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aa500be7c6 |
@@ -15,11 +15,3 @@ FS507D_20161015/
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# player-created mechlab variants in the game deploy (local test/play data, per-machine)
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# player-created mechlab variants in the game deploy (local test/play data, per-machine)
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MW4/Resource/Variants/
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MW4/Resource/Variants/
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# GameOS run-time reports: rewritten on every launch, per-machine
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MW4/gos-displays.txt
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MW4/gos-fps.txt
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# Python bytecode cache: regenerated on import, and the filename is interpreter-specific
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__pycache__/
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*.pyc
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Vendored
-20
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{
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// Legacy source files use CP949 (Korean Windows encoding, superset of EUC-KR).
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// VS Code defaults to UTF-8, which silently corrupts the Korean comment bytes
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// on save. Setting encoding to cp949 here preserves them exactly.
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"files.encoding": "cp949",
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// Let VS Code try to detect encoding per-file, falling back to cp949 above.
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"files.autoGuessEncoding": true,
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// Preserve the original Windows CRLF line endings (Git's * -text in
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// .gitattributes also prevents conversion, but this keeps VS Code consistent).
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"files.eol": "\r\n",
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"python-envs.pythonProjects": [
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{
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"path": ".",
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"envManager": "ms-python.python:venv",
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"packageManager": "ms-python.python:pip"
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}
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]
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}
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Binary file not shown.
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#!/usr/bin/env python3
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"""Generate special_weapon_locations.csv and rear_facing_weapons.csv from stock mech subsystems."""
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import csv
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from pathlib import Path
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BASE = Path("Gameleap/mw4/Content")
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MECH_TABLE = BASE / "Tables" / "MechTable.tbl"
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OUT_DIR = Path("BTFrstrm")
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def parse_ini(path):
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sections, cur_sec, cur_dict = [], None, {}
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with open(path, 'r', encoding='latin-1', errors='replace') as f:
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for raw in f:
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line = raw.strip()
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if line.startswith('[') and line.endswith(']'):
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if cur_sec is not None:
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sections.append((cur_sec, cur_dict))
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cur_sec, cur_dict = line[1:-1], {}
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elif '=' in line and cur_sec is not None:
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k, _, v = line.partition('=')
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cur_dict[k.strip()] = v.strip()
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if cur_sec is not None:
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sections.append((cur_sec, cur_dict))
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return sections
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def find_dir_ci(parent, name):
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"""Case-insensitive directory lookup for Linux."""
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exact = parent / name
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if exact.exists():
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return exact
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name_lower = name.lower()
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for child in parent.iterdir():
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if child.is_dir() and child.name.lower() == name_lower:
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return child
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return None
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def weapon_model(model_path):
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return Path(model_path.replace('\\', '/')).stem
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# Read chassis list from MechTable.tbl
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chassis_list = []
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with open(MECH_TABLE, 'r', encoding='latin-1') as f:
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for raw in f:
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line = raw.strip()
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if not line or line.startswith('//') or line.startswith('[') or '=' not in line:
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continue
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name, _, rel = line.partition('=')
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# rel is like "Mechs\Atlas\Atlas.instance"
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parts = rel.strip().replace('\\', '/').split('/')
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chassis_list.append((name.strip(), parts)) # parts = ['Mechs', 'Atlas', 'Atlas.instance']
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print(f"Found {len(chassis_list)} chassis in MechTable.tbl")
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HDR = ['Chassis', 'InternalLocation', 'Model', 'Site', 'AmmoCount', 'GroupIndex', 'WeaponFacing']
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special_rows, rear_rows, missing = [], [], []
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mechs_dir = BASE / "Mechs"
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for chassis_name, path_parts in chassis_list:
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# path_parts[1] is the mech directory name (e.g. 'Atlas', 'MadCat_MkII', 'Urbanmech')
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if len(path_parts) < 2:
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missing.append(chassis_name)
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continue
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mech_dir = find_dir_ci(mechs_dir, path_parts[1])
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if not mech_dir:
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missing.append(f"{chassis_name} (dir not found: {path_parts[1]})")
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continue
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subs = [f for f in mech_dir.glob('*.subsystems') if f.suffix == '.subsystems']
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if not subs:
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missing.append(f"{chassis_name} (no .subsystems in {mech_dir.name})")
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continue
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subsys_file = subs[0]
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sections = parse_ini(subsys_file)
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for sec_name, fields in sections:
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if 'WeaponSubsystem' not in fields.get('Model', ''):
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continue
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loc = fields.get('InternalLocation', '')
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model = weapon_model(fields.get('Model', ''))
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site = fields.get('Site', '')
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ammo = fields.get('AmmoCount', '')
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group = fields.get('GroupIndex', '')
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facing = fields.get('WeaponFacing', '')
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if loc in ('Special1', 'Special2'):
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special_rows.append([chassis_name, loc, model, site, ammo, group, facing])
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if facing and facing != '0':
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rear_rows.append([chassis_name, loc, model, site, ammo, group, facing])
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# Write CSVs
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out1 = OUT_DIR / 'special_weapon_locations.csv'
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with open(out1, 'w', newline='') as f:
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w = csv.writer(f)
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w.writerow(HDR)
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w.writerows(special_rows)
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out2 = OUT_DIR / 'rear_facing_weapons.csv'
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with open(out2, 'w', newline='') as f:
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w = csv.writer(f)
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w.writerow(HDR)
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w.writerows(rear_rows)
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print(f"Spreadsheet 1 ? Special1/2 weapon locations: {len(special_rows)} rows -> {out1}")
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print(f"Spreadsheet 2 ? Non-forward WeaponFacing: {len(rear_rows)} rows -> {out2}")
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if missing:
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print(f"\nSkipped: {missing}")
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@@ -1,88 +0,0 @@
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Mech,In_game_playable,Tech,Chassis_Tonnage,Max_Loadout_Tonnage,Armor_Type,Internal_Type,Heatsinks,Heatsink_Type,JumpJets_Installed,CanLoad_JJ,CanLoad_ECM,CanLoad_BAP,CanLoad_AMS,OmniSlots,Equipment,Armor_LeftArm,Armor_RightArm,Armor_LeftLeg,Armor_RightLeg,Armor_LeftFrontTorso,Armor_RightFrontTorso,Armor_CenterFrontTorso,Armor_CenterRearTorso,Armor_Head,Total_Armor_Multiplier,Weapon_Count,Weapons_Summary,Weapons_With_Locations,Default_Installed_Locations,Available_Slot_Capacity_By_Zone,Available_Hardpoints,notes
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Annihilator,Yes,IS,23.000000,100.000000,Reflective,EndoSteel,17,Single,0,No,Yes,Yes,Yes,43,,1.8,1.8,1.8,1.8,1.85,1.85,2.0,0.8,0.3,14,10,"4x ClanERSmallLaser, 2x ClanMachineGun, 4x ClanUltraAC5",ClanERSmallLaser@LeftTorso(Front) G1 | ClanERSmallLaser@CenterTorso(Front) G1 | ClanERSmallLaser@CenterTorso(Front) G1 | ClanERSmallLaser@RightTorso(Front) G1 | ClanMachineGun@LeftTorso(Front) G1 | ClanMachineGun@RightTorso(Front) G1 | ClanUltraAC5@LeftArm(Front) G1 | ClanUltraAC5@LeftArm(Front) G1 | ClanUltraAC5@RightArm(Front) G1 | ClanUltraAC5@RightArm(Front) G1,LeftTorsox2 | CenterTorsox2 | RightTorsox2 | LeftArmx2 | RightArmx2,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | RightTorso(Front) | CenterTorso(Front) | Head(Unknown),
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Archer,Yes,IS,17.000000,70.000000,Standard,Standard,20,Single,1,Yes,Yes,Yes,Yes,43,,1.1,1.1,1.2,1.2,1.4,1.4,1.5,0.5,0.3,9.7,9,"4x MediumPulseLaser, 2x SSRM2, 2x LRM15, NarcBeacon",MediumPulseLaser@LeftArm(Front) G1 | MediumPulseLaser@CenterTorso(Front) G1 | MediumPulseLaser@CenterTorso(Front) G1 | MediumPulseLaser@RightArm(Front) G1 | SSRM2@LeftArm(Front) G2 | SSRM2@RightArm(Front) G2 | LRM15@LeftTorso(Side) G2 | LRM15@RightTorso(Side) G2 | NarcBeacon@LeftTorso(Front) G3,LeftArmx2 | CenterTorsox2 | RightArmx2 | LeftTorsox2 | RightTorsox1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Front) | RightArm(Front) | LeftTorso(Front+Side) | RightTorso(Side) | CenterTorso(Front) | Head(Unknown),
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ArcticWolf,Yes,Clan,9.500000,40.000000,FerroFiberus,EndoSteel,8,Single,1,Yes,Yes,Yes,Yes,43,,0.7,0.7,0.95,0.95,0.85,0.85,1.0,0.2,0.3,6.5,6,"2x ClanSmallPulseLaser, 4x ClanSSRM4",ClanSmallPulseLaser@RightTorso(Front) G1 | ClanSmallPulseLaser@RightTorso(Front) G1 | ClanSSRM4@leftarm(Front) G2 | ClanSSRM4@special1(Front) G2 | ClanSSRM4@special2(Front) G2 | ClanSSRM4@rightarm(Front) G2,RightTorsox2 | leftarmx1 | special1x1 | special2x1 | rightarmx1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O8) | RightTorso(M0/P0/B0/O8) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1) | Special1(M0/P0/B0/O4) | Special2(M0/P0/B0/O4),LeftArm(Unknown) | RightArm(Unknown) | LeftTorso(Unknown) | RightTorso(Front) | CenterTorso(Unknown) | Head(Unknown) | Special1(Unknown) | Special2(Unknown),
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Ares,Yes,Clan,15.500000,60.000000,FerroFiberus,Standard,15,Single,0,Yes,Yes,Yes,Yes,46,,0.9,0.9,1.15,1.15,1.1,1.1,1.45,0.9,0.25,8.9,9,"2x ClanERSmallLaser, 3x ClanERMediumLaser, ClanERLargeLaser, 3x ClanLRM10",ClanERSmallLaser@Special1(Front) G1 | ClanERSmallLaser@Special1(Front) G1 | ClanERMediumLaser@LeftArm(Front) G1 | ClanERMediumLaser@RightArm(Front) G1 | ClanERMediumLaser@RightArm(Front) G1 | ClanERLargeLaser@LeftArm(Front) G1 | ClanLRM10@Special2(Side) G2 | ClanLRM10@Special2(Side) G2 | ClanLRM10@Special2(Side) G2,Special1x2 | LeftArmx2 | RightArmx2 | Special2x3,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | Head(M0/P0/B0/O1) | Special1(M0/P0/B0/O2) | Special2(M0/P0/B0/O3),LeftArm(Front) | RightArm(Front) | LeftTorso(Unknown) | RightTorso(Unknown) | Head(Unknown) | Special1(Front) | Special2(Side),
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Argus,Yes,IS,14.500000,60.000000,Standard,Standard,13,Single,0,No,Yes,Yes,Yes,43,,0.7,0.7,1.15,1.15,0.85,0.85,1.45,0.9,0.3,8.05,9,"3x MediumLaser, PPC, 4x MachineGun, LRM10",MediumLaser@Lefttorso(Front) G1 | MediumLaser@Righttorso(Front) G1 | MediumLaser@RightArm(Front) G1 | PPC@RightArm(Front) G1 | MachineGun@LeftTorso(Front) G1 | MachineGun@CenterTorso(Front) G1 | MachineGun@CenterTorso(Front) G1 | MachineGun@RightTorso(Front) G1 | LRM10@LeftArm(Front) G2,Lefttorsox1 | Righttorsox1 | RightArmx2 | LeftTorsox1 | CenterTorsox2 | RightTorsox1 | LeftArmx1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | RightTorso(Front) | CenterTorso(Front) | Head(Unknown),
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Assassin2,Yes,IS,12.000000,45.000000,FerroFiberus,EndoSteel,6,Single,0,Yes,Yes,Yes,Yes,40,,0.85,0.85,0.85,0.85,0.9,0.9,1.05,0.45,0.25,6.95,7,"2x SmallLaser, 2x MediumLaser, 2x SRM4, LRM5",SmallLaser@LeftArm(Front) G1 | SmallLaser@RightArm(Front) G1 | MediumLaser@LeftArm(Front) G1 | MediumLaser@RightArm(Front) G1 | SRM4@LeftTorso(Front) G2 | SRM4@RightTorso(Front) G2 | LRM5@Special1(Side) G2,LeftArmx2 | RightArmx2 | LeftTorsox1 | RightTorsox1 | Special1x1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O10) | Special1(M0/P0/B0/O2),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | RightTorso(Front) | Special1(Side),
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Atlas,Yes,IS,28.000000,100.000000,Standard,Standard,17,Single,0,No,Yes,Yes,Yes,43,,1.95,1.95,2.15,2.15,2.45,2.45,2.2,1.1,0.3,16.7,9,"4x MediumLaser, AC20, 2x SSRM2, SRM6, LRM20",MediumLaser@LeftArm(Front) G1 | MediumLaser@Head(Front) G1 | MediumLaser@CenterTorso(Front) G1 | MediumLaser@RightArm(Front) G1 | AC20@Special1(Front) G1 | SSRM2@LeftTorso(Front) G2 | SSRM2@RightTorso(Front) G2 | SRM6@Special2(Front) G2 | LRM20@LeftTorso(Side) G2,LeftArmx1 | Headx1 | CenterTorsox1 | RightArmx1 | Special1x1 | LeftTorsox2 | RightTorsox1 | Special2x1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O10) | RightTorso(M0/P0/B0/O8) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1) | Special1(M0/P0/B0/O4) | Special2(M0/P0/B0/O2),LeftArm(Front) | RightArm(Front) | LeftTorso(Front+Side) | RightTorso(Front) | CenterTorso(Front) | Head(Front) | Special1(Front) | Special2(Front),
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Avatar,Yes,IS,17.000000,70.000000,Reactive,EndoSteel,12,Single,0,Yes,Yes,Yes,Yes,43,,1.3,1.3,1.5,1.5,1.6,1.6,1.75,0.5,0.3,11.35,10,"4x MachineGun, 2x LargeLaser, 2x LRM5, 2x LRM10",MachineGun@LeftArm(Front) G1 | MachineGun@Special1(Front) G1 | MachineGun@Special1(Front) G1 | MachineGun@RightArm(Front) G1 | LargeLaser@LeftArm(Front) G1 | LargeLaser@RightArm(Front) G1 | LRM5@LeftTorso(Side) G2 | LRM5@RightTorso(Side) G2 | LRM10@LeftTorso(Side) G2 | LRM10@RightTorso(Side) G2,LeftArmx2 | Special1x2 | RightArmx2 | LeftTorsox2 | RightTorsox2,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | Head(M0/P0/B0/O1) | Special1(M0/P0/B0/O2),LeftArm(Front) | RightArm(Front) | LeftTorso(Side) | RightTorso(Side) | Head(Unknown) | Special1(Front),
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Awesome,Yes,IS,23.000000,80.000000,Standard,Standard,28,Single,0,No,Yes,Yes,Yes,43,,1.45,1.45,1.55,1.55,1.65,1.65,1.75,1.25,0.3,12.6,6,"SmallPulseLaser, 3x ERPPC, UltraAC5, LRM5",SmallPulseLaser@Head(Front) G1 | ERPPC@Lefttorso(Front) G1 | ERPPC@righttorso(Front) G1 | ERPPC@RightArm(Front) G1 | UltraAC5@LeftArm(Front) G1 | LRM5@CenterTorso(Side) G2,Headx1 | Lefttorsox1 | righttorsox1 | RightArmx1 | LeftArmx1 | CenterTorsox1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Front) | RightArm(Front) | LeftTorso(Unknown) | RightTorso(Unknown) | CenterTorso(Side) | Head(Front),
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Battlemaster,Yes,IS,20.500000,85.000000,Standard,EndoSteel,25,Single,0,No,Yes,Yes,Yes,43,,1.45,1.45,1.6,1.6,1.8,1.8,2.05,0.95,0.3,13,10,"PPC, 6x MediumLaser, 2x MachineGun, SRM6",PPC@Special2(Front) G1 | MediumLaser@RightTorso(Front) G1 | MediumLaser@RightTorso(Front) G1 | MediumLaser@RightTorso(Rear) G1 | MediumLaser@LeftTorso(Front) G1 | MediumLaser@LeftTorso(Front) G1 | MediumLaser@LeftTorso(Rear) G1 | MachineGun@LeftArm(Front) G1 | MachineGun@LeftArm(Front) G1 | SRM6@Special1(Front) G2,Special2x1 | RightTorsox3 | LeftTorsox3 | LeftArmx2 | Special1x1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O4) | LeftTorso(M0/P0/B0/O9) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1) | Special1(M0/P0/B0/O3) | Special2(M0/P0/B0/O4),LeftArm(Front) | RightArm(Unknown) | LeftTorso(Front+Rear) | RightTorso(Front+Rear) | CenterTorso(Unknown) | Head(Unknown) | Special1(Front) | Special2(Front),
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Battlemaster2c,Yes,Clan,15.500000,85.000000,Standard,EndoSteel,25,Single,0,No,Yes,Yes,Yes,39,,1.45,1.45,1.6,1.6,1.8,1.8,2.05,0.95,0.3,13,10,"ClanERPPC, 6x ClanERMediumLaser, 2x ClanGaussRifle, ClanSSRM6",ClanERPPC@RightArm(Front) G1 | ClanERMediumLaser@RightTorso(Front) G1 | ClanERMediumLaser@RightTorso(Front) G1 | ClanERMediumLaser@RightTorso(Rear) G1 | ClanERMediumLaser@LeftTorso(Front) G1 | ClanERMediumLaser@LeftTorso(Front) G1 | ClanERMediumLaser@LeftTorso(Rear) G1 | ClanGaussRifle@LeftArm(Front) G1 | ClanGaussRifle@LeftArm(Front) G1 | ClanSSRM6@Special1(Front) G2,RightArmx1 | RightTorsox3 | LeftTorsox3 | LeftArmx2 | Special1x1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O4) | LeftTorso(M0/P0/B0/O9) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1) | Special1(M0/P0/B0/O3),LeftArm(Front) | RightArm(Front) | LeftTorso(Front+Rear) | RightTorso(Front+Rear) | CenterTorso(Unknown) | Head(Unknown) | Special1(Front),
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|
||||||
Behemoth,Yes,Clan,22.000000,100.000000,Standard,Standard,21,Single,1,Yes,Yes,Yes,Yes,43,,1.95,1.95,2.15,2.15,2.45,2.45,2.2,1.1,0.3,16.7,7,"4x ClanLargePulseLaser, 2x ClanGaussRifle, LargeLaser",ClanLargePulseLaser@LeftTorso(Front) G1 | ClanLargePulseLaser@LeftTorso(Front) G1 | ClanLargePulseLaser@RightTorso(Front) G1 | ClanLargePulseLaser@RightTorso(Front) G1 | ClanGaussRifle@LeftArm(Front) G1 | ClanGaussRifle@RightArm(Front) G1 | LargeLaser@Special1(Front) G1,LeftTorsox2 | RightTorsox2 | LeftArmx1 | RightArmx1 | Special1x1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | Head(M0/P0/B0/O1) | Special1(M0/P0/B0/O2),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | RightTorso(Front) | Head(Unknown) | Special1(Front),
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||||||
Behemoth2,Yes,Clan,22.000000,100.000000,Standard,Standard,21,Single,1,Yes,Yes,Yes,Yes,43,,1.95,1.95,2.15,2.15,2.45,2.45,2.2,1.1,0.3,16.7,7,"4x ClanLargePulseLaser, 2x ClanGaussRifle, LargeLaser",ClanLargePulseLaser@LeftTorso(Front) G1 | ClanLargePulseLaser@LeftTorso(Front) G1 | ClanLargePulseLaser@RightTorso(Front) G1 | ClanLargePulseLaser@RightTorso(Front) G1 | ClanGaussRifle@LeftArm(Front) G1 | ClanGaussRifle@RightArm(Front) G1 | LargeLaser@Special1(Front) G1,LeftTorsox2 | RightTorsox2 | LeftArmx1 | RightArmx1 | Special1x1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | Head(M0/P0/B0/O1) | Special1(M0/P0/B0/O2),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | RightTorso(Front) | Head(Unknown) | Special1(Front),
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||||||
Blackhawk,Yes,Clan,10.000000,50.000000,FerroFiberus,EndoSteel,12,Single,0,Yes,Yes,Yes,Yes,43,,0.9,0.9,0.95,0.95,1.05,1.05,1.2,0.55,0.25,7.8,4,"2x ClanMediumPulseLaser, 2x ClanERPPC",ClanMediumPulseLaser@LeftTorso(Front) G1 | ClanMediumPulseLaser@RightTorso(Front) G1 | ClanERPPC@LeftArm(Front) G1 | ClanERPPC@RightArm(Front) G1,LeftTorsox1 | RightTorsox1 | LeftArmx1 | RightArmx1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O10) | RightTorso(M0/P0/B0/O10) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1) | Special1(M0/P0/B0/O2) | Special2(M0/P0/B0/O2),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | RightTorso(Front) | CenterTorso(Unknown) | Head(Unknown) | Special1(Unknown) | Special2(Unknown),
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||||||
Blackheart,No,Clan,14.000000,70.000000,FerroFiberus,Standard,0,,0,No,Yes,No,No,6,,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.9,0,,,,LeftArm(M0/P3/B0/O0) | RightArm(M0/P3/B0/O0) | LeftTorso(M0/P0/B1/O2) | RightTorso(M0/P0/B1/O2) | CenterTorso(M0/P0/B0/O2),LeftArm(Unknown) | RightArm(Unknown) | LeftTorso(Unknown) | RightTorso(Unknown) | CenterTorso(Unknown),"not registered in active mech tables; missing M_* mech ID defines; core mech files exist; not fully packaged (core.build, props.build, textures.build); missing display/name string IDs (IDS/DNL); no loose hsh bmp in Mechs/MFD/hud"
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|
||||||
