Files
firestorm/Gameleap/code/mw4/Code
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
..

The binaries directory is where your plugins get put when you compile them.



This is not the directory to use if you want to check in a binary of your plugin.

This directory is in sourcesafe to assist in setup of 3DSMax2 development.



Standard debug levels for 3DSMax2 are :



rel - no debug - no debug memory

hybrid - debug - no debug memory

debug - debug - debug memory



The now 3 levels for Stuff Armor and there corrilation between max are :



Release - - rel max   - Fully optimized, no debug, not LAB_ONLY

Profile - - rel max   - Fully optimized, some debug, LAB_ONLY

Debug   - - debug max - Varying level of armor, full debug, LAB_ONLY, 



When you compile the 3ds project the plugin will go into either the debug or rel directory, whichever

is apporpriote to the copy of 3DSMax you must run it under.  When you compile a plugin if it has been

built in the directory it will be overwritten by the new dll.  (IE: if you compile a Release and then a Profile 

only your Profile will exist since they share directories) 



Plugins must not be mixed.  If the plugin is for the Release version of 3DSMax2 you must not run it

under the debug version of 3DSMax2.



--------------------------------

Setup For Existing Workspaces:

--------------------------------



3DSMax2 setup:



I recommend installing max *without* the sdk ( all the sdk is included in the MW4 source control ).

I also recomend installing the debug version *next* to the regular verson of max off of your root drive.

example:

	c:\3DSMax2

	c:\Maxdbg20 



Under your release copy of max:

File|Configure Paths|Plugins Tab|Add..

{driveletter}:\mw4\Code\3DSPlugins\Binaries\Rel



Under your debug copy of max:

File|Configure Paths|Plugins Tab|Add..

{driveletter}:\mw4\Code\3DSPlugins\Binaries\Debug





Setup For project:

Project|Settings|Debug Tab



Choose the version from the "settings for" combo box



for release and profile set the "Executable For Debug Session" to:

	{driveletter}:\3DSMAX2\3dsmax.exe



for debug set:

	{driveletter}:\Maxdbg20\3dsmax.exe







Once this is done everything should work as usual for compiling and debuging.



---------------------

Adding a project

---------------------

When adding a project make sure to copy the debug levels from other projects.  Make sure to *NOT* specify 

any libries by adding them to the resource tree.  Instead type the names into the : 

	Project:Settings:Link Tab:General

		Object/Library Modules



Just type the library names in with spaces seperating them and no paths.  This way it will use the appropriate 

libraries ( debug, release ).







Here is all the info needed for creating a new project.





These are 3DSMax2, MFC, Stuff Defines



Project|Settings|C/C++|General|Processor Definitions



release

WIN32,NDEBUG,_WINDOWS,_USRDLL,_WINDLL,MULTI_PLAYER,USE_PROTOTYPES,STRICT,TEST_CLASS=50



Profile

WIN32,NDEBUG,_WINDOWS,_USRDLL,_WINDLL,LAB_ONLY,MULTI_PLAYER,USE_PROTOTYPES,STRICT,TEST_CLASS=50



Debug

WIN32,_DEBUG,_WINDOWS,_USRDLL,_WINDLL,LAB_ONLY,MULTI_PLAYER,USE_PROTOTYPES,STRICT,TEST_CLASS=50





Project|Settings|Link|General|Object/Library Modules debug build must have NAFXCWD.LIB

Project|Settings|C/C++|General|Warning level is 3 for all 3dstudio compiled programs.

Project|Settings|C/C++|General|Optimizations is maximize speed for release and profile, disabled for Debug.

Project|Settings|C/C++|Code Generation is PentiumPro for all configurations.

Project|Settings|C/C++|Code Generation Runtime Lib is Multithreaded for rel & prof and multithreaded debug for debug.

Project|Settings|C/C++|C++ Language|Enable Run-Time Type Information is set for all configurations.

Project|Settings|C/C++|Optimizations|Inline Function is set to Any Suitable for rel & prof and disabled for debug.

Project|Settings|Link|General|Generate Debug information is set for profile and debug and disabled for profile

Project|Settings|Resource|PreProcessor Definitions NDEBUG for rel and profile and _DEBUG for debug