2f4ed244eacdef2e41ba797e216d9645f044a5d6
First real run of -fps (222 seconds, 4-monitor bench, in-mission) showed a
rock-solid 60.0 fps average but a worst frame of ~24ms in 82% of seconds, with a
median of 24.4ms and a minimum of 23.2ms. That regularity was the tell: 60Hz vsync
intervals are 16.7 / 33.3 / 50.0 ms, so 24ms is not a multiple of anything and had
no business recurring once per second with that consistency.
Cause: the logger was measuring itself. The per-second line was written straight to
the file with WriteFile on the render thread, and the frame duration is recorded
BEFORE the line is emitted -- so the write's cost landed in the *next* frame's
measurement, which belongs to the next second's bucket. Result: exactly one
inflated frame per second, indefinitely. Holding the handle open (as the first
version did) was not enough; a single WriteFile is still several milliseconds when
something like antivirus is in the path.
Three fixes:
1. Buffered output. Lines accumulate in a 128 KB static buffer (~2000 rows, about
33 minutes at one row per second) and are flushed only when the buffer fills or
at exit via atexit(). A normal measurement session now performs no file writes
at all while running. Trade-off, deliberately accepted: a hard crash loses the
un-flushed tail. gos-displays.txt remains the crash-survivable log; gos-fps.txt
is a measurement instrument and must not perturb what it measures.
2. Meaningful percentiles. A "1% low" over 60 samples per second computes
nFrames/100 = 0, which was clamped to 1 -- so the column was literally
1000/worst_frame, i.e. the worst-frame column restated in different units.
Verified against the log: worst 24.1ms -> 41.5 fps, exactly the "1% low" printed.
Per-second is now a 5% low (worst 3 of 60), which is a number that actually
differs from the worst frame. True whole-session 1% and 0.1% lows are computed
at exit from a 0.5ms-bucket frame time histogram (2000 buckets, 0-1000ms) and
printed in a new session summary along with total frames, elapsed time, average,
and total hitches. The histogram gives exact-enough percentiles over an entire
session without retaining every frame time.
3. Carry-over. A single frame longer than one second (a level load: the log shows
4338ms and 4799ms frames) left the accumulator above the 1000ms threshold, so
the next few frames each emitted their own bogus one-frame row -- visible in the
log as rows reporting "1 frame, 1339 fps". The excess is now discarded.
Also adds #include <stdlib.h> to WinMain.cpp for atexit(); it was not reachable
through pch.hpp. GOS_FpsAtExit is declared __cdecl: GameOS builds with /Gz, which
makes __stdcall the default calling convention, but atexit() takes a __cdecl
callback -- without it VC6 rejects the call with C2664.
What the run did establish, and still stands: 60 frames per second sustained for
~150 seconds with no rhythmic multi-hitch pattern, so the mode 4 split-MFD stutter
fix (0a657b59) is holding. Genuine dropped frames (>40ms) occurred in 18% of
seconds, including clusters of 80-90ms; those are real and unaffected by this fix.
Re-measure after this change to see the true baseline.
CLAUDE.md STEP 10 updated: the previous claim that holding the handle open kept the
logger from perturbing the measurement was wrong, and is replaced with what was
actually observed.
Co-authored-by: Claude Opus 5 (Anthropic) <noreply@anthropic.com>
Co-authored-by: GitHub Copilot <copilot@github.com>
BattleTech: FireStorm — workspace layout
⚠️ Setting up a new machine? Read
RECOVERY.mdBEFORE 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 intoc:\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)packsresource\*.mw4fromGameleap\mw4\Contentusing the in-exe compiler (MW4pro.exe -build). Called by the deploy; can be run standalone.deploy-editor.ps1— installs the mission editor in place intoGameleap\mw4(the data tree it edits): dropsMW4Ed2.exe+ DDrawCompat there, neutralizes the DDraw-breaking DLLs, sets the shim, writesrun-editor.bat. No separate editor directory. (build-resources.ps1moves DDrawCompat aside while the builder runs, since it's fatal toMW4pro.exe.)RESOURCE-BUILD.md— how the.mw4packaging works.
Outputs (regenerable — safe to delete and rebuild)
MW4\— runnable game deploy (fromdeploy-mw4.ps1). Move/copy this to production.- The editor has no separate output dir — it runs in place from
Gameleap\mw4viaGameleap\mw4\run-editor.bat(installed bydeploy-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 usedGameleap\mw4).GameleapCode5_03\{Content, hsh}— stale 2005 duplicate data trees (superseded byGameleap\mw4).resource_fullbak\— a one-off backup of the devresource\set taken during the from-scratch rebuild; redundant now that the dev tree is rebuilt.
TL;DR build flow
- Compile code: VC6 build
Gameleap\code\mw4\Code\MechWarrior4.dsw→rel.bin\/pro.bin\. - Deploy game:
build-env\deploy-mw4.ps1→MW4\(packs resources, assembles, optimizes). - (Optional) Install editor:
build-env\deploy-editor.ps1→ runs in place fromGameleap\mw4(run-editor.bat).
On a fresh Windows machine
- Install Git for Windows (includes Git LFS) — or Git +
git-lfsseparately. - Enable long paths before cloning (this tree has deep VC98/MFC paths > 260 chars):
(Also enable the OS setting:
git config --global core.longpaths true git config --global core.autocrlf false git lfs installHKLM\SYSTEM\CurrentControlSet\Control\FileSystem\LongPathsEnabled = 1.) - 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\firestormgit clonepulls 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:Then buildreg import C:\VWE\firestorm\build-env\vc6-hklm-registration.reg reg import C:\VWE\firestorm\build-env\vc6-directories.regGameleap\code\mw4\Code\MechWarrior4.dsw(seeCLAUDE.mdSTEP 1/3), or just use the already-mirroredGameleap\code\rel.bin/pro.binbinaries. - Run the game:
build-env\deploy-mw4.ps1reassemblesC:\VWE\firestorm\MW4and applies the Win11 DirectDraw compat shim; or run the already-mirroredC:\VWE\firestorm\MW4\MW4.exeafter 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; seeCLAUDE.mdSTEP 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.mdfor the full build/runtime reconstruction history andREADME.mdfor the layout.
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