Blacklanner,Yes,Clan,12.500000,55.000000,FerroFiberus,EndoSteel,10,Single,0,No,Yes,Yes,Yes,40,ECM,0.9,0.9,1.0,1.0,1.05,1.05,1.15,0.75,0.25,8.05,5,"2x ClanERMediumLaser, ClanERLargeLaser, ClanSRM6, ClanLRM10",ClanERMediumLaser@LeftArm(Front) G1 | ClanERMediumLaser@LeftArm(Front) G1 | ClanERLargeLaser@RightArm(Front) G1 | ClanSRM6@Special2(Side) G2 | ClanLRM10@Special1(Side) G2,LeftArmx2 | RightArmx1 | Special2x1 | Special1x1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | Special1(M0/P0/B0/O12) | Special2(M0/P0/B0/O12),LeftArm(Front) | RightArm(Front) | Special1(Side) | Special2(Side),
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||||||
Blacknight,Yes,IS,16.000000,75.000000,Standard,Standard,22,Single,0,Yes,Yes,Yes,Yes,43,,1.2,1.2,1.4,1.4,1.55,1.55,1.8,0.8,0.3,11.2,8,"SmallLaser, 4x MediumLaser, 2x LargeLaser, PPC",SmallLaser@Head(Front) G1 | MediumLaser@LeftArm(Front) G1 | MediumLaser@LeftTorso(Front) G1 | MediumLaser@RightTorso(Front) G1 | MediumLaser@RightArm(Front) G1 | LargeLaser@LeftTorso(Front) G1 | LargeLaser@RightTorso(Front) G1 | PPC@RightArm(Front) G1,Headx1 | LeftArmx1 | LeftTorsox2 | RightTorsox2 | RightArmx2,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | RightTorso(Front) | CenterTorso(Unknown) | Head(Front),
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||||||
Bowman,No,Clan,16.000000,70.000000,FerroFiberus,Standard,0,,0,No,Yes,Yes,No,5,,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.9,0,,,,LeftArm(M0/P2/B2/O2) | RightArm(M4/P0/B0/O0) | Special1(M4/P0/B0/O0) | Special2(M0/P0/B0/O3),LeftArm(Unknown) | RightArm(Unknown) | Special1(Unknown) | Special2(Unknown),"not registered in active mech tables; missing M_* mech ID defines; core mech files exist; not fully packaged (core.build, props.build, textures.build); missing display/name string IDs (IDS/DNL); no loose hsh bmp in Mechs/MFD/hud"
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|
||||||
Brigand,Yes,IS,7.000000,25.000000,FerroFiberus,Standard,10,Single,0,Yes,Yes,Yes,Yes,40,,0.45,0.45,0.45,0.45,0.55,0.55,0.55,0.4,0.25,4.1,4,"2x MediumPulseLaser, 2x MediumLaser",MediumPulseLaser@LeftArm(Front) G1 | MediumPulseLaser@RightArm(Front) G1 | MediumLaser@Special2(Front) G1 | MediumLaser@Special1(Front) G1,LeftArmx1 | RightArmx1 | Special2x1 | Special1x1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | Special1(M0/P0/B0/O12) | Special2(M0/P0/B0/O12),LeftArm(Front) | RightArm(Front) | Special1(Front) | Special2(Front),
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Bushwacker,Yes,IS,15.500000,55.000000,FerroFiberus,Standard,11,Single,0,No,Yes,Yes,Yes,43,,0.9,0.9,1.1,1.1,1.15,1.15,1.35,0.5,0.25,8.4,8,"2x MediumLaser, ERLargeLaser, 2x MachineGun, AC10, 2x LRM5",MediumLaser@CenterTorso(Front) G1 | MediumLaser@CenterTorso(Front) G1 | ERLargeLaser@RightArm(Front) G1 | MachineGun@LeftTorso(Front) G1 | MachineGun@RightTorso(Front) G1 | AC10@LeftArm(Front) G1 | LRM5@Special1(Side) G2 | LRM5@Special1(Side) G2,CenterTorsox2 | RightArmx1 | LeftTorsox1 | RightTorsox1 | LeftArmx1 | Special1x2,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O8) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1) | Special1(M0/P0/B0/O4),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | RightTorso(Front) | CenterTorso(Front) | Head(Unknown) | Special1(Side),
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|
||||||
Canis,No,Clan,15.000000,80.000000,FerroFiberus,EndoSteel,0,,0,Yes,No,No,No,,,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.9,0,,,,LeftArm(M0/P0/B5/O0) | RightArm(M0/P0/B5/O0) | Special1(M0/P3/B0/O0) | Special2(M0/P3/B0/O0),LeftArm(Unknown) | RightArm(Unknown) | Special1(Unknown) | Special2(Unknown),"not registered in active mech tables; missing M_* mech ID defines; core mech files exist; not fully packaged (core.build, props.build, textures.build); missing display/name string IDs (IDS/DNL); no loose hsh bmp in Mechs/MFD/hud"
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|
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Catapult,Yes,IS,15.000000,65.000000,Reactive,Standard,10,Single,1,Yes,Yes,Yes,Yes,43,BAP,1.45,1.45,1.35,1.35,1.45,1.45,1.5,0.65,0.3,10.95,4,"2x LargeLaser, 2x LRM20",LargeLaser@LeftTorso(Front) G1 | LargeLaser@RightTorso(Front) G1 | LRM20@LeftArm(Side) G2 | LRM20@RightArm(Side) G2,LeftTorsox1 | RightTorsox1 | LeftArmx1 | RightArmx1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Side) | RightArm(Side) | LeftTorso(Front) | RightTorso(Front) | CenterTorso(Unknown) | Head(Unknown),
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CauldronBorn,Yes,Clan,13.500000,65.000000,FerroFiberus,EndoSteel,13,Single,0,Yes,Yes,Yes,Yes,43,,0.85,0.85,0.95,0.95,1.15,1.15,1.55,0.85,0.25,8.55,6,"ClanERMediumLaser, ClanUltraAC5, ClanGaussRifle, ClanSSRM2, 2x ClanLRM10",ClanERMediumLaser@LeftTorso(Front) G1 | ClanUltraAC5@LeftArm(Front) G1 | ClanGaussRifle@RightArm(Front) G1 | ClanSSRM2@RightTorso(Front) G2 | ClanLRM10@Special1(Side) G2 | ClanLRM10@Special2(Side) G2,LeftTorsox1 | LeftArmx1 | RightArmx1 | RightTorsox1 | Special1x1 | Special2x1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O8) | RightTorso(M0/P0/B0/O8) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1) | Special1(M0/P0/B0/O4) | Special2(M0/P0/B0/O4),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | RightTorso(Front) | CenterTorso(Unknown) | Head(Unknown) | Special1(Side) | Special2(Side),
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Chimera,Yes,IS,9.500000,40.000000,Standard,EndoSteel,14,Single,1,Yes,Yes,Yes,Yes,43,BAP,0.95,0.95,1.0,1.0,1.0,1.0,1.1,0.5,0.3,7.8,7,"2x MediumPulseLaser, ERLargeLaser, 4x LRM5",MediumPulseLaser@LeftArm(Front) G1 | MediumPulseLaser@LeftArm(Front) G1 | ERLargeLaser@RightArm(Front) G1 | LRM5@RightTorso(Side) G2 | LRM5@RightTorso(Side) G2 | LRM5@RightTorso(Side) G2 | LRM5@RightTorso(Side) G2,LeftArmx2 | RightArmx1 | RightTorsox4,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Front) | RightArm(Front) | LeftTorso(Unknown) | RightTorso(Side) | CenterTorso(Unknown) | Head(Unknown),
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Commando,Yes,IS,7.000000,25.000000,Standard,Standard,8,Single,0,Yes,Yes,Yes,Yes,43,,0.6,0.6,0.8,0.8,0.75,0.75,0.8,0.45,0.3,5.85,3,"2x MediumLaser, SRM6",MediumLaser@LeftArm(Front) G1 | MediumLaser@RightArm(Front) G1 | SRM6@CenterTorso(Front) G2,LeftArmx1 | RightArmx1 | CenterTorsox1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Front) | RightArm(Front) | LeftTorso(Unknown) | RightTorso(Unknown) | CenterTorso(Front) | Head(Unknown),
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Cougar,Yes,Clan,8.500000,35.000000,FerroFiberus,EndoSteel,10,Single,1,Yes,Yes,Yes,Yes,43,BAP,0.7,0.7,0.7,0.7,0.75,0.75,0.8,0.45,0.25,5.8,5,"2x ClanMediumPulseLaser, ClanMachineGun, 2x ClanLRM10",ClanMediumPulseLaser@LeftArm(Front) G1 | ClanMediumPulseLaser@RightArm(Front) G1 | ClanMachineGun@RightTorso(Front) G1 | ClanLRM10@LeftTorso(Side) G2 | ClanLRM10@RightTorso(Side) G2,LeftArmx1 | RightArmx1 | RightTorsox2 | LeftTorsox1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Front) | RightArm(Front) | LeftTorso(Side) | RightTorso(Front+Side) | CenterTorso(Unknown) | Head(Unknown),
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Crab,No,IS,10.500000,50.000000,FerroFiberus,Standard,0,,0,No,No,Yes,No,1,,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.9,0,,,,LeftArm(M0/P0/B4/O0) | RightArm(M0/P0/B4/O0) | CenterTorso(M0/P0/B2/O0) | Special1(M0/P0/B1/O1),LeftArm(Unknown) | RightArm(Unknown) | CenterTorso(Unknown) | Special1(Unknown),"not registered in active mech tables; missing M_* mech ID defines; core mech files exist; not fully packaged (core.build, textures.build); missing display/name string IDs (IDS/DNL); no loose hsh bmp in Mechs/MFD/hud"
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Cyclops,Yes,IS,19.000000,90.000000,FerroFiberus,Standard,16,Single,0,No,Yes,Yes,Yes,45,BAP,1.4,1.4,1.4,1.4,1.55,1.55,1.45,0.8,0.25,11.2,8,"3x MediumPulseLaser, 2x MediumLaser, GaussRifle, SRM4, LRM10",MediumPulseLaser@LeftArm(Front) G1 | MediumPulseLaser@Special1(Front) G1 | MediumPulseLaser@RightArm(Front) G1 | MediumLaser@LeftArm(Front) G1 | MediumLaser@RightArm(Front) G1 | GaussRifle@RightTorso(Front) G1 | SRM4@CenterTorso(Front) G2 | LRM10@LeftTorso(Side) G2,LeftArmx2 | Special1x1 | RightArmx2 | RightTorsox1 | CenterTorsox1 | LeftTorsox1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1) | Special1(M0/P0/B0/O2),LeftArm(Front) | RightArm(Front) | LeftTorso(Side) | RightTorso(Front) | CenterTorso(Front) | Head(Unknown) | Special1(Front),
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Daishi,Yes,Clan,25.000000,100.000000,Standard,Standard,21,Single,0,No,Yes,Yes,Yes,43,,1.75,1.75,1.9,1.9,2.0,2.0,2.2,1.5,0.3,15.3,6,"3x ClanLargePulseLaser, ClanGaussRifle, 2x ClanSSRM6",ClanLargePulseLaser@RightArm(Front) G1 | ClanLargePulseLaser@RightArm(Front) G1 | ClanLargePulseLaser@RightArm(Front) G1 | ClanGaussRifle@LeftArm(Front) G1 | ClanSSRM6@special1(Front) G2 | ClanSSRM6@special1(Front) G2,RightArmx3 | LeftArmx1 | special1x2,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O8) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1) | Special1(M0/P0/B0/O4),LeftArm(Front) | RightArm(Front) | LeftTorso(Unknown) | RightTorso(Unknown) | CenterTorso(Unknown) | Head(Unknown) | Special1(Unknown),
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Deimos,Yes,Clan,18.000000,85.000000,Reactive,EndoSteel,17,Single,0,No,Yes,Yes,Yes,43,,1.55,1.55,1.65,1.65,1.75,1.75,2.05,0.7,0.3,12.95,10,"2x ClanERMediumLaser, 6x ClanUltraAC2, 2x ClanLRM15",ClanERMediumLaser@LeftTorso(Front) G1 | ClanERMediumLaser@RightTorso(Front) G1 | ClanUltraAC2@LeftArm(Front) G1 | ClanUltraAC2@LeftArm(Front) G1 | ClanUltraAC2@LeftArm(Front) G1 | ClanUltraAC2@RightArm(Front) G1 | ClanUltraAC2@RightArm(Front) G1 | ClanUltraAC2@RightArm(Front) G1 | ClanLRM15@Special1(Side) G2 | ClanLRM15@Special2(Side) G2,LeftTorsox1 | RightTorsox1 | LeftArmx3 | RightArmx3 | Special1x1 | Special2x1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O9) | RightTorso(M0/P0/B0/O9) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1) | Special1(M0/P0/B0/O3) | Special2(M0/P0/B0/O3),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | RightTorso(Front) | CenterTorso(Unknown) | Head(Unknown) | Special1(Side) | Special2(Side),
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Dragon,Yes,Clan,17.000000,60.000000,Standard,Standard,13,Single,0,Yes,Yes,Yes,Yes,43,,1.15,1.15,1.4,1.4,1.25,1.25,1.55,0.9,0.3,10.35,5,"3x MediumLaser, ERPPC, LRM10",MediumLaser@LeftArm(Front) G1 | MediumLaser@LeftTorso(Front) G1 | MediumLaser@RightTorso(Front) G1 | ERPPC@RightArm(Front) G1 | LRM10@CenterTorso(Side) G2,LeftArmx1 | LeftTorsox1 | RightTorsox1 | RightArmx1 | CenterTorsox1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | RightTorso(Front) | CenterTorso(Side) | Head(Unknown),
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|
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Duangung,No,IS,7.000000,25.000000,FerroFiberus,Standard,0,,0,Yes,No,No,No,,,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.9,0,,,,LeftArm(M0/P0/B2/O0) | RightArm(M0/P0/B2/O0) | CenterTorso(M2/P0/B0/O0) | Special1(M0/P0/B1/O0) | Special2(M0/P0/B1/O0),LeftArm(Unknown) | RightArm(Unknown) | CenterTorso(Unknown) | Special1(Unknown) | Special2(Unknown),"not registered in active mech tables; missing M_* mech ID defines; core mech files exist; not fully packaged (core.build, props.build, textures.build); missing display/name string IDs (IDS/DNL); no loose hsh bmp in Mechs/MFD/hud"
|
|
||||||
Fafnir,Yes,IS,21.000000,100.000000,FerroFiberus,Standard,7,Single,0,No,Yes,No,No,43,,1.8,1.8,1.9,1.9,2.0,2.0,2.2,1.0,0.3,14.9,7,"2x ClanGaussRifle, 2x LargeLaser, 3x MediumLaser",ClanGaussRifle@RightTorso(Front) G1 | ClanGaussRifle@LeftTorso(Front) G1 | LargeLaser@RightArm(Front) G1 | LargeLaser@LeftArm(Front) G1 | MediumLaser@RightTorso(Front) G1 | MediumLaser@CenterTorso(Front) G1 | MediumLaser@LeftTorso(Front) G1,RightTorsox2 | LeftTorsox2 | RightArmx1 | LeftArmx1 | CenterTorsox1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | RightTorso(Front) | CenterTorso(Front) | Head(Unknown),
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|
||||||
Flea,Yes,IS,7.000000,20.000000,Standard,Standard,2,Single,0,No,Yes,Yes,Yes,43,,0.4,0.4,0.4,0.4,0.5,0.5,0.65,0.3,0.3,3.85,6,"2x SmallLaser, 2x MediumLaser, 2x MachineGun",SmallLaser@LeftTorso(Rear) G1 | SmallLaser@RightTorso(Rear) G1 | MediumLaser@LeftArm(Front) G1 | MediumLaser@RightArm(Front) G1 | MachineGun@LeftArm(Front) G1 | MachineGun@RightArm(Front) G1,LeftTorsox1 | RightTorsox1 | LeftArmx2 | RightArmx2,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Front) | RightArm(Front) | LeftTorso(Rear) | RightTorso(Rear) | CenterTorso(Unknown) | Head(Unknown),
|
|
||||||
Gargoyle,No,Clan,15.000000,80.000000,FerroFiberus,EndoSteel,0,,0,No,Yes,No,No,6,,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.9,0,,,,LeftArm(M1/P0/B0/O3) | RightArm(M1/P0/B0/O3) | LeftTorso(M0/P2/B2/O0) | RightTorso(M0/P2/B2/O0),LeftArm(Unknown) | RightArm(Unknown) | LeftTorso(Unknown) | RightTorso(Unknown),"not registered in active mech tables; missing M_* mech ID defines; core mech files exist; not fully packaged (core.build, props.build, textures.build); missing display/name string IDs (IDS/DNL); no loose hsh bmp in Mechs/MFD/hud"
|
|
||||||
Gesu,No,Clan,9.750000,45.000000,FerroFiberus,EndoSteel,0,,0,No,No,Yes,No,,,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.9,0,,,,LeftArm(M0/P2/B0/O0) | RightArm(M0/P2/B0/O0) | LeftTorso(M0/P0/B2/O0) | RightTorso(M0/P0/B2/O0) | Special1(M2/P0/B0/O0) | Special2(M2/P0/B0/O0),LeftArm(Unknown) | RightArm(Unknown) | LeftTorso(Unknown) | RightTorso(Unknown) | Special1(Unknown) | Special2(Unknown),"not registered in active mech tables; missing M_* mech ID defines; core mech files exist; not fully packaged (core.build, props.build, textures.build); missing display/name string IDs (IDS/DNL); no loose hsh bmp in Mechs/MFD/hud"
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|
||||||
Gladiator,Yes,Clan,24.000000,95.000000,FerroFiberus,Standard,19,Single,1,Yes,Yes,Yes,Yes,43,,1.4,1.4,1.65,1.65,1.75,1.75,2.0,0.95,0.25,12.8,12,"5x ClanSmallPulseLaser, ClanERSmallLaser, 3x ClanMediumPulseLaser, ClanLargePulseLaser, 2x SRM6",ClanSmallPulseLaser@RightTorso(Front) G1 | ClanSmallPulseLaser@RightTorso(Front) G1 | ClanSmallPulseLaser@RightArm(Front) G1 | ClanSmallPulseLaser@RightArm(Front) G1 | ClanSmallPulseLaser@RightArm(Front) G1 | ClanERSmallLaser@LeftTorso(Front) G1 | ClanMediumPulseLaser@RightArm(Front) G1 | ClanMediumPulseLaser@RightArm(Front) G1 | ClanMediumPulseLaser@RightArm(Front) G1 | ClanLargePulseLaser@LeftArm(Front) G1 | SRM6@LeftArm(Front) G2 | SRM6@LeftArm(Front) G2,RightTorsox2 | RightArmx6 | LeftTorsox1 | LeftArmx3,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | RightTorso(Front) | CenterTorso(Unknown) | Head(Unknown),
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|
||||||
Grizzly,Yes,Clan,16.000000,70.000000,FerroFiberus,Standard,11,Single,1,Yes,Yes,Yes,Yes,40,,1.2,1.2,1.1,1.1,1.4,1.4,1.5,0.5,0.25,9.65,6,"2x ClanSmallPulseLaser, ClanMediumPulseLaser, ClanLargePulseLaser, ClanGaussRifle, CLANLRM10",ClanSmallPulseLaser@LeftArm(Front) G1 | ClanSmallPulseLaser@LeftArm(Front) G1 | ClanMediumPulseLaser@RightTorso(Front) G1 | ClanLargePulseLaser@LeftArm(Front) G1 | ClanGaussRifle@RightArm(Front) G1 | CLANLRM10@LeftTorso(Side) G2,LeftArmx3 | RightTorsox1 | RightArmx1 | LeftTorsox1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12),LeftArm(Front) | RightArm(Front) | LeftTorso(Side) | RightTorso(Front),
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|
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Hauptmann,Yes,Clan,21.000000,95.000000,Standard,Standard,20,Single,0,Yes,Yes,Yes,Yes,43,ECM,1.7,1.7,1.8,1.8,1.9,1.9,2.1,1.1,0.3,14.3,8,"ClanERSmallLaser, 2x ClanMediumPulseLaser, 2x ClanLargePulseLaser, ClanUltraAC20, 2x ClanSSRM2",ClanERSmallLaser@Head(Front) G1 | ClanMediumPulseLaser@LeftArm(Front) G1 | ClanMediumPulseLaser@RightArm(Front) G1 | ClanLargePulseLaser@LeftArm(Front) G1 | ClanLargePulseLaser@RightArm(Front) G1 | ClanUltraAC20@Special1(Front) G1 | ClanSSRM2@LeftTorso(Front) G2 | ClanSSRM2@RightTorso(Front) G2,Headx1 | LeftArmx2 | RightArmx2 | Special1x1 | LeftTorsox1 | RightTorsox1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O8) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1) | Special1(M0/P0/B0/O4),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | RightTorso(Front) | CenterTorso(Unknown) | Head(Front) | Special1(Front),
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|
||||||
Hellhound,Yes,Clan,10.500000,50.000000,FerroFiberus,EndoSteel,12,Single,1,Yes,Yes,Yes,Yes,43,,0.9,0.9,0.95,0.95,1.05,1.05,1.2,0.55,0.25,7.8,6,"3x ClanMediumPulseLaser, ClanUltraAC2, ClanUltraAC5, ClanLRM10",ClanMediumPulseLaser@LeftArm(Front) G1 | ClanMediumPulseLaser@LeftArm(Front) G1 | ClanMediumPulseLaser@RightArm(Front) G1 | ClanUltraAC2@RightTorso(Front) G1 | ClanUltraAC5@RightTorso(Front) G1 | ClanLRM10@LeftTorso(Side) G2,LeftArmx2 | RightArmx1 | RightTorsox2 | LeftTorsox1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Front) | RightArm(Front) | LeftTorso(Side) | RightTorso(Front) | CenterTorso(Unknown) | Head(Unknown),
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|
||||||
Hellspawn,Yes,IS,10.000000,45.000000,Standard,Standard,9,Single,1,Yes,Yes,Yes,Yes,43,ECM,0.5,0.5,0.8,0.8,0.85,0.85,1.15,0.5,0.3,6.25,6,"2x MediumPulseLaser, LargePulseLaser, 2x SSRM2, LRM10",MediumPulseLaser@LeftArm(Front) G1 | MediumPulseLaser@LeftArm(Front) G1 | LargePulseLaser@LeftArm(Front) G1 | SSRM2@RightArm(Front) G2 | SSRM2@Special1(Front) G2 | LRM10@LeftTorso(Front) G2,LeftArmx3 | RightArmx1 | Special1x1 | LeftTorsox1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O8) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1) | Special1(M0/P0/B0/O4),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | RightTorso(Unknown) | CenterTorso(Unknown) | Head(Unknown) | Special1(Front),
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|
||||||
Highlander,Yes,IS,21.500000,90.000000,Standard,Standard,17,Single,1,Yes,Yes,Yes,Yes,43,,1.75,1.45,1.7,1.7,1.8,1.8,2.0,0.85,0.3,13.35,7,"4x MediumPulseLaser, GaussRifle, 2x SRM6",MediumPulseLaser@RightTorso(Front) G1 | MediumPulseLaser@RightTorso(Front) G1 | MediumPulseLaser@RightArm(Front) G1 | MediumPulseLaser@RightArm(Front) G1 | GaussRifle@LeftArm(Front) G1 | SRM6@LeftTorso(Front) G2 | SRM6@LeftTorso(Front) G2,RightTorsox2 | RightArmx2 | LeftArmx1 | LeftTorsox2,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | RightTorso(Front) | CenterTorso(Unknown) | Head(Unknown),
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|
||||||
Hollander,Yes,IS,10.000000,45.000000,FerroFiberus,EndoSteel,12,Single,0,No,Yes,Yes,Yes,42,,0.85,0.85,0.85,0.85,0.9,0.9,1.05,0.45,0.25,6.95,6,"2x SmallPulseLaser, 3x MediumPulseLaser, GaussRifle",SmallPulseLaser@Special2(Front) G1 | SmallPulseLaser@Special2(Front) G1 | MediumPulseLaser@LeftArm(Front) G1 | MediumPulseLaser@LeftTorso(Front) G1 | MediumPulseLaser@RightArm(Front) G1 | GaussRifle@Special1(Front) G1,Special2x2 | LeftArmx1 | LeftTorsox1 | RightArmx1 | Special1x1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | Special1(M0/P0/B0/O12) | Special2(M0/P0/B0/O2),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | Special1(Front) | Special2(Front),
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|
||||||
Hunchback,Yes,IS,13.500000,50.000000,Standard,Standard,10,Single,0,Yes,Yes,Yes,Yes,43,ECM,1.0,1.0,1.1,1.1,1.2,1.2,1.5,0.5,0.3,8.9,6,"SmallLaser, 4x MediumLaser, AC10",SmallLaser@Head(Front) G1 | MediumLaser@LeftArm(Front) G1 | MediumLaser@LeftArm(Front) G1 | MediumLaser@RightArm(Front) G1 | MediumLaser@RightArm(Front) G1 | AC10@Special1(Front) G1,Headx1 | LeftArmx2 | RightArmx2 | Special1x1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O8) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1) | Special1(M0/P0/B0/O4),LeftArm(Front) | RightArm(Front) | LeftTorso(Unknown) | RightTorso(Unknown) | CenterTorso(Unknown) | Head(Front) | Special1(Front),
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|
||||||
Kodiak,Yes,IS,22.000000,100.000000,Standard,EndoSteel,20,Single,1,Yes,Yes,Yes,Yes,43,,1.5,1.5,1.9,1.9,1.5,1.5,2,1.1,0.3,13.2,7,"4x ClanERMediumLaser, ClanUltraAC20, 2x ClanSSRM6",ClanERMediumLaser@leftArm(Front) G1 | ClanERMediumLaser@leftArm(Front) G1 | ClanERMediumLaser@rightarm(Front) G1 | ClanERMediumLaser@rightarm(Front) G1 | ClanUltraAC20@RightTorso(Front) G1 | ClanSSRM6@LeftTorso(Front) G2 | ClanSSRM6@LeftTorso(Front) G2,leftArmx2 | rightarmx2 | RightTorsox1 | LeftTorsox2,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Unknown) | RightArm(Unknown) | LeftTorso(Front) | RightTorso(Front) | CenterTorso(Unknown) | Head(Unknown),
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|
||||||
Loki,Yes,Clan,17.500000,65.000000,Standard,Standard,13,Single,0,No,Yes,Yes,Yes,43,ECM,1.3,1.3,1.4,1.4,1.5,1.5,1.55,0.6,0.3,10.85,7,"2x ClanERMediumLaser, 2x ClanMachineGun, 2x ClanUltraAC5, ClanSSRM6",ClanERMediumLaser@LeftArm(Front) G1 | ClanERMediumLaser@RightArm(Front) G1 | ClanMachineGun@LeftTorso(Front) G1 | ClanMachineGun@RightTorso(Front) G1 | ClanUltraAC5@LeftArm(Front) G1 | ClanUltraAC5@RightArm(Front) G1 | ClanSSRM6@Special1(Front) G2,LeftArmx2 | RightArmx2 | LeftTorsox1 | RightTorsox1 | Special1x1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O10) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1) | Special1(M0/P0/B0/O2),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | RightTorso(Front) | CenterTorso(Unknown) | Head(Unknown) | Special1(Front),
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|
||||||
Longbow,Yes,IS,20.500000,85.000000,Standard,Standard,11,Single,0,No,Yes,Yes,Yes,43,,1.6,1.6,1.65,1.65,1.2,1.2,1.85,1.0,0.3,12.05,6,"2x MediumLaser, 2x LRM5, 2x LRM20",MediumLaser@LeftTorso(Front) G1 | MediumLaser@RightTorso(Front) G1 | LRM5@LeftTorso(Front) G2 | LRM5@RightTorso(Front) G2 | LRM20@LeftArm(Front) G2 | LRM20@RightArm(Front) G2,LeftTorsox2 | RightTorsox2 | LeftArmx1 | RightArmx1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | RightTorso(Front) | CenterTorso(Unknown) | Head(Unknown),
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|
||||||
MadCat_MkII,Yes,Clan,18.500000,90.000000,Reflective,EndoSteel,17,Single,1,Yes,Yes,Yes,Yes,43,,1.8,1.8,1.8,1.8,1.85,1.85,2.0,0.8,0.3,14,12,"4x ClanERSmallLaser, 2x ClanMachineGun, 4x ClanUltraAC5, 2x ClanLRM15",ClanERSmallLaser@LeftTorso(Front) G1 | ClanERSmallLaser@CenterTorso(Front) G1 | ClanERSmallLaser@CenterTorso(Front) G1 | ClanERSmallLaser@RightTorso(Front) G1 | ClanMachineGun@LeftTorso(Front) G1 | ClanMachineGun@RightTorso(Front) G1 | ClanUltraAC5@LeftArm(Front) G1 | ClanUltraAC5@LeftArm(Front) G1 | ClanUltraAC5@RightArm(Front) G1 | ClanUltraAC5@RightArm(Front) G1 | ClanLRM15@Special2(Side) G2 | ClanLRM15@Special1(Side) G2,LeftTorsox2 | CenterTorsox2 | RightTorsox2 | LeftArmx2 | RightArmx2 | Special2x1 | Special1x1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O8) | RightTorso(M0/P0/B0/O8) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1) | Special1(M0/P0/B0/O4) | Special2(M0/P0/B0/O4),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | RightTorso(Front) | CenterTorso(Front) | Head(Unknown) | Special1(Side) | Special2(Side),
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|
||||||
Madcat,Yes,Clan,16.500000,75.000000,FerroFiberus,EndoSteel,17,Single,0,Yes,Yes,Yes,Yes,43,,1.1,1.1,1.2,1.2,1.4,1.4,1.5,0.5,0.25,9.65,8,"2x ClanMediumPulseLaser, 2x ClanERLargeLaser, 2x ClanMachineGun, 2x ClanLRM10",ClanMediumPulseLaser@LeftArm(Front) G1 | ClanMediumPulseLaser@RightArm(Front) G1 | ClanERLargeLaser@LeftArm(Front) G1 | ClanERLargeLaser@RightArm(Front) G1 | ClanMachineGun@LeftTorso(Front) G1 | ClanMachineGun@RightTorso(Front) G1 | ClanLRM10@Special1(Side) G2 | ClanLRM10@Special2(Side) G2,LeftArmx2 | RightArmx2 | LeftTorsox1 | RightTorsox1 | Special1x1 | Special2x1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O9) | RightTorso(M0/P0/B0/O9) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1) | Special1(M0/P0/B0/O3) | Special2(M0/P0/B0/O3),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | RightTorso(Front) | CenterTorso(Unknown) | Head(Unknown) | Special1(Side) | Special2(Side),
