44 KiB
BattleTech: FireStorm — Project Notes (CLAUDE.md)
Working notes for Claude Code. Updated as work progresses.
⚠️ Repository location, git & auth (relocated 2026-06-26)
The whole repo moved from C:\VWE → C:\VWE\firestorm so C:\VWE can host other
projects. firestorm\ is now a self-contained git repo (its own .git); C:\VWE is just
a parent container (NOT a git repo). All paths in this file and in build/deploy scripts are the
new C:\VWE\firestorm\... paths.
- What the move touched: physical move of all top-level entries (incl.
.git); no junctions/ symlinks existed to break; single volume so it was an instant metadata rename.git statuswas clean afterward (repo-relative paths unchanged) — the only diff was the path rewrites below. - Hardcoded paths rewritten
c:\VWE\... → c:\VWE\firestorm\...(encoding-preserved) in:Gameleap\code\mw4\Libraries\stlport\stl_inc_find.hpp(stlnative include — build-critical), thebuild-env\*.ps1deploy/build scripts,build-env\play-mr.*, thebuild-env\*.regfiles (incl. UTF-16vc6-hklm-registration.reg), and the docs (CLAUDE.md/README.md/RECOVERY.md). Stalebuild-env\*.log/.plg/.mapbuild artifacts still contain old paths (historical, unused). - System registry was repointed to the new paths (so build + run still work):
- HKCU: VC6 IDE directories (
...DevStudio\6.0\...\Directories) + AppCompatLayersshims forMW4.exe,MW4pro.exe,MW4Ed2.exe; dropped two staleC:\VWE\MW4Editor\*entries (that dir was removed in STEP 9). - HKLM (elevated): VC6 install registration (
Wow6432Node\...\VisualStudio\6.0, ProductDir) + all-users AppCompat shims forMW4.exe/MW4pro.exe. - Reminder: AppCompat (
DWM8And16BitMitigation) is keyed on the exe PATH — relocating an exe requires re-applying the shim (the.regfiles +deploy-*.ps1now use firestorm paths).
- HKCU: VC6 IDE directories (
- Git remote (new):
origin = https://gitea.mysticmachines.com/VWE/firestorm.git(washttp://192.168.1.167:3000/cyd/firestorm.git; host + ownercyd→VWEchanged; same backend, so LFS objects already present — pushes only send new deltas). LFS access hint set tobasic. - Auth = Personal Access Token over basic auth, stored in Windows Credential Manager. The Git
Credential Manager browser-OAuth flow for Gitea FAILS here (loopback redirect to
127.0.0.1:<port>does not complete). To (re)seed creds, run in Git Bash:printf 'protocol=https\nhost=gitea.mysticmachines.com\nusername=<USER>\npassword=<PAT>\n' | git credential approve(PAT needsrepository: Read and Write). Thengit pushuses it with no browser prompt. - Uses Git LFS;
.gitattributesforces* -textfor byte-exact restores regardless ofcore.autocrlf.
What this project is
A total-conversion / expansion ("FireStorm") built on the MechWarrior 4 game engine (the Gameleap engine, v5.03), using Microsoft's GameOS / GOS technology (same lineage as MechWarrior 4 and MechCommander 2). ~60k files mixing C++ engine source, an asset/content pipeline, and game-design spreadsheets. Toolchain is late-90s/early-2000s Visual C++ 6.0 — no git, no modern build system.
Repo layout (top level)
2026-06-23 cleanup: unused/duplicate trees archived to
_UNUSED\to reduce newcomer confusion (Gameleap{Archive,Drivers,EditorDocs,Notes,batch,utilities}; GameleapCode5_03{Content,hsh}; resource_fullbak). Build paths untouched. SeeREADME.mdfor the orienting layout map. Build/deploy uses only:Gameleap\mw4(data),Gameleap\code(code+binaries),build-env(toolchain).
Gameleap\code/— THE BUILD TARGET. Engine + game source + content. (confirmed by user) (ItsContent\+hsh\were stale 2005 duplicates → moved to_UNUSED\; live data isGameleap\mw4.)Gameleap/— onlymw4/is used (game-data source for resource packing). Former siblings (editor docs, drivers, batch tools, runtime env) were historical/utility → moved to_UNUSED\.BTFrstrm/— FireStorm design data: mech stat workbooks (MechInfo_5.04.xls,scriptaddmech.xls).Finished HUDS from J&J/— per-mech HUD art (MFD + Radar) for ~15 'Mechs.
Inside Gameleap\code/
CoreTech/— reusable engine layer (GameOS, gosFX, GOSScript, MLR renderer, Network, Stuff, Language, blade) + Tools.mw4/Code/— the game itself.mw4/Code/MW4/= ~590 files; AI subsystem dominates (~65AI_*files).mw4/Libraries/— mw4-local libs (Adept, Compost, ElementRenderer, gosfx, ImageLib, MLR, server, stuff, stlport).Content/— game content:ABLScripts/(ABL scripting language), Defines, Subsystems, Tables,.buildfiles.rel.bin/dbg.bin/pro.bin/— build OUTPUT folders (libs/exe/dll land here). Generated, not source.
✅ STEP 1: Build process reconstruction — COMPLETE
Toolchain
- Compiler/IDE: Visual C++ 6.0 / MSDev98 (all
.dsw/.dspare "Format Version 6.00"). - STL: bundled STLport at
mw4/Libraries/stlport/(custom, build it first). - External SDKs (NOT bundled) — exact reqs from
CoreTech/Libraries/GameOS/pch.hpp:- DirectX 7.0 SDK — headers must be FIRST in include order
(
#if DIRECTDRAW_VERSION != 0x0700 → #error; uses ddraw7, dinput7, d3d.h immediate mode, dplay). - DirectX Media 6.0 SDK — DirectShow video (
amstream.h,__IDDrawExclModeVideo). - EAX SDK (Creative
eax.h) — audio. - DirectX 8 link libs (
d3d8.lib d3dx8.lib dinput8.lib dxguid.lib) — used by standalone tools (Gos2Light/Text, HighTide, etc.). - NOTE: SDK paths are NOT in the
.dspfiles — they come from the IDE's global Tools → Options → Directories, which is why DX7-first ordering matters.
