diff --git a/Gameleap/mw4/Content/ShellScripts/ConLobby.script b/Gameleap/mw4/Content/ShellScripts/ConLobby.script index a0183162..86846735 100644 --- a/Gameleap/mw4/Content/ShellScripts/ConLobby.script +++ b/Gameleap/mw4/Content/ShellScripts/ConLobby.script @@ -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)... diff --git a/README.md b/README.md index 5984419a..7847d29d 100644 --- a/README.md +++ b/README.md @@ -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. --- diff --git a/RELEASE-NOTES-5.1.0b_RC2.html b/RELEASE-NOTES-5.1.0b_RC3.html similarity index 82% rename from RELEASE-NOTES-5.1.0b_RC2.html rename to RELEASE-NOTES-5.1.0b_RC3.html index 71cf1436..2501a9f1 100644 --- a/RELEASE-NOTES-5.1.0b_RC2.html +++ b/RELEASE-NOTES-5.1.0b_RC3.html @@ -2,7 +2,7 @@ -BattleTech: FireStorm V5.1.0b_RC2 - Release Notes +BattleTech: FireStorm V5.1.0b_RC3 - Release Notes -

BattleTech: FireStorm — V5.1.0b_RC2

-
Release notes for pod owners  ·  7 August 2026
-

This build covers everything since the -tbaud RIO update. It is a large release: 75 changes +

BattleTech: FireStorm — V5.1.0b_RC3

+
Release notes for pod owners  ·  9 August 2026
+

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.

The most important thing to know: 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.

-

Already testing RC1? Here is what is new in RC2

-

Everything else in this document was already in RC1 and is unchanged.

+

Already testing RC2? Here is what is new in RC3

+

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.

+ +

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


1. Read this first -- required on Windows 10 / 11

@@ -295,6 +309,19 @@ if the role is wrong. Check that before suspecting hardware.

test 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

Six rookie 'Mechs instead of four

The console lobby's default rookie 'Mech rotation now includes the Archer and Warhammer @@ -311,6 +338,42 @@ alongside the original four. Right-click randomising picks from all six.

Several 'Mechs were missing their MFD and cockpit display images, which showed as blank panels 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:

+ +

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:

+

Mechlab label correction

The mechlab turn rate now reads "Turn Rate (Top Speed Rad/Sec)", which is what the number actually means. It previously claimed degrees per second, which was wrong.

@@ -382,6 +445,12 @@ external MySQL database after each print job, for league tables mw4print.ini. The table layout is documented in db_schema.sql.

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

mw4.exe -help

@@ -496,14 +565,17 @@ screen (section 4).

11. Upgrade checklist

  1. Back up your current install.
  2. -
  3. Copy in the new build.
  4. +
  5. 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.
  6. Double-click set-appcompat.bat (as administrator if the pod has multiple accounts).
  7. 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.
  8. -
  9. Launch and confirm the console lobby reads V5.1.0b2. If it still shows an +
  10. Launch and confirm the console lobby reads V5.1.0b3. If it still shows an older version, the resource packages did not get copied.
  11. 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. diff --git a/RELEASE-NOTES-5.1.0b_RC2.md b/RELEASE-NOTES-5.1.0b_RC3.md similarity index 80% rename from RELEASE-NOTES-5.1.0b_RC2.md rename to RELEASE-NOTES-5.1.0b_RC3.md index 85889e4c..6618905d 100644 --- a/RELEASE-NOTES-5.1.0b_RC2.md +++ b/RELEASE-NOTES-5.1.0b_RC3.md @@ -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`. diff --git a/testing-checklist-5.1.0b_RC2.txt b/testing-checklist-5.1.0b_RC3.txt similarity index 57% rename from testing-checklist-5.1.0b_RC2.txt rename to testing-checklist-5.1.0b_RC3.txt index af8f8da1..76e4329c 100644 --- a/testing-checklist-5.1.0b_RC2.txt +++ b/testing-checklist-5.1.0b_RC3.txt @@ -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\.mw4 and .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 +------------------------------------------------ + +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 +