|
|
||||||
Masakari,Yes,Clan,18.000000,85.000000,FerroFiberus,Standard,15,Single,0,Yes,Yes,Yes,Yes,43,,1.25,1.25,1.4,1.4,1.45,1.45,1.8,0.85,0.25,11.1,7,"2x ClanERMediumLaser, 2x ClanUltraAC2, ClanGaussRifle, 2x ClanLRM10",ClanERMediumLaser@RightTorso(Front) G1 | ClanERMediumLaser@RightTorso(Front) G1 | ClanUltraAC2@RightArm(Front) G1 | ClanUltraAC2@RightArm(Front) G1 | ClanGaussRifle@LeftArm(Front) G1 | ClanLRM10@LeftTorso(Side) G2 | ClanLRM10@LeftTorso(Side) G2,RightTorsox2 | RightArmx2 | LeftArmx1 | LeftTorsox2,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Front) | RightArm(Front) | LeftTorso(Side) | RightTorso(Front) | CenterTorso(Unknown) | Head(Unknown),
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|
||||||
Mauler,Yes,IS,26.000000,90.000000,FerroFiberus,Standard,11,Single,0,No,Yes,Yes,Yes,43,,1.4,1.4,1.4,1.4,1.55,1.55,1.45,0.8,0.25,11.2,10,"2x GaussRifle, 2x SSRM4, 6x LRM5",GaussRifle@LeftArm(Front) G1 | GaussRifle@RightArm(Front) G1 | SSRM4@LeftTorso(Front) G2 | SSRM4@RightTorso(Front) G2 | LRM5@LeftTorso(Side) G2 | LRM5@LeftTorso(Side) G2 | LRM5@LeftTorso(Side) G2 | LRM5@RightTorso(Side) G2 | LRM5@RightTorso(Side) G2 | LRM5@RightTorso(Side) G2,LeftArmx1 | RightArmx1 | LeftTorsox4 | RightTorsox4,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Front) | RightArm(Front) | LeftTorso(Front+Side) | RightTorso(Front+Side) | CenterTorso(Unknown) | Head(Unknown),
|
|
||||||
Novacat,Yes,Clan,16.000000,70.000000,Reactive,EndoSteel,17,Single,1,Yes,Yes,Yes,Yes,43,ECM,1.55,1.55,1.45,1.45,1.5,1.5,1.7,0.75,0.3,11.75,7,"5x ClanMediumPulseLaser, 2x ClanERLargeLaser",ClanMediumPulseLaser@LeftArm(Front) G1 | ClanMediumPulseLaser@LeftArm(Front) G1 | ClanMediumPulseLaser@LeftArm(Front) G1 | ClanMediumPulseLaser@LeftTorso(Front) G1 | ClanMediumPulseLaser@RightTorso(Front) G1 | ClanERLargeLaser@RightArm(Front) G1 | ClanERLargeLaser@RightArm(Front) G1,LeftArmx3 | LeftTorsox1 | RightTorsox1 | RightArmx2,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | RightTorso(Front) | CenterTorso(Unknown) | Head(Unknown),
|
|
||||||
Osiris,Yes,IS,9.500000,30.000000,FerroFiberus,EndoSteel,11,Single,1,Yes,Yes,Yes,Yes,43,,0.6,0.6,0.6,0.6,0.65,0.65,0.75,0.3,0.25,5,5,"SmallPulseLaser, 2x MediumPulseLaser, SSRM2, NarcBeacon",SmallPulseLaser@special2(Front) G1 | MediumPulseLaser@special1(Front) G1 | MediumPulseLaser@RightArm(Front) G1 | SSRM2@LeftArm(Front) G2 | NarcBeacon@LeftArm(Front) G3,special2x1 | special1x1 | RightArmx1 | LeftArmx2,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | Head(M0/P0/B0/O1) | Special1(M0/P0/B0/O1) | Special2(M0/P0/B0/O1),LeftArm(Front) | RightArm(Front) | LeftTorso(Unknown) | RightTorso(Unknown) | Head(Unknown) | Special1(Unknown) | Special2(Unknown),
|
|
||||||
Owens,Yes,IS,9.750000,35.000000,Standard,Standard,5,Single,0,No,Yes,Yes,Yes,39,ECM,0.9,0.9,0.8,0.8,0.8,0.8,1.05,0.35,0.3,6.7,5,"2x SmallLaser, MediumLaser, 2x SRM6",SmallLaser@CenterTorso(Front) G1 | SmallLaser@CenterTorso(Front) G1 | MediumLaser@Head(Front) G1 | SRM6@LeftArm(Front) G2 | SRM6@RightArm(Front) G2,CenterTorsox2 | Headx1 | LeftArmx1 | RightArmx1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O8) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Front) | RightArm(Front) | LeftTorso(Unknown) | RightTorso(Unknown) | CenterTorso(Front) | Head(Front),
|
|
||||||
Puma,Yes,Clan,7.500000,35.000000,FerroFiberus,EndoSteel,10,Single,1,Yes,Yes,Yes,Yes,43,,0.8,0.8,0.6,0.6,0.6,0.6,0.85,0.45,0.25,5.55,4,"2x ClanSmallPulseLaser, 2x ClanLRM20",ClanSmallPulseLaser@LeftTorso(Front) G1 | ClanSmallPulseLaser@RightTorso(Front) G1 | ClanLRM20@LeftArm(Front) G2 | ClanLRM20@RightArm(Front) G2,LeftTorsox1 | RightTorsox1 | LeftArmx1 | RightArmx1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | RightTorso(Front) | CenterTorso(Unknown) | Head(Unknown),
|
|
||||||
Raven,Yes,IS,10.250000,35.000000,FerroFiberus,Standard,7,Single,0,No,Yes,Yes,Yes,43,"BAP, ECM",0.6,0.65,0.65,0.65,0.7,0.7,0.75,0.25,0.25,5.2,5,"2x MediumLaser, SRM6, LRM5, NarcBeacon",MediumLaser@RightArm(Front) G1 | MediumLaser@RightArm(Front) G1 | SRM6@RightTorso(Front) G2 | LRM5@RightTorso(Side) G2 | NarcBeacon@LeftArm(Front) G3,RightArmx2 | RightTorsox2 | LeftArmx1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Front) | RightArm(Front) | LeftTorso(Unknown) | RightTorso(Front+Side) | CenterTorso(Unknown) | Head(Unknown),
|
|
||||||
Rifleman,Yes,IS,12.500000,60.000000,FerroFiberus,EndoSteel,17,Single,0,Yes,Yes,Yes,Yes,43,,0.9,0.9,1.0,1.0,1.5,1.5,1.3,0.7,0.25,9.05,6,"2x MediumLaser, 2x LargeLaser, 2x PPC",MediumLaser@Special1(Front) G1 | MediumLaser@Special1(Front) G1 | LargeLaser@LeftArm(Front) G1 | LargeLaser@RightArm(Front) G1 | PPC@LeftArm(Front) G1 | PPC@RightArm(Front) G1,Special1x2 | LeftArmx2 | RightArmx2,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | Head(M0/P0/B0/O1) | Special1(M0/P0/B0/O2),LeftArm(Front) | RightArm(Front) | LeftTorso(Unknown) | RightTorso(Unknown) | Head(Unknown) | Special1(Front),
|
|
||||||
Ryoken,Yes,IS,12.500000,55.000000,FerroFiberus,EndoSteel,10,Single,1,Yes,Yes,Yes,Yes,43,ECM,0.9,0.9,1.0,1.0,1.05,1.05,1.15,0.75,0.25,8.05,6,"4x ClanMediumPulseLaser, 2x ClanSSRM6",ClanMediumPulseLaser@LeftArm(Front) G1 | ClanMediumPulseLaser@LeftArm(Front) G1 | ClanMediumPulseLaser@RightArm(Front) G1 | ClanMediumPulseLaser@RightArm(Front) G1 | ClanSSRM6@LeftTorso(Front) G2 | ClanSSRM6@RightTorso(Front) G2,LeftArmx2 | RightArmx2 | LeftTorsox1 | RightTorsox1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | RightTorso(Front) | CenterTorso(Unknown) | Head(Unknown),
|
|
||||||
Shadowcat,Yes,Clan,9.750000,45.000000,FerroFiberus,EndoSteel,10,Single,1,Yes,Yes,Yes,Yes,43,BAP,0.85,0.85,0.85,0.85,0.9,0.9,1.05,0.45,0.25,6.95,5,"2x ClanMediumPulseLaser, ClanGaussRifle, 2x ClanSSRM4",ClanMediumPulseLaser@RightTorso(Front) G1 | ClanMediumPulseLaser@RightArm(Front) G1 | ClanGaussRifle@LeftArm(Front) G1 | ClanSSRM4@LeftTorso(Front) G2 | ClanSSRM4@RightTorso(Front) G2,RightTorsox2 | RightArmx1 | LeftArmx1 | LeftTorsox1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | RightTorso(Front) | CenterTorso(Unknown) | Head(Unknown),
|
|
||||||
Solitaire,Yes,Clan,7.000000,25.000000,FerroFiberus,EndoSteel,10,Single,0,Yes,Yes,Yes,Yes,46,,0.6,0.6,0.6,0.6,0.55,0.55,0.8,0.4,0.25,4.95,4,"ClanERSmallLaser, 2x ClanERMediumLaser, ClanERLargeLaser",ClanERSmallLaser@LeftTorso(Front) G1 | ClanERMediumLaser@LeftTorso(Front) G1 | ClanERMediumLaser@CenterTorso(Front) G1 | ClanERLargeLaser@Special1(Front) G1,LeftTorsox2 | CenterTorsox1 | Special1x1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1) | Special1(M0/P0/B0/O3),LeftArm(Unknown) | RightArm(Unknown) | LeftTorso(Front) | RightTorso(Unknown) | CenterTorso(Front) | Head(Unknown) | Special1(Front),
|
|
||||||
Sunder,Yes,IS,17.500000,90.000000,Standard,Standard,17,Single,0,Yes,Yes,Yes,Yes,43,,1.35,1.35,1.55,1.55,1.65,1.65,2.0,1.0,0.3,12.4,10,"6x MediumLaser, PPC, 2x MachineGun, SRM6",MediumLaser@LeftTorso(Front) G1 | MediumLaser@LeftTorso(Front) G1 | MediumLaser@LeftTorso(Rear) G1 | MediumLaser@RightTorso(Rear) G1 | MediumLaser@RightTorso(Front) G1 | MediumLaser@RightTorso(Front) G1 | PPC@LeftArm(Front) G1 | MachineGun@RightArm(Front) G1 | MachineGun@RightArm(Front) G1 | SRM6@CenterTorso(Front) G2,LeftTorsox3 | RightTorsox3 | LeftArmx1 | RightArmx2 | CenterTorsox1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Front) | RightArm(Front) | LeftTorso(Front+Rear) | RightTorso(Front+Rear) | CenterTorso(Front) | Head(Unknown),
|
|
||||||
Templar,Yes,IS,20.500000,85.000000,Standard,EndoSteel,25,Single,1,Yes,Yes,Yes,Yes,43,,1.45,1.45,1.6,1.6,1.8,1.8,2.05,0.95,0.3,13,11,"6x MediumPulseLaser, PPC, 2x MachineGun, AC20, SRM4",MediumPulseLaser@LeftArm(Front) G1 | MediumPulseLaser@LeftTorso(Front) G1 | MediumPulseLaser@RightTorso(Front) G1 | MediumPulseLaser@RightArm(Front) G1 | MediumPulseLaser@LeftTorso(Rear) G1 | MediumPulseLaser@RightTorso(Rear) G1 | PPC@LeftArm(Front) G1 | MachineGun@LeftTorso(Front) G1 | MachineGun@RightTorso(Front) G1 | AC20@RightArm(Front) G1 | SRM4@RightTorso(Front) G2,LeftArmx2 | LeftTorsox3 | RightTorsox4 | RightArmx2,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Front) | RightArm(Front) | LeftTorso(Front+Rear) | RightTorso(Front+Rear) | CenterTorso(Unknown) | Head(Unknown),
|
|
||||||
Thanatos,Yes,IS,18.000000,75.000000,FerroFiberus,EndoSteel,20,Single,1,Yes,Yes,Yes,Yes,43,,0.9,0.9,1.3,1.3,1.2,1.2,1.6,0.85,0.25,9.5,7,"MediumPulseLaser, 2x MediumLaser, 2x LargePulseLaser, 2x LRM10",MediumPulseLaser@LeftTorso(Front) G1 | MediumLaser@LeftArm(Front) G1 | MediumLaser@RightTorso(Front) G1 | LargePulseLaser@LeftArm(Front) G1 | LargePulseLaser@RightTorso(Front) G1 | LRM10@RightArm(Front) G2 | LRM10@RightArm(Front) G2,LeftTorsox1 | LeftArmx2 | RightTorsox2 | RightArmx2,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | RightTorso(Front) | CenterTorso(Unknown) | Head(Unknown),
|
|
||||||
Thor,Yes,Clan,19.000000,70.000000,FerroFiberus,Standard,20,Single,1,Yes,Yes,Yes,Yes,43,,1.1,1.1,1.2,1.2,1.4,1.4,1.5,0.5,0.25,9.65,7,"2x ClanMediumPulseLaser, ClanERPPC, 2x ClanMachineGun, ClanUltraAC10, CLANLRM10",ClanMediumPulseLaser@LeftTorso(Front) G1 | ClanMediumPulseLaser@RightTorso(Front) G1 | ClanERPPC@RightArm(Front) G1 | ClanMachineGun@LeftTorso(Front) G1 | ClanMachineGun@RightTorso(Front) G1 | ClanUltraAC10@LeftArm(Front) G1 | CLANLRM10@Special1(Side) G2,LeftTorsox2 | RightTorsox2 | RightArmx1 | LeftArmx1 | Special1x1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O10) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1) | Special1(M0/P0/B0/O2),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | RightTorso(Front) | CenterTorso(Unknown) | Head(Unknown) | Special1(Side),
|
|
||||||
Uller,Yes,Clan,8.000000,30.000000,FerroFiberus,EndoSteel,8,Single,0,Yes,Yes,Yes,Yes,43,ECM,0.45,0.45,0.5,0.5,0.6,0.6,0.65,0.45,0.25,4.45,4,"ClanERSmallLaser, ClanERMediumLaser, ClanUltraAC5, ClanSRM6",ClanERSmallLaser@LeftArm(Front) G1 | ClanERMediumLaser@RightArm(Front) G1 | ClanUltraAC5@RightArm(Front) G1 | ClanSRM6@LeftArm(Front) G2,LeftArmx2 | RightArmx2,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Front) | RightArm(Front) | LeftTorso(Unknown) | RightTorso(Unknown) | CenterTorso(Unknown) | Head(Unknown),
|
|
||||||
Uziel,Yes,IS,11.500000,50.000000,Standard,EndoSteel,10,Single,1,Yes,Yes,Yes,Yes,45,,1.2,1.2,1.05,1.05,1.15,1.15,1.0,0.45,0.3,8.55,7,"2x SmallPulseLaser, PPC, 2x MachineGun, UltraAC5, LRM10",SmallPulseLaser@LeftTorso(Front) G1 | SmallPulseLaser@RightTorso(Front) G1 | PPC@LeftArm(Front) G1 | MachineGun@LeftTorso(Front) G1 | MachineGun@RightTorso(Front) G1 | UltraAC5@RightArm(Front) G1 | LRM10@Special1(Side) G2,LeftTorsox2 | RightTorsox2 | LeftArmx1 | RightArmx1 | Special1x1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | Head(M0/P0/B0/O1) | Special1(M0/P0/B0/O4),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | RightTorso(Front) | Head(Unknown) | Special1(Side),
|
|
||||||
Victor,Yes,IS,17.000000,80.000000,Standard,EndoSteel,10,Single,1,Yes,Yes,Yes,Yes,43,ECM,1.3,1.3,1.3,1.3,1.25,1.25,1.65,1.1,0.3,10.75,7,"2x MediumLaser, 2x MachineGun, AC20, 2x SRM4",MediumLaser@LeftArm(Front) G1 | MediumLaser@LeftArm(Front) G1 | MachineGun@LeftTorso(Front) G1 | MachineGun@RightTorso(Front) G1 | AC20@RightArm(Front) G1 | SRM4@LeftTorso(Front) G2 | SRM4@RightTorso(Front) G2,LeftArmx2 | LeftTorsox2 | RightTorsox2 | RightArmx1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | RightTorso(Front) | CenterTorso(Unknown) | Head(Unknown),
|
|
||||||
Vulture,Yes,Clan,16.000000,60.000000,Reactive,EndoSteel,12,Single,0,No,Yes,Yes,Yes,43,BAP,1.3,1.3,1.5,1.5,1.6,1.6,1.75,0.5,0.3,11.35,10,"4x ClanMachineGun, 2x ClanLargePulseLaser, 2x ClanLRM5, 2x ClanLRM10",ClanMachineGun@LeftArm(Front) G1 | ClanMachineGun@Special1(Front) G1 | ClanMachineGun@Special1(Front) G1 | ClanMachineGun@RightArm(Front) G1 | ClanLargePulseLaser@LeftArm(Front) G1 | ClanLargePulseLaser@RightArm(Front) G1 | ClanLRM5@LeftTorso(Side) G2 | ClanLRM5@RightTorso(Side) G2 | ClanLRM10@LeftTorso(Side) G2 | ClanLRM10@RightTorso(Side) G2,LeftArmx2 | Special1x2 | RightArmx2 | LeftTorsox2 | RightTorsox2,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | Head(M0/P0/B0/O1) | Special1(M0/P0/B0/O2),LeftArm(Front) | RightArm(Front) | LeftTorso(Side) | RightTorso(Side) | Head(Unknown) | Special1(Front),
|
|
||||||
Warhammer,Yes,IS,15.000000,70.000000,Standard,Standard,17,Single,0,Yes,Yes,Yes,Yes,43,,1.55,1.55,1.45,1.45,1.5,1.5,1.7,0.75,0.3,11.75,5,"2x MediumLaser, 2x ERPPC, SRM6",MediumLaser@RightTorso(Front) G1 | MediumLaser@LeftTorso(Front) G1 | ERPPC@RightArm(Front) G1 | ERPPC@LeftArm(Front) G1 | SRM6@special2(Front) G2,RightTorsox1 | LeftTorsox1 | RightArmx1 | LeftArmx1 | special2x1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | Special2(M0/P0/B0/O2),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | RightTorso(Front) | Special2(Unknown),
|
|
||||||
Wolfhound,Yes,Clan,10.250000,35.000000,FerroFiberus,EndoSteel,14,Single,0,Yes,Yes,Yes,Yes,43,ECM,0.5,0.5,0.7,0.7,0.75,0.75,0.95,0.5,0.25,5.6,5,"3x ClanMediumPulseLaser, ClanERMediumLaser, ClanERLargeLaser",ClanMediumPulseLaser@LeftTorso(Front) G1 | ClanMediumPulseLaser@CenterTorso(Front) G1 | ClanMediumPulseLaser@RightTorso(Front) G1 | ClanERMediumLaser@CenterTorso(Rear) G1 | ClanERLargeLaser@RightArm(Front) G1,LeftTorsox1 | CenterTorsox2 | RightTorsox1 | RightArmx1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Unknown) | RightArm(Front) | LeftTorso(Front) | RightTorso(Front) | CenterTorso(Front+Rear) | Head(Unknown),
|
|
||||||
Zeus,Yes,IS,22.000000,80.000000,FerroFiberus,Standard,22,Single,0,Yes,Yes,Yes,Yes,43,,1.1,1.1,1.25,1.25,1.45,1.45,1.55,0.8,0.25,10.2,7,"4x MediumPulseLaser, ERLargeLaser, ERPPC, LRM15",MediumPulseLaser@LeftTorso(Front) G1 | MediumPulseLaser@RightTorso(Front) G1 | MediumPulseLaser@RightArm(Front) G1 | MediumPulseLaser@RightTorso(Rear) G1 | ERLargeLaser@CenterTorso(Front) G1 | ERPPC@LeftArm(Front) G1 | LRM15@RightArm(Front) G2,LeftTorsox1 | RightTorsox2 | RightArmx2 | CenterTorsox1 | LeftArmx1,LeftArm(M0/P0/B0/O8) | RightArm(M0/P0/B0/O8) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2) | Head(M0/P0/B0/O1),LeftArm(Front) | RightArm(Front) | LeftTorso(Front) | RightTorso(Front+Rear) | CenterTorso(Front) | Head(Unknown),
|
|
||||||
jenner2c,No,Clan,10.000000,35.000000,FerroFiberus,Standard,0,,0,Yes,Yes,No,No,,,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.9,0,,,,LeftArm(M2/P0/B2/O0) | RightArm(M2/P0/B2/O0) | Special1(M3/P0/B0/O0),LeftArm(Unknown) | RightArm(Unknown) | Special1(Unknown),"not registered in active mech tables; missing M_* mech ID defines; core mech files exist; not fully packaged (core.build, props.build, textures.build); missing display/name string IDs (IDS/DNL); no loose hsh bmp in Mechs/MFD/hud"
|
|
||||||
koto,No,IS,7.000000,25.000000,FerroFiberus,EndoSteel,0,,0,No,Yes,No,No,,,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.9,0,,,,LeftArm(M0/P1/B1/O0) | RightArm(M0/P1/B1/O0) | CenterTorso(M0/P0/B2/O0) | Special1(M0/P0/B3/O0),LeftArm(Unknown) | RightArm(Unknown) | CenterTorso(Unknown) | Special1(Unknown),"not registered in active mech tables; missing M_* mech ID defines; core mech files exist; not fully packaged (core.build, props.build, textures.build); missing display/name string IDs (IDS/DNL); no loose hsh bmp in Mechs/MFD/hud"
|
|
||||||
locust2c,No,Clan,7.000000,25.000000,FerroFiberus,EndoSteel,0,,0,No,Yes,No,No,4,,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.9,0,,,,LeftArm(M0/P0/B1/O2) | RightArm(M0/P0/B1/O2) | Special1(M0/P0/B3/O0),LeftArm(Unknown) | RightArm(Unknown) | Special1(Unknown),"not registered in active mech tables; missing M_* mech ID defines; core mech files exist; not fully packaged (core.build, props.build, textures.build); missing display/name string IDs (IDS/DNL); no loose hsh bmp in Mechs/MFD/hud"
|
|
||||||
marauder2,No,IS,22.000000,100.000000,FerroFiberus,EndoSteel,0,,0,Yes,No,Yes,No,6,,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.9,0,,,,LeftArm(M0/P0/B4/O1) | RightArm(M0/P0/B4/O1) | LeftTorso(M0/P0/B1/O1) | RightTorso(M0/P0/B1/O1) | Special1(M0/P7/B0/O0) | Special2(M0/P0/B0/O2),LeftArm(Unknown) | RightArm(Unknown) | LeftTorso(Unknown) | RightTorso(Unknown) | Special1(Unknown) | Special2(Unknown),"not registered in active mech tables; missing M_* mech ID defines; core mech files exist; not fully packaged (core.build, props.build, textures.build); missing display/name string IDs (IDS/DNL); no loose hsh bmp in Mechs/MFD/hud"
|
|
||||||
pitbull,No,Clan,15.000000,70.000000,FerroFiberus,EndoSteel,0,,0,Yes,No,No,No,,,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.9,0,,,,LeftArm(M0/P2/B2/O0) | RightArm(M0/P2/B2/O0) | LeftTorso(M0/P0/B2/O0) | RightTorso(M0/P0/B2/O0) | Special1(M0/P4/B0/O0),LeftArm(Unknown) | RightArm(Unknown) | LeftTorso(Unknown) | RightTorso(Unknown) | Special1(Unknown),"not registered in active mech tables; missing M_* mech ID defines; core mech files exist; not fully packaged (core.build, props.build, textures.build); missing display/name string IDs (IDS/DNL); no loose hsh bmp in Mechs/MFD/hud"
|
|
||||||
privateer,No,IS,12.500000,55.000000,FerroFiberus,Standard,0,,0,No,No,Yes,No,2,,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.9,0,,,,LeftArm(M0/P1/B0/O1) | RightArm(M0/P1/B0/O1) | LeftTorso(M0/P2/B2/O0) | RightTorso(M0/P0/B1/O0) | Special1(M4/P0/B0/O0),LeftArm(Unknown) | RightArm(Unknown) | LeftTorso(Unknown) | RightTorso(Unknown) | Special1(Unknown),"not registered in active mech tables; missing M_* mech ID defines; core mech files exist; not fully packaged (core.build, props.build, textures.build); missing display/name string IDs (IDS/DNL); no loose hsh bmp in Mechs/MFD/hud"
|
|
||||||
razorback,No,IS,9.000000,30.000000,FerroFiberus,EndoSteel,0,,0,No,Yes,No,No,,,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.9,0,,,,LeftArm(M2/P0/B2/O0) | RightArm(M0/P0/B3/O0) | Special1(M0/P2/B0/O0) | Special2(M0/P2/B0/O0),LeftArm(Unknown) | RightArm(Unknown) | Special1(Unknown) | Special2(Unknown),"not registered in active mech tables; missing M_* mech ID defines; core mech files exist; not fully packaged (core.build, props.build, textures.build); missing display/name string IDs (IDS/DNL); no loose hsh bmp in Mechs/MFD/hud"
|
|
||||||
reaper,No,Clan,16.500000,75.000000,FerroFiberus,EndoSteel,0,,0,Yes,Yes,No,No,,,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.9,0,,,,LeftArm(M0/P0/B3/O0) | RightArm(M0/P0/B3/O0) | LeftTorso(M0/P0/B2/O0) | RightTorso(M0/P0/B2/O0) | CenterTorso(M0/P6/B0/O0),LeftArm(Unknown) | RightArm(Unknown) | LeftTorso(Unknown) | RightTorso(Unknown) | CenterTorso(Unknown),"not registered in active mech tables; missing M_* mech ID defines; core mech files exist; not fully packaged (core.build, props.build, textures.build); missing display/name string IDs (IDS/DNL); no loose hsh bmp in Mechs/MFD/hud"
|
|
||||||
reaver,No,Clan,10.000000,40.000000,FerroFiberus,EndoSteel,0,,0,Yes,No,Yes,No,,,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.9,0,,,,LeftArm(M0/P0/B3/O0) | RightArm(M0/P0/B3/O0) | LeftTorso(M0/P0/B1/O0) | RightTorso(M0/P0/B1/O0),LeftArm(Unknown) | RightArm(Unknown) | LeftTorso(Unknown) | RightTorso(Unknown),"not registered in active mech tables; missing M_* mech ID defines; core mech files exist; not fully packaged (core.build, props.build, textures.build); missing display/name string IDs (IDS/DNL); no loose hsh bmp in Mechs/MFD/hud"
|
|
||||||
shadowhawk,No,IS,12.500000,55.000000,FerroFiberus,Standard,0,,0,Yes,Yes,No,No,,,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.9,0,,,,LeftArm(M0/P1/B2/O0) | RightArm(M0/P0/B3/O0) | LeftTorso(M0/P0/B1/O0) | RightTorso(M0/P0/B1/O0) | Special1(M0/P2/B0/O0) | Special2(M2/P0/B0/O0),LeftArm(Unknown) | RightArm(Unknown) | LeftTorso(Unknown) | RightTorso(Unknown) | Special1(Unknown) | Special2(Unknown),"not registered in active mech tables; missing M_* mech ID defines; core mech files exist; not fully packaged (core.build, props.build, textures.build); missing display/name string IDs (IDS/DNL); no loose hsh bmp in Mechs/MFD/hud"
|
|
||||||
strider,No,IS,11.000000,40.000000,FerroFiberus,Standard,0,,0,No,No,Yes,No,4,,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.9,0,,,,LeftArm(M2/P0/B0/O0) | RightArm(M2/P0/B0/O0) | LeftTorso(M0/P0/B0/O2) | RightTorso(M0/P0/B0/O2) | CenterTorso(M0/P0/B2/O0),LeftArm(Unknown) | RightArm(Unknown) | LeftTorso(Unknown) | RightTorso(Unknown) | CenterTorso(Unknown),"not registered in active mech tables; missing M_* mech ID defines; core mech files exist; not fully packaged (core.build, props.build, textures.build); missing display/name string IDs (IDS/DNL); no loose hsh bmp in Mechs/MFD/hud"
|
|
||||||
urbanmech,Yes,IS,5.000000,30.000000,Standard,Standard,8,Single,0,Yes,Yes,No,No,50,,0.45,0.45,0.5,0.5,0.6,0.6,0.65,0.45,0.25,4.45,2,"SmallLaser, AC20",SmallLaser@LeftArm(Front) G1 | AC20@RightArm(Front) G1,LeftArmx1 | RightArmx1,LeftArm(M0/P0/B0/O12) | RightArm(M0/P0/B0/O12) | LeftTorso(M0/P0/B0/O12) | RightTorso(M0/P0/B0/O12) | CenterTorso(M0/P0/B0/O2),LeftArm(Front) | RightArm(Front) | LeftTorso(Unknown) | RightTorso(Unknown) | CenterTorso(Unknown),
|
|
||||||
urbanmech_iic,No,Clan,5.000000,30.000000,FerroFiberus,Standard,0,,0,Yes,Yes,No,No,,,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.9,0,,,,LeftArm(M0/P2/B2/O0) | RightArm(M0/P0/B4/O0) | LeftTorso(M0/P1/B0/O0) | RightTorso(M0/P1/B0/O0),LeftArm(Unknown) | RightArm(Unknown) | LeftTorso(Unknown) | RightTorso(Unknown),"not registered in active mech tables; missing M_* mech ID defines; core mech files exist; not fully packaged (core.build, props.build, textures.build); missing display/name string IDs (IDS/DNL); no loose hsh bmp in Mechs/MFD/hud"
|
|
||||||
ursus,No,Clan,10.500000,50.000000,FerroFiberus,Standard,0,,0,No,Yes,No,No,3,,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.9,0,,,,LeftArm(M0/P0/B0/O3) | RightArm(M0/P0/B4/O0) | CenterTorso(M2/P0/B0/O0) | Special1(M0/P0/B1/O0) | Special2(M0/P0/B1/O0),LeftArm(Unknown) | RightArm(Unknown) | CenterTorso(Unknown) | Special1(Unknown) | Special2(Unknown),"not registered in active mech tables; missing M_* mech ID defines; core mech files exist; not fully packaged (core.build, props.build, textures.build); missing display/name string IDs (IDS/DNL); no loose hsh bmp in Mechs/MFD/hud"
|
|
||||||
vulture2,No,Clan,16.500000,75.000000,FerroFiberus,EndoSteel,0,,0,No,Yes,No,No,5,,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.9,0,,,,LeftArm(M0/P3/B0/O0) | RightArm(M0/P0/B0/O3) | LeftTorso(M2/P0/B2/O0) | RightTorso(M2/P0/B2/O0) | Special1(M0/P0/B0/O2) | Special2(M0/P0/B2/O0),LeftArm(Unknown) | RightArm(Unknown) | LeftTorso(Unknown) | RightTorso(Unknown) | Special1(Unknown) | Special2(Unknown),"not registered in active mech tables; missing M_* mech ID defines; core mech files exist; not fully packaged (core.build, props.build, textures.build); missing display/name string IDs (IDS/DNL); no loose hsh bmp in Mechs/MFD/hud"
|
|
||||||
vulturec,No,Clan,14.000000,60.000000,FerroFiberus,Standard,0,,0,No,Yes,No,No,3,,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.1,0.9,0,,,,LeftArm(M0/P3/B0/O0) | RightArm(M0/P3/B0/O0) | LeftTorso(M2/P0/B0/O0) | RightTorso(M2/P0/B0/O0) | CenterTorso(M0/P0/B0/O1) | Special1(M0/P0/B0/O1) | Special2(M0/P0/B0/O1),LeftArm(Unknown) | RightArm(Unknown) | LeftTorso(Unknown) | RightTorso(Unknown) | CenterTorso(Unknown) | Special1(Unknown) | Special2(Unknown),"not registered in active mech tables; missing M_* mech ID defines; core mech files exist; not fully packaged (core.build, props.build, textures.build); missing display/name string IDs (IDS/DNL); no loose hsh bmp in Mechs/MFD/hud"
|
|
||||||
|
@@ -1,654 +0,0 @@
|
|||||||
# mech_loadouts.csv Catch-Up Notes
|
|
||||||
|
|
||||||
This document is for future AI agents or maintainers who need to understand how [mech_loadouts.csv](mech_loadouts.csv) was built, where each column comes from, and what files must be updated together when mech data changes.
