From 1684c3fbd27a7e1a9a30441f8712392de1a6cb33 Mon Sep 17 00:00:00 2001
From: RT This build covers everything since the This build covers everything since the 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. 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
+ This build changes artwork as well as the executable. Copy the whole folder when
+you upgrade -- see section 11. An old BattleTech: FireStorm — V5.1.0b_RC2
-
--tbaud RIO update. It is a large release: 75 changes
+BattleTech: FireStorm — V5.1.0b_RC3
+
+-tbaud RIO update. It is a large release: 83 changes
spanning multiplayer, cockpit hardware, displays, 'Mech content, the console lobby and the
match printer.Already testing RC1? Here is what is new in RC2
-Already testing RC2? Here is what is new in RC3
+V5.1.0b3; use that to confirm a pod actually received the new build.
+
+mw4print -debug for diagnosing printer problems. See section 7.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.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.
gos-displays.txt with the report.
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.
+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.
+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 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.
Long-standing errors in the 'Mech data files, found while examining another build:
+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 tablesmw4print.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.
-debugmw4print.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.
mw4.exe -helpMW4.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.set-appcompat.bat (as administrator if the pod has multiple accounts).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.V5.1.0b2. If it still shows an
+V5.1.0b3. If it still shows an
older version, the resource packages did not get copied.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\