- DirectX 7.0 SDK — headers must be FIRST in include order
(
- Compiler flags of note:
/G6 /Zp4(struct packing 4 — must be consistent across all libs),/MDruntime (Release),/MDd(Debug). Mismatched packing/runtime = link/crash.
Locating VC6 + SDKs on the ORIGINAL DISK IMAGE
- VC6 / MSDev98:
C:\Program Files\Microsoft Visual Studio\VC98\Bin\(cl.exe, link.exe,VCVARS32.BAT),VC98\Include,VC98\Lib,VC98\MFCCommon\MSDev98\Bin\MSDEV.EXE(IDE + command-line builder).
- DirectX/Media/EAX SDKs — check these era-typical roots:
- DX7 SDK:
C:\DXSDK\,C:\mssdk\, orC:\DX7SDK\ - DX8 SDK:
C:\DXSDK\orC:\Program Files\Microsoft DirectX 8*SDK\ - DX Media 6:
C:\DXMedia\orC:\DXMEDIASDK\ - EAX SDK: under
C:\or the Creative/SB SDK folder.
- DX7 SDK:
- ⭐ Most valuable artifact — the IDE directory ordering (reproduces the env exactly).
Load the build user's
NTUSER.DATand read:HKCU\Software\Microsoft\DevStudio\6.0\Build System\Components\Platforms\Win32 (x86)\Directories→ values "Include Dirs", "Library Dirs", "Path Dirs" (ordered; copy verbatim). Also:HKLM\SOFTWARE\Microsoft\VisualStudio\6.0,HKLM\SOFTWARE\Microsoft\DirectX(records DX version). - Signature-file search on a mounted image:
MSDEV.EXE/VCVARS32.BAT→ VC6;ddraw.h/d3d.h/dinput.h→ DX7 includes (verifyDIRECTDRAW_VERSION 0x0700);amstream.h→ DX Media 6;d3dx8.lib/eax.h→ DX8 / EAX SDK.
Master workspace & final target
- Workspace:
Gameleap\code/mw4/Code/MechWarrior4.dsw(the modern/current one).- Self-contained: all 24 sub-projects verified present on disk, spanning both
mw4/LibrariesandCoreTech/Libraries.
- Self-contained: all 24 sub-projects verified present on disk, spanning both
MechWarrior4Build.dsw= LEGACY/alternate (uses oldMW4Gos,Network,GamePlatform,MW4GameEdv1). Do not use; superseded byMechWarrior4.dsw.- Final game target: project
MW4Application→MW4.exe. - Editor target: project
MW4GameEd2→ editor exe (separate).
Build configurations → output paths (from MW4Application.dsp)
| Config | Defines | Output |
|---|---|---|
| Debug | _DEBUG _ARMOR /MDd |
dbg.bin/MW4.exe |
| Armor | NDEBUG _ARMOR /Zi |
arm.bin/MW4.exe |
| Profile | NDEBUG profiling |
rel.bin/MW4pro.exe |
| Release | RELEASE NDEBUG |
rel.bin/MW4.exe |
| icecap | _ICECAP |
ice.bin/ |
A prior successful Release build exists in rel.bin/ (MW4.exe, MW4pro.exe, all .libs,
Launcher.exe, ctcls.dll, MissionLang.dll, ScriptStrings.dll, autoconfig.exe, mw4print.exe).
arm.bin/ and ice.bin/ are absent (those configs were never built here).
Build dependency order (topological, from MechWarrior4.dsw)
stlport— foundation, no deps. Build first.- Leaf libs (depend only on stlport / nothing):
GameOS,Stuff,MLR,gosFX,ImageLib,Compost,GOSScript,ElementRenderer,Adept,server,DLLPlatform,MFCPlatform,GamePlatformNoMain,ctcls. MW4— the game library.- Helper exes/dlls:
Launcher,autoconfig,mw4print,MissionLang,ScriptStrings,MW4DedicatedUI. MW4Application— links everything intoMW4.exe. (Set as Active Project.)
VC6 honors these dependencies automatically via the .dsw "Project Dependency" records,
so a single "Build" of MW4Application pulls the whole chain in order.
How to build
- IDE: Open
mw4/Code/MechWarrior4.dswin VC6 → set MW4Application as Active Project → pick config (Win32 Debug / Release) → Build. - Command line (VC6):
msdev MechWarrior4.dsw /MAKE "MW4Application - Win32 Debug"(or"... - Win32 Release"). Add/REBUILDfor a clean build.
How to RUN (the mw4/*.bat scripts are LAUNCH, not compile)
game_dbg.batetc. just run the exe:binaries\mw4\MW4_dbg -armorlevel 3 -nobuild.-build= (re)build game resource.erfs from source assets at startup;-nobuild= skip.bldresources_game_dbg.bat= run with-buildto regenerate resources.editor_dbg.bat= launch the editor (MW4Ed2_d).
⚠️ Open discrepancies to resolve before a real build
- Output path vs. launch path mismatch:
.dspfiles emit todbg.bin/MW4.exe/rel.bin/MW4.exe, but thegame_*.batlaunchers point atbinaries\mw4\MW4_dbg.exe. There is a missing copy/deploy step (or the bats target a different deployed layout).mw4/Binaries/currently only holds3DSPlug-ins/. TODO: find/recreate the deploy step. FullExport.batchreferences dead studio network paths (\\aas1\...,d:\ContentExport\). That's the art export pipeline, irrelevant to the code build.
✅ STEP 2: Toolchain extracted from original disk image (E:) — COMPLETE
Original build machine image mounted at E:\. Build user = jeff.
