Bump to V5.1.0b_RC3 and document everything since the RC2 build

The binaries and packages committed as RC2 in 8bfaf9b9 no longer match the
source tree: MW4.exe, mw4print.exe and three resource packages have all changed
since. RC2's own notes warn about exactly this situation with RC1, so this is a
version bump rather than an edit in place.

Console title -> V5.1.0b3, with a new dated line in the ConLobby.script
changelog block; the existing lines are left alone. That string lives in
props.mw4, so it only appears on a pod after the repack, which is what makes it
a usable "did this machine get the new content" check.

Release notes and checklist renamed RC2 -> RC3. The notes' front matter was
restructured rather than having a third block stacked on it: "Already testing
RC2? Here is what is new in RC3" now leads, followed by "What was new in RC2"
for anyone jumping two versions.

New in the notes, written for pod owners rather than engineers:

* Damage displays corrected on 22 'Mechs, described as the two faults an
  operator would actually notice -- the figure was mirrored, and the zones did
  not line up with the artwork -- plus the note that Rifleman and Battlemaster
  had been using another chassis' layout entirely.
* The target picture on the MFD showed the wrong 'Mech. Includes the
  gos-displays.txt line to look for, and what it means if the card refuses the
  larger atlas and falls back.
* High Explosive charges now fire, how to use them (weapon group, not eject),
  the NARC side effect, and the advice to refit the charge on saved variants.
* Three content faults corrected. Cauldron Born is explicitly flagged as
  behaviour-unchanged so nobody hunts for a difference that is not there.
* mw4print -debug.
* A warning that this build changes artwork as well as the executable, and
  upgrade step 2 now says to copy the whole folder. An old hsh\ with a new
  MW4.exe gives wrong damage displays, which is the trap this build creates.

Checklist gained sections 18-22, 88 -> 133 checkboxes, all marked as never
having been run on hardware:

* 18 names every one of the 22 chassis individually for both displays, and
  makes handedness an explicit check, since the mirroring is the fault that
  reads as "slightly odd" rather than obviously broken. Calls out that the
  Atlas MFD doll was regenerated and so replaces shipped art.
* 19 leads with targeting a Zeus, and requires flying a Behemoth II in the
  RELEASE build -- that fault was fatal in Release and masked in Profile by the
  placeholder texture, so testing it with MW4pro.exe proves nothing.
* 20 includes the NARC ammo-count regression check.
* 21 frames the content fixes as "confirm nothing moved".
* 22 covers mw4print -debug.

The build-requirements header was materially wrong and has been rewritten. It
named props.mw4 only; core.mw4 and textures.mw4 now change too, each must be
deleted before repacking because the packer carries stale entries forward and
never drops deleted ones, coord.cpp is #included by DXRasterizer.cpp so a
mapping change needs a full exe rebuild, and the 21 changed hsh\ dolls are
loose files that arrive only via deploy-mw4.ps1.

All three documents remain pure ASCII with CRLF endings so they open correctly
in Notepad on a pod; the HTML was checked for balanced tags.

Nothing here covers the six staged V4H chassis. They are not in the source tree.

Co-authored-by: Claude Opus 5 (Anthropic) <noreply@anthropic.com>
Co-authored-by: GitHub Copilot <copilot@github.com>
This commit is contained in:
2026-08-09 16:08:57 -05:00
co-authored by Claude Opus 5 GitHub Copilot
parent 6c8650fa98
commit 1684c3fbd2
5 changed files with 331 additions and 29 deletions
@@ -18,6 +18,7 @@
// 06/27/26 MCHL MechCorps Highlight: Change Fab4 to Super6.
// 07/19/26 RT Bumped console title to V5.1.0b1
// 08/06/26 RT Bumped console title to V5.1.0b2
// 08/09/26 RT Bumped console title to V5.1.0b3
//-------------------------------------------------------------------------
@@ -254,7 +255,7 @@ main
o_frame.type = 0
o_frame.location = 0, 0, 100
// MSL Version
o_frame.screen_name = "BattleTech Console V5.1.0b2" // localize$(IDS_MP_LOBBY_GAME_LOBBY)
o_frame.screen_name = "BattleTech Console V5.1.0b3" // localize$(IDS_MP_LOBBY_GAME_LOBBY)
initialize(o_frame)
int team_camo[16] // team_camo[selected team number] is skin number(0..36)...
