Files
firestorm/README.md
T
CydandClaude Fable 5 e84d6e603c Document mech + map/mission workflows; README folder map + clone warning
- ADDING-A-MECH.md: full workflow for adding a 'Mech chassis (MSL ADD MECH
  touch points, positional Mech IDs, scriptaddmech.xls generator, hardpoints
  in .damage, rebuild/repack/deploy steps)
- ADDING-A-MAP.md: full workflow for maps (MapCreator terrain) vs missions
  (MW4Ed2-authored), .nfo MP registration, user vs stock routes, pitfalls
- CLAUDE.md: reference pointers to both new docs
- README.md: annotated folder map; warning to read RECOVERY.md before cloning

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-01 21:15:52 -05:00

136 lines
9.5 KiB
Markdown

# BattleTech: FireStorm — workspace layout
> ⚠️ **Setting up a new machine? Read `RECOVERY.md` BEFORE cloning this repo.**
> The clone only comes out byte-exact if long paths, `core.autocrlf=false`, and Git LFS are
> configured *first* — cloning without them silently corrupts line endings, truncates deep
> VC98/MFC paths, and leaves LFS placeholders instead of the real binaries.
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.
## Folder map
```
C:\VWE\firestorm\
├─ Gameleap\ The MW4/Gameleap 5.03 engine + game (the two live trees)
│ ├─ code\ ⭐ SOURCE CODE — build mw4\Code\MechWarrior4.dsw in VC6
│ │ ├─ CoreTech\ Reusable engine layer: GameOS, MLR renderer, gosFX,
│ │ │ GOSScript, Stuff, Network, blade + engine tools
│ │ ├─ mw4\Code\ The game itself: MW4 lib (AI, mechlab, HUD, shell),
│ │ │ MW4Application (→MW4.exe), MW4GameEd2 (mission editor),
│ │ │ scriptstrings/MissionLang (string DLLs), dedicated UI
│ │ ├─ mw4\Libraries\ mw4-local libs: Adept, stlport (build first), MLR,
│ │ │ Compost, ImageLib, gosfx, server, stuff …
│ │ ├─ mw4\Binaries\ 3DS Max export plug-ins (mech/prop .erf pipeline)
│ │ └─ rel.bin\ pro.bin\ Build OUTPUT: Release (MW4.exe, MW4pro.exe) / Profile
│ │ arm.bin\ dbg.bin\ (editor MW4Ed2.exe) / Armor / Debug — regenerable
│ └─ mw4\ ⭐ GAME DATA source tree (editor also runs here in place
│ │ via run-editor.bat; tool exes MapCreator/Tctd/NFOEditor…)
│ ├─ Content\ All content sources: Mechs\, Maps\, Missions\, Skies\,
│ │ Weapons\, WeaponSubsystems\, Subsystems\, Buildings\,
│ │ Vehicles\, Effects\, textures\, Campaigns\, Tables\,
│ │ Defines\, ABLScripts\ (mission/AI language),
│ │ ShellScripts\ (menu/mechlab UI), *.build manifests
│ ├─ Resource\ Packed .mw4 packages (output of `MW4pro -build`) +
│ │ Missions\*.nfo (MP registration) + UserMissions\
│ ├─ hsh\ Loose 2D art loaded at runtime: mech portraits, MFD
│ │ target images, HUD/radar bitmaps, decals, fonts
│ ├─ Assets\ Stats\ Runtime support data (cursors, world stats)
│ └─ Movies\ fonts\ Notes\ Cinematics / font sources / dev notes (not deployed)
├─ build-env\ ⭐ TOOLCHAIN — self-contained VC6 (VisualStudio6\),
│ │ DX 7.0a + DX Media 6 SDKs, stlnative\ headers,
│ │ ddrawcompat\ (editor viewport fix), .reg env files,
│ │ build/deploy scripts (see below), build logs
├─ MW4\ Runnable game deploy (output of deploy-mw4.ps1) —
│ regenerable; copy this to production
├─ BTFrstrm\ FireStorm design data: MechInfo_5.04.xls (stat source
│ of truth), scriptaddmech.xls (add-mech row generator)
├─ Finished HUDS from J&J\ Per-mech HUD source art (MFD + Radar) awaiting
│ integration, ~13 chassis