Everything needed is now copied into build-env/ (self-contained):
build-env/VisualStudio6/←E:\Program Files\Microsoft Visual Studio(VC6: CL, LINK, NMAKE, MSDEV).build-env/dx7asdk/←E:\Code\dx7asdk(DirectX 7.0a SDK;ddraw.h=DIRECTDRAW_VERSION 0x0700✓).build-env/DXMedia/←E:\Code\DXMedia(DirectX Media 6.0 SDK; amstream/control/strmif + libs).build-env/setup-mw4-build.bat+README.md(generated; build instructions).
Resolutions to prior open items:
- DirectX version pinned: DX 7.0a SDK (headers) + DX Media 6.0 SDK. NOT DX8 for the game.
- VC6 located & copied: VC++ 6.0 at
build-env/VisualStudio6/. - EAX: bundled in repo (
GameOS/Eax.h); no staticeax.libneeded (runtime-resolved). - DX8 SDK: absent from image; only blocks 3 standalone tools (Gos2Light/Text, HighTide), not the game/editor.
- Critical ordering: DX7 includes MUST precede VC98\INCLUDE (engine
#errorguard); enforced in setup .bat + README.
✅ Exact registry directory order RECOVERED (from jeff's NTUSER.DAT)
Key: HKCU\...\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\LIBonly. Two verified facts that make this work:
DXMedia\includehas NO core DX headers (DirectShow only) →ddraw.hstill resolves fromdx7asdkbefore VC98's old one (satisfies thepch.hpp0x0700 guard).- The DX/DShow
.libs were copied intoVC98\Libon the original machine (verified present in our copy: ddraw/dinput/dsound/dxguid/strmiids/quartz/strmbase/amstrmid); pulled in via#pragma comment(lib,...)inGameOS\guids.cpp, not the link line. Captured asbuild-env/vc6-directories.reg(rebased to local copies; HKCU import, no admin) and reflected exactly inbuild-env/setup-mw4-build.bat.
✅ HKLM VC6 install registration extracted & rebased
Exported jeff's offline software hive trees (Microsoft\VisualStudio\6.0,
Microsoft\DevStudio\6.0) and transformed into build-env/vc6-hklm-registration.reg:
- Key root redirected
oldsw→HKLM\SOFTWARE\Wow6432Node\...(32-bitmsdevon 64-bit Windows reads HKLM\SOFTWARE redirected to Wow6432Node; HKCU\Software is NOT redirected). - All paths rebased:
C:\Program Files\Microsoft Visual Studio→build-env\VisualStudio6;C:\Program Files\Common Files\Microsoft Shared→build-env\CommonFiles-MSShared(copiedVS98+MSDesigners98so those refs resolve). - Verified: 0 leftover
oldsw, 0 un-rebased paths, 202 keys, ProductDir/InstallDir correct. - Raw exports kept as
build-env/_raw_*.reg(provenance). - Import order (ELEVATED):
vc6-hklm-registration.regthenvc6-directories.reg.
✅ STEP 3: Clean build from source — SUCCESS (game target)
Registry imported (HKLM vc6-hklm-registration.reg + HKCU vc6-directories.reg), msdev
runs from the copy, and a full clean rebuild of MW4Application - Win32 Release succeeds:
- 22 projects compiled in dependency order (stlport → GameOS/Stuff/MLR/gosFX/… → MW4 →
helper exes/dlls → MW4Application).
MW4.exe— 0 errors, 384 warnings (normal for VC6). - Output:
rel.bin\MW4.exe(~3.64 MB), plus fresh*.lib,Launcher.exe,autoconfig.exe,mw4print.exe,MissionLang.dll,ScriptStrings.dll,ctcls.dll. - Build is reproducible head-lessly via:
msdev MechWarrior4.dsw /MAKE "MW4Application - Win32 Release" /REBUILD /OUT <log>(run viaStart-Process -Wait; msdev is a GUI-subsystem app so the shell won't block otherwise). - Build logs kept in
build-env\build_*.log.
✅ stlnative dependency relocated INTO the working tree
mw4/Libraries/stlport/stl_inc_find.hpp hardcoded a native-headers path
<c:\stlnative/##x> (3 macro defs, the only references in the codebase). STLport wraps a
27 MB snapshot of the VC98 + Platform SDK headers (974 files) restored from the image.
Originally placed at C:\stlnative; now moved into build-env\stlnative\ and the 3
macros repointed to <c:\VWE\firestorm\build-env\stlnative/##x>. Verified: with C:\stlnative
removed, a full clean rebuild still succeeds (MW4.exe, 0 errors). The build is now
self-contained under c:\VWE\firestorm — no external C:\stlnative needed.
✅ STEP 4: Runnable deployment assembled at C:\VWE\firestorm\MW4 — DONE
Rules-based deploy (no image/E: dependency) via build-env\deploy-mw4.ps1:
- Result:
C:\VWE\firestorm\MW4— 845 files, 895 MB (target was ~900 MB), with our freshly builtMW4.exe(3,637,248 bytes) + all runtime DLLs + prebuiltresource\*.mw4. - Sources (all from working dir): runtime base =
Gameleap\mw4; binaries =rel.bin. - The old
game_*.batassumed abinaries\mw4\MW4_dbg.exelayout that the real game never used — the runnable game hasMW4.exeat the deployment root. Launch viaC:\VWE\firestorm\MW4\run-mw4.bat(resources prebuilt, no-buildneeded).
Deployment selection rules (the dev tree Gameleap\mw4 is a ~6 GB bloated superset)
- KEEP whole:
Resource\(767 MB .mw4 packages),hsh\(102 MB),Assets\,Stats\. - KEEP subset:
Content\shellscripts\MINUSGraphics\(119 MB source .tga) andOriginal\(57 MB backups) -> ~9 MB of compiled scripts/.gaf/.d3f. - KEEP root: runtime
*.dll/*.ini/*.options/*.txt/*.rtf/*.ico/*.016/*.256/...+clokspl.exe. - DROP:
Content\*(4.6 GB source except shellscripts),Movies\(352 MB),Notes\,fonts\, all tool exes (ERF Deluxe, EffectEdit, MapCreator, ResourceBrowser, MW4Ed2, ...). - OVERLAY: fresh
rel.binbinaries (MW4.exe, MW4pro.exe, Launcher, autoconfig, mw4print, MissionLang.dll, ScriptStrings.dll, ctcls.dll).