|
|
||||||
|
|
||||||
## Purpose
|
|
||||||
|
|
||||||
`mech_loadouts.csv` is a flattened mech audit sheet built from the FireStorm content tree. It combines:
|
|
||||||
- mech identity and stat data
|
|
||||||
- current in-game playability status
|
|
||||||
- installed/default weapon loadouts
|
|
||||||
- weapon facing and grouping metadata
|
|
||||||
- zone hardpoint capacity
|
|
||||||
- notes about missing registration, packaging, or asset support
|
|
||||||
|
|
||||||
The CSV is not a primary source of truth. It is a synthesized report built from the mech content files and several registration tables.
|
|
||||||
|
|
||||||
## Current CSV Column Layout
|
|
||||||
|
|
||||||
The important derived columns are:
|
|
||||||
- `In_game_playable`
|
|
||||||
- `Weapons_With_Locations`
|
|
||||||
- `Default_Installed_Locations`
|
|
||||||
- `Available_Slot_Capacity_By_Zone`
|
|
||||||
- `Available_Hardpoints`
|
|
||||||
- `notes`
|
|
||||||
|
|
||||||
The existing stat columns before those are mostly direct mech data fields and were not re-derived during the audit.
|
|
||||||
|
|
||||||
## What Each Derived Column Means
|
|
||||||
|
|
||||||
### `In_game_playable`
|
|
||||||
|
|
||||||
`Yes` if the mech is currently in the active playable roster, `No` otherwise.
|
|
||||||
|
|
||||||
This was determined by comparing the mech folder set against the active registration chain:
|
|
||||||
- `Gameleap/code/mw4/Code/MW4/MechLabHeaders.h`
|
|
||||||
- `Gameleap/mw4/Content/ShellScripts/MechLabHeaders.h`
|
|
||||||
- `Gameleap/mw4/Content/Tables/MechChassisTable.tbl`
|
|
||||||
- `Gameleap/mw4/Content/Tables/MechTable.tbl`
|
|
||||||
- `Gameleap/mw4/Content/core.build`
|
|
||||||
- plus supporting string and packaging manifests
|
|
||||||
|
|
||||||
Practical rule:
|
|
||||||
- folder presence alone does not make a mech playable
|
|
||||||
- playable mechs must have the ID/table/build registrations aligned
|
|
||||||
|
|
||||||
### `Weapons_With_Locations`
|
|
||||||
|
|
||||||
This column lists each installed weapon in the mech¡¯s default subsystem file, with:
|
|
||||||
- the weapon name
|
|
||||||
- the `InternalLocation`
|
|
||||||
- the `WeaponFacing`
|
|
||||||
- the weapon group
|
|
||||||
|
|
||||||
Current format:
|
|
||||||
- `WeaponName@Location(Facing) G#`
|
|
||||||
|
|
||||||
Examples:
|
|
||||||
- `MediumPulseLaser@LeftTorso(Rear) G1`
|
|
||||||
- `SRM4@RightTorso(Front) G2`
|
|
||||||
- `ClanLRM10@LeftTorso(Side) G2`
|
|
||||||
|
|
||||||
Derived from the mech¡¯s `.subsystems` file by reading weapon subsystem blocks.
|
|
||||||
|
|
||||||
Important notes:
|
|
||||||
- `WeaponFacing=0` => `Front`
|
|
||||||
- `WeaponFacing=1` => `Rear`
|
|
||||||
- `WeaponFacing=2` => `Side`
|
|
||||||
- if `WeaponFacing` is absent, it defaults to `Front`
|
|
||||||
|
|
||||||
### `Default_Installed_Locations`
|
|
||||||
|
|
||||||
A compact count summary of where the mech¡¯s default weapons are installed, based on `InternalLocation` in the `.subsystems` file.
|
|
||||||
|
|
||||||
Example:
|
|
||||||
- `LeftArmx2 | LeftTorsox3 | RightTorsox4 | RightArmx2`
|
|
||||||
|
|
||||||
This is about installed weapons, not slot capacity.
|
|
||||||
|
|
||||||
### `Available_Slot_Capacity_By_Zone`
|
|
||||||
|
|
||||||
A compact summary of zone capacities from the mech¡¯s `.damage` file.
|
|
||||||
|
|
||||||
Current format:
|
|
||||||
- `Zone(M# / P# / B# / O#)`
|
|
||||||
|
|
||||||
Where:
|
|
||||||
- `M` = MissileSlots
|
|
||||||
- `P` = ProjectileSlots
|
|
||||||
- `B` = BeamSlots
|
|
||||||
- `O` = OmniSlots
|
|
||||||
|
|
||||||
Example:
|
|
||||||
- `LeftTorso(M0/P2/B2/O0)`
|
|
||||||
|
|
||||||
This reflects what the mech can support in that zone, not what is currently installed.
|
|
||||||
|
|
||||||
### `Available_Hardpoints`
|
|
||||||
|
|
||||||
A list of zones that have at least one positive slot count in the `.damage` file.
|
|
||||||
|
|
||||||
Current format:
|
|
||||||
- `LeftArm(Front)`
|
|
||||||
- `LeftTorso(Front+Rear)`
|
|
||||||
- `RightTorso(Side)`
|
|
||||||
|
|
||||||
This column is a directional summary of where weapons can be mounted.
|
|
||||||
|
|
||||||
Important:
|
|
||||||
- this is derived from slot capacity plus facing information from weapon loadouts
|
|
||||||
- it is not a literal mechanical port map
|
|
||||||
- if a zone has multiple facing types in the mech¡¯s default loadout, it can show a combined label such as `Front+Rear` or `Front+Side`
|
|
||||||
|
|
||||||
## Core Data Sources
|
|
||||||
|
|
||||||
### 1. Mech registration and playability
|
|
||||||
|
|
||||||
Primary files:
|
|
||||||
- `Gameleap/code/mw4/Code/MW4/MechLabHeaders.h`
|
|
||||||
- `Gameleap/mw4/Content/ShellScripts/MechLabHeaders.h`
|
|
||||||
- `Gameleap/mw4/Content/Tables/MechChassisTable.tbl`
|
|
||||||
- `Gameleap/mw4/Content/Tables/MechTable.tbl`
|
|
||||||
- `Gameleap/mw4/Content/core.build`
|
|
||||||
|
|
||||||
What they control:
|
|
||||||
- which mechs are actually in the active roster
|
|
||||||
- which IDs exist in code and script space
|
|
||||||
- which mech resources are packed into the runtime build
|
|
||||||
|
|
||||||
If a mech folder exists but it is not listed in these files, it is usually not playable.
|
|
||||||
|
|
||||||
### 2. Default weapon loadout and weapon-facing metadata
|
|
||||||
|
|
||||||
Primary file:
|
|
||||||
- `Gameleap/mw4/Content/Mechs/<MechName>/<mech>.subsystems`
|
|
||||||
|
|
||||||
Each weapon block typically contains:
|
|
||||||
- `Model=` weapon subsystem resource
|
|
||||||
- `InternalLocation=` where the weapon is mounted
|
|
||||||
- `Site=` mount port name
|
|
||||||
- `GroupIndex=` weapon group number
|
|
||||||
- `WeaponFacing=` optional facing metadata
|
|
||||||
- `AmmoCount=` for ammo-using weapons
|
|
||||||
|
|
||||||
The `.subsystems` file is the source for:
|
|
||||||
- `Weapons_With_Locations`
|
|
||||||
- `Default_Installed_Locations`
|
|
||||||
- facing annotations in the hardpoint summaries
|
|
||||||
|
|
||||||
### 3. Slot capacity / hardpoint support
|
|
||||||
|
|
||||||
Primary file:
|
|
||||||
- `Gameleap/mw4/Content/Mechs/<MechName>/<mech>.damage`
|
|
||||||
|
|
||||||
Each section such as `[LeftArmInternal]` or `[RightTorsoInternal]` may contain:
|
|
||||||
- `MissileSlots=`
|
|
||||||
- `ProjectileSlots=`
|
|
||||||
- `BeamSlots=`
|
|
||||||
- `OmniSlots=`
|
|
||||||
|
|
||||||
These are used to derive:
|
|
||||||
- `Available_Slot_Capacity_By_Zone`
|
|
||||||
- `Available_Hardpoints`
|
|
||||||
|
|
||||||
### 4. Weapon slot type rules in code
|
|
||||||
|
|
||||||
Relevant code:
|
|
||||||
- `Gameleap/code/mw4/Code/MW4/MWDamageObject.cpp`
|
|
||||||
- `Gameleap/code/mw4/Code/MW4/MWDamageObject.hpp`
|
|
||||||
- `Gameleap/code/mw4/Code/MW4/MechLab.cpp`
|
|
||||||
- `Gameleap/code/mw4/Code/MW4/Subsystem_Tool.cpp`
|
|
||||||
- `Gameleap/code/mw4/Code/MW4/Weapon_Tool.cpp`
|
|
||||||
- `Gameleap/code/mw4/Code/MW4/Weapon.hpp`
|
|
||||||
- `Gameleap/code/mw4/Code/MW4/Weapon.cpp`
|
|
||||||
- `Gameleap/code/mw4/Code/MW4/hudweapon.cpp`
|
|
||||||
|
|
||||||
What the code does:
|
|
||||||
- reads slot counts from `.damage`
|
|
||||||
- reads `InternalLocation` and `WeaponFacing` from `.subsystems`
|
|
||||||
- maps weapon slot type and size from the weapon model
|
|
||||||
- assigns weapons to valid locations during mechlab editing
|
|
||||||
|
|
||||||
## Facing Semantics
|
|
||||||
|
|
||||||
Weapon facing is stored per weapon instance, not as a separate hardpoint label.
|
|
||||||
|
|
||||||
Values seen in the data/code:
|
|
||||||
- `0` = front
|
|
||||||
- `1` = rear
|
|
||||||
- `2` = side
|
|
||||||
|
|
||||||
Code references:
|
|
||||||
- `Gameleap/code/mw4/Code/MW4/Weapon_Tool.cpp`
|
|
||||||
- `Gameleap/code/mw4/Code/MW4/Weapon.hpp`
|
|
||||||
- `Gameleap/code/mw4/Code/MW4/Weapon.cpp`
|
|
||||||
- `Gameleap/code/mw4/Code/MW4/hudweapon.cpp`
|
|
||||||
- `Gameleap/code/mw4/Code/MW4/MechLab.cpp`
|
|
||||||
|
|
||||||
Important nuance:
|
|
||||||
- a zone name like `LeftTorso` does not tell you the facing by itself
|
|
||||||
- the facing comes from the weapon block¡¯s `WeaponFacing`
|
|
||||||
- the same zone can contain multiple weapons with different facings
|
|
||||||
|
|
||||||
## Group Index Meaning
|
|
||||||
|
|
||||||
The `G1`, `G2`, etc. suffix in `Weapons_With_Locations` is the weapon group number from `GroupIndex` in the subsystem file.
|
|
||||||
|
|
||||||
This is not a location or facing field.
|
|
||||||
|
|
||||||
Meaning:
|
|
||||||
- `G1` = weapon group 1
|
|
||||||
- `G2` = weapon group 2
|
|
||||||
- and so on
|
|
||||||
|
|
||||||
## How The Spreadsheet Was Built
|
|
||||||
|
|
||||||
The CSV was assembled by cross-referencing:
|
|
||||||
- mech folder contents under `Gameleap/mw4/Content/Mechs/`
|
|
||||||
- `.subsystems` weapon blocks
|
|
||||||
- `.damage` internal zone capacities
|
|
||||||
- active roster tables and IDs
|
|
||||||
- string registration files
|
|
||||||
- build manifests
|
|
||||||
- loose UI art assets under `Gameleap/mw4/hsh/`
|
|
||||||
|
|
||||||
The output is a derived audit sheet, not a direct export from a single source file.
|
|
||||||
|
|
||||||
## Known Pitfalls
|
|
||||||
|
|
||||||
### 1. Folder presence does not mean playable
|
|
||||||
|
|
||||||
Some mech folders exist but are not in the active roster tables or headers. These need ID/table/build integration before they are usable in-game.
|
|
||||||
|
|
||||||
### 2. File names are not always canonical
|
|
||||||
|
|
||||||
Some mechs use alternate base filenames inside their folder. Do not assume `FolderName/FolderName.damage` or `FolderName/FolderName.subsystems` always exist.
|
|
||||||
|
|
||||||
Prefer:
|
|
||||||
- parse the `.instance` file when present
|
|
||||||
- otherwise detect the first matching `.subsystems` / `.damage` file by extension and content
|
|
||||||
|
|
||||||
### 3. `Available_Hardpoints` is a summary, not a literal port map
|
|
||||||
|
|
||||||
It summarizes zones with capacity and facing hints, but it does not enumerate every exact port or site name.
|
|
||||||
|
|
||||||
### 4. Rear-facing weapons are per-instance
|
|
||||||
|
|
||||||
If a mech has one rear-mounted weapon in a torso zone, that does not mean all weapons in that zone are rear-facing.
|
|
||||||
|
|
||||||
## Update Checklist For Future Changes
|
|
||||||
|
|
||||||
If a mech is added or changed, check these in order:
|
|
||||||
1. update or verify the mech `.data`, `.instance`, `.subsystems`, and `.damage` files
|
|
||||||
2. ensure the mech is added to the active ID header(s)
|
|
||||||
3. update `MechChassisTable.tbl` and `MechTable.tbl`
|
|
||||||
4. update `core.build` and any related build manifests
|
|
||||||
5. add any needed string IDs or script references
|
|
||||||
6. confirm the mech has the expected loose or packed art assets
|
|
||||||
7. rebuild the CSV derived columns if the data changed
|
|
||||||
|
|
||||||
## Useful File Map
|
|
||||||
|
|
||||||
### Mech data
|
|
||||||
- `Gameleap/mw4/Content/Mechs/<MechName>/`
|
|
||||||
|
|
||||||
### Roster and IDs
|
|
||||||
- `Gameleap/code/mw4/Code/MW4/MechLabHeaders.h`
|
|
||||||
- `Gameleap/mw4/Content/ShellScripts/MechLabHeaders.h`
|
|
||||||
- `Gameleap/mw4/Content/Tables/MechChassisTable.tbl`
|
|
||||||
- `Gameleap/mw4/Content/Tables/MechTable.tbl`
|
|
||||||
|
|
||||||
### Slot/hardpoint logic
|
|
||||||
- `Gameleap/code/mw4/Code/MW4/MWDamageObject.cpp`
|
|
||||||
- `Gameleap/code/mw4/Code/MW4/MechLab.cpp`
|
|
||||||
- `Gameleap/code/mw4/Code/MW4/Subsystem_Tool.cpp`
|
|
||||||
|
|
||||||
### Facing logic
|
|
||||||
- `Gameleap/code/mw4/Code/MW4/Weapon.cpp`
|
|
||||||
- `Gameleap/code/mw4/Code/MW4/Weapon.hpp`
|
|
||||||
- `Gameleap/code/mw4/Code/MW4/Weapon_Tool.cpp`
|
|
||||||
- `Gameleap/code/mw4/Code/MW4/hudweapon.cpp`
|
|
||||||
|
|
||||||
### Build manifests
|
|
||||||
- `Gameleap/mw4/Content/core.build`
|
|
||||||
- `Gameleap/mw4/Content/props.build`
|
|
||||||
- `Gameleap/mw4/Content/textures.build`
|
|
||||||
|
|
||||||
## Current State Summary
|
|
||||||
|
|
||||||
At the time this doc was written:
|
|
||||||
- `mech_loadouts.csv` includes playability, default loadout, facing, hardpoint, and notes columns
|
|
||||||
- non-playable mechs are explicitly marked `No`
|
|
||||||
- Templar and other mechs with rear or side mounts have facing visible in the CSV
|
|
||||||
- the file is intended to be a living audit artifact for future data cleanup and enablement work
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## MechEditor Web App — Data Sources, Fields, and Conversions (documented 2026-07-23)
|
|
||||||
|
|
||||||
The MechEditor is a single-file Python HTTP server at `/home/rich/Repositories/MechEditor/mech_editor.py`.
|
|
||||||
It runs at `localhost:8765`, parses the firestorm content tree, and presents a full mech configuration editor in the browser.
|
|
||||||
This section documents every data field it reads, every conversion it performs, and every naming rule it enforces.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
### Data Files Parsed Per Mech
|
|
||||||
|
|
||||||
All files live under `Gameleap/mw4/Content/Mechs/<MechDir>/`.
|
|
||||||
|
|
||||||
#### `.data` file (`parse_data()`)
|
|
||||||
|
|
||||||
| Field in file | Editor key | Notes |
|
|
||||||
|---|---|---|
|
|
||||||
| `VehicleTonnage` | `tonnage` | chassis base tonnage (float) |
|
|
||||||
| `MaxVehicleTonnage` | `max_tonnage` | max loadout tonnage (float) |
|
|
||||||
| `TechType` | `tech` | `$(Tech_IS)` ? `"IS"`, `$(Tech_Clan)` ? `"Clan"` |
|
|
||||||
| `MaxHeat` | `max_heat` | heat capacity (int) |
|
|
||||||
| `VehicleTradeValue` | `trade_value` | C-bills |
|
|
||||||
| `DragoonValue` | `dragoon` | used in Power Rating bar scaling |
|
|
||||||
| `MinMaxSpeed` | `min_max_speed` | base speed ceiling in **m/s** |
|
|
||||||
| `MaxSpeed` | `max_speed` | absolute speed ceiling in **m/s** (engine upgrades may not exceed this) |
|
|
||||||
| `FullStopTurnRate` | `full_stop_turn` | turn rate at zero speed, in **degrees/sec** |
|
|
||||||
| `TopSpeedTurnRate` | `top_speed_turn` | turn rate at top speed, in **degrees/sec** |
|
|
||||||
| `Acceleration` | `acceleration` | forward acceleration in **m/s²** |
|
|
||||||
| `Decceleration` | `decceleration` | forward braking in **m/s²** — **double-c spelling is canonical in the engine source** |
|
|
||||||
| `ReverseAccelerationMultiplier` | `rev_accel_mult` | multiplier applied to Acceleration for reverse |
|
|
||||||
| `ReverseDeccelerationMultiplier` | `rev_decel_mult` | multiplier applied to Decceleration for reverse — double-c canonical |
|
|
||||||
| `MinStandTransitionSpeed` | not surfaced | animation threshold only — see note below |
|
|
||||||
| `CanLoadJumpJets` | `can_jj` | Yes/No |
|
|
||||||
| `CanLoadECM` | `can_ecm` | Yes/No |
|
|
||||||
| `CanLoadBeagle` | `can_bap` | Yes/No |
|
|
||||||
| `CanLoadLightAmp` | `can_lightamp` | Yes/No |
|
|
||||||
| `CanLoadAMS` | `can_ams` | Yes/No |
|
|
||||||
| `CanLoadLAMS` | `can_lams` | Yes/No |
|
|
||||||
| `CanLoadIFF_Jammer` | `can_iff` | Yes/No |
|
|
||||||
|
|
||||||
**MinStandTransitionSpeed** is the speed (m/s) below which the mech switches from its walking animation to its idle/standing animation.
|
|
||||||
It is NOT a hard movement limit. It is purely an animation state machine threshold in `Mech.cpp`.
|
|
||||||
Code path: `animStateEngine?RequestState(StandState)` when `currentSpeedMPS <= minStandTransitionSpeed`.
|
|
||||||
Must be > 0 (validated in `Vehicle_Tool.cpp`). Argus = 12.631 m/s = 45.5 kph.
|
|
||||||
|
|
||||||
#### `.instance` file (`parse_instance()`)
|
|
||||||
|
|
||||||
| Field | Editor key | Notes |
|
|
||||||
|---|---|---|
|
|
||||||
| `PowerRating` | `PowerRating` | mechlab bar value, 0–100 |
|
|
||||||
| `ArmorRating` | `ArmorRating` | mechlab bar value, 0–100 |
|
|
||||||
| `SpeedRating` | `SpeedRating` | mechlab bar value, 0–100 |
|
|
||||||
| `HeatRating` | `HeatRating` | mechlab bar value, 0–100 |
|
|
||||||
| `DoesHaveLightAmp` | `has_lightamp` | 0 or 1, default 1 — whether LightAmp is currently installed |
|
|
||||||
|
|
||||||
#### `.subsystems` file (`parse_subsystems()`)
|
|
||||||
|
|
||||||
Provides: armor type + per-zone multipliers, installed heatsinks, jump jets, engine upgrades, weapons, electronics.
|
|
||||||
|
|
||||||
**Armor block:**
|
|
||||||
- `ArmorType=` ? armor type string (`Standard`, `FerroFiberus`, `Reactive`, `Reflective`, `Solarian`)
|
|
||||||
- Per-zone entries: `LeftArm=1.0`, `RightTorso=2.5`, etc. — multiplier for that zone
|
|
||||||
|
|
||||||
**Engine:**
|
|
||||||
- `EngineUpgrade` blocks counted ? `engine_upgrades` (0–5)
|
|
||||||
|
|
||||||
**Weapons** — each weapon block contains:
|
|
||||||
- `Model=` ? weapon subsystem resource path (name extracted)
|
|
||||||
- `InternalLocation=` ? zone name
|
|
||||||
- `Site=` ? mount port name (from armature)
|
|
||||||
- `GroupIndex=` ? weapon group number
|
|
||||||
- `WeaponFacing=` ? 0=Front, 1=Rear, 2=Side (absent = Front)
|
|
||||||
- `AmmoCount=` ? rounds for ammo-using weapons
|
|
||||||
- `EjectSite=` ? optional ejection site for ammo
|
|
||||||
|
|
||||||
**Electronics:** ECM, Beagle (BAP), AMS, LAMS, IFF_Jammer detected by subsystem model path.
|
|
||||||
|
|
||||||
#### `.damage` file (`parse_damage()`)
|
|
||||||
|
|
||||||
Per zone section `[ZoneInternal]`:
|
|
||||||
- `BaseArmorValue` ? starting armor (float)
|
|
||||||
- `MaxArmorValue` ? hard cap on armor pts for that zone
|
|
||||||
- `InternalHPValue` ? internal structure HP
|
|
||||||
- `OmniSlots`, `BeamSlots`, `MissileSlots`, `ProjectileSlots` ? weapon slot counts
|
|
||||||
|
|
||||||
Special zones:
|
|
||||||
- `SpecialAttachedToZone=` ? which body section this special zone is attached to
|
|
||||||
- `DamagePropagationZone=` ? where overflow damage propagates
|
|
||||||
|
|
||||||
#### `.engine` file (`parse_engine()`)
|
|
||||||
|
|
||||||
| Field | Editor key | Notes |
|
|
||||||
|---|---|---|
|
|
||||||
| `NumHeatSinks` | `NumHeatSinks` | free heatsinks from engine (not in subsystems) |
|
|
||||||
| `TonsPerUpgrade` | `TonsPerUpgrade` | tonnage cost per engine upgrade tier |
|
|
||||||
| `MPSPerUpgrade` | `MPSPerUpgrade` | m/s speed gain per upgrade tier |
|
|
||||||
|
|
||||||
#### `.torso` file (`parse_torso()`)
|
|
||||||
|
|
||||||
| Field | Notes |
|
|
||||||
|---|---|
|
|
||||||
| `TwistSpeed` | torso horizontal rotation speed — may be a macro reference |
|
|
||||||
| `PitchSpeed` | torso vertical rotation speed — may be a macro reference |
|
|
||||||
| `TwistRadius` | max horizontal twist angle — may be a macro reference |
|
|
||||||
| `PitchRadius` | max vertical pitch angle — may be a macro reference |
|
|
||||||
| `ArmRatioAngle` | ratio of arm tracking vs torso rotation — may be a macro reference |
|
|
||||||
|
|
||||||
All torso fields may reference macros from `Content/Defines/MechTorso.defines`.
|
|
||||||
The editor resolves them using a preloaded `TORSO_DEFINES` dict. Notable values:
|
|
||||||
|
|
||||||
```
|
|
||||||
NORMAL_RATIO = 40
|
|
||||||
SNAIL_TSPEED = 40
|
|
||||||
NORMAL_TSPEED = 60
|
|
||||||
FAST_TSPEED = 80
|
|
||||||
WIDE_TRADIUS = 160
|
|
||||||
NORMAL_PRADIUS = 40
|
|
||||||
```
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
### Calculated Ratings and Conversions
|
|
||||||
|
|
||||||
#### Speed (kph)
|
|
||||||
|
|
||||||
```
|
|
||||||
top_speed_kph = min(MinMaxSpeed + MPSPerUpgrade × engine_upgrades, MaxSpeed) × 3.6
|
|
||||||
```
|
|
||||||
|
|
||||||
- `MinMaxSpeed` and `MaxSpeed` from `.data` (m/s)
|
|
||||||
- `MPSPerUpgrade` from `.engine` (m/s per tier)
|
|
||||||
- `engine_upgrades` from `.subsystems` (0–5)
|
|
||||||
- Multiply by 3.6 to convert m/s ? kph
|
|
||||||
- Argus example: (20.28 + 1.11 × 10) × 3.6 = 113.5 kph
|
|
||||||
|
|
||||||
#### Speed Rating (bar)
|
|
||||||
|
|
||||||
```
|
|
||||||
speed_rating = (top_speed_mps / MaxSpeed) × 100 [capped at 100]
|
|
||||||
```
|
|
||||||
|
|
||||||
#### Turn Rate — degrees to radians
|
|
||||||
|
|
||||||
The `.data` file stores turn rates in **degrees/sec**. The mechlab UI label was changed to show rad/sec:
|
|
||||||
- `StringResource.rc`: `IDS_ML_CH_TURNRATE` ? `"Turn Rate (Top Speed Rad/Sec):"`
|
|
||||||
- Conversion: `radians = degrees × ?/180` where `?/180 ? 0.017453`
|
|
||||||
- Argus: FullStopTurn = 75° = **1.309 rad/sec**, TopSpeedTurn = 45° = **0.785 rad/sec**
|
|
||||||
|
|
||||||
#### Acceleration / Deceleration (m/s²)
|
|
||||||
|
|
||||||
Stored directly in `.data`. Reverse values are derived:
|
|
||||||
```
|
|
||||||
reverse_accel = Acceleration × ReverseAccelerationMultiplier
|
|
||||||
reverse_decel = Decceleration × ReverseDeccelerationMultiplier
|
|
||||||
```
|
|
||||||
|
|
||||||
**The double-c spelling (`Decceleration`, `ReverseDeccelerationMultiplier`) is canonical — it matches the engine source. Do not "fix" the spelling.**
|
|
||||||
|
|
||||||
#### Heat Rating (bar)
|
|
||||||
|
|
||||||
```
|
|
||||||
total_hs = NumHeatSinks (engine) + installed_heatsinks (subsystems)
|
|
||||||
effective_hs = total_hs × (2 if Double else 1)
|
|
||||||
heat_rating = (effective_hs / MaxHeat) × 100 [capped at 100]
|
|
||||||
```
|
|
||||||
|
|
||||||
#### Power Rating (bar)
|
|
||||||
|
|
||||||
```
|
|
||||||
total_damage = ? (DamageAmount × NumFire) for each installed weapon
|
|
||||||
power_rating = (total_damage / 80) × 100 [capped at 100]
|
|
||||||
```
|
|
||||||
|
|
||||||
- `DamageAmount` and `NumFire` come from `WeaponSubsystems/<weapon>.data` following `!include` chains
|
|
||||||
- Parsed by `load_weapon_damages()` at server startup, cached in `Handler.weapon_damages`
|
|
||||||
- Argus example with default load: ~36.2 total damage ? 45 rating (stored = 42)
|
|
||||||
|
|
||||||
#### Armor Rating (bar)
|
|
||||||
|
|
||||||
```
|
|
||||||
for each zone:
|
|
||||||
pts = multiplier × ARMOR_PTS_PER_TON[armor_type]
|
|
||||||
effective = min(pts, MaxArmorValue[zone])
|
|
||||||
armor_rating = (? effective / ? MaxArmorValue) × 100
|
|
||||||
```
|
|
||||||
|
|
||||||
Armor pts per ton by type (from `Adept/ResourceImagePool.cpp` and game design):
|
|
||||||
|
|
||||||
| Type | Pts/ton |
|
|
||||||
|---|---|
|
|
||||||
| Standard | 32 |
|
|
||||||
| FerroFiberus | 38 |
|
|
||||||
| Reactive | 30 |
|
|
||||||
| Reflective | 30 |
|
|
||||||
| Solarian | 60 |
|
|
||||||
|
|
||||||
Note: `FerroFiberus` is the canonical internal token (not player-visible). The player sees `DNL_FERROFIB = "Ferro Fibrous"` via string lookup.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
### Active-in-Game Detection
|
|
||||||
|
|
||||||
Source: `Gameleap/mw4/Content/Tables/MechChassisTable.tbl`
|
|
||||||
|
|
||||||
Format:
|
|
||||||
```
|
|
||||||
DisplayKey=Mechs\DirName\FileName.data
|
|
||||||
//CommentedKey=Mechs\DirName\FileName.data <- inactive
|
|
||||||
```
|
|
||||||
|
|
||||||
- Active = entry exists AND is not prefixed with `//`
|
|
||||||
- Currently the only inactive mech: **Dasher** (commented out)
|
|
||||||
- The editor shows a green **ACTIVE IN GAME** or red **NOT IN GAME** banner at top of Stats tab
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
### hsh/ Image Naming Conventions
|
|
||||||
|
|
||||||
The `hsh/` directory under `Gameleap/mw4/` holds loose BMP files loaded at runtime (not packed into `.mw4`).
