Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
18 KiB
18 KiB
| 1 | # | Test Status | Dev Status | Dev Comments | Tester Comments |
|---|---|---|---|---|---|
| 2 | 18 | Pass | ✅ DONE | Engineering aux buttons crashed the game (glass windows) TEST: click every Engineering panel button, incl. the aux row. No crash. | |
| 3 | 20 | Pass | ✅ DONE | Auto cooling BALANCE did nothing TEST: ADV control mode, press BALANCE -- coolant redistributes. | |
| 4 | 21 | Pass | ✅ DONE | Gear cycling is safe (#21 — and a retraction): we told you the machine bricked lasers on a gear wrap. Several of you said "nah." You were right — our reading of ONE number in the original's code was off by a byte-width. Cycle your gears as hard as you like; also fixes the dark recharge arc / dark ready-dot after gear play. | 8/14 Oracle - OK |
| 5 | 22 | Pass | ✅ DONE | #22 Ammo + destroyed weapons did not reset on respawn TEST: die with empty bins / dead weapons -> respawn full and repaired. | |
| 6 | 24 | Pass | ✅ DONE | Controller hat/look view sticks (recovers after wiggling) | (undated) Testers haven't been seeing this lately, but there was one instance a couple of nights ago that self resolved by moving the hat around a few times. |
| 7 | 25 | Pass | ✅ DONE | Gamepad turn profile (stick X could not turn the mech) TEST: RajelAran -- bind an axis to "Turn" in content\bindings.txt. | |
| 8 | 32 | Pass | ✅ DONE | Audio cutting in/out late in the match TEST: long drop -- audio should stay clean to the end. | |
| 9 | 35 | Pass | ✅ DONE | Owens crashed when firing lasers (Conn Man x2, long ago) TEST: Conn Man -- Owens, spam lasers. Believed fixed for a while. | |
| 10 | 36 | Pass | ✅ DONE | Turning continued after releasing the pad/rudder axis TEST: RajelAran -- release/center the turn axis, turning stops. | |
| 11 | 39 | Pass | ✅ DONE | Controls were live before the game screen appeared TEST: mash fire during load -- nothing happens until the scene shows. | |
| 12 | 40 | Pass | ✅ DONE | Waiting/join screen burned 45-50% GPU TEST: GPU near idle while waiting in the join screen. | |
| 13 | 43 | Pass | ✅ DONE | Comm display: pilot list with KILLS/DEATHS TEST: all pilots listed, kills/deaths update through the round. | |
| 14 | 47 | Pass | ✅ DONE | Jam / ammo-bay-fire annunciation TEST: bay fire alarm looks OK now. Still watching: does the ENG page button FLASH on a weapon JAM? (run ballistics hot to force jams) | |
| 15 | 48 | Pass | ✅ DONE | The filled boxes around inactive CONTROL MODE entries and the phantom block between the heading dial and the armor rosette are gone (#48) — stray art was landing on a live armor-damage color slot; the shipped machine drew those regions black and now we do too. Armor rosette / damage-flash colors no longer go stale on the desktop glass panels — they now track live like the in-pod displays. The desktop plasma marquee no longer shows garbage between boot and the first callsign draw. | (undated) Radar display looks much better (text) |
| 16 | 49 | Queued | ✅ DONE | RADAR DRAWS THE WORLD AGAIN (#49): walls, buttes, hills, ridges, buildings and trees now appear on the scope, on every map, using art that shipped with the game. The original filed every pip-bearing terrain object into the radar; our feed was passing only MOVING things, so the scope had nothing static to draw. NOT bugs: the 10 km outer boundary has no radar art (authentic -- the walls ARE the boundary you see), and pips thin out as you zoom out. | |
| 17 | 51 | Pass | ✅ DONE | Coolant flush sound looped forever TEST: flush coolant -- the sound ends when the flush ends. | |
| 18 | 53 | Pass | ✅ DONE | Generators could not be switched OFF TEST: ENG page -- toggle each generator off and back on. | |
| 19 | 54 | Pass | ✅ DONE | David) all three energy weapons died for a whole round TEST: after your first death, weapons must still recharge normally for the rest of the round. | |