✅ STEP 5: Runtime brought up at C:\VWE\firestorm\MW4 — RUNS (fullscreen + windowed)
Reference for "working" = C:\MW4knowngood (NOT E:\gameleap, NOT D:\5.0.8.2_console
— those are unrelated). Two independent issues had to be fixed; both are now in
deploy-mw4.ps1 so a fresh deploy is runnable out of the box:
- DirectDraw 16-bit compat shim (Win11). MW4 runs
bitdepth=16; modern Windows fails its DirectDraw hardware-surface creation withDDERR_NODIRECTDRAWHWunless theDWM8And16BitMitigationAppCompat layer is applied to the exe path. Our path had a strayHIGHDPIAWARE-only layer that suppressed the auto-shim. Fix: set HKCU layerDWM8And16BitMitigation HIGHDPIAWAREforC:\VWE\firestorm\MW4\MW4.exe(deploy script does this; matching all-users HKLM$ DWM8And16BitMitigationis inbuild-env\mw4-compat-hklm.reg). Note: AppCompat is keyed on exe PATH, so a copy at a new path needs the layer re-applied. - Dev-only DLLs shadowing system DLLs. Our rules copied every root
*.dll, which pulled indbghelp.dll/imagehlp.dll(2003 copies that shadow Windows' system DLLs and break DirectDraw init) plus tool DLLsijl10.dll,ctcl.dll,Language.oeg.dll,Resources.dll. known-good has none of these. Fix: deploy script now excludes those 6 by name. Removing them was what made it run in BOTH fullscreen and windowed.
Diagnostic note: swapping known-good binaries into our deploy still failed before the shim
was applied — that proved our rebuilt binaries are NOT the cause (the shim + DLL excludes were).
Final deployment: C:\VWE\firestorm\MW4 = 894 MB, 839 files, DLL set identical to known-good, running
our freshly built MW4.exe.
Resource (.mw4) build process — documented & ✅ VERIFIED
Full writeup in build-env\RESOURCE-BUILD.md. Tested end-to-end 2026-06-11 with our
freshly built MW4pro.exe (Profile/LAB_ONLY): minimal Content\MechWarrior4.build ->
resource\restest.mw4 + .dep (exit 0); #VBD magic + payload confirmed; .dep tracks
source; incremental skip/rebuild both verified; Release exe confirmed to ignore -build.
Key facts:
- The resource compiler is inside the game exe, triggered by the
-buildflag, which is#ifdef LAB_ONLY— so only Debug/Armor/Profile (MW4_dbg/MW4_arm/MW4pro.exe) can build resources; ReleaseMW4.execannot. (That's whybldresources_game_*.batuse the LAB_ONLY exes.) - Entry point:
MW4Application.cpp->Tool::Instance->BuildResources("Content\MechWarrior4.build", VER_CONTENTVERSION=63, deps); recursive driverAdept::Tool::BuildResources/ParseBuildFile; per-type packers inAdept\Tool.cpp+MW4\MWTool.cpp. - Input:
Content\MechWarrior4.build(master tree) -> per-package.buildmanifests ([resource\X.mw4]+data=/instance=/file=/notation=/campaign=/... entries) -> source assets underContent\. Output:resource\*.mw4+*.dep(incremental via.deptimestamps + content version). Needs the full ~4.6 GBContent\source tree.
✅ STEP 6: Editor (MW4GameEd2) builds — DONE (with a 1-line source fix)
- Target
MW4GameEd2 - Win32 Release->rel.bin\MW4Ed2.exe(3,973,120 bytes, 0 errors). MFC app (Use_MFC 6); needsmfc42.dll(present in deployment) at runtime. Profile config also exists (->pro.bin\MW4Ed2.exe). - Source fix required (editor source had drifted; shipped
MW4Ed2.exeis from 2003 and was never rebuilt against the 2009 code): enumMPGameTypesinmw4\Code\MW4GameEd2\ObjectManager.hwas missingGT_StockCampaign, whichObjectManager.cppreferences (string map @1013, int mapcase 14). Added the enum member betweenGT_StockSiegeAssaultandGT_CustomDestruction. (This is the only repo source edit beyond the stlnative relocation; both are marked with[...]comments in-place.) - Built incrementally but it was a full compile of the editor's own sources (none existed prior); shared libs reused from the Release game build.
⚠️ STEP 7: Editor builds + launches + draws UI, then HANGS (viewport spin)
Set up via build-env\deploy-editor.ps1; launches to window
"MechWarrior 4 Mission Editor - 05.07.00.00" and creates its MDI children (Game View,
Object Manager, Overview Window) — but then spins one CPU core at ~100% with zero memory
growth and a stalled message pump ("not responding"; 282s CPU / 283s uptime). It's a
busy-loop hang in the editor's real-time 3D viewport/idle loop — a runtime compat issue
on modern hardware, NOT a build issue (it compiled, launched, and drew its UI). The game runs
fine (different render path: fullscreen exclusive vs the editor's windowed live viewport).
ROOT CAUSE FOUND: incomplete dev content + modal-STOP-over-windowed-DDraw
The editor loads/builds the full content tree at startup and STOPs (fatal) on missing/ inconsistent dev content, one item at a time:
skies\reduex_sky\reduex_night.erf— misnamed (Reduex_sky_night.erf); FIXED by copy.Texture skyfbb1(referenced byContent\Skies\fact01_sky\fact01_sky.hint) — genuinely absent from the dev tree (no file of that name anywhere). The FireStorm devContent\is an incomplete WIP with real asset gaps. GameOS'sSTOPpops a modal dialog. Build-specific behavior on that dialog:- Profile (LAB_ONLY, lighter opt): shows the STOP dialog cleanly; dismissing it exits.