+1 -1
View File
@@ -82,7 +82,7 @@ release, producing the **V5.1.x** series maintained in this repository.
- **Full build reconstruction** — the complete toolchain (VC6, DX 7.0a, DX Media 6) is
self-contained in `build-env\`; the game and editor build from source with 0 errors
See `RELEASE-NOTES-5.1.0b_RC2.md` for pod-owner change details, and `CLAUDE.md` for the full
See `RELEASE-NOTES-5.1.0b_RC3.md` for pod-owner change details, and `CLAUDE.md` for the full
engineering history.
---
@@ -2,7 +2,7 @@
<html lang="en">
<head>
<meta charset="UTF-8">
<title>BattleTech: FireStorm V5.1.0b_RC2 - Release Notes</title>
<title>BattleTech: FireStorm V5.1.0b_RC3 - Release Notes</title>
<style>
body { font-family: Calibri, Arial, sans-serif; font-size: 11pt; margin: 60px 72px; color: #1a1a1a; max-width: 900px; }
h1 { font-size: 20pt; color: #1F3864; border-bottom: 3px solid #1F3864; padding-bottom: 8px; margin-top: 0; }
@@ -27,16 +27,32 @@
</style>
</head>
<body>
<h1>BattleTech: FireStorm &mdash; V5.1.0b_RC2</h1>
<div class="meta">Release notes for pod owners &nbsp;&middot;&nbsp; 7 August 2026</div>
<p>This build covers everything since the <code>-tbaud</code> RIO update. It is a large release: 75 changes
<h1>BattleTech: FireStorm &mdash; V5.1.0b_RC3</h1>
<div class="meta">Release notes for pod owners &nbsp;&middot;&nbsp; 9 August 2026</div>
<p>This build covers everything since the <code>-tbaud</code> RIO update. It is a large release: 83 changes
spanning multiplayer, cockpit hardware, displays, 'Mech content, the console lobby and the
match printer.</p>
<div class="note"><p><strong>The most important thing to know:</strong> if you change nothing in your configuration, this build
behaves like your current one. Every new feature listed here is either a fix that applies
automatically, or an option you have to switch on deliberately. Nothing new is enabled by default.</p></div>
<h3>Already testing RC1? Here is what is new in RC2</h3>
<p>Everything else in this document was already in RC1 and is unchanged.</p>
<h3>Already testing RC2? Here is what is new in RC3</h3>
<p>Everything in this list is a fix -- none of it needs configuring. The console lobby now reads
<strong><code>V5.1.0b3</code></strong>; use that to confirm a pod actually received the new build.</p>
<ul>
<li><strong>Damage paper dolls corrected on 22 'Mechs.</strong> The external MFD and Radar damage
displays were showing mirrored or misaligned zones. See section 5.</li>
<li><strong>Targeting a Zeus showed an Annihilator.</strong> Fixed, along with two other 'Mechs whose
target picture was missing. See section 4.</li>
<li><strong>Flying a Behemoth II could stop the game outright.</strong> Fixed. See section 5.</li>
<li><strong>High Explosive charges can now actually be fired.</strong> See section 5.</li>
<li><strong>Three long-standing 'Mech data faults corrected</strong> (Cauldron Born, Hellspawn,
Sunder). See section 5.</li>
<li><strong><code>mw4print -debug</code></strong> for diagnosing printer problems. See section 7.</li>
</ul>
<div class="warn"><p><strong>This build changes artwork as well as the executable.</strong> Copy the whole folder when
you upgrade -- see section 11. An old <code>hsh\</code> folder with a new <code>MW4.exe</code> gives wrong
damage displays.</p></div>
<h3>What was new in RC2</h3>
<ul>
<li><strong><code>-tident</code></strong> -- the game now identifies your monitors for you, so you can set
<code>-tmon</code> correctly. See section 4.</li>
@@ -49,8 +65,6 @@ automatically, or an option you have to switch on deliberately. Nothing new is e
background but no overlays, plus the field check that usually explains it. See section 4.</li>
<li><strong>Match time limits now go up to 240 minutes</strong>, and the default is 7 minutes again
(it had silently become 4). See section 2.</li>
<li><strong>The console lobby now reads <code>V5.1.0b2</code>.</strong> Use this to confirm a pod actually
received the new content packages.</li>
</ul>
<hr>
<h2>1. Read this first -- required on Windows 10 / 11</h2>
