Files
firestorm/Gameleap/code/mw4/Tools/autoconfig
1466e54d6f Publish V5.1.0b_RC3: rebuilt binaries, repacked resources, redeployed game
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 from
ef4e014 and 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>
2026-08-09 18:04:36 -05:00
..

========================================================================

       MICROSOFT FOUNDATION CLASS LIBRARY : autoconfig

========================================================================





AppWizard has created this autoconfig application for you.  This application

not only demonstrates the basics of using the Microsoft Foundation classes

but is also a starting point for writing your application.



This file contains a summary of what you will find in each of the files that

make up your autoconfig application.



autoconfig.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.



autoconfig.h

    This is the main header file for the application.  It includes other

    project specific headers (including Resource.h) and declares the

    CAutoconfigApp application class.



autoconfig.cpp

    This is the main application source file that contains the application

    class CAutoconfigApp.



autoconfig.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++.



autoconfig.clw

    This file contains information used by ClassWizard to edit existing

    classes or add new classes.  ClassWizard also uses this file to store

    information needed to create and edit message maps and dialog data

    maps and to create prototype member functions.



res\autoconfig.ico

    This is an icon file, which is used as the application's icon.  This

    icon is included by the main resource file autoconfig.rc.



res\autoconfig.rc2

    This file contains resources that are not edited by Microsoft 

	Visual C++.  You should place all resources not editable by

	the resource editor in this file.









/////////////////////////////////////////////////////////////////////////////



AppWizard creates one dialog class:



autoconfigDlg.h, autoconfigDlg.cpp - the dialog

    These files contain your CAutoconfigDlg class.  This class defines

    the behavior of your application's main dialog.  The dialog's

    template is in autoconfig.rc, which can be edited in Microsoft

	Visual C++.





/////////////////////////////////////////////////////////////////////////////

Other standard files:



StdAfx.h, StdAfx.cpp

    These files are used to build a precompiled header (PCH) file

    named autoconfig.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.



If your application uses MFC in a shared DLL, and your application is 

in a language other than the operating system's current language, you

will need to copy the corresponding localized resources MFC42XXX.DLL

from the Microsoft Visual C++ CD-ROM onto the system or system32 directory,

and rename it to be MFCLOC.DLL.  ("XXX" stands for the language abbreviation.

For example, MFC42DEU.DLL contains resources translated to German.)  If you

don't do this, some of the UI elements of your application will remain in the

language of the operating system.



/////////////////////////////////////////////////////////////////////////////