- Release (
/Ox /Og, no LAB_ONLY): trying to show the modal STOP over the windowed DirectDraw viewport hangs (100% spin) or crashes (AV) — a dialog/DDraw interaction fragility under full optimization. So the earlier "hang/crash" was this same content STOP, handled badly by the Release build (NOT a separate memory bug as first guessed). So: editor compiles + launches correctly; the blocker is incomplete dev content (a content-curation task on the project's own unfinished assets, distinct from build/toolchain).
Option 2 attempted (make content STOPs non-fatal) -> uncovered the REAL bug: heap corruption
- Patched
mw4\Libraries\Adept\ResourceImagePool.cpp:385(texture-not-found): first triedcontinue(skip) -> downstream access violation (missing texture deref'd later); then a placeholder-substitute (file_name="content\\textures\\01AACA1.tga") -> got PAST the content STOPs. Both are tagged[editor degraded-mode]in-source. - With content handled, the editor returns to the original symptom: main UI thread spins at
100% CPU, not responding. EIP sampling (
Wow64GetThreadContext) located the spin in a tight loop insideSysWOW64\ntdll.dllheap code (~0x76F73E04) = walking a corrupted heap free-list. ROOT CAUSE = heap corruption (buffer overrun / double-free / use-after-free) in the editor; it manifests non-deterministically as the ntdll heap-loop HANG or an AV, and shifts with optimization (Release vs Profile) -> exactly the observed behavior. - To actually fix: enable PageHeap for
MW4Ed2.exe(registryImage File Execution Options\MW4Ed2.exeGlobalFlag=0x02000000; needs admin) to trap the corrupting write at its source with the Profile build's symbols, then fix the overrun. This is a deep memory-bug hunt in old code (the 2003 editor never hit it on XP / with complete content). - NOTE:
ResourceImagePool.cppplaceholder patch is a degraded-mode hack; revert if not wanted.
PageHeap hunt (in progress) — corruption confirmed, but a Heisenbug to pin down
- Enabled full PageHeap via
build-env\mw4ed2-pageheap.reg(IFEO GlobalFlag=0x02000000, PageHeapFlags=0x3; off-switch inmw4ed2-pageheap-off.reg). Confirmed active (editor mem 45->94 MB). Builtpro.bin\MW4Ed2.map(added/mapto the Profile link in MW4GameEd2.dsp, preferred base 0x00400000) for address->function resolution. - With PageHeap + NO debugger: editor reliably AVs (0xC0000005) at ~1 s = the overrun caught
at the corrupting write (the goal). But under my PowerShell debug loop it will NOT reproduce
(many attempts, even with
_NO_DEBUG_HEAP=1): attaching perturbs heap/timing so the editor takes a different path and exits without faulting -> classic heap-corruption Heisenbug. - Conclusion: pinning the exact corrupting instruction needs a REAL debugger that holds heap/
timing steady. Cleanest: install Debugging Tools for Windows (
cdb) and runcdb -g -G -c "kb;q" -o MW4Ed2.exewith PageHeap on -> one-shot symbolicated faulting stack. Alt: WER LocalDumps (HKLM) -> parse the minidump's exception stream for the faulting EIP -> map viaMW4Ed2.map(uncertain: GameOS's UEF may pre-empt WER). The corruption is in the content-load path (~1 s, texture/sky loading). - Working dir = proven runtime DLLs from the game deploy (NO
imagehlp/dbghelp) + editor tool DLLs (ctcl/ijl10/Resources/Language.oeg) + MFC + ourMW4Ed2.exe; the bulk (Content\,resource\,hsh\) are directory junctions to the dev treeGameleap\mw4(no 5.5 GB copy). SameDWM8And16BitMitigationcompat shim as the game. - Content data fix needed to launch:
Content\skies.build:109declaresFile=Skies\reduex_sky\reduex_night.erf, but the night-sky erf was misnamedReduex_sky_night.erf. The editor (LAB_ONLY, asserts on missing files) STOPped on it. Fixed by addingreduex_night.erf(copy ofReduex_sky_night.erf) inGameleap\mw4\Content\Skies\Reduex_sky\. (A dev-content naming inconsistency, not a build/toolchain problem — the editor itself builds+runs correctly.)
✅ STEP 8: Editor RUNS — root cause was DirectInput, NOT heap corruption (2026-06-22)
Installed Debugging Tools for Windows (cdb at C:\Program Files (x86)\Windows Kits\10\ Debuggers\x86\cdb.exe) and got the first fully-symbolicated faulting stack. This overturned
the STEP 7 hypothesis: the crash is NOT content-load heap corruption — it is a modern-Windows
DirectInput init cascade during CMInstall (GameOS), reproducible and deterministic:
-
Joystick enumeration heap-corrupts in modern
dinput.dll.CMInstall->CMCreateJoysticks->wEnumDevices(DIEDFL_ATTACHEDONLY)->CMCreateJoystick7(ControlManager.cpp). On Win11 the legacy IDirectInput7 path, when itRelease()s a phantom/virtual HID "joystick" (0-axis "misreported device" at line ~602), corrupts the heap insidedinput.dll. Surfaces asRtlFreeHeapAV (normal heap) or, under full PageHeap, as a guard-page over-read indinput!DIWdm_InitJoyId([esi+0x44]). The PageHeap "AV at ~1s" from STEP 7 was THIS, mis-attributed to content loading. The game survives by heap-layout luck.- FIX (source):
CoreTech\Libraries\mfcplatform\MFCPlatform.cppInitGameOSnow setsgDisableJoystick=1(editor/Platform_MFConly; the game uses a different platform path and is unaffected). Chosen over the/gosnojoystickswitch because in LAB_ONLY buildsWinMain.cpp:~398shows a help dialog and exits if any leftover/gostoken remains on the command line — fragile (e.g. cdb perturbs the cmdline -> trips it). Tagged[editor modern-Windows fix].
