Release notes: soften dgVoodoo2 wording, note -tbaud is hardware-limited
Two wording corrections from the project owner, plus repair of three characters left mangled by the earlier CP949 encoding problem. 1. dgVoodoo2 known-issue entry. "This is a Windows limitation, not a bug we can fix" overstated it -- it reads as permanent. Replaced with a statement of what dgVoodoo2 actually does (works around a limitation on exclusive full-screen use of multiple displays on platforms after Windows XP) and that a future release may address it. The borderless-windowed design assessed in CLAUDE.md STEP 10 is exactly such a route, so leaving the door open is the accurate framing. 2. -tbaud. The notes implied any rate in the 9600-921600 range simply works. The software will set any of them, but the achievable rate is bounded by hardware at both ends: the serial UART in the pod PC and the RIO or replica RIO board. Added that, with the symptoms of an unsupported rate (garbled input, dropped buttons, no response) and the advice to step down. Without it an owner could conclude a high rate is broken in the game when it is the UART or board refusing it. Also repaired three leftovers from the CP949 encoding issue: two em dashes at ends of lines that the earlier pass missed because it only matched dashes surrounded by spaces, and the warning glyph on the MySQL export note, which had become a literal "??" and is now a WARNING: label. It renders as a styled warning callout in the HTML alongside the XP one, so both hazards look like hazards. Both formats regenerated and verified: 0 non-ASCII bytes, 0 remaining artefacts, 2 warning and 5 note callouts in the HTML. Co-authored-by: Claude Opus 5 (Anthropic) <noreply@anthropic.com> Co-authored-by: GitHub Copilot <copilot@github.com>
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Claude Opus 5
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@@ -56,7 +56,7 @@ If you see it, run <code>set-appcompat.bat</code> and restart the game.</p>
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<hr>
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<h2>2. Multiplayer</h2>
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<h3>16 pilots plus a cameraship now launch correctly</h3>
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<p>Previously, a full 16-pilot game with a cameraship connected would silently fail to launch ?
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<p>Previously, a full 16-pilot game with a cameraship connected would silently fail to launch --
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you pressed launch and nothing happened, with no error. Fixed. A cameraship no longer consumes
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one of the 16 pilot slots.</p>
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<p><strong>No configuration needed.</strong> This applies automatically.</p>
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@@ -117,10 +117,14 @@ the zero point could be skipped.</p>
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speed without changing anything else about how the board talks to the game:</p>
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<pre><code>MW4.exe -tbaud 115200
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</code></pre>
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<p>Accepts 9600 to 921600. <strong>Leave it off</strong> and the game uses the original speed, exactly as before ?
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<p>Accepts 9600 to 921600. <strong>Leave it off</strong> and the game uses the original speed, exactly as before --
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existing original RIO boards need no change and should not use this switch.</p>
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<p>This is only the speed. The wire protocol is untouched. (The separate <code>-trio 1</code> switch changes
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the whole protocol and is <em>not</em> what you want for a replica board.)</p>
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<p><strong>Whether a particular rate actually works is a hardware question, not a software one.</strong> The
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game will happily set any rate in that range, but both ends have to support it: the serial
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UART in the pod PC, and the RIO or replica RIO board itself. If a rate misbehaves -- garbled
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input, dropped buttons, no response -- step down to a lower one.</p>
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<p>This switch only changes the speed. The wire protocol is untouched. (The separate <code>-trio 1</code>
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switch changes the whole protocol and is <em>not</em> what you want for a replica board.)</p>
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<hr>
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<h2>4. Displays and MFDs</h2>
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<h3>Split MFD mode -- two separate 640x480 MFD monitors</h3>
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@@ -255,7 +259,7 @@ so you can also edit it directly.</p>
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external <strong>MySQL</strong> database after each print job, for league tables or long-term stats.</p>
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<p>Configure via <strong>File -> Database Settings (Ctrl+D)</strong>, or the <code>[MySQLExport]</code> section of
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<code>mw4print.ini</code>. The table layout is documented in <code>db_schema.sql</code>.</p>
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<div class="note"><p>?? <strong>This feature has not yet been tested against a live database server.</strong> It is off unless you
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<div class="warn"><p><strong>WARNING: this feature has not yet been tested against a live database server.</strong> It is off unless you
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configure it, and printing works normally without it. If you try it, please report back.</p></div>
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<hr>
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<h2>8. Quality of life</h2>