|
|
||||||
There are four relevant subdirectories, each with a different naming authority.
|
|
||||||
|
|
||||||
#### `hsh/hud/` — in-game HUD damage silhouette (own mech)
|
|
||||||
#### `hsh/MFD/` — MFD target display silhouette (target mech)
|
|
||||||
#### `hsh/radar/hud/` — radar damage overlay
|
|
||||||
|
|
||||||
**All three use identical stems** sourced from `huddamage.cpp` `texturename[]` array.
|
|
||||||
|
|
||||||
Load path:
|
|
||||||
- hud/MFD: `hsh\<texturename>.bmp` where texturename = `hud\<stem>` ? file = `hsh/hud/<stem>.bmp`
|
|
||||||
- radar: `hsh\radar\<texturename>.bmp` ? file = `hsh/radar/hud/<stem>.bmp`
|
|
||||||
|
|
||||||
Code: `render.cpp` `CRadar_Device::LoadRadarDamageTexture()` and `huddamage.cpp` `HUDDamage`.
|
|
||||||
|
|
||||||
#### `hsh/Mechs/` — mw4print scorecard portrait
|
|
||||||
|
|
||||||
Load path: `recscore.cpp` ? `GetLocString(model->m_nameIndex)` ? `DNL_*` string from `StringResource.rc` ? lowercased filename.
|
|
||||||
Different naming authority from the other three.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
### Complete Canonical Name Table
|
|
||||||
|
|
||||||
Key: mech directory name (case-insensitive) ? canonical stem for `hsh/hud/`, `hsh/MFD/`, `hsh/radar/hud/`.
|
|
||||||
Entries in **bold** differ from the directory name.
|
|
||||||
|
|
||||||
| Directory | hud/MFD/radar stem | hsh/Mechs/ portrait filename |
|
|
||||||
|---|---|---|
|
|
||||||
| Annihilator | annihilator | annihilator.bmp |
|
|
||||||
| Archer | archer | archer.bmp |
|
|
||||||
| ArcticWolf | arcticwolf | arctic wolf.bmp |
|
|
||||||
| Ares | ares | ares.bmp |
|
|
||||||
| Argus | argus | argus.bmp |
|
|
||||||
| Assassin2 | assassin2 | **assassin ii.bmp** |
|
|
||||||
| Atlas | atlas | atlas.bmp |
|
|
||||||
| Avatar | avatar | avatar.bmp |
|
|
||||||
| Awesome | awesome | awesome.bmp |
|
|
||||||
| Battlemaster | battlemaster | battlemaster.bmp |
|
|
||||||
| Battlemaster2c | **battlemasteriic** | **battlemaster iic.bmp** |
|
|
||||||
| Behemoth | behemoth | behemoth.bmp |
|
|
||||||
| Behemoth2 | **behemothii** | **behemoth ii.bmp** |
|
|
||||||
| Blackhawk | blackhawk | black hawk.bmp |
|
|
||||||
| Blacknight | **blackknight** | black knight.bmp |
|
|
||||||
| Blacklanner | blacklanner | black lanner.bmp |
|
|
||||||
| Brigand | brigand | brigand.bmp |
|
|
||||||
| Bushwacker | bushwacker | bushwacker.bmp |
|
|
||||||
| Catapult | catapult | catapult.bmp |
|
|
||||||
| CauldronBorn | cauldronborn | **cauldronborn.bmp** (table key has hyphen; DNL does not) |
|
|
||||||
| Chimera | chimera | chimera.bmp |
|
|
||||||
| Commando | commando | commando.bmp |
|
|
||||||
| Cougar | cougar | cougar.bmp |
|
|
||||||
| Cyclops | cyclops | cyclops.bmp |
|
|
||||||
| Daishi | daishi | daishi.bmp |
|
|
||||||
| Deimos | deimos | deimos.bmp |
|
|
||||||
| Dragon | dragon | dragon.bmp |
|
|
||||||
| Fafnir | fafnir | fafnir.bmp |
|
|
||||||
| Flea | flea | flea.bmp |
|
|
||||||
| Gladiator | gladiator | gladiator.bmp |
|
|
||||||
| Grizzly | grizzly | grizzly.bmp |
|
|
||||||
| Hauptmann | hauptmann | hauptmann.bmp |
|
|
||||||
| Hellhound | hellhound | hellhound.bmp |
|
|
||||||
| Hellspawn | hellspawn | hellspawn.bmp |
|
|
||||||
| Highlander | highlander | highlander.bmp |
|
|
||||||
| Hollander | **hollanderii** | **hollander ii.bmp** |
|
|
||||||
| Hunchback | hunchback | hunchback.bmp |
|
|
||||||
| Kodiak | kodiak | kodiak.bmp |
|
|
||||||
| Loki | loki | loki.bmp |
|
|
||||||
| Longbow | longbow | longbow.bmp |
|
|
||||||
| Madcat | madcat | mad cat.bmp |
|
|
||||||
| Madcat_MKII | **madcat2** | mad cat mkii.bmp |
|
|
||||||
| Masakari | masakari | masakari.bmp |
|
|
||||||
| Mauler | mauler | mauler.bmp |
|
|
||||||
| Novacat | novacat | nova cat.bmp |
|
|
||||||
| Osiris | osiris | osiris.bmp |
|
|
||||||
| Owens | owens | owens.bmp |
|
|
||||||
| Puma | puma | puma.bmp |
|
|
||||||
| Raven | raven | raven.bmp |
|
|
||||||
| Rifleman | rifleman | rifleman.bmp |
|
|
||||||
| Ryoken | ryoken | ryoken.bmp |
|
|
||||||
| Shadowcat | shadowcat | shadow cat.bmp |
|
|
||||||
| Solitaire | solitaire | solitaire.bmp |
|
|
||||||
| Sunder | sunder | sunder.bmp |
|
|
||||||
| Templar | templar | templar.bmp |
|
|
||||||
| Thanatos | thanatos | thanatos.bmp |
|
|
||||||
| Thor | thor | thor.bmp |
|
|
||||||
| Uller | uller | uller.bmp |
|
|
||||||
| Urbanmech | urbanmech | urbanmech.bmp |
|
|
||||||
| Uziel | uziel | uziel.bmp |
|
|
||||||
| Victor | victor | victor.bmp |
|
|
||||||
| Vulture | vulture | vulture.bmp |
|
|
||||||
| Warhammer | warhammer | warhammer.bmp |
|
|
||||||
| Wolfhound | wolfhound | wolfhound.bmp |
|
|
||||||
| Zeus | zeus | zeus.bmp |
|
|
||||||
|
|
||||||
**Critical mismatches where directory name ? hud/MFD stem (files must use the stem, not the dir name):**
|
|
||||||
|
|
||||||
| Directory | Wrong name (dir-based) | Correct name (stem) |
|
|
||||||
|---|---|---|
|
|
||||||
| Battlemaster2c | battlemaster2c.bmp | **battlemasteriic.bmp** |
|
|
||||||
| Behemoth2 | behemoth2.bmp | **behemothii.bmp** |
|
|
||||||
| Blacknight | blacknight.bmp | **blackknight.bmp** |
|
|
||||||
| Hollander | hollander.bmp | **hollanderii.bmp** |
|
|
||||||
| Madcat_MKII | madcat_mkii.bmp | **madcat2.bmp** |
|
|
||||||
|
|
||||||
**Portrait mismatches for hsh/Mechs/ (table key ? DNL string):**
|
|
||||||
|
|
||||||
The `MechChassisTable.tbl` display key and `GetLocString()` DNL string differ for these mechs.
|
|
||||||
mw4print uses the DNL string. The table key is NOT the correct portrait filename for these 5 mechs.
|
|
||||||
|
|
||||||
| Directory | Table key (wrong for mw4print) | DNL string (correct portrait stem) |
|
|
||||||
|---|---|---|
|
|
||||||
| Assassin2 | AssassinII ? assassinii | `DNL_ASSASSIN2 "Assassin II"` ? **assassin ii.bmp** |
|
|
||||||
| Battlemaster2c | BattlemasterIIC ? battlemasteriic | `DNL_BATTLEMASTERIIC "Battlemaster IIc"` ? **battlemaster iic.bmp** |
|
|
||||||
| Behemoth2 | BehemothII ? behemothii | `DNL_BEHEMOTHII "Behemoth II"` ? **behemoth ii.bmp** |
|
|
||||||
| CauldronBorn | Cauldron-Born ? cauldron-born | `DNL_CAULDRONBORN "Cauldronborn"` ? **cauldronborn.bmp** |
|
|
||||||
| Hollander | HollanderII ? hollanderii | `DNL_HOLLANDERII "Hollander II"` ? **hollander ii.bmp** |
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
### MechEditor Implementation Notes
|
|
||||||
|
|
||||||
The editor encodes all of the above knowledge in two Python dicts:
|
|
||||||
|
|
||||||
**`MECH_HSH_STEMS`** (in `mech_editor.py`)
|
|
||||||
Maps lowercase dir name ? canonical stem for `hsh/hud/`, `hsh/MFD/`, `hsh/radar/hud/`.
|
|
||||||
Source: `huddamage.cpp` `texturename[]` array.
|
|
||||||
|
|
||||||
**`MECH_PORTRAIT_OVERRIDES`** (in `mech_editor.py`)
|
|
||||||
Maps lowercase dir name ? portrait stem for `hsh/Mechs/` where the DNL string differs from the chassis table key.
|
|
||||||
Source: `DNL_*` entries in `Gameleap/code/mw4/Code/scriptstrings/StringResource.rc`.
|
|
||||||
|
|
||||||
For all other mechs, the portrait stem is derived dynamically from `MechChassisTable.tbl` (display key, lowercased).
|
|
||||||
|
|
||||||
The Assets tab in the editor shows all four image types. When an image is missing, it displays:
|
|
||||||
```
|
|
||||||
Wants: hsh/<subdir>/<expected_filename>.bmp
|
|
||||||
```
|
|
||||||
so the user knows exactly what to rename or create.
|
|
||||||
|
|
||||||
@@ -1,64 +0,0 @@
|
|||||||
Chassis,InternalLocation,Model,Site,AmmoCount,GroupIndex,WeaponFacing
|
|
||||||
Archer,LeftTorso,LRM15,site_ldmissile,24,2,2
|
|
||||||
Archer,RightTorso,LRM15,site_rdmissile,24,2,2
|
|
||||||
Ares,Special2,ClanLRM10,site_lmissileport,24,2,2
|
|
||||||
Ares,Special2,ClanLRM10,site_missileport,24,2,2
|
|
||||||
Ares,Special2,ClanLRM10,site_rmissileport,24,2,2
|
|
||||||
AssassinII,Special1,LRM5,site_missileport,24,2,2
|
|
||||||
Atlas,LeftTorso,LRM20,site_lmissileport,12,2,2
|
|
||||||
Avatar,LeftTorso,LRM5,site_lmissileport,24,2,2
|
|
||||||
Avatar,RightTorso,LRM5,site_rmissileport,24,2,2
|
|
||||||
Avatar,LeftTorso,LRM10,site_lmissileport,24,2,2
|
|
||||||
Avatar,RightTorso,LRM10,site_rmissileport,24,2,2
|
|
||||||
Awesome,CenterTorso,LRM5,site_ctorsoport,24,2,2
|
|
||||||
Battlemaster,RightTorso,MediumLaser,site_rdtorsoport,,1,1
|
|
||||||
Battlemaster,LeftTorso,MediumLaser,site_ldtorsoport,,1,1
|
|
||||||
BattlemasterIIC,RightTorso,ClanERMediumLaser,site_rdtorsoport,,1,1
|
|
||||||
BattlemasterIIC,LeftTorso,ClanERMediumLaser,site_ldtorsoport,,1,1
|
|
||||||
Black Lanner,Special2,ClanSRM6,site_rmissileport,15,2,2
|
|
||||||
Black Lanner,Special1,ClanLRM10,site_lmissileport,24,2,2
|
|
||||||
Bushwacker,Special1,LRM5,site_missileport,24,2,2
|
|
||||||
Bushwacker,Special1,LRM5,site_missileport,24,2,2
|
|
||||||
Catapult,LeftArm,LRM20,site_lmissileport,12,2,2
|
|
||||||
Catapult,RightArm,LRM20,site_rmissileport,12,2,2
|
|
||||||
Cauldron-Born,Special1,ClanLRM10,site_rmissileport,24,2,2
|
|
||||||
Cauldron-Born,Special2,ClanLRM10,site_lmissileport,24,2,2
|
|
||||||
Chimera,RightTorso,LRM5,site_missileport,24,2,2
|
|
||||||
Chimera,RightTorso,LRM5,site_missileport,24,2,2
|
|
||||||
Chimera,RightTorso,LRM5,site_missileport,24,2,2
|
|
||||||
Chimera,RightTorso,LRM5,site_missileport,24,2,2
|
|
||||||
Cyclops,LeftTorso,LRM10,site_lmissile,24,2,2
|
|
||||||
Cougar,LeftTorso,ClanLRM10,site_lmissileport,12,2,2
|
|
||||||
Cougar,RightTorso,ClanLRM10,site_rmissileport,12,2,2
|
|
||||||
Deimos,Special1,ClanLRM15,site_lmissileport,16,2,2
|
|
||||||
Deimos,Special2,ClanLRM15,site_rmissileport,16,2,2
|
|
||||||
Dragon,CenterTorso,LRM10,site_missleport,24,2,2
|
|
||||||
Flea,LeftTorso,SmallLaser,site_ltorsoport,,1,1
|
|
||||||
Flea,RightTorso,SmallLaser,site_rtorsoport,,1,1
|
|
||||||
Grizzly,LeftTorso,CLANLRM10,site_missleport,24,2,2
|
|
||||||
Hellhound,LeftTorso,ClanLRM10,site_missileport,12,2,2
|
|
||||||
Mad Cat,Special1,ClanLRM10,site_lmissileport,24,2,2
|
|
||||||
Mad Cat,Special2,ClanLRM10,site_rmissileport,24,2,2
|
|
||||||
Mad Cat MKII,Special2,ClanLRM15,site_lmissileport,16,2,2
|
|
||||||
Mad Cat MKII,Special1,ClanLRM15,site_rmissileport,16,2,2
|
|
||||||
Masakari,LeftTorso,ClanLRM10,site_lmissleport,24,2,2
|
|
||||||
Masakari,LeftTorso,ClanLRM10,site_ltorsoport,24,2,2
|
|
||||||
Mauler,LeftTorso,LRM5,site_lmissileport,24,2,2
|
|
||||||
Mauler,LeftTorso,LRM5,site_lmissileport,24,2,2
|
|
||||||
Mauler,LeftTorso,LRM5,site_lmissileport,24,2,2
|
|
||||||
Mauler,RightTorso,LRM5,site_rmissileport,24,2,2
|
|
||||||
Mauler,RightTorso,LRM5,site_rmissileport,24,2,2
|
|
||||||
Mauler,RightTorso,LRM5,site_rmissileport,24,2,2
|
|
||||||
Raven,RightTorso,LRM5,site_rtorsoport,24,2,2
|
|
||||||
Sunder,LeftTorso,MediumLaser,site_ldtorsoport,,1,1
|
|
||||||
Sunder,RightTorso,MediumLaser,site_rdtorsoport,,1,1
|
|
||||||
Templar,LeftTorso,MediumPulseLaser,site_ldrtorsoport,,1,1
|
|
||||||
Templar,RightTorso,MediumPulseLaser,site_rdrtorsoport,,1,1
|
|
||||||
Thor,Special1,CLANLRM10,site_missileport,24,2,2
|
|
||||||
Uziel,Special1,LRM10,site_missileport,24,2,2
|
|
||||||
Vulture,LeftTorso,ClanLRM5,site_lmissileport,24,2,2
|
|
||||||
Vulture,RightTorso,ClanLRM5,site_rmissileport,24,2,2
|
|
||||||
Vulture,LeftTorso,ClanLRM10,site_lmissileport,24,2,2
|
|
||||||
Vulture,RightTorso,ClanLRM10,site_rmissileport,24,2,2
|
|
||||||
Wolfhound,CenterTorso,ClanERMediumLaser,site_reartorsoport,,1,1
|
|
||||||
Zeus,RightTorso,MediumPulseLaser,site_reartorsoport,,1,1
|
|
||||||
|
@@ -1,45 +0,0 @@
|
|||||||
Chassis,InternalLocation,Model,Site,AmmoCount,GroupIndex,WeaponFacing
|
|
||||||
Ares,Special1,ClanERSmallLaser,site_lgunport,,1,
|
|
||||||
Ares,Special1,ClanERSmallLaser,site_rgunport,,1,
|
|
||||||
Ares,Special2,ClanLRM10,site_lmissileport,24,2,2
|
|
||||||
Ares,Special2,ClanLRM10,site_missileport,24,2,2
|
|
||||||
Ares,Special2,ClanLRM10,site_rmissileport,24,2,2
|
|
||||||
AssassinII,Special1,LRM5,site_missileport,24,2,2
|
|
||||||
Atlas,Special1,AC20,site_rtorsoport,10,1,
|
|
||||||
Atlas,Special2,SRM6,site_llmissile,15,2,
|
|
||||||
Avatar,Special1,MachineGun,site_ltorsoport,200,1,
|
|
||||||
Avatar,Special1,MachineGun,site_rtorsoport,200,1,
|
|
||||||
Battlemaster,Special2,PPC,site_rdgunport,,1,
|
|
||||||
Battlemaster,Special1,SRM6,site_missile,15,2,
|
|
||||||
BattlemasterIIC,Special1,ClanSSRM6,site_missile,15,2,
|
|
||||||
Behemoth,Special1,LargeLaser,site_ctorsoport,,1,
|
|
||||||
BehemothII,Special1,LargeLaser,site_ctorsoport,,1,
|
|
||||||
Black Lanner,Special2,ClanSRM6,site_rmissileport,15,2,2
|
|
||||||
Black Lanner,Special1,ClanLRM10,site_lmissileport,24,2,2
|
|
||||||
Brigand,Special2,MediumLaser,site_ltorsoport,,1,
|
|
||||||
Brigand,Special1,MediumLaser,site_rtorsoport,,1,
|
|
||||||
Bushwacker,Special1,LRM5,site_missileport,24,2,2
|
|
||||||
Bushwacker,Special1,LRM5,site_missileport,24,2,2
|
|
||||||
Cauldron-Born,Special1,ClanLRM10,site_rmissileport,24,2,2
|
|
||||||
Cauldron-Born,Special2,ClanLRM10,site_lmissileport,24,2,2
|
|
||||||
Cyclops,Special1,MediumPulseLaser,site_gunport,,1,
|
|
||||||
Deimos,Special1,ClanLRM15,site_lmissileport,16,2,2
|
|
||||||
Deimos,Special2,ClanLRM15,site_rmissileport,16,2,2
|
|
||||||
Hauptmann,Special1,ClanUltraAC20,site_rutorsoport,16,1,
|
|
||||||
Hellspawn,Special1,SSRM2,site_rmissileport,50,2,
|
|
||||||
HollanderII,Special2,SmallPulseLaser,site_cltorsoport,,1,
|
|
||||||
HollanderII,Special2,SmallPulseLaser,site_crtorsoport,,1,
|
|
||||||
HollanderII,Special1,GaussRifle,site_rtorsoport,16,1,
|
|
||||||
Hunchback,Special1,AC10,site_rutorsoport,20,1,
|
|
||||||
Loki,Special1,ClanSSRM6,site_missileport,15,2,
|
|
||||||
Mad Cat,Special1,ClanLRM10,site_lmissileport,24,2,2
|
|
||||||
Mad Cat,Special2,ClanLRM10,site_rmissileport,24,2,2
|
|
||||||
Mad Cat MKII,Special2,ClanLRM15,site_lmissileport,16,2,2
|
|
||||||
Mad Cat MKII,Special1,ClanLRM15,site_rmissileport,16,2,2
|
|
||||||
Rifleman,Special1,MediumLaser,site_ltorsoport,,1,
|
|
||||||
Rifleman,Special1,MediumLaser,site_rtorsoport,,1,
|
|
||||||
Solitaire,Special1,ClanERLargeLaser,site_rtorsoport,,1,
|
|
||||||
Thor,Special1,CLANLRM10,site_missileport,24,2,2
|
|
||||||
Uziel,Special1,LRM10,site_missileport,24,2,2
|
|
||||||
Vulture,Special1,ClanMachineGun,site_ltorsoport,200,1,
|
|
||||||
Vulture,Special1,ClanMachineGun,site_rtorsoport,200,1,
|
|
||||||
|
@@ -52,9 +52,7 @@ Toolchain is late-90s/early-2000s **Visual C++ 6.0** — no git, no modern build
|
|||||||
- **`Gameleap/`** — only **`mw4/`** is used (game-data source for resource packing). Former siblings
|
- **`Gameleap/`** — only **`mw4/`** is used (game-data source for resource packing). Former siblings
|
||||||
(editor docs, drivers, batch tools, runtime env) were historical/utility → moved to `_UNUSED\`.
|
(editor docs, drivers, batch tools, runtime env) were historical/utility → moved to `_UNUSED\`.
|
||||||
- **`BTFrstrm/`** — FireStorm design data: mech stat workbooks (`MechInfo_5.04.xls`, `scriptaddmech.xls`).
|
- **`BTFrstrm/`** — FireStorm design data: mech stat workbooks (`MechInfo_5.04.xls`, `scriptaddmech.xls`).
|
||||||
- **`Finished HUDS from J&J/`** — J&J external MFD/Radar source art, measurements, generated
|
- **`Finished HUDS from J&J/`** — per-mech HUD art (MFD + Radar) for ~15 'Mechs.
|
||||||
comparison maps, and audit summary for 13 chassis. The usable mappings were installed on
|
|
||||||
2026-08-07; see `MFD-RADAR-MAPPINGS.md` and the STEP 13 note below.
|
|
||||||
|
|
||||||
### Inside `Gameleap\code/`
|
### Inside `Gameleap\code/`
|
||||||
- `CoreTech/` — reusable engine layer (GameOS, gosFX, GOSScript, MLR renderer, Network, Stuff, Language, blade) + Tools.
|
- `CoreTech/` — reusable engine layer (GameOS, gosFX, GOSScript, MLR renderer, Network, Stuff, Language, blade) + Tools.
|
||||||
@@ -736,657 +734,7 @@ keeping old-RIO (type 0) protocol behavior byte-identical:
|
|||||||
call it via `-Command "& '...driver.ps1' game-start '-tbaud 115200'"` — `-File` binding
|
call it via `-Command "& '...driver.ps1' game-start '-tbaud 115200'"` — `-File` binding
|
||||||
rejects dash-leading positional args, and `Start-Process -ArgumentList` doesn't re-quote.
|
rejects dash-leading positional args, and `Start-Process -ArgumentList` doesn't re-quote.
|
||||||
|
|
||||||
## 📋 Branch `mfdsplit`: mech loadouts, time list, build fixes (2026-07-18)
|
|
||||||
|
|
||||||
### Mech loadout changes
|
|
||||||
- **Battlemaster IS** (`Content\Mechs\Battlemaster\battlemaster.subsystems`): replaced lone
|
|
||||||
MediumPulseLaser default with full stock IS loadout — PPC (Special2), 6×ML (3 RT, 3 LT),
|
|
||||||
2×MG (LA, 200 rds), SRM6 (Special1, 15 rds), all GroupIndex=1 except SRM6 (group 2).
|
|
||||||
- **Battlemaster Clan 2C** (`battlemaster2c.subsystems`): ER PPC (RA), 6×ER ML (3 RT, 3 LT),
|
|
||||||
2×Clan Gauss (LA, 16 rds each), Clan SSRM6 (Special1, 15 rds).
|
|
||||||
- **Behemoth / Behemoth2** (`.subsystems`): moved Gauss rifles from weapon group 3 → group 1
|
|
||||||
(3 occurrences each; gauss rifles now in group 1 alongside other main weapons).
|
|
||||||
|
|
||||||
### MP time-limit list fix (ConLobbyMission.script)
|
|
||||||
- Expanded from 9 → 18 entries (1–15, 20, 25, 30 min); `max_displayed=10` so dropdown scrolls.
|
|
||||||
- Fixed bare `else if` (missing braces) that caused a null-reference crash in the console lobby
|
|
||||||
when the commit was merged from `main`. This was the root cause of the `aa500be7` regression.
|
|
||||||
- Fixed `i==5` vs `i==6` max_displayed assignment for time vs radar dropdowns.
|
|
||||||
|
|
||||||
### Resource builder fix (build-resources.ps1) — VM / generic adapter support
|
|
||||||
- Builder now always runs with `-window` (windowed mode + DDrawCompat). Fullscreen native DDraw
|
|
||||||
fails on VMs with generic Microsoft display adapters (no hardware DDraw); windowed DDrawCompat
|
|
||||||
works on all tested configs including VMs.
|
|
||||||
- dgVoodoo2 D3D DLL interceptors (`D3D8.dll`, `D3D9.dll`, `D3DImm.dll`) in the working dir
|
|
||||||
silently break the builder (it exits 0 without building anything). These files were left over
|
|
||||||
from the abandoned dgVoodoo2 experiment (commit `87e25677`) — removed from repo (`git rm`).
|
|
||||||
The build script also moves any such files aside defensively via the `$dgvMoved` block.
|
|
||||||
- Removed all dead code for fullscreen fallback, bitdepth patching, ddraw move-aside logic.
|
|
||||||
- `dgVoodoo.conf` / `dgVoodooCpl.exe` also removed from `Gameleap\mw4\` (no longer in use).
|
|
||||||
- Expected behaviour on VM: a "Hardware Error: not compatible with MechWarrior 4" dialog appears
|
|
||||||
at the end of the build — this is a GameOS hardware-capability warning, NOT a fatal error.
|
|
||||||
Click OK; the .mw4 packages are built correctly regardless.
|
|
||||||
|
|
||||||
### Source tree Korean → English translation + UTF-8 cleanup (2026-07-18)
|
|
||||||
- Translated all EUC-KR/CP949 Korean developer comments to English across **84 source files**
|
|
||||||
(~876 lines). Zero Korean bytes remain outside intentional font-table headers (D3FFontEdit2/
|
|
||||||
fontedit `all.h` etc.). Files are now clean UTF-8 (no BOM), safe for any modern editor.
|
|
||||||
- Notable functional translations: `recscore.cpp` body-part return values and kill-announcer
|
|
||||||
format strings (gameplay-visible on Korean Windows; now English on all systems); `nonmfc.h`
|
|
||||||
assert dialog; GosView profiler `킪` → `us` (microseconds).