@@ -295,6 +309,19 @@ if the role is wrong. Check that before suspecting hardware.</p>
test rectangle on that screen. If the magenta appears, the display and 3D device are working and
the problem is elsewhere; include <code>gos-displays.txt</code> with the report.</p>
<hr>
<h3>The target picture on the MFD showed the wrong 'Mech</h3>
<p>The small image of your current target had room for only 64 'Mechs, one short of the roster. The
last one wrapped around to the start of the list, so <strong>targeting a Zeus displayed an
Annihilator</strong> -- a clean, convincing picture of the wrong 'Mech, which is why it was never
reported as a fault. The <strong>Assassin II</strong> had no picture at all.</p>
<p>Both fixed, with room for future 'Mechs. <strong>Applies automatically.</strong></p>
<p>If your graphics card refuses the larger image store the game falls back to the old behaviour
rather than losing every target picture, and records which it used in <code>gos-displays.txt</code>:</p>
<pre><code> [mfd] target atlas 1024x2048, 128 tiles, 65 chassis
</code></pre>
<p>If that line instead says the larger size was refused, the Zeus fault will still be present on
that machine -- please report it, as it has not been seen on any card tested so far.</p>
<hr>
<h2>5. 'Mechs and content</h2>
<h3>Six rookie 'Mechs instead of four</h3>
<p>The console lobby's default rookie 'Mech rotation now includes the <strong>Archer</strong> and <strong>Warhammer</strong>
@@ -311,6 +338,42 @@ alongside the original four. Right-click randomising picks from all six.</p>
<p>Several 'Mechs were missing their MFD and cockpit display images, which showed as blank panels
in game. Restored: <strong>Assassin II, Behemoth, Behemoth II, Black Hawk, Longbow, Solitaire, Victor</strong>,
plus two missing lobby decals.</p>
<h3>Damage displays corrected on 22 'Mechs</h3>
<p>The external MFD and Radar damage figures -- the outline of your 'Mech that changes colour as
sections take damage -- were wrong on a large part of the roster. Two faults ran through them:</p>
<ul>
<li><strong>The figure was mirrored.</strong> Damage to the 'Mech's right side lit up on the wrong side
of the display.</li>
<li><strong>Zones did not line up with the artwork.</strong> Pieces floated in empty space, and leg
outlines ran past the feet.</li>
</ul>
<p>Separately, the <strong>Rifleman</strong> and <strong>Battlemaster</strong> had been using another 'Mech's
layout entirely (the Mad Cat's and the Atlas's), so their displays never matched their own artwork.</p>
<p>Corrected on: Annihilator, Archer, Ares, Argus, Assassin II, Atlas, Avatar, Battlemaster,
Battlemaster IIC, Behemoth, Behemoth II, Black Hawk, Fafnir, Flea, Gladiator, Hellspawn, Kodiak,
Longbow, Rifleman, Sunder, Victor and Warhammer. The remaining chassis were already correct and
are untouched.</p>
<p><strong>Applies automatically</strong>, but note the artwork travels as loose files, so the pod must get
a full deployment and not just a new <code>MW4.exe</code>.</p>
<h3>High Explosive charges now fire</h3>
<p>High Explosives could be fitted in the mechlab but never fired -- they were being given zero
rounds. They are ordinary one-shot weapons: assign them to a weapon group and pull the trigger.
They are <strong>not</strong> set off by ejecting.</p>
<p>Each charge does about 100 damage in a 30 metre radius, and about 200 damage to your own centre
torso. Put several in the same group and use Group Fire to set them all off at once.</p>
<p>Side effect of the same fix: the <strong>NARC Beacon</strong> shows its ammunition count in the mechlab
again.</p>
<div class="note"><p>If you have a saved variant that already carries a High Explosive, remove and refit the
charge once, in case it was saved with no rounds.</p></div>
<h3>Three content faults corrected</h3>
<p>Long-standing errors in the 'Mech data files, found while examining another build:</p>
<ul>
<li><strong>Cauldron Born</strong> -- its torso twist radius referred to a setting that does not exist, so
the engine quietly substituted a default. The correct value is now stated outright.
