From 1684c3fbd27a7e1a9a30441f8712392de1a6cb33 Mon Sep 17 00:00:00 2001 From: RT Date: Sun, 9 Aug 2026 16:08:57 -0500 Subject: [PATCH] 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) Co-authored-by: GitHub Copilot --- .../mw4/Content/ShellScripts/ConLobby.script | 3 +- README.md | 2 +- ..._RC2.html => RELEASE-NOTES-5.1.0b_RC3.html | 92 +++++++++-- ...1.0b_RC2.md => RELEASE-NOTES-5.1.0b_RC3.md | 108 +++++++++++- ...C2.txt => testing-checklist-5.1.0b_RC3.txt | 155 +++++++++++++++++- 5 files changed, 331 insertions(+), 29 deletions(-) rename RELEASE-NOTES-5.1.0b_RC2.html => RELEASE-NOTES-5.1.0b_RC3.html (82%) rename RELEASE-NOTES-5.1.0b_RC2.md => RELEASE-NOTES-5.1.0b_RC3.md (80%) rename testing-checklist-5.1.0b_RC2.txt => testing-checklist-5.1.0b_RC3.txt (57%) 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.

+
    +
  • 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.
  • @@ -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.
  • 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.

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:

+
    +
  • 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 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 +