|
|
||||||
- Latin-1 chars converted to proper UTF-8: © in 3dsmax4/Maxscrpt headers (82 files), ® in
|
|
||||||
`gosHelp/Remote.cpp`, · bullet points in `ai command.hpp`, Û/ß in AnimationSuite headers.
|
|
||||||
- Font table `*.h` files (`D3FFontEdit2/`, `fontedit/`) intentionally left as-is (raw byte
|
|
||||||
values in C array data, not text).
|
|
||||||
- `korean_diff.html` (side-by-side GitHub-style diff, ~873 KB) committed as documentation.
|
|
||||||
|
|
||||||
### Language DLL: English version from source
|
|
||||||
- `Gameleap\mw4\Language.dll` and `MW4\Language.dll` replaced with the freshly compiled English
|
|
||||||
build from `Language - Win32 English` config (`Language.dsp`). Fixes Korean button labels in
|
|
||||||
the GameOS exception/crash dialog (`??? ??...` / `??` / `???` → More Details / Continue / Exit).
|
|
||||||
The old binary was the original Korean build from the 2009 dev machine.
|
|
||||||
|
|
||||||
### mw4print v2.0 additions
|
|
||||||
- **MySQL export** (`dbexport.h`/`dbexport.cpp`): late-bound runtime load of `libmysql.dll`
|
|
||||||
(no compile-time MySQL SDK needed). Exports match data (match, player_result, pvp, optional
|
|
||||||
event tables) to an external MySQL server after each print job. Schema in `db_schema.sql`.
|
|
||||||
Config via `mw4print.ini [MySQLExport]`; UI via File → Database Settings (Ctrl+D).
|
|
||||||
- **Configurable banner text**: File → Banner Setting... edits the bottom-of-sheet URL string
|
|
||||||
(was hardcoded `WWW.MECHJOCK.COM`). Persisted to `options.ini [battle tech print] BannerText=`.
|
|
||||||
- **libmysql.dll** (MySQL Connector/C 32-bit) added to `Gameleap\mw4\` so deploy copies it
|
|
||||||
alongside `mw4print.exe`.
|
|
||||||
- Version bumped to **2.0**, copyright year updated to **2026**.
|
|
||||||
|
|
||||||
## 📋 MFD mode 4: right device stagger fix (2026-07-18, eaa5fd3)
|
|
||||||
Root cause: `CMFD_Device::BeginScene()` cleared BOTH MFD device back-buffers at `sh_step==0`.
|
|
||||||
But in mode 4 the right MFD flip also fires at `sh_step==1` (= old `sh_step==0` after the
|
|
||||||
stagger increment), so it presented a just-cleared buffer — only the grid, no channel data.
|
|
||||||
|
|
||||||
Fix: `BeginScene()` now only clears/grids the LEFT device at `sh_step==0`. New `BeginSceneRight()`
|
|
||||||
(added to `render.cpp` / `render.hpp`, called from `WinMain.cpp`) clears/grids the RIGHT device at
|
|
||||||
`sh_step==1` — one frame AFTER the right flip — so channels 3–4 render into a fresh buffer before
|
|
||||||
the next flip. Mode 1 is unchanged.
|
|
||||||
|
|
||||||
Mode 4 cycle (with stagger):
|
|
||||||
- `sh_step 0`: radar + left `BeginScene` (clear + grid); no flip
|
|
||||||
- `sh_step 1`: flip right MFD (shows channels 3–4 from previous cycle) + right `BeginScene` (clear + grid)
|
|
||||||
- `sh_step 2–4`: channels 0–2 → left device
|
|
||||||
- `sh_step 5–6`: channels 3–4 → right device
|
|
||||||
- `sh_step 0` (next): flip radar + left MFD (shows channels 0–2 from previous cycle)
|
|
||||||
|
|
||||||
Files: `CoreTech/Libraries/GameOS/WinMain.cpp`, `render.cpp`, `render.hpp`.
|
|
||||||
|
|
||||||
## 📋 Linux→Windows development workflow (2026-07-19, 55b9bfc5)
|
|
||||||
`build-env/sync-to-windows.sh` — rsync script that pushes all source, content, toolchain, and
|
|
||||||
assets to the Windows build machine at `/vwe/firestorm`. Excludes generated build outputs
|
|
||||||
(`rel.bin/`, `dbg.bin/`, `*.mw4`, `*.dep`), `.git`/LFS objects, `_UNUSED/`, and the game deploy
|
|
||||||
dir (`MW4/`). Run from Linux before triggering a Windows build.
|
|
||||||
|
|
||||||
## 📋 ddraw.dll removed from repo; build script moves it aside (2026-07-19, 0ceba9c7, 24825ff3)
|
|
||||||
`Gameleap/mw4/ddraw.dll` (DDrawCompat) removed from git (was LFS-tracked); now lives as
|
|
||||||
`ddraw.dll.old` in the same dir for reference. `deploy-editor.ps1` installs DDrawCompat as
|
|
||||||
`ddraw.dll` at deploy time (the editor needs it for its windowed D3D7 viewport).
|
|
||||||
`build-resources.ps1` moves `ddraw.dll` aside (`.buildaside`) before running `MW4pro.exe`
|
|
||||||
because **DDrawCompat is fatal to MW4pro.exe in BOTH windowed and fullscreen modes**, then
|
|
||||||
restores it in `finally`. The same block also defensively covers dgVoodoo2 interceptors
|
|
||||||
(`D3D8/D3D9/D3DImm.dll`) in case they reappear.
|
|
||||||
|
|
||||||
## 📋 Branch `5.1.0b-in-progress`: multiplayer + RIO + source cleanup (2026-07-19)
|
|
||||||
|
|
||||||
### ConLobby V5.1.0b1 — Super6 mech rotation (c768f7c4)
|
|
||||||
Changes from Buddy 'Highlight' Taylor (MCHL), merged manually:
|
|
||||||
- Console version string bumped to **V5.1.0b1**.
|
|
||||||
- `ROOKIEMECH` defines expanded from 4 → **6 mechs**: added Archer (ID=1) and Warhammer (ID=62).
|
|
||||||
- 16-slot default assignments cycle through all 6 Super6 mechs.
|
|
||||||
- Right-click randomizer expanded from `random(0,3)` → `random(0,5)`.
|
|
||||||
|
|
||||||
### CRIOMAIN.CPP — Korean translation + RIO poll timeout scaling (16fca6c4, a712002f)
|
|
||||||
- Translated all EUC-KR/CP949 Korean developer comments (~35 lines) to English. File re-saved
|
|
||||||
as clean UTF-8. CRLF line endings preserved (`* -text` in `.gitattributes`).
|
|
||||||
⚠️ **Encoding hazard:** always read/write CRIOMAIN.CPP as binary (or with an explicit encoding
|
|
||||||
codec). Python text-mode `readlines()` silently strips `\r`, causing a 3000+-line git diff when
|
|
||||||
every line's `\r\n` becomes `\n`. If that happens, restore CRLF with `re.sub(b'(?<!\r)\n', b'\r\n', data)` in binary mode, then amend the commit.
|
|
||||||
- Added **`g_dwRIOPollTimeout`** global (default 50 ms). Computed in `SetupConnection` before the
|
|
||||||
receive loop using: `clamp(⌈480000/baud⌉, 5, 50)`. Preserves 50 ms at 9600 baud; floors at
|
|
||||||
5 ms for 115200 baud. Implemented with explicit ternary — **`min`/`max` are undeclared in this
|
|
||||||
translation unit under VC6** (not pulled in by CRIOMAIN's includes); use ternary or `__min`/`__max`.
|
|
||||||
|
|
||||||
### 16 pilots + 1 cameraship in multiplayer (f76dc05f)
|
|
||||||
`MW4Shell.cpp`:
|
|
||||||
- `CTCL_DefaultHostSetup` (non-coop): `Environment.NetworkMaxPlayers` set to
|
|
||||||
`params->m_maxPlayers + (CTCL_GetTeslaCountAll() - CTCL_GetTeslaCount())`.
|
|
||||||
The delta = camera-only seats (Tesla seats not assigned to pilots), reserving one extra
|
|
||||||
DirectPlay slot per cameraship so the 17th connection isn't rejected.
|
|
||||||
- `SetNetworkMissionParamater / PLAYER_LIMIT_PARAMETER`: same formula applied at runtime when
|
|
||||||
host changes the player limit. `gos_NetServerCommands(gos_Commend_UpdateMaxPlayers)` still called;
|
|
||||||
`break` must be present in this case (was accidentally dropped once — fall-through to
|
|
||||||
`JOIN_IN_PROGRESS_PARAMETER` corrupts `m_joinInProgress`).
|
|
||||||
- COOP branch unchanged (capped at 9+bots; no camera seat needed there).
|
|
||||||
|
|
||||||
`ConLobby.script`: launch guard `nTempPlayerCount > 16` raised to `> 17` so the cameraship
|
|
||||||
connection doesn't trigger "Too many player/bots".
|
|
||||||
|
|
||||||
### hsh/ BMP canonical renames (5813aeb6, 2026-07-23)
|
|
||||||
All `hsh/MFD/*.bmp` and `hsh/Mechs/*.bmp` filenames reconciled against the canonical stems
|
|
||||||
expected by game code. The engine loads MFD images via `huddamage.cpp` `texturename[]` array
|
|
||||||
(lowercase, no spaces) and Mechs portraits via `GetLocString` DNL strings (mixed-case with
|
|
||||||
spaces). Any mismatch = silently missing image at runtime.
|
|
||||||
Key renames:
|
|
||||||
- `hsh/MFD/assassinii.bmp` → `assassin2.bmp` (matches `texturename[]` canonical)
|
|
||||||
- `hsh/Mechs/battlemasteriic.bmp` → `battlemaster iic.bmp`
|
|
||||||
- `hsh/Mechs/mad cat mk.ii.bmp` → `mad cat mkii.bmp`
|
|
||||||
- `hsh/Mechs/behemoth ii.bmp` added (was absent)
|
|
||||||
Most other files in both directories are LFS pointer updates only (content unchanged).
|
|
||||||
|
|
||||||
### RookieMission configurable defaults via options.ini (5813aeb6, 2026-07-23)
|
|
||||||
CTCL (console) arcade mode has a "Rookie Mission" quick-launch that previously hardcoded all
|
|
||||||
game params. Now all 13 params are overridable from an `[RookieMission]` section in
|
|
||||||
`options.ini` (read by `CTCL_SetCDSP` at startup):
|
|
||||||
- `MW4Shell.cpp`: added 14 `g_` globals (`g_szRookieMission`, `g_nRookieGameType`, and 12
|
|
||||||
numeric params); registered as `gosScript_RegisterVariable` in `StartUp`/`ShutDown`;
|
|
||||||
`CTCL_SetCDSP` reads the `[RookieMission]` page via `NotationFile` and populates them.
|
|
||||||
Defaults: `"ScarabStronghold - Attrition"`, GameType=2 (Attrition), UnlimitedAmmo=1, all
|
|
||||||
others zero. `g_nRookieTimeLimit=-1` means "use the server's current time setting".
|
|
||||||
- `ConLobbyMission.script`: all hardcoded values in `MAIL_SET_ROOKIE_MISSION` handler replaced
|
|
||||||
with `$$g_szRookieMission$$` / `$$g_nRookieXxx$$` references.
|
|
||||||
- Requires rebuild: `MW4.exe` (Release + Profile).
|
|
||||||
|
|
||||||
### Mechlab turn rate label (5813aeb6, 2026-07-23)
|
|
||||||
`StringResource.rc` `IDS_ML_CH_TURNRATE`: "Turn Rate (Degrees/Sec.):" →
|
|
||||||
"Turn Rate (Top Speed Rad/Sec):" to match the actual `.data` field semantics
|
|
||||||
(`TopSpeedTurnRate` is in rad/s at top speed, not deg/s).
|
|
||||||
Requires rebuild: `ScriptStrings.dll`.
|
|
||||||
|
|
||||||
### BTFrstrm design documentation (840bc96c, 2026-07-23)
|
|
||||||
Two Word documents added to `BTFrstrm/`:
|
|
||||||
- `MechDependencyTree.docx` — dependency relationships between mech chassis/variants.
|
|
||||||
- `Special_Zones.docx` — documentation of special zone types used in maps/missions.
|
|
||||||
|
|
||||||
### mech_loadouts.md: MechEditor data model (0344418a, 2026-07-23)
|
|
||||||
`BTFrstrm/mech_loadouts.md` extended with a full reference section documenting the
|
|
||||||
MechEditor web app (`/home/rich/Repositories/MechEditor/mech_editor.py`, localhost:8765):
|
|
||||||
every `.data`/`.instance`/`.subsystems` field parsed, conversions performed (m/s ↔ kph,
|
|
||||||
rad/s ↔ deg/s), and `hsh/` naming rules for MFD/Mechs/HUD/Radar images. Canonical
|
|
||||||
reference for future mech data work.
|
|
||||||
|
|
||||||
### Load File autoconfig stabilization + docs update (2026-07-24)
|
|
||||||
End-to-end Load File flow for the console lobby was stabilized and verified with a
|
|
||||||
full-delta regression INI (all mission options + all 16 slots changed away from rookie
|
|
||||||
defaults), then round-tripped back via the Default button.
|
|
||||||
|
|
||||||
Key fixes in `ConLobby.script` / `ConLobbyMission.script`:
|
|
||||||
- Eliminated first-click vs second-click drift by moving auto-load to a dedicated
|
|
||||||
deterministic mission path and preventing redraw-time decal mutation.
|
|
||||||
- Corrected decal handling: map INI decal IDs to lobby dropdown indices, clamp invalid
|
|
||||||
indices, and show actual decal IDs in labels.
|
|
||||||
- Corrected mission+map sequencing: game type now rebuilds map list first; mission name
|
|
||||||
then resolves against that list (with fallback to map index 0).
|
|
||||||
- Fixed option-state application so first click applies all options (visibility/weather/
|
|
||||||
time/radar/heat/friendly fire/splash/unlimited/jam/advance/armor) without needing a
|
|
||||||
second click.
|
|
||||||
- Fixed Weapon Jam checkbox visibility refresh when set via Load File (UI now re-inits
|
|
||||||
correctly when heat/advanced states are applied).
|
|
||||||
|
|
||||||
New supported autoconfig key:
|
|
||||||
- Added `NoReturn=0|1` under `[mission]`:
|
|
||||||
- parser + script variable in `MW4Shell.cpp` (`g_nAutoNoReturn`),
|
|
||||||
- application in `ConLobbyMission.script` (`RESPAWN_LIMIT_PARAMETER`),
|
|
||||||
- docs + sample INIs updated.
|
|
||||||
|
|
||||||
Docs updates:
|
|
||||||
- `BTFrstrm/autoconfig-file-spec.html` corrected for real behavior:
|
|
||||||
- missing mission keys/section apply defaults (not current UI values),
|
|
||||||
- missing `MissionName` now falls back to first map for that game type,
|
|
||||||
- added `NoReturn` semantics and examples.
|
|
||||||
|
|
||||||
## 📋 STEP 10: Four-monitor MFD bring-up, display diagnostics, and the native-DirectDraw
|
|
||||||
## exclusive-mode wall (2026-07-25)
|
|
||||||
|
|
||||||
A long, dense session on the new 4-monitor bench (`MR_new`: AMD FirePro W4100, 4 outputs,
|
|
||||||
Win10). Everything below is empirical — measured on real hardware, not inferred.
|
|
||||||
|
|
||||||
### The root problem that made all of this hard
|
|
||||||
`CHSH_Device::InitFirst` / `InitSecond` (`CoreTech\Libraries\GameOS\render.cpp`) **discarded
|
|
||||||
every single `HRESULT`** (`SetCooperativeLevel`, `SetDisplayMode`, `CreateSurface`,
|
|
||||||
`GetAttachedSurface`, `QueryInterface`, `CreateDevice`) and **returned `true`
|
|
||||||
unconditionally**. A panel that failed to open produced no error, no crash and no log entry —
|
|
||||||
the monitor simply stayed on the desktop. SPEW is compiled out of shipping builds, so there
|
|
||||||
was no way to see any of it. **Fixing that visibility was what unblocked the whole session.**
|
|
||||||
|
|
||||||
### ✅ Diagnostics added (KEEP THESE — they are why everything below was findable)
|
|
||||||
- **`gos-displays.txt`** (written next to the exe by `VideoCard.cpp` `LogDisplayDevices()`):
|
|
||||||
`NumDevices`/`NumHWDevices`/`NumMonitors`, every DirectDraw device + `hw_rasterization`,
|
|
||||||
the role assignment (`FullScreenDevice`/`g_nNonDualHead`/`g_nDualHead`/`g_nDualHead2`/
|
|
||||||
`g_nMFD1`/`g_nMFD2`), `-tmon` APPLIED/REJECTED per slot, and the decisive
|
|
||||||
"mode 4 requires BOTH mfd1 and mfd2" line.
|
|
||||||
- **Per-call HRESULT logging** in `InitFirst`/`InitSecond` via `HSH_LogInit()` / `HSH_CheckHR()`
|
|
||||||
/ `HSH_HRName()` (27 `DDERR_*` codes decoded by name). Appends to the same file; each line is
|
|
||||||
written and flushed individually so **the log survives a crash**.
|
|
||||||
- **`gos-fps.txt`** — new **`-fps`** switch (`WinMain.cpp` `GOS_LogFrameRate`, hooked onto the
|
|
||||||
existing `frameRate` global). Per-second: frames, avg fps, **5% low**, worst frame in ms,
|
|
||||||
and a count of frames over 2x average ("hitches"), plus a **session summary** at exit with
|
|
||||||
true whole-session 1% / 0.1% lows (computed from a 0.5 ms-bucket histogram). Works in
|
|
||||||
**Release** — the engine's own `AddDebugData("FrameRate")` is `#ifdef LAB_ONLY`
|
|
||||||
(`MWMission.cpp`) so it only exists in `MW4pro.exe`. Off unless `-fps` is given (a global
|
|
||||||
read + branch when absent, no file created).
|
|
||||||
- ⚠️ **Lesson from the first real run: the instrument was measuring itself.** The original
|
|
||||||
version wrote one line per second straight to the file. The frame time is recorded
|
|
||||||
*before* the line is emitted, so the `WriteFile` cost landed in the **next** frame —
|
|
||||||
producing exactly one inflated frame every second (median worst-frame 24.4 ms against a
|
|
||||||
16.7 ms vsync interval, in 82% of seconds). Output is now buffered in memory and flushed
|
|
||||||
only when full or at exit (`atexit`), so a normal session performs no writes while
|
|
||||||
running. Trade-off: a hard crash loses the un-flushed tail — `gos-displays.txt` is the
|
|
||||||
crash-survivable log, this one is a measurement instrument.
|
|
||||||
- Also fixed: a "1% low" over 60 samples/sec degenerates to `nFrames/100 = 0` → clamped to
|
|
||||||
1 → literally the worst frame restated, so the column was redundant. Per-second is now a
|
|
||||||
5% low (worst 3-of-60); true 1% / 0.1% lows are in the session summary. And a single
|
|
||||||
frame longer than a second (a level load) no longer spills into following buckets and
|
|
||||||
emits a run of bogus one-frame rows.
|
|
||||||
|
|
||||||
### ✅ Crash-safety fix (independent of everything else, worth keeping)
|
|
||||||
`hsh_initialized` was set **unconditionally** after panel init. A failed panel therefore left
|
|
||||||
null surfaces and a null `IDirect3DDevice7` behind, and the per-frame path called straight
|
|
||||||
through them. Now: all four `InitSecond` overrides (`CMR`/`CRadar`/`CMFD`/`CMFDRight`) bail on
|
|
||||||
base failure, `CMFD_Device::InitFirst` reports the real result instead of always `true`, and
|
|
||||||
`hsh_initialized` is only set when the panels genuinely came up → **the game runs without MFDs
|
|
||||||
instead of dying**.
|
|
||||||
- **Crash signature to recognise:** `call [ecx+0x44]` with `ECX=0` = `IDirectDrawSurface7::GetDC`
|
|
||||||
on a never-created surface (verified against `build-env\dx7asdk\include\ddraw.h` vtable order).
|
|
||||||
Reported as `EXCEPTION : Attempt to read from address 0x00000044`.
|
|
||||||
|
|
||||||
### ✅ AppCompat shim — the single most important operational fact
|
|
||||||
**`DWM8And16BitMitigation` is keyed on the executable's FULL PATH.** A copy of the game at a
|
|
||||||
new path silently loses it. MW4 renders at `bitdepth=16` and **modern GPUs expose ZERO 16-bit
|
|
||||||
display modes** — the shim *synthesises* them (proved directly: crash dump shows
|
|
||||||
`16 bit modes :` EMPTY without the shim, populated with it).
|
|
||||||
- **Without the shim the error message actively misleads.** GameOS raises
|
|
||||||
`GOS_DXRASTERIZER_NOFULLSCREEN` — *"Another application is preventing use of full screen
|
|
||||||
mode"* (`DXRasterizer.cpp:~1125`). That is a **catch-all** fired after every `SetDisplayMode`
|
|
||||||
attempt fails; it even scans for NetMeeting. It sends you hunting for a conflicting program
|
|
||||||
that does not exist. The real cause is the missing shim / absent 16-bit modes.
|
|
||||||
- **NEW: `build-env\set-appcompat.ps1` + `set-appcompat.bat`** — self-locating (`$PSScriptRoot`)
|
|
||||||
one-click installer. Applies the layer to `MW4.exe`/`MW4pro.exe`/`MW4Ed2.exe` sitting next to
|
|
||||||
it, wherever that install lives; HKCU always, HKLM too if elevated (note the HKLM value format
|
|
||||||
differs — it carries a leading `$` marker). Verifies by reading back; detects the
|
|
||||||
`HIGHDPIAWARE`-only entry that *suppresses* the auto-shim (the original STEP 5 bug).
|
|
||||||
`-Remove` / `-WhatIfOnly` supported. **`deploy-mw4.ps1` now ships both into every deployment.**
|
|
||||||
|
|
||||||
### ✅ Exclusive fullscreen DOES work on Win10 without dgVoodoo2
|
|
||||||
Confirmed on the W4100 with system `ddraw.dll` and dgVoodoo2 physically removed: `MW4.exe`
|
|
||||||
alt-enters to exclusive fullscreen correctly **once the shim is applied to that exe path**.
|
|
||||||
Windowed mode also works natively with no shim at all (windowed sets
|
|
||||||
`Environment.bitDepth = DesktopBpp` = 32, so there is no mode switch). Console/shell confirmed
|
|
||||||
windowed; a **full mission windowed is still untested**.
|
|
||||||
|
|
||||||
### ❌ Native multi-monitor MFD is BLOCKED — and no flag combination fixes it
|
|
||||||
The panels' cooperative-level call was genuinely wrong (a latent 2002 bug): every panel asked to
|
|
||||||
be **both** the process focus window **and** its own device window, on the one shared `hWindow`,
|
|
||||||
*after* the main device had already taken exclusive mode on it. The main device
|
|
||||||
(`DXRasterizer.cpp:~1027`) already uses the correct two-call idiom
|
|
||||||
(`SETFOCUSWINDOW` alone, then `EXCLUSIVE|FULLSCREEN`) — tagged `//sanghoon`, same author. The
|
|
||||||
panels never were.
|
|
||||||
|
|
||||||
A new **`-tcoop <0-5>`** switch was added to test every plausible form on real hardware without a
|
|
||||||
rebuild between attempts. Results (no dgVoodoo2, shim applied, `-tmfds 4`):
|
|
||||||
|
|
||||||
| `-tcoop` | Flags | Result |
|
|
||||||
|---|---|---|
|
|
||||||
| 0 | `SETFOCUSWINDOW\|CREATEDEVICEWINDOW\|ALLOWREBOOT\|EXCLUSIVE\|FULLSCREEN` (legacy) | `DDERR_EXCLUSIVEMODEALREADYSET` |
|
|
||||||
| 1 | `CREATEDEVICEWINDOW\|EXCLUSIVE\|FULLSCREEN` (no focus claim) | `DDERR_INVALIDPARAMS` |
|
|
||||||
| 2 | `SETFOCUSWINDOW`, then `CREATEDEVICEWINDOW\|…` | `DDERR_INVALIDPARAMS` |
|
|
||||||
| 3 | `SETFOCUSWINDOW`, then `EXCLUSIVE\|FULLSCREEN` | 1st panel collides; **that collision steals exclusive from the main display**, after which panels 2+3 fully init (radar reached `CreateDevice(HAL) = DD_OK`). Side effect: desktop left at 1920x1080 **16bpp**. Not viable. |
|
|
||||||
| 4 | `EXCLUSIVE\|FULLSCREEN` only | `DDERR_EXCLUSIVEMODEALREADYSET` on **all** panels |
|
|
||||||
| 5 | `ALLOWREBOOT\|EXCLUSIVE\|FULLSCREEN` | `DDERR_EXCLUSIVEMODEALREADYSET` on **all** panels |
|
|
||||||
|
|
||||||
**CONCLUSION: on modern Windows only ONE DirectDraw object per process may hold exclusive
|
|
||||||
fullscreen.** The main display takes it; every secondary panel is refused. XP allowed multiple;
|
|
||||||
**dgVoodoo2 allows it because it is a full reimplementation of ddraw, not bound by that rule.**
|
|
||||||
=> **dgVoodoo2 cannot be removed by fixing flags.** The limitation is per *secondary display*,
|
|
||||||
not per feature, so it applies to **every mode that opens a second monitor** — all MFD modes
|
|
||||||
(`-tmfds 1/3/4`) **and cameraship mode**, which drives two displays with no MFDs at all via the
|
|
||||||
single-secondary `mr_device` path (`IsMultimonitorAvaliable()` returns false for
|
|
||||||
`_ECTCL_CameraShip`, so it falls to `IsSecondaryMonitorAvaliable()` — still a second exclusive
|
|
||||||
IDirectDraw7). **Console mode is the only configuration that needs no dgVoodoo2**, because it is
|
|
||||||
single-display. Default stays `-tcoop 0`.
|
|
||||||
(`-tcoop` is retained: it is how this was settled and will re-settle it on different hardware.)
|
|
||||||
|
|
||||||
### ✅ Working 4-monitor config (WITH dgVoodoo2)
|
|
||||||
- **dgVoodoo2 Scaling mode MUST be "Stretched, Keep Aspect Ratio".** Plain "Stretched" fails
|
|
||||||
*silently*: main + radar go fullscreen black, both MFD monitors keep showing the desktop, and
|
|
||||||
**every DirectDraw call still returns `DD_OK`** — the devices are alive but dgVoodoo2 never
|
|
||||||
drives those outputs. Diagnosed with a temporary per-panel colour-flash test (since removed).
|
|
||||||
- Device index → physical monitor is **1:1** on this bench (colour test confirmed): main=0,
|
|
||||||
radar=1, mfd-left=2, mfd-right=3, so `-tmon 1,2,3,4` is identical to auto-detection.
|
|
||||||
- **Confirmed working end-to-end: all three secondary panels present, full mission played.**
|
|
||||||
- ⚠️ **dgVoodoo2 is deliberately NOT in the repo and must NOT be — it breaks Windows XP
|
|
||||||
deployments.** The pod fleet is mixed: XP pods need native DirectDraw and nothing else, while
|
|
||||||
Win10/11 pods need dgVoodoo2 for any MFD mode. Shipping it in the build (or having
|
|
||||||
`deploy-mw4.ps1` place it) would push a Win10-only dependency onto XP machines and break them.
|
|
||||||
It stays an **installed-per-machine, OS-dependent prerequisite** set up by the pod owner on
|
|
||||||
Win10/11 only. `dgVoodoo.conf`/`dgVoodooCpl.exe` were removed in `0ceba9c7` for this reason —
|
|
||||||
do not "fix" that by re-adding them. The required setting (Scaling mode
|
|
||||||
`Stretched, Keep Aspect Ratio`, on the **General** tab) is documented in the pod-owner release
|
|
||||||
notes instead.
