Files
BT411/players
arcattackandClaude Opus 5 4360908d38 README (the shipped tester doc): repair two corrupted paths + bring it current with today's wave
Asked to double-check the launchers and make sure the user-facing docs in the
zip are up to date.  players/README.txt is the ONLY user-facing doc mkdist
ships (content/VIDEO/RESULT2.TXT is a game asset), and it was last touched
2026-07-24 -- before all of today's work.

1. CORRUPTED PATHS (real defect, worst possible placement).  The file
   contained literal CONTROL BYTES where two paths should be:

       offset 440  0x08  ...personal files (content<BS>indings.txt with...
       offset 490  0x0b  ...joystick setup, content<VT>olume.cfg with...

   i.e. `content\bindings.txt` and `content\volume.cfg` had been written
   through a string that interpreted \b as backspace and \v as vertical tab.
   Testers read "contentindings.txt" / "contentolume.cfg" -- files that do not
   exist -- in the UPGRADE paragraph, the one place that tells them which
   personal files to preserve when extracting over an old install.  Repaired
   by byte, and verified: 0 control bytes remain in all four packaging
   variants.  (The other two occurrences, content\join.log and a later
   content\bindings.txt, were undamaged -- \j and the second \b happened to
   survive.)

2. CONTENT now current with today's 13-issue wave, tester-relevant parts only:
   * AMMO BAY FIRE is now LETHAL (#46) -- flagged prominently as a gameplay
     change, with the ~10 s fuse, what it costs, and the EJECT-hold escape.
     Previously these fires were harmless; a tester who ignores one now dies.
   * ENG-page buttons FLASH on a jam or bay fire (#47) -- the restored pod
     annunciator, so testers know to look for it.
   * KNOWN ISSUE + WORKAROUND for #62: the BUS MODE button's second press
     detaches a weapon from its generator and the auto re-attach is dead, so a
     weapon can go permanently dark.  Documented with the recovery (press a
     GENERATOR SELECT A/B/C/D button) to pre-empt a wave of "my weapon broke"
     reports.

Verified by simulating mkdist's own marker processing across all four
steam-on/off x expire-on/off variants: new content survives every path, no
leftover {VERSION}/{STEAM}/{EXPIRE} markers reach the tester, no control bytes.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-25 19:03:37 -05:00
..

BattleTech {VERSION} -- multiplayer client
==========================================

IMPORTANT: FULLY EXTRACT this zip first (right-click - Extract All).
Do NOT run anything from inside the zip.  The .bat files must sit next
to the 'content' and 'build' folders.

UPGRADING from an older version?  Extract the new zip OVER your
existing game folder and say YES TO OVERWRITE.  Do NOT delete the
folder first -- your personal files (content\bindings.txt with your
key/joystick setup, content\volume.cfg with your volume) are not in
the zip and survive an extract-over-top, but a delete wipes them.
If you prefer a clean delete anyway, copy those two files out first
and put them back after.

TO JOIN AN INTERNET GAME:   double-click  join.bat
   -- pick your CALLSIGN and MECH, click JOIN (your choice is sent to
   the operator; waits for the session if it's not up yet)
TO JOIN A LAN GAME:         double-click  join_lan.bat  (operator's LAN;
   same callsign/mech menu)
SINGLE-PLAYER:              double-click  play_solo.bat  -- opens the
   mission menu: pick your mech (all 18), map, experience level,
   colours, weather and mission length, then launch
{STEAM}STEAM INTERNET PLAY:        double-click  play_steam.bat  (EXPERIMENTAL --
{STEAM}   needs the Steam client running; host or join from the menu)

Your seat is assigned automatically; you'll pilot the mech you picked
in the join menu (the operator can override it).
When a round ends your game AUTOMATICALLY rejoins for the next one
(same seat, same mech) -- just wait for the operator's next launch.
Close the window to leave for real.
If the game closes unexpectedly, send the operator content\join.log.

AFTER A MULTIPLAYER SESSION: the game writes a small match report,
content\matchlog_<date>_<time>_<number>.txt.  Please send the operator
the newest one -- we combine everyone's files to verify damage, kills
and scores worked correctly across all players.