- FIX (source):
-
Mouse
SetCooperativeLevel(NULL, FOREGROUND|NONEXCLUSIVE)fails 0x80070006.CMCreateMouse(Mouse.cpp) resolves the coop window fromhWindow, which is always NULL in the editor atCMInstalltime: the editor passespFrame->GameWnd->m_wndView.m_hWnd, butInitSecondaryWindows(MainFrm.cpp:173) onlynewsCGameFrameand neverCreate()s it, soCGameFrame::OnCreate(which buildsm_wndView) hasn't run. XP tolerated a NULL coop window; modern DirectInput rejects it -> fatal PAUSE. (Keyboard has no coop-level call, so it survived.)- FIX (source):
Mouse.cppCMCreateMousefalls back toGetForegroundWindow()/GetDesktopWindow()withBACKGROUND|NONEXCLUSIVEwhen the resolved window is NULL; the game path (validhWindow) is unchanged. Tagged[editor modern-Windows fix].
- FIX (source):
Rebuilt MW4GameEd2 - Win32 Profile (recompiles GameOS + MFCPlatform, relinks; 0 errors) ->
deployed pro.bin\MW4Ed2.exe+.pdb to C:\VWE\firestorm\MW4Editor. With both fixes + the content fixes
below, the editor launches to a live, responsive, idle (0% CPU) main window ("MechWarrior 4
Mission Editor - 05.07.00.00", ~70 MB) — the old "100% spin / not responding" is GONE. Launch with
just -armorlevel 3 (no /gos flag needed).
Content-curation fixes (FireStorm WIP dev tree, in Gameleap\mw4\Content)
The editor enumerates+loads EVERY mission/map at startup (ObjMan->BuildResources()) and STOPs
fatally on the first defect. Fixed (all additive/non-destructive unless noted):
_backupdev-copy dirs (files named after the original, not the dir): created the missing<dir>.build/<dir>.instance(page[<dir>], unique resource targets):Maps\Colsm01_backup,Maps\StormCanyonSiege_Backup,Missions\Coliseum_backup. (Editor compiled these intoresource\maps\colsm01_backup.mw4etc. — confirms they're valid.)- Dangling map refs:
Missions\EditorTemplate\EditorTemplate.instanceMap=arctic01 (exists nowhere) ->arctic04;Missions\s1s2\s1s2.instanceMap=lunar02 ->lunar01. - Double-nested user mission:
Missions\PhoenixPalaceSTB\PhoenixPalaceSTB\*moved up one level (the files already referenced the top-level path); then its.instanceModel=pointed atdropzones\hill.contents(page[droppoints]) -> fixed tophoenixpalacestb.data(page[gamedata]). - Scans confirmed scope is small: 0 remaining mission page-name mismatches; 1 dangling map ref (fixed); arctic01/lunar02 are genuine content gaps absent from ALL installs (dev Resource\Maps has 46 .mw4 — MORE complete than game-deploy/knowngood's 26 — so launch folder/junctions are correct).
✅ 3D viewport FIXED via DDrawCompat (2026-06-22)
Root cause pinned with temporary diagnostics in SetupMode/DirectDrawCreateAllBuffers
(DXRasterizer.cpp, since reverted): every surface (front/back/Z), the clipper, and the
IDirect3D7 object create fine with a valid hWindow, but IDirect3D7::CreateDevice fails
with 0x88760082 = DDERR_INVALIDOBJECT for BOTH the hardware HAL (IID_IDirect3DTnLHalDevice
-> IID_IDirect3DHALDevice) and the Blade software device — i.e. Win11's legacy DirectDraw does
not support creating a windowed Direct3D7 device on an offscreen backbuffer (the game avoids
this by using a fullscreen flip-chain). Not a code-flag issue.
Fix: dropped DDrawCompat (narzoul, v0.7.1, ddraw.dll) into C:\VWE\firestorm\MW4Editor\ — a
drop-in ddraw/d3d7 reimplementation. With it, CreateDevice succeeds and the Game View/Overview
render (user-confirmed). Source kept at build-env\ddrawcompat\ddraw.dll; deploy-editor.ps1
now copies it. The standalone game (C:\VWE\firestorm\MW4, fullscreen) is unaffected and does NOT use it.
The editor is now fully working: launches, edits, and renders the 3D viewport.
✅ Open-Mission dialog now lists ALL source missions (2026-06-22)
Symptom: editor's File->Open showed only 5 missions. Cause: COpenMissionDlg::OnInitDialog
(OpenMissionDlg.cpp) listed Resource\UserMissions\*.mw4 (compiled/published user-mission
packages) — only 5 exist in the dev tree (and 0 in the game deploy C:\VWE\firestorm\MW4, so co-locating
the editor with the game would have shown ZERO, not more). But CMainFrame::LoadMission loads from
Content\Missions\<name>\<name>.Instance. Fix: changed the dialog to enumerate
Content\Missions\* subdirectories that contain a matching <name>.instance -> now lists all 51
source missions. Tagged [editor data fix]. (Note: INVALID_FILE_ATTRIBUTES isn't defined in the
VC6 SDK; used the literal 0xFFFFFFFF.) This made the requested "move editor into the game-binaries
folder" unnecessary — the editor already junctions the dev tree (Gameleap\mw4), the most complete
data (51 missions, 46 maps); the game deploy C:\VWE\firestorm\MW4 actually has 0 user missions, so it
would have shown FEWER.
Second half of the fix — actually LOADING the listed missions (EditorApplication.cpp
LoadMissionResources): listing wasn't enough. Opening any non-user mission STOPped with
Can't open <garbage>. Cause: LoadMissionResources hardcoded the resource path as
"Resource\\User" + (name after first \), i.e. only Resource\UserMissions\<name>.mw4 (the 5
user missions), and produced a garbage path (bad strchr+1 pointer) for other name forms. But
stock missions compile to Resource\Missions\<short>.mw4 with abbreviated lowercase names
(CentralPark->cpark.mw4, Frostbite->fbite.mw4) that aren't derivable by transform — the
short name is declared in each mission's .build ([resource\missions\X.mw4]). Fix: extract the
bare mission name, prefer Resource\UserMissions\<name>.mw4, else read the resource path straight
out of Content\Missions\<name>\<name>.build. Verified headlessly via -report (which also calls
LoadMissionResources): Coliseum -> 248 entities, CentralPark (cpark.mw4) -> 1709 entities, no STOP.
