7ecf843181ac17049c0ba3c056f1a9f5aa783c96
BattleTech: FireStorm — workspace layout
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.
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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