| 20 | 56 | Pass | ✅ DONE | MFD buttons drift away from where they are drawn TEST: alt-tab / focus changes mid-round -- buttons stay aligned. | |
| 21 | 58 | Pass | ✅ DONE | Reticle callsign plate drew as a solid rectangle TEST: target names under the reticle render as text on every map. | |
| 22 | 59 | Pass | ✅ DONE | First death permanently froze parts of that player's simulation TEST: nothing specific -- covered by normal play after dying. | |
| 23 | 61 | Pass | ✅ DONE | Searchlight toggle was dead TEST: searchlight button toggles + lamp tracks. (The visible beam and night-fog change are separate, still to come -- #123.) | |
| 24 | 62 | Pass | ✅ DONE | Weapon knocked off the power bus stayed dark forever TEST: fiddle bus/generator selection on the ENG page -- weapons reconnect on their own (AUTO) instead of staying dead. | |
| 25 | 69 | Pass | ✅ DONE | "Sunder V1" renamed to DENKOU TEST: vehicle picker shows Denkou -- era witnesses, confirm spelling. | (undated) Denkou is correct spelling, confirmed by Ronin who was the one who gave that mech it's name |
| 26 | 70 | Pass | ✅ DONE | (Draco) torso twist lost after a death/respawn TEST: die, respawn, twist. Fixed a while ago but never field-confirmed. | |
| 27 | 71 | Pass | ✅ DONE | Closing the Plasma window lost it until restart TEST: X the plasma window -- it minimizes to the taskbar; click restores. | |
| 28 | 100 | Pass | ✅ DONE | Main coolant reservoir drains with NO leak shown anywhere NOTE: what you were doing; screenshot the ENG page when you catch it. | |
| 29 | 101 | Queued | ✅ DONE | Round ended with 18 s still on the clock NOTE: exact clock value + which drop; has not repeated since. | (undated) No observations |
| 30 | 102 | Queued | ✅ DONE | OWENS RUN -> REVERSE (#102): the port was missing the machine's HARD-BRAKE system. On the real machine, throwing reverse at speed swaps to the chassis's authored brake rate, kicks the gyro and judders the cab. The Owens brakes at HALF its drive rate (50 -> 25), so its long coast into reverse is AUTHORED -- the pod told you through the seat; our silent coast read as a hang. Two more things: reverse is the RED BUTTON (hold LALT with the throttle OPEN, manual p7) and brake keys can never reverse; and the 'leg in the air until you twist' is the machine's own mid-pivot park, which was invisible on the pod because you could never see your own mech from outside. #102 FIXED 8/14. The port was missing the machine's whole HARD-BRAKE system, so a full-run Owens meeting reverse just coasted silently -- that silence was the 'hang'. Also worth knowing: reverse is the RED BUTTON (hold LALT with the throttle OPEN); brake/throttle-down keys can never produce reverse. Retest: Owens, exterior cam, full run, hold LALT. | (undated) Unable to repro (undated) Lynx - Possible issue getting out of reverse. Monitor |
| 31 | 104 | Queued | ✅ DONE | Closed, NO rename. Published VWE material carries the NARC 15 loadout, so the label is correct and our decomp-only reading would have introduced an error. Thanks -- that is the second time this month era material has corrected a binary-only inference. | 8/14 - Per published info on VWE site, this is correct |
| 32 | 107 | Queued | ✅ DONE | Destroyed HeatSink annunciates nothing (no lamp for condition 0) | |
| 33 | 111 | Pass | ✅ DONE | No more blue bubble on other players (#111): the translocation warp sphere is YOURS alone now — it plays only in the dying pilot's own cockpit, as the machine intended. From everyone else's seat, a mech death is the big boom and a respawn is the mech appearing — no bubble. (Lynx called this one on night 9; the bubble was our addition, not the machine's.) | 8/14 Oracle - OK |
| 34 | 112 | Queued | ✅ DONE | AFC rounds shotgun across zones (should land as one projectile) | |
| 35 | 114 | Pass | ✅ DONE | #114 Missile impact smoke was a wall TEST: LRM exchanges -- smoke is present but no longer a smoke screen. | |