<strong>Behaviour is unchanged</strong>; the file simply now says what the game was already doing.</li>
<li><strong>Hellspawn</strong> and <strong>Sunder</strong> -- each had a malformed heat-sink entry. The game
tolerated it, but it would have broken any tool that reads these files strictly.</li>
</ul>
<h3>Mechlab label correction</h3>
<p>The mechlab turn rate now reads <strong>"Turn Rate (Top Speed Rad/Sec)"</strong>, which is what the number
actually means. It previously claimed degrees per second, which was wrong.</p>
@@ -382,6 +445,12 @@ external <strong>MySQL</strong> database after each print job, for league tables
<code>mw4print.ini</code>. The table layout is documented in <code>db_schema.sql</code>.</p>
<div class="warn"><p><strong>WARNING: this feature has not yet been tested against a live database server.</strong> It is off unless you
configure it, and printing works normally without it. If you try it, please report back.</p></div>
<h3>Diagnostic logging -- <code>-debug</code></h3>
<pre><code>mw4print.exe -debug
</code></pre>
<p>Writes a step-by-step log of what the printer is doing, including where it is looking for its
files. Use it when a score sheet comes out wrong or a print job fails silently. <code>/debug</code>
works too. <strong>Off unless you ask for it</strong>, and printing is unaffected when it is on.</p>
<hr>
<h2>8. Quality of life</h2>
<h3><code>mw4.exe -help</code></h3>
@@ -496,14 +565,17 @@ screen (section 4).</p>
<h2>11. Upgrade checklist</h2>
<ol>
<li>Back up your current install.</li>
<li>Copy in the new build.</li>
<li>Copy in the new build. <strong>Copy the whole folder, not just <code>MW4.exe</code>.</strong> This build
changes the damage display artwork in <code>hsh\</code>, which is loose files rather than packaged
data, and three of the resource packages. A 'Mech will show the wrong damage figure if the
executable and the artwork come from different builds.</li>
<li><strong>Double-click <code>set-appcompat.bat</code></strong> (as administrator if the pod has multiple accounts).</li>
<li><strong>On Windows 10/11, confirm dgVoodoo2 is installed and its scaling mode is
<code>Stretched, Keep Aspect Ratio</code>.</strong> Required for <strong>any</strong> mode that uses more than one
display: all MFD modes (spanned <code>-tmfds 1</code> / <code>-tmfds 3</code>, split <code>-tmfds 4</code>) and cameraship
mode. Only console mode, on a single display, does without it. Windows XP pods never
need it.</li>
<li>Launch and confirm the console lobby reads <strong><code>V5.1.0b2</code></strong>. If it still shows an
<li>Launch and confirm the console lobby reads <strong><code>V5.1.0b3</code></strong>. If it still shows an
older version, the resource packages did not get copied.</li>
<li>If your pod uses MFDs or a cameraship, run <code>MW4.exe -tident</code> once and check each monitor
shows the role you expect. If any are wrong, note the numbers shown and correct <code>-tmon</code>.
@@ -1,8 +1,8 @@
# BattleTech: FireStorm -- V5.1.0b_RC2
# BattleTech: FireStorm -- V5.1.0b_RC3
**Release notes for pod owners**
This build covers everything since the `-tbaud` RIO update. It is a large release: 75 changes
This build covers everything since the `-tbaud` RIO update. It is a large release: 83 changes
spanning multiplayer, cockpit hardware, displays, 'Mech content, the console lobby and the
match printer.
@@ -10,9 +10,26 @@ match printer.
> behaves like your current one. Every new feature listed here is either a fix that applies
> automatically, or an option you have to switch on deliberately. Nothing new is enabled by default.
### Already testing RC1? Here is what is new in RC2
### Already testing RC2? Here is what is new in RC3
Everything else in this document was already in RC1 and is unchanged.
Everything in this list is a fix -- none of it needs configuring. The console lobby now reads
**`V5.1.0b3`**; use that to confirm a pod actually received the new build.
- **Damage paper dolls corrected on 22 'Mechs.** The external MFD and Radar damage displays
were showing mirrored or misaligned zones. See section 5.