|
|
||||||
|
|
||||||
### 📐 Engine is 4:3 ONLY (relevant to every display decision)
|
|
||||||
`ImageHlp.cpp:~464` asserts the complete supported resolution set: **640x480, 512x384, 800x600,
|
|
||||||
960x720, 1024x768, 1280x1024 (5:4), 1600x1200**. There is no 16:9 mode and **no aspect
|
|
||||||
correction anywhere** in the codebase (the only `aspect` hits are texture-dimension caps and
|
|
||||||
CameraShip). On a 16:9 monitor a 4:3 image must be adapted by the scaler: plain stretch =
|
|
||||||
distorted (circles → ovals, reticle wrong); keep-aspect = correct geometry + pillarbox bars.
|
|
||||||
Native widescreen would require re-authoring every 2D/shell layout (all fixed 640x480 pixel
|
|
||||||
coordinates) — a content project, not a code tweak.
|
|
||||||
|
|
||||||
### 📐 Assessment: moving to borderless windowed (discussed, NOT started)
|
|
||||||
The only native path to multi-monitor, since it removes exclusive mode from the picture entirely.
|
|
||||||
Smaller than it sounds because the mechanisms already exist:
|
|
||||||
- The windowed present is already `wBlt(FrontBufferSurface, &Window, BackBufferSurface, …)` —
|
|
||||||
a blit to an arbitrary screen rect. `Blt` stretches when the dest rect differs in size, so
|
|
||||||
aspect-preserving borderless output is **rect maths, not new machinery**.
|
|
||||||
- Clipper wrappers (`wCreateClipper`/`wSetClipper`/`wSetHWnd`) already exist in `DirectDraw.cpp`,
|
|
||||||
unused by the fullscreen path.
|
|
||||||
- **None of the drawing code changes** — panels already render into `pDDSTarget` and composite;
|
|
||||||
`DrawQuad`/`DrawTexture`/fonts/`SwapRightState` don't care whether the present is Flip or Blt.
|
|
||||||
- Work is confined to `render.cpp`, `DXRasterizer.cpp`, `WinMain.cpp` (+ a little `Windows.cpp`):
|
|
||||||
panel init → `DDSCL_NORMAL` + clipper + offscreen render surface (~150 lines); ~4 panel `Flip`
|
|
||||||
sites → `Blt`; break the `HSH_EnterFullScreen2()` ↔ `EnterFullScreenMode()` coupling
|
|
||||||
(`DXRasterizer.cpp:~1132` is its ONLY call site, which is also why windowed mode currently
|
|
||||||
creates no panels at all); **new: explicit frame pacing** (windowed Blt has no vsync — this is
|
|
||||||
the same root cause as the known mechlab fast-spin bug).
|
|
||||||
- **Gains:** no dgVoodoo2, no shim, no 16-bit dependency, no exclusive-mode contention, aspect
|
|
||||||
under our control, and panels stay at their monitor's native mode so "this panel won't accept
|
|
||||||
640x480" becomes impossible.
|
|
||||||
- **Risk that decides it:** windowed D3D7 device creation is per-GPU (the *editor* hit
|
|
||||||
`DDERR_INVALIDOBJECT` on Win11 and needed DDrawCompat; the *game* succeeded natively on the
|
|
||||||
W4100). Version lockstep means one build must serve every pod.
|
|
||||||
- **Recommended staging:** (1) `-borderless` for the MAIN display only, default off; (2) convert
|
|
||||||
**one** panel (radar) — the small, make-or-break test of `DDSCL_NORMAL` + clipper +
|
|
||||||
D3D-on-offscreen on the target GPU; (3) all three panels; (4) retire dgVoodoo2 + shim. Keep
|
|
||||||
exclusive fullscreen switch-selectable indefinitely.
|
|
||||||
|
|
||||||
### Incidental findings
|
|
||||||
- **`-2dt` is not a recognised switch anywhere in the codebase**, despite appearing in production
|
|
||||||
`ctcl.ini` launch lines. Completely inert. (2D targets are already the default; `-3dt` is what
|
|
||||||
switches to the 3D model.)
|
|
||||||
- `NumHWDevices` (5) can exceed `NumDevices` (4) — it counts D3D device-enumeration callbacks, and
|
|
||||||
an adapter exposing both a HAL and a T&L HAL yields two. Benign; `InitSecond` hardcodes
|
|
||||||
`IID_IDirect3DHALDevice`.
|
|
||||||
- New switches are documented in `-help` (`-fps` under LOGGING AND DIAGNOSTICS, `-tcoop` under
|
|
||||||
DISPLAY AND VIDEO).
|
|
||||||
|
|
||||||
## STEP 11: Cameraship Map/Armor screen shows background but no overlays — SOLVED
|
|
||||||
## (2026-07-26): it is the CTCL role, NOT the video card
|
|
||||||
|
|
||||||
Reported as *"the secondary armor/score/map screen in cameraship mode shows the background BMP
|
|
||||||
fine but none of the overlay graphics, with certain video cards but not others"*. **The video
|
|
||||||
card is a red herring. The machine was not being told it was a cameraship.**
|
|
||||||
|
|
||||||
### Root cause
|
|
||||||
`-ctcltype <n>` maps **straight** to the role enum — no remapping
|
|
||||||
(`MW4Application.cpp:~1534`, `g_nCTCL = token[0]-'0'`; `ctcl_params.h`):
|
|
||||||
`1 = console`, **`2 = game pod`**, **`3 = cameraship`**, `4 = none`.
|
|
||||||
The failing launch line used `-ctcltype 2` (game pod). The overlay drawing in
|
|
||||||
`mw4\Code\MW4\hudchat.cpp:~596` is gated on
|
|
||||||
`bool draw_mr = CTCL_GetType()==_ECTCL_CameraShip;` (`#ifdef _DEBUG` -> unconditional `true`),
|
|
||||||
so with role 2 the overlay block simply never executes. Fixed by launching `-ctcltype 3`
|
|
||||||
(user-confirmed working).
|
|
||||||
|
|
||||||
### ⚠️ Why this is so hard to spot — the two gates are INDEPENDENT
|
|
||||||
**The Map/Armor screen opens and paints its background regardless of the CTCL role.**
|
|
||||||
`HSH_EnterFullScreen2` / `CMR_Device` decide purely on *"is a spare secondary monitor
|
|
||||||
available?"* and never consult `CTCL_GetType()`; only `hudchat.cpp` checks the role. So a wrong
|
|
||||||
`-ctcltype` produces a screen that lights up, shows the correct artwork, survives mode changes
|
|
||||||
and renders nothing — **visually identical to a graphics-card/DirectDraw fault**, which is
|
|
||||||
exactly why it got mis-attributed to specific GPUs. Diagnose it from `gos-displays.txt`
|
|
||||||
(`CTCL type = ...`), never by eye.
|
|
||||||
- Corollary: `mr_device` also opens in **non-cameraship** configs. Observed here with
|
|
||||||
`-tmfds 1` when `g_nDualHead = -1` (no spanned pair found): MFD mode 1 fell through to the
|
|
||||||
single-secondary `mr_device` path on a *game pod*, giving the same background-only screen.
|
|
||||||
- **Field triage:** on a failing machine read that pod's `ctcl.ini` launch line and its
|
|
||||||
`gos-displays.txt`. `CTCL type = 2` means it is misconfigured, not broken.
|
|
||||||
|
|
||||||
### Diagnostics added (kept)
|
|
||||||
- **`CTCL type = <n>` line in `gos-displays.txt`** (`render.cpp` `HSH_EnterFullScreen2`, via the
|
|
||||||
already-present `g_pfnCTCL_GetType` hook — no game-code dependency). Always logged, states in
|
|
||||||
words whether overlays will be drawn. One look settles the question.
|
|
||||||
- **`-tmr <0-3>`** Map/Armor diagnostic ladder (`g_nMRDiag`, `CMR_Device::BeginScene`):
|
|
||||||
0 = normal, 1 = background blit with `DDBLTFAST_WAIT|DDBLTFAST_NOCOLORKEY`,
|
|
||||||
2 = `Clear` instead of the background blit, 3 = additionally alpha-blend off + untextured
|
|
||||||
magenta `DrawQuad`. Results that cracked this: **3 drew magenta** (device/3D/flip all fine),
|
|
||||||
**2 was pure black** (the background blit was never erasing the overlays), 1 unchanged.
|
|
||||||
- **Draw-call counter** — `CHSH_Device::m_nDrawCalls`, bumped in `DrawQuad` / `DrawThickFrame` /
|
|
||||||
`DrawTexture`, reset in `CMR_Device::BeginScene`, reported for the first 5 frames from
|
|
||||||
`CMR_Device::EndScene` when `g_nMRDiag` is set. **This was the decisive instrument:**
|
|
||||||
`0 draw call(s)` proves the overlay code never ran (a gating problem), whereas non-zero with a
|
|
||||||
blank screen would mean it ran and drew invisibly (texture/alpha). Keep it — it separates
|
|
||||||
"not running" from "not visible" in one run.
|
|
||||||
- Also logged: `CMR_Device` surface creation (`pDDSBackground`/`pDDSTexture`/`pDDSMapTexture`)
|
|
||||||
plus the overlay texture's size/bpp and channel masks. Healthy reference reading on the W4100:
|
|
||||||
`256x256 16bpp a=0000F000 r=00000F00 g=000000F0 b=0000000F` (normal 4-bit alpha, not zero).
|
|
||||||
|
|
||||||
### Method note
|
|
||||||
Every hypothesis reasoned forward from the code was wrong again (blit erasing overlays; alpha
|
|
||||||
channel; per-GPU rendering). The `-tmr` ladder plus the draw-call counter settled it in two runs.
|
|
||||||
Consistent with the rest of STEP 10: **instrument, don't infer.**
|
|
||||||
|
|
||||||
## STEP 12: Intel iGPU + USB display MFD failure — was `-tmon` misread + a real
|
|
||||||
## panel re-entry leak (2026-08-05)
|
|
||||||
|
|
||||||
Reported as *"MFD modes work on a W4100 and a Quadro, and with the radar on a USB adapter, but
|
|
||||||
fail on a machine with CPU-integrated Intel graphics"* — 3 displays (main + 2 MFDs) on an
|
|
||||||
Intel HD 630, radar on a Trigger 6 USB adapter, Win10 + dgVoodoo2. Second MFD panel returned
|
|
||||||
`DDERR_EXCLUSIVEMODEALREADYSET`. **Neither the Intel iGPU nor the mixed-adapter setup was at
|
|
||||||
fault.** Two independent causes, both now fixed/instrumented.
|
|
||||||
|
|
||||||
### Cause 1 — Windows Display Settings numbers are NOT the DirectDraw device order
|
|
||||||
The operator set `-tmon 3,4,2,1` by reading the numbers off the Windows Display Settings
|
|
||||||
arrangement diagram. Those numbers are an **undocumented UI ordinal that no API exposes** and
|
|
||||||
that need not match `\\.\DISPLAYn` *or* the DirectDraw index. On this box all three differed:
|
|
||||||
|
|
||||||
| Settings | `\\.\DISPLAYn` | DDraw device | desktop X | role wanted |
|
|
||||||
|---|---|---|---|---|
|
|
||||||
| 3 (primary, 800x600) | DISPLAY1 | 0 | 0 | main |
|
|
||||||
| 4 | DISPLAY4 | 3 | 800 | radar |
|
|
||||||
| 2 | DISPLAY2 | 1 | 1440 | mfd1 |
|
|
||||||
| 1 | DISPLAY3 | 2 | 2080 | mfd2 |
|
|
||||||
|
|
||||||
A permutation with two accidental fixed points — no derivable rule, so it cannot be corrected
|
|
||||||
in code. `-tmon 1,4,2,3` (correct DirectDraw indices) worked first try, user-confirmed.
|
|
||||||
**This is why Windows itself ships an *Identify* button rather than publishing the mapping.**
|
|
||||||
|
|
||||||
### Cause 2 — panels were re-opened without being released (REAL BUG, all machines)
|
|
||||||
`EnterFullScreenMode()` (`DXRasterizer.cpp:1132`) calls `HSH_EnterFullScreen2()` on **every**
|
|
||||||
mode change and every lost-front-buffer recovery, but the teardown `HSH_DirectDrawRelease2()`
|
|
||||||
was only wired to `DirectDrawRelease()` — i.e. full shutdown. So `CHSH_Device::InitFirst()`
|
|
||||||
overwrote `pDD` with a fresh `IDirectDraw7` while the previous one still held exclusive
|
|
||||||
fullscreen, **leaking it and its exclusive claim for the life of the process**.
|
|
||||||
- The log shows it plainly: `HSH_EnterFullScreen2` runs **twice**; the first entry initialises
|
|
||||||
all panels `DD_OK`, the second fails on the same device.
|
|
||||||
- Only bites when a panel sits on the **Windows primary** — secondary outputs grant exclusive
|
|
||||||
mode again, the primary does not. Every working pod happens to have the *main display* on the
|
|
||||||
primary, so no panel is ever there. That is the whole reason it looked hardware-specific.
|
|
||||||
- **FIX:** `render.cpp` `HSH_EnterFullScreen2()` now calls `HSH_DirectDrawRelease2()` first when
|
|
||||||
`hsh_initialized || hsh_mrdev_initialized`. Tagged `[panelreinit]`.
|
|
||||||
|
|
||||||
### ✅ `gos-displays.txt` rewritten as a full startup trace (`VideoCard.cpp`)
|
|
||||||
Was: final device list + role numbers. Now: every stage in the order the game does it —
|
|
||||||
command line (with `-tmon` shown already converted 1-based→0-based), **Windows desktop topology**
|
|
||||||
(`EnumDisplayDevicesA`/`EnumDisplaySettingsA`), each enumeration callback with its GUID and
|
|
||||||
`HMONITOR` resolved to `\\.\DISPLAYn` + rect + primary flag, per-device ACCEPTED/REJECTED, the
|
|
||||||
device table **before and after** the NULL-device merge with `DeviceGUID` **and**
|
|
||||||
`guidDeviceIdentifier` and an **adapter grouping**, every index shift in the merge, every
|
|
||||||
role-selection decision *with the reason each device was skipped*, each `-tmon` override
|
|
||||||
(applied/rejected + what auto-detect had chosen), a **desktop left-to-right order** block, and a
|
|
||||||
**consistency check that names two roles landing on one device as a CLASH**.
|
|
||||||
- **Fixed a real desync while doing it:** the merge shifted `DeviceArray` but nothing tracked
|
|
||||||
which monitor each slot drove → `g_ahDevMonitor[]` is now shifted in lockstep. `HMONITOR` was
|
|
||||||
previously discarded entirely (`videoDevices` gained `hMonitor`; `BufferDevice` takes it).
|
|
||||||
- Startup-only, ~255 open-append-close writes (~25–130 ms), nothing on the frame path. Kept
|
|
||||||
unbuffered deliberately — this is the crash-survivable log (`gos-fps.txt` is the buffered one).
|
|
||||||
- APIs resolved via `GetProcAddress` with locally-declared `MONITORINFOEXA`/`DISPLAY_DEVICEA`
|
|
||||||
layouts, so nothing depends on the 1998 SDK having multimon headers.
|
|
||||||
|
|
||||||
### ✅ NEW: `-tident` — the game's own Identify
|
|
||||||
`MW4.exe -tident [3..120, default 20]` fills **every** display with a distinct colour and prints,
|
|
||||||
huge, the number to type into `-tmon`, plus its DirectDraw device index and the role currently
|
|
||||||
assigned to it. Then exits. This is the only reliable way to map monitors, precisely because the
|
|
||||||
Settings ordinal is unreadable.
|
|
||||||
- **Uses `DDSCL_NORMAL` + GDI on the primary surface — no exclusive mode, no mode change.**
|
|
||||||
Taking exclusive fullscreen on several devices at once is the very failure being diagnosed; a
|
|
||||||
diagnostic that trips over it is worthless. It paints onto each monitor's existing desktop, so
|
|
||||||
it works even on a pod where the MFD modes are broken.
|
|
||||||
- Opens the **real DirectDraw devices** rather than positioning GDI windows by `HMONITOR` — that
|
|
||||||
proves the device-index→physical-output association through the same path the panels use.
|
|
||||||
(Positioning by DirectDraw's own reported `HMONITOR` would be circular.)
|
|
||||||
- Implemented in `VideoCard.cpp` `IdentifyDisplays()`, called at the end of `FindVideoCards()`
|
|
||||||
then `ExitProcess(0)`. Everything it does is also written to `gos-displays.txt`.
|
|
||||||
|
|
||||||
### Docs
|
|
||||||
`-help` for `-tmon` now states outright that these are **not** Windows Display Settings numbers
|
|
||||||
and points at `-tident`/`gos-displays.txt`; the old `-tmon 1,2,3,4` example was actively inviting
|
|
||||||
the mistake. Release notes gained a `-tident` section, the clash/re-entry fixes, and an upgrade
|
|
||||||
checklist step.
|
|
||||||
|
|
||||||
### Method note
|
|
||||||
Same lesson as STEPs 10 and 11, and it caught me out again: my forward-reasoned hypothesis
|
|
||||||
(duplicate `-tmon` assignment) was **wrong**, and the new logging disproved it in one run — the
|
|
||||||
consistency check explicitly printed *"No duplicate device assignments"*. The double
|
|
||||||
`HSH_EnterFullScreen2` was only visible because the log covers the whole start-up rather than a
|
|
||||||
summary. **Instrument, don't infer.**
|
|
||||||
|
|
||||||
## ✅ STEP 13: External MFD/Radar damage mappings installed + art audited (2026-08-07)
|
|
||||||
|
|
||||||
The coordinate and art workflow for the external MFD and Radar damage paper dolls is now fully
|
|
||||||
documented in **`MFD-RADAR-MAPPINGS.md`**. Start there; do not rediscover the image transforms,
|
|
||||||
tuple meanings, runtime offsets, legacy J&J formats, or BMP comparison rules from scratch.
|
|
||||||
|
|
||||||
### Controlling source and semantics
|
|
||||||
- `Gameleap\code\CoreTech\Libraries\GameOS\coord.cpp` owns four positional 65x11 arrays:
|
|
||||||
`texuv2`/`offset2` = external MFD source rectangles/exploded origins;
|
|
||||||
`texuv3`/`offset3` = Radar source rectangles/exploded origins. Numeric Mech ID (array row) is
|
|
||||||
authoritative; comments are labels. Zone order is `LL,RL,LA,RA,RT,LT,CT,CTR,HD,S1,S2`.
|
|
||||||
- These are NOT the normal cockpit HUD's `texuv`/`offset` arrays in `huddamage.cpp`, and NOT the
|
|
||||||
small atlas images under `hsh\MFD`.
|
|
||||||
- Runtime loose art is `Gameleap\mw4\hsh\hud\<stem>.bmp` for MFD and
|
|
||||||
`Gameleap\mw4\hsh\radar\hud\<stem>.bmp` for Radar. Coordinate changes require an MW4.exe
|
|
||||||
rebuild because `DXRasterizer.cpp` includes `coord.cpp`; loose art changes do not require a
|
|
||||||
`.mw4` resource repack.
|
|
||||||
|
|
||||||
### Installed mappings and reproducible audit (`97558039`)
|
|
||||||
- Added `Finished HUDS from J&J/generate_comparison_maps.py` (Pillow) plus 38 LFS-tracked review
|
|
||||||
PNGs and `COMPARISON-SUMMARY.md`. Red = current `coord.cpp`; green = supplied J&J geometry.
|
|
||||||
- Installed every complete supplied set: **19 displays across 13 chassis** (12 MFD + 7 Radar).
|
|
||||||
Final generator result: **19 exact, 0 different, 0 warnings, 7 missing opposite-display
|
|
||||||
inputs**. Missing inputs are Argus/Fafnir/Flea/Gladiator/Kodiak/Longbow Radar and Hellspawn MFD;
|
|
||||||
they were not guessed or changed.
|
|
||||||
- J&J data has two formats. Modern = 4-value unexploded source rectangle + 2-value exploded
|
|
||||||
origin. Legacy = 2-value source upper-left + 4-value exploded bounding box; derive source width/
|
|
||||||
height from that exploded box. Combined files use section headings. All-zero tuples may appear
|
|
||||||
at either width and mean "absent zone."
|
|
||||||
- Normalized four unambiguous input typos without changing reviewed geometry: Behemoth MFD LT
|
|
||||||
`1742→174`, Behemoth Radar CT `202.242→202,242`, blank Behemoth Radar S2 `→0,0`, and Fafnir MFD
|
|
||||||
LL `162.326→162,326`.
|
|
||||||
- Preserve validated odd coordinates rather than rounding them. Radar divides full-size authored
|
|
||||||
values by two using integer arithmetic, so rounding changes final placement.
|
|
||||||
|
|
||||||
### Behemoth II inheritance (`deafc2b0`)
|
|
||||||
- Behemoth II is Mech ID 12 and intentionally shares Behemoth ID 11's art and geometry. All four
|
|
||||||
ID 12 rows now exactly inherit ID 11. The generator asserts this relationship and fails on any
|
|
||||||
future divergence. There is **no Annihilator II** in the 65-ID roster; do not invent a row or
|
|
||||||
runtime stem for it.
|
|
||||||
|
|
||||||
### Runtime-art result: no copies needed
|
|
||||||
- Decoded every supplied exploded 512x512 BMP and compared pixels against its canonical `hsh`
|
|
||||||
destination. All 19 supplied display assets were already pixel-identical. File hashes differed
|
|
||||||
because BMP mode/palette/header encoding differed (`P`/`L`/`RGB`), which is not an art change;
|
|
||||||
no `hsh` file was replaced.
|
|
||||||
- Separately compared `hud\behemothii.bmp` and `radar\hud\behemothii.bmp` to Behemoth's runtime
|
|
||||||
files; both existing Behemoth II files were already pixel-identical 512x512 grayscale images.
|
|
||||||
- Compare decoded pixels before copying. The exploded BMP is the runtime asset; unexploded BMPs
|
|
||||||
and full-color images are authoring references. Resolve canonical stems rather than trusting
|
|
||||||
supplied names (`assian2_*` is a typo; runtime is `assassin2.bmp`; preserve existing `Fafnir.bmp`
|
|
||||||
case on Linux).
|
|
||||||
|
|
||||||
### Validation and remaining work
|
|
||||||
- Run: `python3 "Finished HUDS from J&J/generate_comparison_maps.py"`. Expected current output:
|
|
||||||
`Generated 38 maps for 19 display sets: 19 exact, 0 different` and
|
|
||||||
`Warnings: 0; missing display sets: 7`, followed by the Behemoth II inheritance assertion in
|
|
||||||
`COMPARISON-SUMMARY.md`.
|
|
||||||
- `coord.cpp` must remain CRLF-only and retain four 65-row arrays with 11 zones per row.
|
|
||||||
- **Still required:** rebuild Release/Profile on the Windows VC6 machine, deploy MW4.exe, and test
|
|
||||||
intact/damaged states on physical MFD and Radar displays. Linux validation proves source/data
|
|
||||||
equality and image alignment, not runtime hardware behavior.
|
|
||||||
|
|
||||||
## ✅ STEP 14: High Explosive MechLab firing repaired (2026-08-08)
|
|
||||||
|
|
||||||
High Explosives (weapon ID 87) could be installed in MechLab but never fired. They are ordinary
|
|
||||||
one-shot weapons activated through their assigned weapon group (group 3 by default), **not** by
|
|
||||||
ejecting. Put multiple charges in the same group and use Group Fire to detonate all of them in one
|
|
||||||
trigger cycle; Chain Fire activates only one at a time. Each fired charge independently creates a
|
|
||||||
100-damage blast in a 30 m radius and applies 200 center-torso damage to its own mech.
|
|
||||||
|
|
||||||
Three legacy defects made the feature unusable:
|
|
||||||
- `HighExplosive.data` used the unregistered key `MaxAmmoCount=1`; the weapon model registers
|
|
||||||
`MaxAmmo`, so the charge had no valid conventional ammo capacity.
|
|
||||||
- MechLab computes initial ammo as `MaxAmmo / (3 * TotalSlotsTaken)`. Even with the corrected key,
|
|
||||||
`1 / (3 * 2)` truncated to zero. `Weapon.cpp` now clamps starting ammo and ammo-per-pack to one
|
|
||||||
only when the weapon declares a positive maximum; zero-capacity weapons remain unchanged.
|
|
||||||
- `MechBay/weapons.script` applied High Explosive UI handling to stale ID 84 (NARC) instead of 87.
|
|
||||||
Side effect: NARC Beacon (`MaxAmmo=18`, 1 slot → 6 rounds) was wrongly inheriting the
|
|
||||||
`highexplosive` flag, which suppresses the ammo-round count, so NARC now displays its rounds
|
|
||||||
in MechLab again. Intended; the flag exists only to hide the count on a one-shot charge.
|
|
||||||
|
|
||||||
The two edited content files live in **different packages** — `HighExplosive.data` is packed by
|
|
||||||
`core.build` → **`core.mw4`** (`props.build` contains no `WeaponSubsystems` entries at all), and
|
|
||||||
`weapons.script` by `props.build` → **`props.mw4`**. `build-resources.ps1` repacks any package with
|
|
||||||
newer sources, so both are picked up automatically; the distinction only matters if a package is
|
|
||||||
ever repacked selectively.
|
|
||||||
|
|
||||||
Residual gap (not hit today): the MechLab path fixed here is `Weapon::CreateStream`. Authored
|
|
||||||
content takes a different path — `Weapon_Tool.cpp:66` defaults `ammoCount` to `-1` when the
|
|
||||||
instance page omits `AmmoCount`. No mech `.subsystems` currently mounts a High Explosive, but
|
|
||||||
adding one to a stock loadout requires an explicit `AmmoCount=1` or it will be unfireable for the
|
|
||||||
same reason. (`Content\ShellScriptsDev\MechBay\weapons.script` still has the old `84`; no `.build`
|
|
||||||
packages that tree, so it never ships.)
|
|
||||||
|
|
||||||
Linux validation confirmed High Explosive now constructs with one round, zero-capacity weapons
|
|
||||||
still produce zero ammo packs, a sweep of every weapon subsystem found High Explosive to be the
|
|
||||||
**only** one whose starting-ammo formula truncated to zero (so no other weapon's ammo changed),
|
|
||||||
edited files retain their original CRLF/legacy encodings, and the focused diagnostics/diff checks
|
|
||||||
are clean. Still required: rebuild `MW4.exe` on the Windows VC6 machine, repack resources, deploy,
|
|
||||||
then remove/reinstall the charge in existing saved variants that may retain serialized zero ammo.
|
|
||||||
|
|
||||||
## Next steps (proposed)
|
## Next steps (proposed)
|
||||||
- [ ] (Parked, diagnostics-only, cannot affect a real pod) Two gaps found while testing `-tident`
|
|
||||||
on a **single-monitor VM** (2026-08-05). Both only occur when one physical monitor is exposed as
|
|
||||||
two DirectDraw devices, which happens because the NULL-device merge is gated on
|
|
||||||
`NumMonitors>=2` (`VideoCard.cpp`) — by design, it is a multi-monitor fixup, so a single-monitor
|
|
||||||
box keeps the alias in slot 0.
|
|
||||||
1. **`-tident` overpaints itself.** With device 0 = NULL alias and device 1 = the real output,
|
|
||||||
both resolve to the same screen, so it paints red/"1" then immediately green/"2" over the top.
|
|
||||||
Looks like a glitch; is actually correct. Should detect devices sharing an `HMONITOR` and
|
|
||||||
label them together (`1 & 2 - same monitor`) instead of painting sequentially.
|
|
||||||
2. **The clash check compares device INDICES, not resolved monitors.** On that VM it reported
|
|
||||||
*"No duplicate device assignments"* while `main`→device 0 (primary alias) and `radar`→device 1
|
|
||||||
(`\\.\DISPLAY49`) were the **same physical monitor** — i.e. exactly the collision the check
|
|
||||||
exists to predict, reported as all-clear. Fix: treat a device with no `HMONITOR` as the
|
|
||||||
Windows primary, then compare resolved `HMONITOR`s rather than indices.
|
|
||||||
Neither can occur on a multi-monitor pod. Worth doing only if bench/VM testing starts relying on
|
|
||||||
the check being trustworthy.
|
|
||||||
- [ ] (Researched, NOT started) Make `-window` work for **all** modes — full findings in
|
|
||||||
**`WINDOWED-MODE.md`** (repo root, 2026-08-05). Headline: `-window` does not fail for MFD/
|
|
||||||
cameraship modes, it **silently disables** them, because `use_shgui` is derived from
|
|
||||||
`Environment.fullScreen` (`MW4Application.cpp:1373`). Beyond that one line the work is a windowed
|
|
||||||
variant of `CHSH_Device::InitFirst`/`InitSecond` (DDSCL_NORMAL + clipper + offscreen backbuffer,
|
|
||||||
no SetDisplayMode), one HWND per panel, and 8 `Flip`→`Blt` sites in `WinMain.cpp`. The deciding
|
|
||||||
risk is whether **four** windowed D3D7 devices can coexist in one process — the editor failed
|
|
||||||
this on Win11 and needed DDrawCompat (STEP 8), while the game's own windowed main display
|
|
||||||
succeeds on the W4100. Overlaps heavily with the borderless-windowed assessment below.
|
|
||||||
- [ ] (Decision pending) Borderless-windowed migration — see the staged assessment in STEP 10.
|
|
||||||
Step 2 (one panel) is the cheap, decisive experiment. Note this is the only route that would
|
|
||||||
remove the dgVoodoo2 prerequisite **without** breaking the XP pods, since it needs no external
|
|
||||||
DLL on either OS.
|
|
||||||
- [ ] Test a **full mission windowed** (only the console/shell has been verified windowed).
|
|
||||||
- [x] ~~Windowed 3D viewport on Win11~~ — DONE via DDrawCompat (see STEP 8 viewport section).
|
- [x] ~~Windowed 3D viewport on Win11~~ — DONE via DDrawCompat (see STEP 8 viewport section).
|
||||||
- [ ] (Optional) Curate remaining WIP content as features are exercised (editor loads dev `Content\`).
|
- [ ] (Optional) Curate remaining WIP content as features are exercised (editor loads dev `Content\`).
|
||||||
- [ ] (Optional) Build Debug/Armor configs (need `dbg.bin`/`arm.bin` output dirs).
|
- [ ] (Optional) Build Debug/Armor configs (need `dbg.bin`/`arm.bin` output dirs).
|
||||||
|
|||||||
BIN
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BIN
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BIN
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@@ -3,7 +3,7 @@ RL 184,170,262,302
|
|||||||
LA 12,106,126,174
|
LA 12,106,126,174
|
||||||
RA 212,106,326,174
|
RA 212,106,326,174
|
||||||
RT 176,86,226,174
|
RT 176,86,226,174
|
||||||
LT 110,82,160,174
|
LT 110,82,160,1742
|
||||||
CT 140,96,198,224
|
CT 140,96,198,224
|
||||||
CTR 0,0,0,0
|
CTR 0,0,0,0
|
||||||
HD 164,122,174,134
|
HD 164,122,174,134
|
||||||
|
|||||||
Binary file not shown.
