Build-machine feedback commit. Everything here is generated output pulled back from the Windows VC6 machine with build-env/sync-from-windows.sh, and it is the first RC3 binaries and data package drop. Binaries (Release + Profile + editor): rel.bin/MW4.exe 3,682,304 (was 3,637,248) rel.bin/MW4pro.exe 4,431,872 pro.bin/MW4Ed2.exe 5,320,770 plus the full library set, helper exes and DLLs, and 1771 per-project VC6 intermediates. This build carries the code fixes that RC3 exists to validate: - target-MFD atlas raised to 1024x2048 (2dea1779). The old 1024x1024 atlas held 64 tiles for a 65-entry mechnames[], so targeting a Zeus wrapped to tile 0 and drew the Annihilator. - mechnames[5] assassinii -> assassin2, and the behemothii texture, which STOPped Release outright when flying a Behemoth II. - J&J MFD/Radar damage-zone mappings (ef4e014). coord.cpp is #included by DXRasterizer.cpp, so those corrections only become live in this rebuild. - -tident rewritten onto GDI windows (c0daa2d9). - mw4print build fix (6c8650fa). Resources: 58 packages repacked, including textures.mw4 (261.4 MB). Verified the 46 new textures.hint pages are actually present in the package -- @achp0, @agrf0, @ajec0, @amar0, @athu0, the 15 footstep pages and hud\generic all resolve inside the #VBD directory. Those pages are the one part of the six staged chassis that is NOT inert; the mechs themselves remain unregistered. Deployed game (MW4/): 49 files, including the 22 repaired damage dolls, which are now byte-identical to their sources in Gameleap/mw4/hsh. 21 come fromef4e014and one, Atlas.bmp, from 7d71d2a7; both commits changed only the source tree and explicitly left the deploy to be regenerated here, so it had been stale on those since RC1. Also new: the six chassis portraits and the three generic HUD images, confirming deploy-mw4.ps1 picked up the new hsh art. Deliberately excluded from the pull: dgVoodoo2 at the deploy root (Win10/11 only, breaks the XP pods; the tracked MW4/dgvoodoo2_files/ staging copy is unaffected), MW4/Resource/Variants/, and the per-launch gos-displays.txt and gos-fps.txt. Not yet verified: this is a build result, not a test result. RC3 sections 18 and 19 still need hardware runs -- targeting a Zeus, flying a Behemoth II in the RELEASE build (Profile masks it with the placeholder texture), -tident across four monitors, and the MFD/Radar dolls on physical displays. Co-authored-by: Claude Opus 5 (Anthropic) <noreply@anthropic.com> Co-authored-by: GitHub Copilot <copilot@github.com>
======================================================================== WIN32 APPLICATION : Launcher ======================================================================== AppWizard has created this Launcher application for you. This file contains a summary of what you will find in each of the files that make up your Launcher application. Launcher.cpp This is the main application source file. Launcher.dsp This file (the project file) contains information at the project level and is used to build a single project or subproject. Other users can share the project (.dsp) file, but they should export the makefiles locally. ///////////////////////////////////////////////////////////////////////////// AppWizard has created the following resources: Launcher.rc This is a listing of all of the Microsoft Windows resources that the program uses. It includes the icons, bitmaps, and cursors that are stored in the RES subdirectory. This file can be directly edited in Microsoft Visual C++. res\Launcher.ico This is an icon file, which is used as the application's icon (32x32). This icon is included by the main resource file Launcher.rc. small.ico %%This is an icon file, which contains a smaller version (16x16) of the application's icon. This icon is included by the main resource file Launcher.rc. ///////////////////////////////////////////////////////////////////////////// Other standard files: StdAfx.h, StdAfx.cpp These files are used to build a precompiled header (PCH) file named Launcher.pch and a precompiled types file named StdAfx.obj. Resource.h This is the standard header file, which defines new resource IDs. Microsoft Visual C++ reads and updates this file. ///////////////////////////////////////////////////////////////////////////// Other notes: AppWizard uses "TODO:" to indicate parts of the source code you should add to or customize. /////////////////////////////////////////////////////////////////////////////