- **Targeting a Zeus showed an Annihilator.** Fixed, along with two other 'Mechs whose target
picture was missing. See section 4.
- **Flying a Behemoth II could stop the game outright.** Fixed. See section 5.
- **High Explosive charges can now actually be fired.** See section 5.
- **Three long-standing 'Mech data faults corrected** (Cauldron Born, Hellspawn, Sunder).
See section 5.
- **`mw4print -debug`** for diagnosing printer problems. See section 7.
> **This build changes artwork as well as the executable.** Copy the whole folder when you
> upgrade -- see section 11. An old `hsh\` folder with a new `MW4.exe` gives wrong damage
> displays.
### What was new in RC2
- **`-tident`** -- the game now identifies your monitors for you, so you can set `-tmon`
correctly. See section 4.
@@ -25,8 +42,6 @@ Everything else in this document was already in RC1 and is unchanged.
overlays, plus the field check that usually explains it. See section 4.
- **Match time limits now go up to 240 minutes**, and the default is 7 minutes again (it had
silently become 4). See section 2.
- **The console lobby now reads `V5.1.0b2`.** Use this to confirm a pod actually received the
new content packages.
---
@@ -314,6 +329,25 @@ If the role is correct and the overlays are still missing, `-tmr 3` draws a soli
rectangle on that screen. If the magenta appears, the display and 3D device are working and the
problem is elsewhere; include `gos-displays.txt` with the report.
### The target picture on the MFD showed the wrong 'Mech
The small image of your current target had room for only 64 'Mechs, one short of the roster. The
last one wrapped around to the start of the list, so **targeting a Zeus displayed an
Annihilator** -- a clean, convincing picture of the wrong 'Mech, which is why it was never
reported as a fault. The **Assassin II** had no picture at all.
Both fixed, with room for future 'Mechs. **Applies automatically.**
If your graphics card refuses the larger image store the game falls back to the old behaviour
rather than losing every target picture, and records which it used in `gos-displays.txt`:
```
[mfd] target atlas 1024x2048, 128 tiles, 65 chassis
```
If that line instead says the larger size was refused, the Zeus fault will still be present on
that machine -- please report it, as it has not been seen on any card tested so far.
---
## 5. 'Mechs and content
@@ -337,6 +371,51 @@ Several 'Mechs were missing their MFD and cockpit display images, which showed a
in game. Restored: **Assassin II, Behemoth, Behemoth II, Black Hawk, Longbow, Solitaire, Victor**,
plus two missing lobby decals.
### Damage displays corrected on 22 'Mechs
The external MFD and Radar damage figures -- the outline of your 'Mech that changes colour as
sections take damage -- were wrong on a large part of the roster. Two faults ran through them:
- **The figure was mirrored.** Damage to the 'Mech's right side lit up on the wrong side of the
display.
- **Zones did not line up with the artwork.** Pieces floated in empty space, and leg outlines ran
past the feet.
Separately, the **Rifleman** and **Battlemaster** had been using another 'Mech's layout entirely
(the Mad Cat's and the Atlas's), so their displays never matched their own artwork.
Corrected on: Annihilator, Archer, Ares, Argus, Assassin II, Atlas, Avatar, Battlemaster,
Battlemaster IIC, Behemoth, Behemoth II, Black Hawk, Fafnir, Flea, Gladiator, Hellspawn, Kodiak,
Longbow, Rifleman, Sunder, Victor and Warhammer. The remaining chassis were already correct and
are untouched.
**Applies automatically**, but note the artwork travels as loose files, so the pod must get a
full deployment and not just a new `MW4.exe`.
### High Explosive charges now fire
High Explosives could be fitted in the mechlab but never fired -- they were being given zero
rounds. They are ordinary one-shot weapons: assign them to a weapon group and pull the trigger.
They are **not** set off by ejecting.
Each charge does about 100 damage in a 30 metre radius, and about 200 damage to your own centre
torso. Put several in the same group and use Group Fire to set them all off at once.
Side effect of the same fix: the **NARC Beacon** shows its ammunition count in the mechlab again.
> If you have a saved variant that already carries a High Explosive, remove and refit the charge
> once, in case it was saved with no rounds.
