29aee4f71b Fix 16 pilots + 1 cameraship failing to launch
A full 16-'Mech roster plus a cameraship silently refused to launch: the console
sat in nLaunchState 3 ("loading") forever with no crash and no error. 15 mechs +
camera worked, and 16 mechs with no camera worked.

Two independent bugs, both counting the cameraship against the 16 'Mech slots.

1. Session capacity (broke all-human rosters)

   CTCL_DefaultHostSetup derived the camera reserve from
   CTCL_GetTeslaCountAll() - CTCL_GetTeslaCount(). Those counters read the CTCL
   tesla table, which is only populated when CTCL_IsConsoleOrCOOP() is true --
   i.e. only on the console. But the machine that creates the network session is
   the cameraship pod (CTCL_DoMission sets g_nServer = nCameraship, and that pod
   runs CTCL_DoCreateGame -> CTCL_DefaultHostSetup(0) -> Mech4CreateGame ->
   gos_CreateGame(..., Environment.NetworkMaxPlayers, ...)).

   On that pod both counters return 0, so the reserve collapsed to +0 and the
   session was created with dwMaxPlayers = 16. The 17th connection was refused,
   CTCL_CheckServerReady never saw nCount == g_nTeslas + 1, and the launch hung.

   Fixed by reserving with a constant, MW4_CAMERASHIP_RESERVE (4, matching
   MAX_CAMERAS), which is valid on every machine regardless of the tesla table.

2. Bot admission (broke any roster containing bots)

   MW4Shell::AddBot rejects when (player_count + bot_count) >= m_maxPlayers.
   player_count is the DirectPlay player count, which includes the cameraship
   connection, so with m_maxPlayers = 16 the last bot was silently refused.
   g_nBOTs then never matched the connected lancemates and the same readiness
   check spun forever.

   Fixed by subtracting cameraship participants from player_count under CTCL,
   via a new CTCL_CountCameraShipsInGame() helper (non-bot entries with
   m_nMechIndex == 0). Cameraships hold a network slot but pilot no 'Mech, so
   they must not consume a 'Mech slot.

Also applies the constant reserve in the PLAYER_LIMIT_PARAMETER path, guarded by
!CTCL_IsNone() so a standalone non-pod host keeps its exact configured limit.

This supersedes commit f76dc05f, which had the right formula but evaluated it on
the console rather than on the pod that actually creates the session.

Note for later: m_maxPlayers is serialized in only 5 bits (MWApplication.cpp),
so 31 is the hard ceiling for any future player-cap work. See
RAISING-PLAYER-CAP.md.

Requires rebuild: MW4.exe (Release + Profile). No script or resource changes.
Verified: compiles clean, console launches. Pod testing pending.

Co-authored-by: Claude Opus 5 (Anthropic) <noreply@anthropic.com>
Co-authored-by: GitHub Copilot <copilot@github.com>
2026-07-24 23:39:16 -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.
S
Description
No description provided
Readme
8.8 GiB
Languages
C 48.8%
C++ 36.9%
Rich Text Format 12.2%
HTML 0.6%
Visual Basic 6.0 0.5%
Other 0.5%