RC2 build, verified to launch on the Windows box and copied back into the deployment at MW4/. Supersedes RC1 (a0331e78), which predates everything in sections 12-17 of the test checklist. Binaries and content -------------------- * MW4.exe / MW4pro.exe rebuilt from CoreTech GameOS + MW4Application. Carries the display work that landed after the RC1 build: -tident, the full gos-displays.txt start-up trace with the CLASH and CTCL-type reports, the HSH_EnterFullScreen2 panel re-entry fix, the -tmr cameraship ladder, and the updated -help text. * Launcher / autoconfig / mw4print / ctcls / MissionLang / ScriptStrings relinked in the same pass. * props.mw4 + props.dep fully repacked (deleted first, not incremental), so the 23-entry time list, the restored 7-minute default and the V5.1.0b2 console title are actually in the package rather than only in the source tree. * mw4-help.txt regenerated from the new exe; the diff is the proof the built binary carries the documentation changes. Documentation, renamed to RC2 ----------------------------- * RELEASE-NOTES-5.1.0b_RC1.{md,html} -> ..._RC2.{md,html}, both hand-maintained in step, ASCII + CRLF so they open correctly in Notepad on a pod. - New "Already testing RC1?" block at the top. RC1's notes already described -tident and the CLASH report, but the RC1 BINARY does not contain them, so anyone comparing the two needed that stated explicitly. - Time limits corrected to 23 entries (1-15, 20, 25, 30, 45, 60, 120, 180, 240) with the 7-minute default restoration called out. - New section on the cameraship Map/Armor screen: background but no overlays is -ctcltype 2 on a cameraship, not a video card. Includes the "CTCL type =" log line and -tmr 3 as the follow-up check. - -fps description corrected: the per-second column is a 5% low and the 1% / 0.1% lows are in the session summary. The old text described behaviour that had already been changed. - Switch table gained -tmr; known issues gained stereo-only audio and the single-monitor -tident caveat; upgrade checklist now names V5.1.0b2. * testing-checklist-5.1.0b1.txt -> testing-checklist-5.1.0b_RC2.txt, with a build-requirements header and new sections 12-17 covering -tident, the display trace (including a deliberate -tmon clash to exercise the CLASH report), the panel re-entry fix, cameraship/-tmr, 240-minute missions and a -help verification pass. * OPTIONS-INI.md: TimeList_Index is documented as no longer driving the console lobby default (the script uses a literal since the list was expanded) while TimeList_Value remains live; added a table of the files the game writes next to MW4.exe. Also repaired the CP949/CP1252 damage in that file - it carried literal 0xA1 0xE6 arrows, 0x97 em dashes and ~20 '?' characters where dashes had been lost. Now pure ASCII. * README.md points at the RC2 notes. Source ------ MW4Application.cpp help text: -fps now matches what gos-fps.txt actually prints, and -ctcltype states that a cameraship must use 3 and what goes wrong when it does not. Audited all 80 switches parsed in the file against the help array - none missing, and no game-facing switch is parsed anywhere else. Deployment housekeeping ----------------------- * dgVoodoo.conf: ScalingMode = stretched_ar, which is the setting the release notes require and which fails SILENTLY when wrong. FPSLimit was left at 20 from bench testing and would have shipped a 20 fps cap to every Win10/11 pod - raised to 60. * banner.txt reset from a test string to the shipped placeholder. * Removed two stray screen000*.bmp captures and the duplicate dbstruct.txt (db_schema.sql is the current name, perb4089291). * .gitignore: gos-displays.txt and gos-fps.txt are truncated on every launch and are per-machine, so they are no longer mirrored. Not yet done: multi-monitor pod testing of this binary. -tident, the re-entry fix and -tmr have not been exercised on real MFD hardware - that is what the new checklist sections are for. Co-authored-by: Claude Opus 5 (Anthropic) <noreply@anthropic.com> Co-authored-by: GitHub Copilot <copilot@github.com>
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