You start INSIDE the cockpit with the pod's MFD panels composited
around the view (one window).  The red MFD buttons, radar rails and
joystick buttons are all MOUSE-CLICKABLE -- right-click a button to
latch it held.  Press V any time to toggle the external camera.

CONTROLS (keyboard):
  W/S or Up/Down ....... throttle lever        X / NumPad5 ... all stop
  A/D or Left/Right .... turn pedals           Alt ........... reverse thrust
  Q/E .................. torso twist           R/F ........... torso aim
  NumPad 8/2/4/6 ....... torso aim/twist (alt) Shift ......... throttle up
  1 or Space ........... main trigger          2 ............. middle thumb
  3 or Ctrl ............ upper thumb (missiles) 4 ............ pinky
  V view | B look-behind | M control mode | N schematic | J/K/L MFD pages
  NOTE: you SPAWN IN BASIC control mode (the pod's rookie setting) --
  in BASIC the stick steers and the pedal keys (A/D, arrows) do
  NOTHING.  Press M once for MID (pedals steer, stick twists the
  torso -- the full experience).  If 'turning does not work', it is
  this, not a bug.
  CONTROL MODE (BAS/MID/ADV, the M key IN the cockpit) is NOT the
  menu's EXPERIENCE setting (novice/standard/veteran/expert) -- that
  one changes the simulation (heat, damage), not your controls.
  Numpad aim keys (8/2/4/6) need NUMLOCK ON; with it off they act as
  arrow keys instead.
  - / = ................ game volume down/up (saved between sessions)
  H (hold) ............. coolant flush (dumps reservoir to cool everything)
  C .................... cycle a coolant valve.  CAREFUL: the detents go
     1 - 5 - 50 (max) - 0 (CLOSED!) - back to 1.  One press past max
     SHUTS THE LOOP OFF and everything on it will overheat -- watch the
     valve dial on the coolant screen.  Boosting one loop starves the
     others (the coolant supply is shared).
  A weapon gone quiet with ammo left has probably JAMMED (heat makes
  ballistic weapons jam -- authentic!).  Check its panel's ENG DATA page
  for the jam lamp (a cocked round with warning bolts).  The pod's fix
  is the EJECT button on that weapon's ENG DATA page: TAP to eject the
  jammed round (weapon reloads and returns to service), HOLD ~3s to
  jettison the whole bay before it cooks off.  Watch the TEMP strip and
  pace salvos.
  NEW: on a jam or a bay fire, that system's ENG-page buttons now FLASH
  to catch your eye -- the pod's own annunciator, restored.
  NEW AND DANGEROUS: an AMMO BAY FIRE is now genuinely lethal.  You get
  a fire icon by the ammo counter, the flashing buttons, and about TEN
  SECONDS -- then the bay detonates for (rounds x per-round damage),
  which can and will kill you.  HOLD the EJECT button on that weapon to
  dump the bay and put the fire out.  Previously these fires were
  harmless; they are not any more, so treat one as an emergency.
  G (hold) + fire key .. regroup a weapon onto that trigger -- or hold a
     weapon panel's red PROGRAM button with the mouse and tap a fire key;
     the joystick diagram on the panel shows the binding live.

KNOWN ISSUE THIS BUILD -- a weapon that goes dark after you press ENG-page
buttons: the BUS MODE button detaches that weapon from its generator on
its second press, and the automatic re-attach is not working yet.  The
symptom is a weapon whose recharge arc and ready dot are BOTH blank and
which will not fire, while its panel still shows normal data.  THE FIX:
press one of the GENERATOR SELECT buttons (A/B/C/D) on that weapon's
panel and it comes straight back.  Not a lost mech -- just that button.

An Xbox controller works out of the box.  FLIGHT STICKS / HOTAS /
pedals: run joyconfig.bat ONCE -- a wizard asks you to move each
control (stick, twist, throttle, fire buttons), writes the bindings,
and drops you into the solo menu to try them.  Rebind keys in
content\bindings.txt (regenerates with defaults if deleted).

This build: {VERSION}.  Private -- do not redistribute.
{EXPIRE}Test builds STOP WORKING 14 days after they are made -- if the game
{EXPIRE}says it has expired, just grab the operator's newest zip.