├─ _UNUSED\ Archived clutter — nothing read by the build (EXCEPT
│ worth knowing: Gameleap\EditorDocs\ = original map/
│ terrain/NFO/ABL tutorials)
├─ CLAUDE.md Full build/runtime reconstruction notes (the history)
├─ README.md This file — orientation + fresh-machine restore
├─ RECOVERY.md Disaster-recovery notes
├─ ADDING-A-MECH.md Workflow: add a new 'Mech chassis
└─ ADDING-A-MAP.md Workflow: add a new map/mission
```
## 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 into `c:\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)packs `resource\*.mw4` from `Gameleap\mw4\Content` using the
in-exe compiler (`MW4pro.exe -build`). Called by the deploy; can be run standalone.
- **`deploy-editor.ps1`** — installs the mission editor **in place** into `Gameleap\mw4` (the data
tree it edits): drops `MW4Ed2.exe` + DDrawCompat there, neutralizes the DDraw-breaking DLLs, sets
the shim, writes `run-editor.bat`. No separate editor directory. (`build-resources.ps1` moves
DDrawCompat aside while the builder runs, since it's fatal to `MW4pro.exe`.)
- **`RESOURCE-BUILD.md`** — how the `.mw4` packaging works.
## Outputs (regenerable — safe to delete and rebuild)
- **`MW4\`** — runnable game deploy (from `deploy-mw4.ps1`). Move/copy this to production.
- The **editor** has no separate output dir — it runs in place from `Gameleap\mw4` via
`Gameleap\mw4\run-editor.bat` (installed by `deploy-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 used `Gameleap\mw4`).
- `GameleapCode5_03\{Content, hsh}` — stale 2005 duplicate data trees (superseded by `Gameleap\mw4`).
- `resource_fullbak\` — a one-off backup of the dev `resource\` set taken during the from-scratch
rebuild; redundant now that the dev tree is rebuilt.
## TL;DR build flow
1. Compile code: VC6 build `Gameleap\code\mw4\Code\MechWarrior4.dsw``rel.bin\` / `pro.bin\`.
2. Deploy game: `build-env\deploy-mw4.ps1``MW4\` (packs resources, assembles, optimizes).
3. (Optional) Install editor: `build-env\deploy-editor.ps1` → runs in place from `Gameleap\mw4` (`run-editor.bat`).
## On a fresh Windows machine
1. Install **Git for Windows** (includes Git LFS) — or Git + `git-lfs` separately.
2. Enable long paths **before** cloning (this tree has deep VC98/MFC paths > 260 chars):
```
git config --global core.longpaths true
git config --global core.autocrlf false
git lfs install
```
(Also enable the OS setting: `HKLM\SYSTEM\CurrentControlSet\Control\FileSystem\LongPathsEnabled = 1`.)
3. 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\firestorm
```
`git clone` pulls 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`:
```
reg import C:\VWE\firestorm\build-env\vc6-hklm-registration.reg
reg import C:\VWE\firestorm\build-env\vc6-directories.reg
```
Then build `Gameleap\code\mw4\Code\MechWarrior4.dsw` (see `CLAUDE.md` STEP 1/3), or just use the
already-mirrored `Gameleap\code\rel.bin` / `pro.bin` binaries.
- **Run the game:** `build-env\deploy-mw4.ps1` reassembles `C:\VWE\firestorm\MW4` and applies the Win11
DirectDraw compat shim; or run the already-mirrored `C:\VWE\firestorm\MW4\MW4.exe` after 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; see `CLAUDE.md` STEP 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.md` for the full build/runtime reconstruction history and `README.md` for the layout.