| 36 | 119 | Pass | ✅ DONE | Coolant-warning voice "clipping" at empty reservoir = authentic (every leak-status edge restarts the phrase; the pod did this too). | |
| 37 | 122 | Pass | ✅ DONE | Throttle: normal-vs-seek-4 speeds crammed into last sliver of travel NOTE: which mech; era witnesses -- how did the pod lever feel? | 8/10 - I changed the throttle axis mapping to remove the defaulted "deadzone 2" argument and it fixed my issue |
| 38 | 125 | Queued | ✅ DONE | PEERS SEE THE FIRST DESTROYED-ZONE GRAPHIC (#125): kill an arm and everyone watching sees the arm wreck AND its gun pod drop off, on the killing hit. Two faults: our code overwrote the destruction cascade's authored 'gone' state before the update shipped (so the wire itself carried the wrong thing), and peers had no mesh-swap trigger for state-only updates. | |
| 39 | 127 | Pass | ✅ DONE | Weapon MFD EJECT graphic -- need a reference image/description. | (undated) Working as expected |
| 40 | 128 | Pass | ✅ DONE | terrain rams no longer spring instant coolant leaks (#128), death blasts are back in Steam matches (authentic — advanced damage was silently off for Steam clients before; don't report the boom as a bug). | (undated) Couldn't cause a leak by ramming yet, crits of gyro and torso components occurred and worsened with each collision. Many players tested no one could get a myomer crit. |
| 41 | 130 | Pass | ✅ DONE | A mech slid across the ground with its legs not walking (Vulture, 6-player round). Three root causes were found and fixed in this family � the wall-grind knockdown storm, the peer turn-lock, and the Standing-lock where a peer holding steady speed never started its walk cycle (Aug 7). Closed on operator verdict; reopen on sight, the log now names the stuck state. | 8/14 Oracle - No reports for a couple of builds |
| 42 | 131 | Pass | ✅ DONE | #131 Reticle showed LOCK off-target / no-reg on target TEST: stationary targets -- lock ring matches where the reticle is. | |
| 43 | 133 | Queued | ✅ DONE | Generator X-out on the MFD: Oracle recalls an X "under certain circumstances" -- WHICH circumstances? (shutdown / overheat / destroyed) | (undated) Shared reference from manual pg 23. Red X when destroyed |
| 44 | 135 | Pass | ✅ DONE | The generator warning lamp now flashes the right lamp (#135) — a coolant leak was lighting the wrong annunciator and could leave a lamp flashing forever. Both fixed. (The leak lamp flashing continuously while the alarm sounds once IS authentic — edge-triggered sound, level-triggered lamp.) | (undated) Working properly for everyone |
| 45 | 137 | Pass | ✅ DONE | #137 Respawned with myomers heat MAXED (mech frozen at spawn) TEST: respawn repeatedly -- heat always starts normal. Oracle already confirmed one clean session; more eyes welcome, this one eluded us. | |
| 46 | 138 | Pass | ✅ DONE | 138 Glass buttons flashed at the wrong rate unless a window was dragged TEST: leave the MFD windows unfocused -- lamps flash at the real rate. | |
| 47 | 139 | Pass | ✅ DONE | (Oracle, once) silent exit between "lobby up" and the room screen NOTE: if hosting dies silently again, say so and we pull the log. | 8/10 - Issue was due to comment made in L4GAUGE.cfg file |
| 48 | 146 | Pass | ✅ DONE | Respawned already running (virtual throttle survived death) TEST: respawn -- throttle idle until YOU move it; a physical throttle re-syncs on first movement. Oracle confirmed the mechanic; keep watching. | |
| 49 | 149 | Pass | ✅ DONE | Glass cockpit stutter / hitching ** HEADLINER ** First fielded build with the fix. Glass users -- especially Oracle: mission load and play should feel smooth again (repaints now skip windows whose gauges did not change). | |