### Three content faults corrected
Long-standing errors in the 'Mech data files, found while examining another build:
- **Cauldron Born** -- its torso twist radius referred to a setting that does not exist, so the
engine quietly substituted a default. The correct value is now stated outright. **Behaviour is
unchanged**; the file simply now says what the game was already doing.
- **Hellspawn** and **Sunder** -- each had a malformed heat-sink entry. The game tolerated it, but
it would have broken any tool that reads these files strictly.
### Mechlab label correction
The mechlab turn rate now reads **"Turn Rate (Top Speed Rad/Sec)"**, which is what the number
@@ -426,6 +505,16 @@ Configure via **File -> Database Settings (Ctrl+D)**, or the `[MySQLExport]` sec
> **WARNING: this feature has not yet been tested against a live database server.** It is off unless you
> configure it, and printing works normally without it. If you try it, please report back.
### Diagnostic logging -- `-debug`
```
mw4print.exe -debug
```
Writes a step-by-step log of what the printer is doing, including where it is looking for its
files. Use it when a score sheet comes out wrong or a print job fails silently. `/debug` works
too. **Off unless you ask for it**, and printing is unaffected when it is on.
---
## 8. Quality of life
@@ -525,14 +614,17 @@ screen (section 4).
## 11. Upgrade checklist
1. Back up your current install.
2. Copy in the new build.
2. Copy in the new build. **Copy the whole folder, not just `MW4.exe`.** This build changes the
damage display artwork in `hsh\`, which is loose files rather than packaged data, and three
of the resource packages. A 'Mech will show the wrong damage figure if the executable and the
artwork come from different builds.
3. **Double-click `set-appcompat.bat`** (as administrator if the pod has multiple accounts).
4. **On Windows 10/11, confirm dgVoodoo2 is installed and its scaling mode is
`Stretched, Keep Aspect Ratio`.** Required for **any** mode that uses more than one
display: all MFD modes (spanned `-tmfds 1` / `-tmfds 3`, split `-tmfds 4`) and cameraship
mode. Only console mode, on a single display, does without it. Windows XP pods never
need it.
5. Launch and confirm the console lobby reads **`V5.1.0b2`**. If it still shows an older
5. Launch and confirm the console lobby reads **`V5.1.0b3`**. If it still shows an older
version, the resource packages did not get copied.
6. If your pod uses MFDs or a cameraship, run `MW4.exe -tident` once and check each monitor
shows the role you expect. If any are wrong, note the numbers shown and correct `-tmon`.
@@ -1,14 +1,30 @@
Testing Checklist -- V5.1.0b_RC2 (eaa5fd3 through 2026-08-07)
Testing Checklist -- V5.1.0b_RC3 (eaa5fd3 through 2026-08-09)
Branch: 5.1.0b-in-progress
Last known-good pod test: before eaa5fd3
Sections 1-11 were already in RC1; sections 12-17 are new in RC2.
Sections 1-11 were already in RC1; 12-17 were added for RC2; 18-22 are new in
RC3 and have NEVER been run on hardware.
Build requirements for RC2:
Build requirements:
* MW4.exe (Release + Profile) -- CoreTech GameOS and MW4Application changed
(-tident, display trace, panel re-entry fix, -tmr, help text).
* Resource repack -- ConLobby.script / ConLobbyMission.script / the mech
subsystems live in props.mw4. Delete resource\props.mw4 and props.dep, then
run build-env\build-resources.ps1 so the repack is full, not incremental.
(-tident, display trace, panel re-entry fix, -tmr, help text), and since the
first RC2 build also coord.cpp, render.cpp/.hpp, huddamage.cpp and
Weapon.cpp. coord.cpp is #included by DXRasterizer.cpp, so a damage-mapping
change needs a full exe rebuild, not just a repack.
* mw4print.exe -- new -debug switch. Builds with MW4Application.
* Resource repack, now THREE packages, not just props:
props.mw4 ConLobby.script / ConLobbyMission.script / MechBay
weapons.script / the mech .subsystems
core.mw4 HighExplosive.data, cauldronborn.torso,
hellspawn.subsystems, sunder.subsystems
textures.mw4 textures.hint page renames + the HUD .tga rename/removal
Delete resource\<pkg>.mw4 and <pkg>.dep for each, then run
build-env\build-resources.ps1, so every repack is full rather than
incremental. (The packer carries stale entries forward on an incremental
rebuild and never drops deleted ones -- see CLAUDE.md, "Resource packer
quirks".)
