plan are recorded
in CLAUDE.md STEP 10; not started.
WORKING 4-MONITOR CONFIG (with dgVoodoo2)
-----------------------------------------
dgVoodoo2 Scaling mode MUST be "Stretched, Keep Aspect Ratio". Plain "Stretched"
fails silently: main and radar go fullscreen black, both MFD monitors keep showing
the desktop, and every DirectDraw call still returns DD_OK -- the devices are alive
but dgVoodoo2 never drives those outputs. Diagnosed with a temporary per-panel
colour-flash test (since removed), which also established that device index maps
1:1 to physical monitor on this bench, so -tmon 1,2,3,4 equals auto-detection.
Confirmed working end to end: all three secondary panels present, full mission
played.
KNOWN GAP: the working dgVoodoo.conf is still not versioned in the repo (removed
in 0ceba9c7), so a fresh deploy will reproduce the silent MFD failure.
Behaviour with no new switches supplied is unchanged from the previous build
except on failure paths, which now degrade gracefully instead of crashing.
Co-authored-by: Claude Opus 5 (Anthropic) <noreply@anthropic.com>
Co-authored-by: GitHub Copilot <copilot@github.com>
build-env — Extracted MW4 / FireStorm build toolchain
Everything here was extracted from the original build machine's disk image
(mounted at E:\). It is self-contained — no external installs required to
compile the game. Build user on the original machine was jeff.
Contents
| Folder | Source on image | Purpose |
|---|---|---|
VisualStudio6/ |
E:\Program Files\Microsoft Visual Studio |
Visual C++ 6.0 — compiler (VC98\Bin\CL.EXE, LINK.EXE, NMAKE.EXE), IDE (Common\MSDev98\Bin\MSDEV.EXE), headers, libs, MFC/ATL. 204 MB. |
dx7asdk/ |
E:\Code\dx7asdk |
DirectX 7.0a SDK — include\ (ddraw.h DIRECTDRAW_VERSION 0x0700, d3d.h immediate mode, dinput.h, dsound.h) + lib\ (ddraw.lib, dinput.lib, dsound.lib, d3dim.lib …). Matches GameOS GOS_REQUIRES_DX7A. |
DXMedia/ |
E:\Code\DXMedia |
DirectX Media 6.0 SDK — DirectShow headers (amstream.h, control.h, strmif.h) + libs (strmiids.lib, quartz.lib, strmbase.lib …). Needed by GameOS for video. |
CommonFiles-MSShared/ |
E:\Program Files\Common Files\Microsoft Shared\{VS98,MSDesigners98} |
Shared VS components referenced by the HKLM registration (help/designer DLLs). |
setup-mw4-build.bat |
(generated) | Sets PATH/INCLUDE/LIB for command-line builds — exact original ordering. |
vc6-directories.reg |
(generated) | HKCU import — exact original Tools→Options→Directories (rebased) so headers resolve DX7-correctly. |
vc6-hklm-registration.reg |
(generated) | HKLM import — VC6 install registration (rebased + redirected under Wow6432Node) so msdev.exe runs from the copy. |
_raw_visualstudio6.reg, _raw_devstudio6.reg |
exported from image software hive | Untransformed source exports (provenance; not for import). |
Not copied (intentionally)
- EAX SDK — not required as a separate install;
eax.his bundled in the repo (Gameleap\code/CoreTech/Libraries/GameOS/Eax.h) and noeax.libexists on the image (EAX is resolved at runtime, not statically linked). - DirectX 8 SDK —
d3d8.lib/d3dx8.libare NOT on the image. Only a few standalone tools (Gos2Light, Gos2Text, HighTide) link DX8; the game and editor build entirely on DX7, so their absence does not block the main build.
Exact original directory ordering (recovered from jeff's NTUSER.DAT)
Source key: HKCU\Software\Microsoft\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 VC98 — see below)
Two non-obvious but verified facts that make this work:
- DXMedia\include has no core DX headers (only DirectShow: amstream/control/strmif),
so listing it first does NOT override DirectDraw.
ddraw.hstill resolves fromdx7asdk(next in line) — satisfyingGameOS\pch.hpp's#if DIRECTDRAW_VERSION != 0x0700 → #error DirectX 7 SDK is required— before VC98's olderddraw.h(last) is ever reached. - Library Dirs lists only VC98 because the DirectX/DirectShow
.libs (ddraw, dinput, dsound, dxguid, strmiids, quartz, strmbase, amstrmid) were copied intoVC98\Libon the original machine. They're pulled in via#pragma comment(lib,...)(e.g.GameOS\guids.cpp), not via the link line. Our copied VC98 tree already contains them.
How to build
stlnative/ — native headers STLport wraps (now in-tree)
STLport (mw4\Libraries\stlport) wraps a 27 MB snapshot of the VC98 + Platform SDK
headers (974 files). It used to require a hardcoded C:\stlnative; it now lives here at
build-env\stlnative\, and the 3 macros in stl_inc_find.hpp point at
<c:\VWE\firestorm\build-env\stlnative/##x>. No external C:\stlnative is needed — the build is
self-contained under c:\VWE\firestorm. (If you ever relocate the working tree, update those 3
macro lines to the new absolute path.)
One-time setup: register VC6 + the directory paths
Run elevated (HKLM write needs admin; do both in the same shell):
reg import c:\VWE\firestorm\build-env\vc6-hklm-registration.reg
reg import c:\VWE\firestorm\build-env\vc6-directories.reg
vc6-hklm-registration.reg→ registers the VC6 install (ProductDir/InstallDir, environment packages) underHKLM\SOFTWARE\Wow6432Node\Microsoft\{VisualStudio,DevStudio}\6.0so 32-bitmsdev.exefinds itself when launched from the copied tree.vc6-directories.reg→ HKCU; the exact original include/lib/path ordering.
Wow6432Node, why: on 64-bit Windows a 32-bit process (
msdev.exe) readsHKLM\SOFTWARE\Microsoft\...redirected toHKLM\SOFTWARE\Wow6432Node\Microsoft\..., so the HKLM keys are placed there. HKCU\Software is not redirected, so the directories key stays at its normal path.
Option A — IDE (most faithful to original)
- Launch
VisualStudio6\Common\MSDev98\Bin\MSDEV.EXE. - (Directories are already set by the
.regimport — verify under Tools → Options → Directories if desired.) - Open
c:\VWE\firestorm\Gameleap\code\mw4\Code\MechWarrior4.dsw, set MW4Application as the Active Project, pick a config, Build.
Option B — command line (scriptable)
cd c:\VWE\firestorm\build-env
setup-mw4-build.bat
cd c:\VWE\firestorm\Gameleap\code\mw4\Code
msdev MechWarrior4.dsw /MAKE "MW4Application - Win32 Release"
msdev /MAKEreads include/lib dirs from the registry (the.regabove), not from%INCLUDE%. Thesetup-mw4-build.batenv vars matter only if you drivecl/nmakedirectly. Run the.regimport once and either path works. Caveat:msdev.exerun from a copied tree may still expect its HKLM install registration; if it misbehaves, use the IDE (Option A) or install VC6 from the image.