| 50 | 150 | Pass | ✅ DONE | Double kill credit (one kill counted twice) ** HEADLINER ** First fielded build with the fix (868's double-kills were pre-fix). TEST: kill someone with a missile volley -- scoreboard +1, not +2. | 8/10 - We tested with missiles exclusively as well as direct fire |
| 51 | 151 | Queued | ✅ DONE | Closed on your verdict: -499 stays. It is the machine's own scoring -- your eject scores as a suicide plus the standard death cost -- and it was bench-verified on the ticket. | (undated) Leave as-is |
| 52 | 152 | Pass | ✅ DONE | Torso auto-recentre / CENTER button TEST: CENTER (pod button / F7) recentres the torso in every control mode, on glass and RIO rigs too. (Era question below still open.) (#152 rider): did Mid/Adv auto-recentre the torso in the pod, or only Basic? (Oracle: don't know. Binary says: no auto-recentre.) | (undated) I think Basic was the only mode that centered |
| 53 | 153 | Queued | ✅ DONE | Basic-mode elevation limit only applies after cycling modes (fix pending) | |
| 54 | 154 | Pass | ✅ DONE | "Generator out" now speaks when the generator trips, not when it comes back (#154). The original content had Yip's voice line wired to the recovery edge — the only backwards fault alarm in the whole game, and the manual says it belongs at the loss. This is the port's one deliberate content fix; everything else about generators (trip at full red, back online at half-cooled after a spin-up) was already exactly the manual's rule and is untouched. Also gone: the ghost "generator out" you could hear while respawning. | (undated) Generator out annunciation is working properly, but only able to test by overheating gen. Never got a crit on a gen no matter how much we tried. |
| 55 | 155 | Queued | ✅ DONE | MFD BANKS UNDER PANIC (#155): Engineering and Weapon buttons respond again while the panic lamp is lit. The flicker itself stays -- that half is authentic (no hysteresis in the evaluator; the pod's incandescent lamp was the low-pass filter). | |
| 56 | 156 | Pass | ✅ DONE | Mission end fades to black; mission start flashes white and fades in. The window slamming shut at round end was the bug — the original fade sequence was missing entirely and is now reconstructed from the binary. If the end still feels abrupt on your machine, say so. | (undated) Works |
| 57 | 157 | Queued | ✅ DONE | "Crash at drop end" (Conn Man) = NOT a crash. Full forensics on the ticket: every machine that night shows clean drops, and the round-end exit-to-menu is the arcade's normal between-rounds flow. His separate lag / "missiles hit empty space" report will get its own ticket. FYI: the console window's "closed unexpectedly" text shows after ANY exit -- do not let it scare you. | |
| 58 | 160 | Pass | ✅ DONE | Pod cab: controls went dead at random and older builds froze at startup. ROOT CAUSE (Nick, on the cab): the FTDI USB-serial adapter had its BUFFER SIZE set too high, so cockpit data arrived in late clumps � analog dropouts in play, and a missed handshake window at boot. Never a software fault. Re-check after any driver reinstall or new cab build; FTDI defaults bring it back. | |
| 59 | 162 | Pass | ✅ DONE | Kills/deaths now count exactly. A death that landed as two simultaneous hits (direct + splash on the same frame) credited the killer TWICE and double-counted the death. Found by stress-testing at 4 and 8 nodes until it broke; verified after the fix with 26-kill melees balancing to the round. Scoring is −500 per death; if your K/D looks wrong Wednesday iday, screenshot it — every kill is now receipted in the log by name. | (undated) K/D worked well, losing points on death |