* Loose hsh\ art -- 21 damage dolls changed and 2 were deleted. These are NOT
packed; deploy-mw4.ps1 copies them. No repack needed, but the deploy must
run or the dolls will not match the new coordinates.
* Redeploy with build-env\deploy-mw4.ps1, then run set-appcompat.bat at the
install path.
================================================
@@ -41,8 +57,8 @@ Build requirements for RC2:
[ ] Battlemaster Clan 2C: spawns with ER PPC, 6x ER ML, 2x Clan Gauss (16 rds each), Clan SSRM6 (15 rds)
[ ] Behemoth / Behemoth II: Gauss rifles fire with group 1 (not group 3)
5. CONLOBBY -- V5.1.0b2 / SUPER6 MECH ROTATION
[ ] Console title displays "BattleTech Console V5.1.0b2"
5. CONLOBBY -- V5.1.0b3 / SUPER6 MECH ROTATION
[ ] Console title displays "BattleTech Console V5.1.0b3"
[ ] Rookie mech cycle shows 6 mechs: Archer, Loki, Madcat, Thor, Vulture, Warhammer
[ ] Right-click random mech picks from all 6 (not 5)
[ ] MP time-limit dropdown shows 23 entries (1-15, 20, 25, 30, 45, 60, 120, 180, 240 min) and scrolls correctly
@@ -218,3 +234,124 @@ Added for RC2 (2026-07-25 through 2026-08-07)
[ ] -fps entry describes the per-second 5% low and the session 1% / 0.1%
summary (matches what gos-fps.txt actually prints)
------------------------------------------------
Added 2026-08-09 -- NOT yet tested on hardware
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18. EXTERNAL MFD AND RADAR DAMAGE PAPER DOLLS -- 22 CHASSIS REMAPPED
coord.cpp texuv2/offset2 (external MFD) and texuv3/offset3 (Radar) were
repaired, and 21 loose hsh\ doll images were replaced with the J&J art.
Two faults were systemic and affected every chassis touched by the
2026-08-07 import: the texuv and offset values were transposed, and the
figure was mirrored left-for-right. Both are fixed.
Needs the external MFD and Radar panels, i.e. -tmfds 1/3/4. None of this is
visible in console mode.
Baseline: take one intact 'Mech and one badly damaged 'Mech per chassis.
[ ] Doll is the RIGHT MECH -- silhouette matches the chassis, not another
[ ] Handedness: damage to the 'Mech's RIGHT arm/torso/leg lights up on the
VIEWER'S LEFT. This is the mirroring fault; check it explicitly on an
asymmetric chassis (Rifleman, Warhammer, Longbow)
[ ] Zones line up with the artwork -- no piece floating in empty space, no
leg box running past the feet
[ ] Left/right pairs sit at the same height
[ ] Colours track real damage: shoot one limb, only that zone changes
MFD changed (21), verify each:
[ ] annihilator [ ] archer [ ] ares [ ] argus
[ ] assassin2 [ ] atlas [ ] avatar [ ] battlemaster
[ ] battlemasteriic [ ] behemoth [ ] behemothii
[ ] blackhawk [ ] fafnir [ ] flea [ ] gladiator
[ ] kodiak [ ] longbow [ ] rifleman [ ] sunder
[ ] victor [ ] warhammer
Radar changed (18), verify each:
[ ] annihilator [ ] archer [ ] ares [ ] argus
[ ] assassin2 [ ] avatar [ ] battlemaster
[ ] battlemasteriic [ ] behemoth [ ] behemothii
[ ] blackhawk [ ] fafnir [ ] hellspawn [ ] kodiak
[ ] longbow [ ] rifleman [ ] victor [ ] warhammer
Specific cases worth calling out:
[ ] Rifleman and Battlemaster previously used another mech's rows entirely
(Mad Cat's and Atlas's). Both should now fit their own art.
[ ] Atlas MFD doll was REGENERATED from its Radar art -- this replaces
shipped artwork rather than restoring intent. Look at it carefully.
[ ] Behemoth II deliberately shares Behemoth's art and geometry; the two
should look identical, and that is correct.
