Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
97 lines
5.0 KiB
Plaintext
97 lines
5.0 KiB
Plaintext
[comment]
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* these descriptions are intended for developers only...
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[compile]
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* copy cds(or all contents of harddisk MS sent) to harddisk(c:/mech/... or somewhere)
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-> I'll assume this(=c:/mech/) directory from below...
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-> & I didn't test with other directory...
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* unzip this package & overwrite original(above) directories...
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c:/mech/coretech/...
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c:/mech/ctcls
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c:/mech/launcher
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c:/mech/mw4/...
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* make directory "c:/mech/dbg.bin/"
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* move c:/mech/mw4/content to c:/mech/dbg.bin/content
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-> "mw4.exe -build ..." can be executed via Profile version only in original version
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-> but we changed this command can be excuted via Debug version too...
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-> actually in Profile version you should move c:/mech/dbg.bin/content to c:/mech/pro.bin/content before building resource
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-> copy c:/mech/dbg.bin/resource to c:/mech/rel.bin/resource after building resource via debug version
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* launch "Microsoft Developer Studio"
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* setup "include & lib" directories from "{MS Developer Studio=Micro Visual C++ 6.0}/Tools{=Menu}->Options{=MenuItem}->Directory{=Tab}"
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-> first: Platform SDK(or DirectX SDK) & 2nd: Developer Studio
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* copy {Developer Studio Directory}/vc98/include/*.* to c:/stlnative
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-> see c:/Mech/MW4/Libraries/stlport/stl_inc_find.hpp
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-> this(=c:/stlnative) directory must not be included in devstudio/Tools->Options->Directory
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* load c:/mech/mw4/code/MechWarrior4.dsw
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-> we never touched project workspaces(*.dsw) except this file...
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-> we never use any other .dsw file to build mw4.exe & autoconfig.exe
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* Select MW4Application project
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-> execute "Build{=Menu}->Build mw4.exe{=Menuitem}"
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* Select "Launcher" project
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-> execute "Build{=Menu}->Build launcher.exe{=Menuitem}"
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* now mw4.exe & launcher.exe is located in c:/mech/dbg.bin
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-> for release version : c:/mech/rel.bin
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-> for profile version : c:/mech/pro.bin
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-> ...
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* we didn't include source-directories that are not touched in this package
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-> so OVERWRITING is required...
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[Changed & moved projects]
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* we moved ".../Content/ShellScripts/ScriptStrings" to ".../mw4/code/ScriptStrings"
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-> for sourcesafe & other problem...
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* we renamed ".../mw4/Libraries/comline" to ".../mw4/Libraries/server"
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-> for sourcesafe problem...
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* we remove all the "post-build step"
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-> except MissionLang/MW4/ScriptStrings projects
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-> instead of "post-build step" we use sharing feature of sourcesafe...
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* coretech/Libraries/GamePlatform is duplicated as coretech/Libraries/GamePlatformNoMain
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-> for compiling coretech/Code/*
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-> & WinMain(...) is uncommented in coretech/Libraries/GamePlatform
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-> so coretech/Libraries/GamePlatformNoMain is used for mw4.exe
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[touched sources : security]
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* We fixed server keys(for packet encryption) as 1000
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-> see : c:/mech/mw4/libraries/adept/network.cpp -> Network::Network()
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-> for console problem...
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-> actually in tesla system client & server do not communicate directly for game-lobby
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-> instead of direct communication between server & client(s) they are fully dependent to console(mw4.exe -ctcltype 1...)
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-> this may not be needed these days but we have no choice in early time of development...
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* we use "#define USE_HACK_CRC 1" in c:/Mech/MW4/Code/MW4/NetGenericMessages.cpp
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-> for testing(mainly for debug version)
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-> we work as a team & our developement-environment are not same
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-> so disk image of mw4.exe is not same & it will happen "resource doesn't match" message when join a game
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-> even if same disk image of mw4.exe is built this message will pop when we setup breakpoint in security zones
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-> "#define USE_HACK_CRC 1" can be commented in final release...
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-> but we didn't test...
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[other changes in source files]
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* we touched sources as minimum as possible for checking sources we've touched...
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-> we didn't use same comment style & even use korean language for commenting...
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-> so use wincmd.exe to check sources touched...(wincmd.exe/Commands{=menu}->Synchronize dirs...{=Menuitem})
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-> use "by content" options
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-> windiff is not proper for these purpose(comparing multiple files)
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* some .cpp files are not compiled directly but included in some other .cpp files
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-> for header file setup...
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[project settings]
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* we added LAB_ONLY to debug settings for resource-building in debug version
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-> to check bad resources
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* we did not use "post-build step" for coping output files
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-> we changed output directory & link->output-files directly in project settings
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* we added NO_MR & NO_LOG to mw4 & mw4application projects
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-> because we're working on Mission Review now...
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[misc changes]
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* we us* we use "-nocd" options by default
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* we use AssetsDirectory1/2 where mw4.exe is exist...
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* see sources for other changes using wincmd.exe ^^
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[sourcesafe]
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* we use sourcesafe & "shareing feature"
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-> so same file may exist in 2 or more directories...
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-> but in this package we remove sourcesafe reference from *.dsp/*.dsw for your convennince
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[tools]
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* we didn't include tools directories in this package
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-> & original sources may not be compiled correctly...
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