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@@ -324,7 +328,9 @@ start. Previously such failures were completely silent. Include this file with a
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<ul>
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<li><strong>Every MFD mode requires dgVoodoo2 on Windows 10/11</strong> -- the spanned modes (<code>-tmfds 1</code>
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and <code>-tmfds 3</code>) just as much as the split mode (<code>-tmfds 4</code>) -- with scaling set to
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<code>Stretched, Keep Aspect Ratio</code>. This is a Windows limitation, not a bug we can fix.</li>
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<code>Stretched, Keep Aspect Ratio</code>. dgVoodoo2 works around a limitation on exclusive
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full-screen use of multiple displays on platforms after Windows XP. It may be possible
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to fix this in a future release.</li>
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<li><strong>The MySQL export in mw4print has not been tested against a live server.</strong></li>
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<li><strong>The game renders in 4:3 only.</strong> There is no widescreen mode. On 16:9 monitors, use
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keep-aspect scaling for correct geometry with black bars at the sides.</li>
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@@ -41,7 +41,7 @@ If you see it, run `set-appcompat.bat` and restart the game.
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### 16 pilots plus a cameraship now launch correctly
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Previously, a full 16-pilot game with a cameraship connected would silently fail to launch ?
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Previously, a full 16-pilot game with a cameraship connected would silently fail to launch --
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you pressed launch and nothing happened, with no error. Fixed. A cameraship no longer consumes
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one of the 16 pilot slots.
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@@ -110,11 +110,16 @@ speed without changing anything else about how the board talks to the game:
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MW4.exe -tbaud 115200
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```
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Accepts 9600 to 921600. **Leave it off** and the game uses the original speed, exactly as before ?
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Accepts 9600 to 921600. **Leave it off** and the game uses the original speed, exactly as before --
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existing original RIO boards need no change and should not use this switch.
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This is only the speed. The wire protocol is untouched. (The separate `-trio 1` switch changes
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the whole protocol and is *not* what you want for a replica board.)
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**Whether a particular rate actually works is a hardware question, not a software one.** The
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game will happily set any rate in that range, but both ends have to support it: the serial
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UART in the pod PC, and the RIO or replica RIO board itself. If a rate misbehaves -- garbled
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input, dropped buttons, no response -- step down to a lower one.
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This switch only changes the speed. The wire protocol is untouched. (The separate `-trio 1`
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switch changes the whole protocol and is *not* what you want for a replica board.)
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---
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@@ -295,7 +300,7 @@ external **MySQL** database after each print job, for league tables or long-term
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Configure via **File -> Database Settings (Ctrl+D)**, or the `[MySQLExport]` section of
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`mw4print.ini`. The table layout is documented in `db_schema.sql`.
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> ?? **This feature has not yet been tested against a live database server.** It is off unless you
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> **WARNING: this feature has not yet been tested against a live database server.** It is off unless you
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> configure it, and printing works normally without it. If you try it, please report back.
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---
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@@ -349,7 +354,9 @@ start. Previously such failures were completely silent. Include this file with a
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- **Every MFD mode requires dgVoodoo2 on Windows 10/11** -- the spanned modes (`-tmfds 1`
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and `-tmfds 3`) just as much as the split mode (`-tmfds 4`) -- with scaling set to
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`Stretched, Keep Aspect Ratio`. This is a Windows limitation, not a bug we can fix.
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`Stretched, Keep Aspect Ratio`. dgVoodoo2 works around a limitation on exclusive
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full-screen use of multiple displays on platforms after Windows XP. It may be possible
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to fix this in a future release.
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- **The MySQL export in mw4print has not been tested against a live server.**
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- **The game renders in 4:3 only.** There is no widescreen mode. On 16:9 monitors, use
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keep-aspect scaling for correct geometry with black bars at the sides.
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