[ ] Longbow: the piece formerly mapped as Special1 on the Radar is the
cockpit canopy and is now mapped as Head. On the MFD the same piece is
the pelvis and is still drawn. Confirm neither looks wrong in game.
[ ] Chassis NOT in the lists above are untouched -- spot-check two (e.g.
madcat, thor) and confirm no regression.
19. 2D TARGET MFD MECH IMAGE -- ATLAS CAPACITY AND TWO NAME MISMATCHES
This is the small picture of your TARGET on the MFD, not the damage doll.
The atlas held 64 tiles for 65 chassis, so the last one wrapped around and
displayed a different mech. Two chassis also had art the code could not
find. Requires -tmfds; default (2D) target mode, i.e. NOT -3dt.
[ ] Target a ZEUS -- the MFD shows a Zeus. Before this build it showed the
ANNIHILATOR, cleanly and convincingly, which is why it was never
reported. This is the headline check.
[ ] Target an ASSASSIN II -- an image appears at all (previously the tile
was never written, so it showed whatever was in video memory)
[ ] FLY a BEHEMOTH II in the RELEASE build, into a mission, and confirm it
does NOT stop with "Texture ... could not be found!". This one was
fatal in Release and masked in Profile by the placeholder texture, so
it MUST be checked with MW4.exe and not MW4pro.exe.
[ ] Spot-check five other chassis targets still show the correct picture
[ ] gos-displays.txt contains a line reading
"[mfd] target atlas 1024x2048, 128 tiles, 65 chassis"
[ ] If it instead reads "1024x2048 target atlas refused by the driver;
using 1024x1024", the card will not take the taller texture. That is a
supported fallback: everything behaves exactly as the old build,
including the Zeus fault. Note the machine and report it.
[ ] No "*** atlas full ***" line appears
[ ] -3dt (live 3D target model) still works and is unaffected
20. HIGH EXPLOSIVE CHARGES NOW FIRE
Weapon ID 87. Previously installable in MechLab but impossible to fire:
HighExplosive.data used an unregistered key, and MechLab's starting-ammo
formula truncated to zero rounds. Requires MW4.exe rebuild + core.mw4 and
props.mw4 repacks.
[ ] Fit a High Explosive in MechLab; it shows as installed
[ ] Take it into a mission and FIRE it via its weapon group (group 3 by
default). It is a normal one-shot weapon -- it is NOT triggered by
ejecting
[ ] It detonates: ~100 damage in a 30 m radius, and ~200 damage to your own
centre torso
[ ] Fit several in ONE group and use Group Fire -- all detonate together.
Chain Fire sets off one at a time
[ ] NARC BEACON REGRESSION CHECK: NARC (ID 84) shows its ammo round count
in MechLab again. The UI flag was previously on the wrong weapon id, so
NARC was wrongly being treated as a one-shot charge
[ ] No other weapon's starting ammo changed -- spot-check an AC20, an LRM20
and a Medium Laser in MechLab
[ ] Any saved variant that already had a High Explosive: remove and refit
the charge, in case zero ammo was serialised into the variant
21. THREE CONTENT DEFECTS FOUND WHILE DECOMPILING V4H
Pre-existing faults in our own content, unrelated to the V4H merge. All
three are core.mw4; the two heat-sink ones also affect props.
[ ] Cauldron Born: torso twist still feels normal. Its .torso referenced
$(OBSTUSE_TRADIUS), a typo for OBTUSE that is defined nowhere, so the
engine silently fell back to 100. It now says 100 outright, so
behaviour is UNCHANGED by design -- this is a "confirm nothing moved"
check, not a "confirm something improved" one
[ ] Hellspawn: spawns and runs normally, heat behaves as before (its
.subsystems had a page header "[HeatSink10" with no closing bracket)
[ ] Sunder: same check ("[HeatSink16")
[ ] Both mechs' heat sink counts in MechLab are unchanged from RC1
22. MW4PRINT -- NEW -debug SWITCH
[ ] mw4print.exe runs normally with no switch, exactly as before
[ ] mw4print.exe -debug produces a step-by-step diagnostic log
[ ] The log records the assets directory and the command line at startup
[ ] A normal print job still completes with -debug active
[ ] /debug is accepted as well as -debug