All 51 missions are now openable; the 5 user missions still work. Tagged [editor data fix].
(historical) Editor INTERACTIVE; the (now-fixed) windowed 3D viewport blocker
Verified via window enumeration: at startup the editor creates ALL its MDI children
(Game View, Object Manager, Overview Window) and presents a modal "Open Mission" dialog
(normal startup; main frame correctly disabled behind it) — the user opens a map from there and
the UI is usable. (Headless test runs "exit code 1" simply because nothing clicks that modal
"Open Mission" dialog — NOT a crash. Earlier "idle/Responding" readings were the process sitting
on that dialog; Responding=True+0% CPU cannot distinguish a working UI from a modal dialog —
enumerate windows to tell them apart.) The only real failure is live 3D rendering: selecting
Game View (and the Overview render once a mission draws) STOPs:
No software rasterizer available
(DXRasterizer.cpp:2488). Path: DirectDrawCreateAllBuffers -> SetupMode tries windowed
hardware D3D7 (primary surface + clipper on hWindow + VRAM 3D backbuffer) which fails on
Win11's legacy DirectDraw, then falls back to Blade software (555 system-mem surface,
SetupMode line ~1816/1835) which also fails -> STOP. This is the windowed legacy DirectDraw/
D3D7-on-Win11 problem — the SAME core incompatibility the game avoids by running fullscreen-
exclusive (+ DWM8And16BitMitigation shim). It is a distinct, deeper rendering-compat task from
everything above (which was input + content). To pursue: capture the exact failing HRESULT by
reproducing interactively (open map -> Game View) under cdb; candidate directions = a DDraw
compat layer (e.g. DDrawCompat), forcing a supported windowed surface format, or hosting the
viewport via a different present path. NOT yet solved.
✅ Deployment finalized (2026-06-22)
- PageHeap REMOVED (debug aid only): ran
reg import C:\VWE\firestorm\build-env\mw4ed2-pageheap-off.regELEVATED (UAC) -> HKLM IFEOMW4Ed2.exekey gone. The real-nameMW4Ed2.exenow runs directly (no longer AVs at ~2s). TheMW4Ed2_nph.execopy remains as a page-heap-immune fallback. deploy-editor.ps1updated: sources the Profile build (pro.bin, the working config) +.pdb; writesrun-editor.bat(MW4Ed2.exe -armorlevel 3, no/gos); sets the DDraw shim; warns if PageHeap IFEO is present. A fresh deploy is runnable to the editor UI.- Launch:
C:\VWE\firestorm\MW4Editor\run-editor.bat(orMW4Ed2.exe -armorlevel 3). Pick a mission in the startup "Open Mission" dialog. Everything except the live 3D render works. - Expect more WIP content STOPs only if exercising missions/maps not loaded at startup.
- (Optional) Build Debug/Armor configs (need
dbg.bin/arm.binoutput dirs).
✅ STEP 9: Editor runs IN PLACE in the data tree — no separate MW4Editor dir (2026-06-23)
The editor's only job is editing the source content/resources in Gameleap\mw4, so the separate
C:\VWE\firestorm\MW4Editor deploy (which just junctioned back to Gameleap\mw4) was removed. deploy-editor.ps1
now installs the editor into Gameleap\mw4: copies MW4Ed2.exe(+pdb) + DDrawCompat ddraw.dll,
renames the two DDraw-breaking DLLs (dbghelp.dll/imagehlp.dll → .disabled), sets the DWM shim on
Gameleap\mw4\MW4Ed2.exe, and writes Gameleap\mw4\run-editor.bat. Verified: editor launches in place
with the full UI + DDrawCompat viewport (Game View/Overview/Object Manager/Resources).
- Conflict handled: DDrawCompat
ddraw.dllis fatal toMW4pro.exe's fullscreen build init ([DDrawCompat] Fatal Error). Since the resource builder runs from the sameGameleap\mw4,build-resources.ps1now movesddraw.dllaside (.buildaside) for the build and restores it in afinally(verified: build exit 0, ddraw restored). - Game deploy unaffected:
deploy-mw4.ps1addsddraw.dllto its skip list, so DDrawCompat + the editor exe/pdb/launcher/.disabledDLLs never leak intoC:\VWE\firestorm\MW4(verified: 682 files / 868 MB, 58 packages, fullscreen native DDraw). Old launch pathC:\VWE\firestorm\MW4Editor\...is superseded byC:\VWE\firestorm\Gameleap\mw4\run-editor.bat.
📋 Reference: raising the MP player cap 16 → 24 (investigated 2026-06-24; NOT planned)
Captured for the future; we are not tackling this in the foreseeable future. Question was
whether ConLobby.script's MAX_ROSTER_COUNT 16 could be 24. Findings:
- No engine wall at 16 — the real ceiling is 255.
Adept::Maximum_Players = 255(mw4\Libraries\Adept\Application.hpp:139); every per-player fixed array (servedConnectionData[], scoreboards, net-stats, mission-review logs,pdmg_given/rcvd) is sized to 255.connectionIDis aBYTE(0–255).Environment.NetworkMaxPlayersis passed straight to DirectPlay'sdwMaxPlayers(CoreTech\...\GameOS\Net_Main.cpp:2142) — no GameOS ceiling;m_maxPlayershas no hard upper clamp (MW4Shell.cpp:1803only clamps bots down to the player count). - 16 is enforced in THREE layers — a script edit alone is insufficient/misleading:
- UI:
Content\ShellScripts\ConLobby.script#define MAX_ROSTER_COUNT 16(already 8→16; gated byUSE_O_MORE_PODS/g_nMechPodNum; also clamps vsMAXTESLA_P= cafe Tesla count, ≤8). - Compiled defaults (the real connect gate):
MW4Shell.cpp:13319-13321non-coop setsm_maxPlayers=16; Environment.NetworkMaxPlayers=16; m_maxBots=16(coop branch caps at 9). Editing only the.scriptshows 24 slots but the session still rejects the 17th player. - Lobby pods / scoreboard (
hudscore) / radar UI are laid out for ≤16.