| 60 | 168 | Pass | ✅ DONE | The original decides a cannon hit AT THE TRIGGER — locked target, in range, single panel, done. The round you watch fly is a tracer drawn for show. Our "lead the target" behavior was a porting mistake, now reversed: no leading, ever. Ballistic damage also respects the range scale again (energy always did), and cannon damage lands on ONE panel (#112 closed). Missiles still genuinely fly — that part was always real — but now at the machine's true speeds: missiles are slower and heavier this build (we were flying them 5× too fast). The seeker does your leading. Missiles can now also strike a mech that walks into the flight path. | 8/14 Oracle - AFCs are hitting instantly, tracer animation arrives seconds later and looks like an incoming missile which looks very weird. 8/14 Oracle - AFCs are rocking the cockpit structure in the main view. but no rock on HUD and no visible rocking to other players (which I think is correct). 8/14 Oracle - Multiple instances of mechs intercepting missiles fired at another target |
| 61 | 169 | Pass | ✅ DONE | the LEAVE LOBBY button is no longer half-cut at the window edge, and an 8-player host roster no longer piles into the LAUNCH button. #169 -- already fixed; this row predates the fix. Please confirm on the current build. | 8/10 - On lobby screen the leave lobby button is cut off at the bottom edge of the window (half shown) |
| 62 | 171 | Pass | ✅ DONE | The original decides a cannon hit AT THE TRIGGER — locked target, in range, single panel, done. The round you watch fly is a tracer drawn for show. Our "lead the target" behavior was a porting mistake, now reversed: no leading, ever. Ballistic damage also respects the range scale again (energy always did), and cannon damage lands on ONE panel (#112 closed). Missiles still genuinely fly — that part was always real — but now at the machine's true speeds: missiles are slower and heavier this build (we were flying them 5× too fast). The seeker does your leading. Missiles can now also strike a mech that walks into the flight path. | 8/14 Oracle - See comments in 168 |
| 63 | 173 | Pass | ✅ DONE | Big walkers overheated in seek-4 almost instantly and would not cool; a timing bug was doubling running heat. Fixed � heat now samples on the machine's own clock, and walkers hold supercharge as the manual promised. Gotcha: the loop-5 boost is TWO valve presses; a third press wraps the valve CLOSED. Peer-walk sound warble spun out to #188. | 8/14 - Oracle - OK |
| 64 | 176 | Pass | ✅ DONE | Did changing seek gears really swing damage as much as the guide claimed? Oracle said no. He was right, and the real ladder is now measured: Seek 1 = 56%, Seek 2 = 77%, Seek 3 = 100% (the published number), Seek 4 = 153% overcharge at ~3x the charge time and +53% heat. Doctrine: downshift for rate of fire, seek 4 for an alpha punch. No code change needed. | (undated) Oracle - CONTRADICTS the guide's claim; seek 3 agrees with published VWE data |
| 65 | 177 | Queued | ✅ DONE | #177 CLOSED -- agrees with you. Era witness + the 4.0 manual both say heat is EXPERT-only; logged your note as independent confirmation. | |
| 66 | 179 | Pass | ✅ DONE | Small fix, fast turnaround (#179): Oracle reported the Nova spawning with its rear laser's range pips showing in the forward view (self-corrected after one rear-view toggle) — root-caused and fixed the same evening. The HUD now commits the forward view at spawn, as the machine did. Only the pips were wrong; rear weapons never actually fired forward. | 8/14 Oracle - OK |
| 67 | 190 | Pass | ✅ DONE | Windows Defender briefly flagged the game as a trojan and deleted it. FALSE POSITIVE, and already fixed by Microsoft: the verdict existed in one definition set (8/14 evening) and was gone by the next (8/15 early hours) - the same file now passes cleanly. No action needed; a normal Windows update clears it. We also proved the binary was untampered by comparing it against a known-good build (same sections, no added imports, identical shipped DLLs). | 8/15 - second tester on midnight-updated Defender: no problem with the same 957 build |
| 68 | AUDIT | Pass | ✅ DONE | Armor audit � crouched and standing on all chassis with energy weapons. | (undated) Completed by testers; no defects found. |