- UI:
- To actually reach 24: raise
MAX_ROSTER_COUNTand them_maxPlayers/NetworkMaxPlayers/m_maxBotsdefaults (→ rebuildMW4.exe), rework lobby/scoreboard/radar layouts, and ensure maps define ≥24 drop zones / start points (many MP maps only have ~16 — a per-map content limit). - Why the cap exists (the practical blocker): replication is ~O(n²) — 24 vs 16 ≈ (24/16)² ≈ 2.25× host outbound + CPU; the dictionary/culling netcode was tuned for ≤16. Bandwidth, not the data structures, is the ceiling.
📐 PLAN: raise MP cap 16 → 32 (drafted 2026-06-24; NOT scheduled)
Concrete plan extending the reference above to 32 players. Phased; each phase is independently
testable. 32 is safe vs the engine ceiling (255 arrays, BYTE connectionID) and has no 32-bit
player-mask boundary risk — verified the only 0x1<<id masks are per-mech weapon bits
(MWEntityManager.cpp:1332, NetWeapon.cpp), not player/connection indices.
Phase 1 — Code defaults + lobby-param path (rebuild MW4.exe, Release + Profile).
MW4Shell.cpp:13319-13321(non-coop game setup):m_maxPlayers,Environment.NetworkMaxPlayers,m_maxBots16 → 32. Coop branch13309/13315-13316(=16/=9/=8) — leave or bump per design.MW4Shell.cpp:1803-1831(lobby-driven path):m_maxPlayers=INTPARM(1),m_maxBots=INTPARM(1),Environment.NetworkMaxPlayers = params->m_playerLimit. No hard upper clamp exists (1808 Max_Clamp(m_maxBots, m_maxPlayers)only clamps bots down) — but confirm the lobby "player limit" control feeds a value up to 32 (paramPLAYER_LIMIT_PARAMETER,NetParams.h:53).- Grep-audit for any other implicit ≤16 assumptions before rebuild (none found so far; arrays=255).
Phase 2 — Lobby + in-game UI (repack props.mw4). [LOW PRIORITY]
Cosmetic/usability, not a functional blocker: with only Phases 1+3 done, 32 players can still
connect, spawn, and play — the lobby pods/roster and scoreboard/radar just overflow or clip past
16 (and the host can still set the limit via the param path even if the slider UI caps lower).
Defer this polish until 32p is otherwise proven; do the minimum to make the lobby usable, leave full
pod/scoreboard re-layout for later.
Content\ShellScripts\ConLobby.script:MAX_ROSTER_COUNT 16→32,MAX_TEAMMATE_COUNT 8→16(both underUSE_O_MORE_PODS/g_nMechPodNum); raise the player-limit control's max to 32. Note theMAXTESLA_Pclamp is cafe-only (CTCL Tesla count) and won't block non-cafe play.- Biggest UI lift — the mech-selection "pods": the lobby draws a fixed grid of player/mech pods;
32 needs a reworked layout (grid size, scrolling, or smaller pods). Same for the team-assignment
panel (
TEAM_MAX_PLAYERS,team_max_plyrs@ ConLobby:328). - Multiplayer lobby scripts (
Content\ShellScripts\Multiplayer\*incl.lobby_listbox.script,HostLobbyMission.script): roster list sizing + player-limit slider range. - In-game scoreboard (
hudscore.cpp) and radar (GUIRadarManager.cpp): data is fine (255 arrays) but the on-screen score table / legend is laid out for ≤16 → rework for 32 (scroll or two columns).MP_Review.scripttop-down review screen likewise.
Phase 3 — Map content (per-map; the gating gameplay task).
- Every MP map used at 32p must define ≥32 drop zones / start points. Most stock maps have ≤16;
players 17-32 silently fail to spawn otherwise. Audit + author extra drop points in the editor
(now runnable in place from
Gameleap\mw4\run-editor.bat). This is per-map, independent of code.
Phase 4 — Netcode / performance. [LIKELY FINE on modern hardware/networks]
- Replication is ~O(n²): 32 vs 16 ≈ (32/16)² = 4× host outbound + CPU. This was the limiting factor in 2002 (dial-up / early broadband), but modern broadband upstream + CPU absorb 4× easily — raw bandwidth/CPU is no longer expected to block 32. Demote from "real ceiling" to a verification item.
- Residual (non-bandwidth) thing to check when implementing: any fixed-size netcode buffers / per- frame packet or replication caps hardcoded for ≤16 (distinct from bandwidth; e.g. packet-count or buffer limits). Audit during Phase 1; bounded by the 255-array design, so likely none. Still do a live load test to confirm, but don't expect tuning to be needed.
Verification: (1) rebuild → headless -report/launch sanity; (2) host a game, confirm 32 slots
in lobby + 17th–32nd players connect (Environment.NetworkMaxPlayers/DirectPlay dwMaxPlayers);
(3) confirm spawns on a 32-drop-zone map; (4) load/bandwidth test; (5) check scoreboard/radar/review
UI legibility. Primary remaining work: per-map drop-zone authoring (Phase 3) is now the main
gating task. UI (Phase 2) is low-priority non-blocking polish; bandwidth/CPU (Phase 4) is expected
fine on modern hardware — just verify fixed-size netcode buffers and run one live load test.
Next steps (proposed)
Windowed 3D viewport on Win11— DONE via DDrawCompat (see STEP 8 viewport section).- (Optional) Curate remaining WIP content as features are exercised (editor loads dev
Content\). - (Optional) Build Debug/Armor configs (need
dbg.bin/arm.binoutput dirs). - (Parked, NOT scheduled) Raise MP cap to 24 or 32 — see "Reference"/"PLAN" sections above.