Binary file not shown.
@@ -4,8 +4,8 @@ LA 8,26
|
|||||||
RA 302,26
|
RA 302,26
|
||||||
RT 294,130
|
RT 294,130
|
||||||
LT 108,130
|
LT 108,130
|
||||||
CT 202,242
|
CT 202.242
|
||||||
CTR 0,0
|
CTR 0,0
|
||||||
HD 230,174
|
HD 230,174
|
||||||
S1 202,28
|
S1 202,28
|
||||||
S2 0,0
|
S2
|
||||||
BIN
Binary file not shown.
BIN
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BIN
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BIN
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BIN
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@@ -1,86 +0,0 @@
|
|||||||
# J&J Coordinate Comparison Summary
|
|
||||||
|
|
||||||
Generated by `generate_comparison_maps.py`. Red is the current `coord.cpp` mapping; green is the provided J&J mapping.
|
|
||||||
|
|
||||||
`EXACT` means all eleven source rectangles and all eleven exploded offsets match numerically. `DIFFERENT` means at least one value differs; inspect both generated images.
|
|
||||||
|
|
||||||
| Mech | Display | Status | Source rectangles different | Exploded offsets different |
|
|
||||||
|---|---:|---:|---:|---:|
|
|
||||||
| Annihilator | MFD | **EXACT** | 0/11 | 0/11 |
|
|
||||||
| Annihilator | RADAR | **EXACT** | 0/11 | 0/11 |
|
|
||||||
| Argus | MFD | **EXACT** | 0/11 | 0/11 |
|
|
||||||
| AssassinII | MFD | **EXACT** | 0/11 | 0/11 |
|
|
||||||
| AssassinII | RADAR | **EXACT** | 0/11 | 0/11 |
|
|
||||||
| Avatar | MFD | **EXACT** | 0/11 | 0/11 |
|
|
||||||
| Avatar | RADAR | **EXACT** | 0/11 | 0/11 |
|
|
||||||
| Behemoth | MFD | **EXACT** | 0/11 | 0/11 |
|
|
||||||
| Behemoth | RADAR | **EXACT** | 0/11 | 0/11 |
|
|
||||||
| BlackHawk | MFD | **EXACT** | 0/11 | 0/11 |
|
|
||||||
| BlackHawk | RADAR | **EXACT** | 0/11 | 0/11 |
|
|
||||||
| Fafnir | MFD | **EXACT** | 0/11 | 0/11 |
|
|
||||||
| Flea | MFD | **EXACT** | 0/11 | 0/11 |
|
|
||||||
| Gladiator | MFD | **EXACT** | 0/11 | 0/11 |
|
|
||||||
| hellspawn | RADAR | **EXACT** | 0/11 | 0/11 |
|
|
||||||
| Kodiak | MFD | **EXACT** | 0/11 | 0/11 |
|
|
||||||
| Longbow | MFD | **EXACT** | 0/11 | 0/11 |
|
|
||||||
| Warhammer | MFD | **EXACT** | 0/11 | 0/11 |
|
|
||||||
| Warhammer | RADAR | **EXACT** | 0/11 | 0/11 |
|
|
||||||
|
|
||||||
## Inherited mappings
|
|
||||||
|
|
||||||
- `Behemoth II` (Mech ID 12) inherits all four coordinate rows from `Behemoth` (Mech ID 11); generator assertion passed
|
|
||||||
|
|
||||||
## Missing comparison inputs
|
|
||||||
|
|
||||||
- `Argus` RADAR: no complete provided mapping/image set configured
|
|
||||||
- `Fafnir` RADAR: no complete provided mapping/image set configured
|
|
||||||
- `Flea` RADAR: no complete provided mapping/image set configured
|
|
||||||
- `Gladiator` RADAR: no complete provided mapping/image set configured
|
|
||||||
- `Kodiak` RADAR: no complete provided mapping/image set configured
|
|
||||||
- `Longbow` RADAR: no complete provided mapping/image set configured
|
|
||||||
- `hellspawn` MFD: no complete provided mapping/image set configured
|
|
||||||
|
|
||||||
## Input warnings
|
|
||||||
|
|
||||||
- None
|
|
||||||
|
|
||||||
## Generated files
|
|
||||||
|
|
||||||
- `Annihilator/MFD/annihilator_mfd_unexploded_coords_comparison.png`
|
|
||||||
- `Annihilator/MFD/annihilator_mfd_exploded_coords_comparison.png`
|
|
||||||
- `Annihilator/Radar/annihilator_radar_unexploded_coords_comparison.png`
|
|
||||||
- `Annihilator/Radar/annihilator_radar_exploded_coords_comparison.png`
|
|
||||||
- `Argus/MFD/argus_mfd_unexploded_coords_comparison.png`
|
|
||||||
- `Argus/MFD/argus_mfd_exploded_coords_comparison.png`
|
|
||||||
- `AssassinII/HUD/assian2_mfd_unexploded_coords_comparison.png`
|
|
||||||
- `AssassinII/HUD/assian2_mfd_exploded_coords_comparison.png`
|
|
||||||
- `AssassinII/Radar/assian2_radar_unexploded_coords_comparison.png`
|
|
||||||
- `AssassinII/Radar/assian2_radar_exploded_coords_comparison.png`
|
|
||||||
- `Avatar/MFD/avatar_mfd_unexploded_coords_comparison.png`
|
|
||||||
- `Avatar/MFD/avatar_mfd_exploded_coords_comparison.png`
|
|
||||||
- `Avatar/Radar/avatar_radar_unexploded_coords_comparison.png`
|
|
||||||
- `Avatar/Radar/avatar_radar_exploded_coords_comparison.png`
|
|
||||||
- `Behemoth/HUD/behemoth_mfd_unexploded_coords_comparison.png`
|
|
||||||
- `Behemoth/HUD/behemoth_mfd_exploded_coords_comparison.png`
|
|
||||||
- `Behemoth/Radar/behemoth_radar_unexploded_coords_comparison.png`
|
|
||||||
- `Behemoth/Radar/behemoth_radar_exploded_coords_comparison.png`
|
|
||||||
- `BlackHawk/MFD/blackhawk_mfd_unexploded_coords_comparison.png`
|
|
||||||
- `BlackHawk/MFD/blackhawk_mfd_exploded_coords_comparison.png`
|
|
||||||
- `BlackHawk/Radar/blackhawk_radar_unexploded_coords_comparison.png`
|
|
||||||
- `BlackHawk/Radar/blackhawk_radar_exploded_coords_comparison.png`
|
|
||||||
- `Fafnir/HUD/fafnir_mfd_unexploded_coords_comparison.png`
|
|
||||||
- `Fafnir/HUD/fafnir_mfd_exploded_coords_comparison.png`
|
|
||||||
- `Flea/MFD/flea_mfd_unexploded_coords_comparison.png`
|
|
||||||
- `Flea/MFD/flea_mfd_exploded_coords_comparison.png`
|
|
||||||
- `Gladiator/MFD/gladiator_mfd_unexploded_coords_comparison.png`
|
|
||||||
- `Gladiator/MFD/gladiator_mfd_exploded_coords_comparison.png`
|
|
||||||
- `hellspawn/radar/hellspawn_radar_unexploded_coords_comparison.png`
|
|
||||||
- `hellspawn/radar/hellspawn_radar_exploded_coords_comparison.png`
|
|
||||||
- `Kodiak/MFD/kodiak_mfd_unexploded_coords_comparison.png`
|
|
||||||
- `Kodiak/MFD/kodiak_mfd_exploded_coords_comparison.png`
|
|
||||||
- `Longbow/MFD/longbow_mfd_unexploded_coords_comparison.png`
|
|
||||||
- `Longbow/MFD/longbow_mfd_exploded_coords_comparison.png`
|
|
||||||
- `Warhammer/MFD/warhammer_mfd_unexploded_coords_comparison.png`
|
|
||||||
- `Warhammer/MFD/warhammer_mfd_exploded_coords_comparison.png`
|
|
||||||
- `Warhammer/Radar/warhammer_radar_unexploded_coords_comparison.png`
|
|
||||||
- `Warhammer/Radar/warhammer_radar_exploded_coords_comparison.png`
|
|
||||||
Binary file not shown.
Binary file not shown.
@@ -1,4 +1,4 @@
|
|||||||
LL 86,142,162,326
|
LL 86,142,162.326
|
||||||
RL 178,142,254,326
|
RL 178,142,254,326
|
||||||
LA 24,22,68,134
|
LA 24,22,68,134
|
||||||
RA 272,22,316,134
|
RA 272,22,316,134
|
||||||
|
|||||||
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BIN
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BIN
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BIN
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BIN
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@@ -1,339 +0,0 @@
|
|||||||
#!/usr/bin/env python3
|
|
||||||
|
|
||||||
import re
|
|
||||||
from dataclasses import dataclass
|
|
||||||
from pathlib import Path
|
|
||||||
|
|
||||||
from PIL import Image, ImageDraw, ImageFont
|
|
||||||
|
|
||||||
|
|
||||||
ROOT = Path(__file__).resolve().parent
|
|
||||||
REPO = ROOT.parent
|
|
||||||
COORD = REPO / "Gameleap/code/CoreTech/Libraries/GameOS/coord.cpp"
|
|
||||||
ZONES = ("LL", "RL", "LA", "RA", "RT", "LT", "CT", "CTR", "HD", "S1", "S2")
|
|
||||||
COLORS = {"current": "#ff3030", "provided": "#20e060"}
|
|
||||||
|
|
||||||
|
|
||||||
@dataclass(frozen=True)
|
|
||||||
class Display:
|
|
||||||
folder: str
|
|
||||||
mech_id: int
|
|
||||||
kind: str
|
|
||||||
output_dir: str
|
|
||||||
slug: str
|
|
||||||
unexploded_text: str
|
|
||||||
exploded_text: str
|
|
||||||
unexploded_image: str | None
|
|
||||||
exploded_image: str
|
|
||||||
source_image: str | None = None
|
|
||||||
runtime_stem: str | None = None
|
|
||||||
|
|
||||||
|
|
||||||
DISPLAYS = (
|
|
||||||
Display("Annihilator", 0, "mfd", "MFD", "annihilator", "MFD/Annihilator Unexploded.txt", "MFD/Annihilator Exploded.txt", "MFD/annihilator_unexploded.bmp", "MFD/annihilator_Exploded.bmp"),
|
|
||||||
Display("Annihilator", 0, "radar", "Radar", "annihilator", "Radar/Annihilator Unexploded.txt", "Radar/Annihilator Exploded.txt", "Radar/annihilator_unexploded.bmp", "Radar/annihilator_exploded.bmp"),
|
|
||||||
Display("Argus", 4, "mfd", "MFD", "argus", "MFD/Argus Cords.txt", "MFD/Argus Cords.txt", "MFD/argus_unexpanded.bmp", "MFD/argus_explode.bmp"),
|
|
||||||
Display("AssassinII", 5, "mfd", "HUD", "assian2", "HUD/assassinII_HUD_unexploded.txt", "HUD/assassinII_hud_exploded.txt", None, "HUD/assian2_hud_exploded.bmp", "assian2_color.png", "assassin2"),
|
|
||||||
Display("AssassinII", 5, "radar", "Radar", "assian2", "Radar/assassinII_radar_unexploded.txt", "Radar/assassinII_radar_exploded.txt", "Radar/assian2_radar_unexploded.bmp", "Radar/assian2_radar_exploded.bmp", None, "assassin2"),
|
|
||||||
Display("Avatar", 7, "mfd", "MFD", "avatar", "MFD/Avatar Coords.txt", "MFD/Avatar Coords.txt", "MFD/avatar_unexploded.bmp", "MFD/avatar_exploded.bmp"),
|
|
||||||
Display("Avatar", 7, "radar", "Radar", "avatar", "Radar/Avatar Coords.txt", "Radar/Avatar Coords.txt", "Radar/avatar_unexploded.bmp", "Radar/avatar_exploded.bmp"),
|
|
||||||
Display("Behemoth", 11, "mfd", "HUD", "behemoth", "HUD/Behemoth_HUD_unexploded.txt", "HUD/Behemoth_HUD_exploded.txt", "HUD/Behemoth_HUD_unexploded.bmp", "HUD/Behemoth_HUD_exploded.bmp"),
|
|
||||||
Display("Behemoth", 11, "radar", "Radar", "behemoth", "Radar/Behemoth_unexploded.txt", "Radar/Behemoth_exploded.txt", "Radar/Behemoth_unexploded_radar.bmp", "Radar/Behemoth_radar_exploded.bmp"),
|
|
||||||
Display("BlackHawk", 13, "mfd", "MFD", "blackhawk", "MFD/Black Hawk.txt", "MFD/Black Hawk.txt", "MFD/blackhawk_unexploded.bmp", "MFD/blackhawk_exploded.bmp"),
|
|
||||||
Display("BlackHawk", 13, "radar", "Radar", "blackhawk", "Radar/Black Hawk.txt", "Radar/Black Hawk.txt", "Radar/blackhawk_unexploded.bmp", "Radar/blackhawk_exploded.bmp"),
|
|
||||||
Display("Fafnir", 27, "mfd", "HUD", "fafnir", "HUD/fafnir_unexploded.txt", "HUD/fafnir_exploded.txt", "HUD/fafnir_unexploded.bmp", "HUD/fafnir_exploded.bmp"),
|
|
||||||
Display("Flea", 28, "mfd", "MFD", "flea", "MFD/Flea unexploded.txt", "MFD/Flea exploded.txt", "MFD/flea_unexploded copy.bmp", "MFD/flea_exploded copy.bmp"),
|
|
||||||
Display("Gladiator", 29, "mfd", "MFD", "gladiator", "MFD/Gladiator unexploded.txt", "MFD/Gladiator Exploded.txt", "MFD/gladiator_unexploded copy.bmp", "MFD/gladiator_exploded copy.bmp"),
|
|
||||||
Display("hellspawn", 33, "radar", "radar", "hellspawn", "radar/hellspawn_radar_unexploded.txt", "radar/hellspawn_radar_exploded.txt", "radar/hellspawn_radar_unexploded.bmp", "radar/hellspawn_radar_exploded.bmp"),
|
|
||||||
Display("Kodiak", 37, "mfd", "MFD", "kodiak", "MFD/Kodiak Cords.txt", "MFD/Kodiak Cords.txt", "MFD/kodiak_unexpanded.bmp", "MFD/kodiak_Explode.bmp"),
|
|
||||||
Display("Longbow", 39, "mfd", "MFD", "longbow", "MFD/Lomgbow unexploded.txt", "MFD/Longbow exploded.txt", "MFD/longbow_unexploded copy.bmp", "MFD/longbow_exploded copy.bmp"),
|
|
||||||
Display("Warhammer", 62, "mfd", "MFD", "warhammer", "MFD/Warhammer unexploded.txt", "MFD/Warhammer exploded.txt", "MFD/warhammer_unexploded copy.bmp", "MFD/warhammer_exploded.bmp"),
|
|
||||||
Display("Warhammer", 62, "radar", "Radar", "warhammer", "Radar/Warhammer unexploded.txt", "Radar/Warhammer exploded.txt", "Radar/warhammer_unexploded copy.bmp", "Radar/warhammer_exploded.bmp"),
|
|
||||||
)
|
|
||||||
|
|
||||||
INHERITED_MAPPINGS = (
|
|
||||||
("Behemoth II", 12, "Behemoth", 11),
|
|
||||||
)
|
|
||||||
|
|
||||||
|
|
||||||
def parse_coord_arrays() -> dict[str, list[list[tuple[int, ...]]]]:
|
|
||||||
text = COORD.read_bytes().decode("ascii")
|
|
||||||
arrays = {}
|
|
||||||
for name in ("texuv2", "offset2", "texuv3", "offset3"):
|
|
||||||
match = re.search(rf"\b{name}\[.*?\]=\{{\r?\n(.*?)\r?\n\}};", text, re.S)
|
|
||||||
if not match:
|
|
||||||
raise RuntimeError(f"Could not find {name} in {COORD}")
|
|
||||||
rows = []
|
|
||||||
for line in match.group(1).splitlines():
|
|
||||||
if not line.lstrip().startswith("{{"):
|
|
||||||
continue
|
|
||||||
values = [
|
|
||||||
tuple(map(int, group.split(",")))
|
|
||||||
for group in re.findall(r"\{\s*([0-9 ]+(?:,\s*[0-9 ]+){1,3})\s*\}", line)
|
|
||||||
]
|
|
||||||
if len(values) != len(ZONES):
|
|
||||||
raise RuntimeError(f"Expected 11 zones in {name} row: {line}")
|
|
||||||
rows.append(values)
|
|
||||||
if len(rows) != 65:
|
|
||||||
raise RuntimeError(f"Expected 65 active rows in {name}, found {len(rows)}")
|
|
||||||
arrays[name] = rows
|
|
||||||
return arrays
|
|
||||||
|
|
||||||
|
|
||||||
def parse_measurements(path: Path, wanted_section: str, warnings: list[str]) -> dict[str, tuple[int, ...]]:
|
|
||||||
rows = {}
|
|
||||||
section = None
|
|
||||||
for line_number, raw in enumerate(path.read_text(errors="replace").splitlines(), 1):
|
|
||||||
stripped = raw.strip()
|
|
||||||
lower = stripped.lower()
|
|
||||||
zone_match = re.match(r"^(LL|RL|LA|RA|RT|LT|CT|CTR|HD|S1|S2)\b(.*)$", stripped, re.I)
|
|
||||||
if not zone_match:
|
|
||||||
if "unexploded" in lower or "unexpanded" in lower:
|
|
||||||
section = "unexploded"
|
|
||||||
elif "exploded" in lower or "explode" in lower:
|
|
||||||
section = "exploded"
|
|
||||||
continue
|
|
||||||
if section and section != wanted_section:
|
|
||||||
continue
|
|
||||||
zone = zone_match.group(1).upper()
|
|
||||||
remainder = zone_match.group(2)
|
|
||||||
numbers = tuple(map(int, re.findall(r"\d+", remainder)))
|
|
||||||
if "." in remainder:
|
|
||||||
warnings.append(f"{path.relative_to(ROOT)}:{line_number}: treated '.' as a coordinate separator")
|
|
||||||
if not numbers:
|
|
||||||
warnings.append(f"{path.relative_to(ROOT)}:{line_number}: blank {zone} value treated as zero")
|
|
||||||
rows[zone] = numbers
|
|
||||||
return rows
|
|
||||||
|
|
||||||
|
|
||||||
def normalize_measurements(display: Display, warnings: list[str]) -> tuple[list[tuple[int, ...]], list[tuple[int, ...]]]:
|
|
||||||
base = ROOT / display.folder
|
|
||||||
unexploded_path = base / display.unexploded_text
|
|
||||||
exploded_path = base / display.exploded_text
|
|
||||||
unexploded = parse_measurements(unexploded_path, "unexploded", warnings)
|
|
||||||
exploded = parse_measurements(exploded_path, "exploded", warnings)
|
|
||||||
|
|
||||||
unexploded_lengths = {len(value) for value in unexploded.values() if value and any(value)}
|
|
||||||
exploded_lengths = {len(value) for value in exploded.values() if value and any(value)}
|
|
||||||
if unexploded_lengths == {4} and exploded_lengths == {2}:
|
|
||||||
mode = "modern"
|
|
||||||
elif unexploded_lengths == {2} and exploded_lengths == {4}:
|
|
||||||
mode = "legacy"
|
|
||||||
else:
|
|
||||||
raise RuntimeError(
|
|
||||||
f"Cannot determine format for {display.folder} {display.kind}: "
|
|
||||||
f"unexploded lengths={unexploded_lengths}, exploded lengths={exploded_lengths}"
|
|
||||||
)
|
|
||||||
|
|
||||||
rectangles = []
|
|
||||||
offsets = []
|
|
||||||
for zone in ZONES:
|
|
||||||
un = unexploded.get(zone, ())
|
|
||||||
ex = exploded.get(zone, ())
|
|
||||||
if not un:
|
|
||||||
un = (0, 0, 0, 0) if mode == "modern" else (0, 0)
|
|
||||||
if not ex:
|
|
||||||
ex = (0, 0) if mode == "modern" else (0, 0, 0, 0)
|
|
||||||
expected_un = 4 if mode == "modern" else 2
|
|
||||||
expected_ex = 2 if mode == "modern" else 4
|
|
||||||
if un and not any(un):
|
|
||||||
un = (0,) * expected_un
|
|
||||||
if ex and not any(ex):
|
|
||||||
ex = (0,) * expected_ex
|
|
||||||
if len(un) != expected_un or len(ex) != expected_ex:
|
|
||||||
raise RuntimeError(f"Invalid {zone} values for {display.folder} {display.kind}: {un}, {ex}")
|
|
||||||
if mode == "modern":
|
|
||||||
rectangle = un
|
|
||||||
offset = ex
|
|
||||||
else:
|
|
||||||
width = ex[2] - ex[0]
|
|
||||||
height = ex[3] - ex[1]
|
|
||||||
rectangle = (un[0], un[1], un[0] + width, un[1] + height) if any(ex) else (0, 0, 0, 0)
|
|
||||||
offset = ex[:2]
|
|
||||||
rectangles.append(rectangle)
|
|
||||||
offsets.append(offset)
|
|
||||||
return rectangles, offsets
|
|
||||||
|
|
||||||
|
|
||||||
def load_unexploded(display: Display) -> Image.Image:
|
|
||||||
base = ROOT / display.folder
|
|
||||||
if display.source_image:
|
|
||||||
source = Image.open(base / display.source_image).convert("RGB")
|
|
||||||
scaled = source.resize((320, 320), Image.Resampling.LANCZOS)
|
|
||||||
prepared = Image.new("RGB", (340, 340), "black")
|
|
||||||
prepared.paste(scaled, (10, 10))
|
|
||||||
else:
|
|
||||||
prepared = Image.open(base / display.unexploded_image).convert("RGB")
|
|
||||||
if prepared.size == (512, 512):
|
|
||||||
return prepared
|
|
||||||
if prepared.width > 512 or prepared.height > 512:
|
|
||||||
raise RuntimeError(f"Unexpected unexploded size {prepared.size} for {display.folder} {display.kind}")
|
|
||||||
canvas = Image.new("RGB", (512, 512), "black")
|
|
||||||
canvas.paste(prepared, (0, 0))
|
|
||||||
return canvas
|
|
||||||
|
|
||||||
|
|
||||||
def component_boxes(rectangles: list[tuple[int, ...]], offsets: list[tuple[int, ...]]) -> list[tuple[int, ...]]:
|
|
||||||
boxes = []
|
|
||||||
for rectangle, offset in zip(rectangles, offsets):
|
|
||||||
if not any(rectangle) or not any(offset):
|
|
||||||
boxes.append((0, 0, 0, 0))
|
|
||||||
continue
|
|
||||||
width = rectangle[2] - rectangle[0]
|
|
||||||
height = rectangle[3] - rectangle[1]
|
|
||||||
boxes.append((offset[0], offset[1], offset[0] + width, offset[1] + height))
|
|
||||||
return boxes
|
|
||||||
|
|
||||||
|
|
||||||
def draw_legend(draw: ImageDraw.ImageDraw, font: ImageFont.ImageFont) -> None:
|
|
||||||
draw.rectangle((365, 12, 505, 67), fill="black", outline="white", width=1)
|
|
||||||
draw.line((377, 30, 402, 30), fill=COLORS["current"], width=3)
|
|
||||||
draw.text((410, 22), "current", fill=COLORS["current"], font=font)
|
|
||||||
draw.line((377, 51, 402, 51), fill=COLORS["provided"], width=3)
|
|
||||||
draw.text((410, 43), "provided", fill=COLORS["provided"], font=font)
|
|
||||||
|
|
||||||
|
|
||||||
def draw_comparison(
|
|
||||||
image: Image.Image,
|
|
||||||
current: list[tuple[int, ...]],
|
|
||||||
provided: list[tuple[int, ...]],
|
|
||||||
output: Path,
|
|
||||||
mark_origins: bool,
|
|
||||||
) -> None:
|
|
||||||
draw = ImageDraw.Draw(image)
|
|
||||||
font = ImageFont.load_default(size=14)
|
|
||||||
for label, boxes in (("current", current), ("provided", provided)):
|
|
||||||
color = COLORS[label]
|
|
||||||
for zone, box in zip(ZONES, boxes):
|
|
||||||
if not any(box):
|
|
||||||
continue
|
|
||||||
draw.rectangle(box, outline=color, width=3)
|
|
||||||
if mark_origins:
|
|
||||||
x, y = box[:2]
|
|
||||||
draw.line((x - 4, y, x + 5, y), fill=color, width=2)
|
|
||||||
draw.line((x, y - 4, x, y + 5), fill=color, width=2)
|
|
||||||
draw.text((box[0] + 3, box[1] + 2), zone, fill=color, font=font, stroke_width=2, stroke_fill="black")
|
|
||||||
draw_legend(draw, font)
|
|
||||||
output.parent.mkdir(parents=True, exist_ok=True)
|
|
||||||
image.save(output)
|
|
||||||
|
|
||||||
|
|
||||||
def validate_provided(
|
|
||||||
display: Display,
|
|
||||||
rectangles: list[tuple[int, ...]],
|
|
||||||
offsets: list[tuple[int, ...]],
|
|
||||||
warnings: list[str],
|
|
||||||
) -> None:
|
|
||||||
source_limit = 340 if display.kind == "mfd" else 512
|
|
||||||
for zone, rectangle, offset in zip(ZONES, rectangles, offsets):
|
|
||||||
if any(rectangle):
|
|
||||||
if rectangle[2] <= rectangle[0] or rectangle[3] <= rectangle[1]:
|
|
||||||
warnings.append(f"{display.folder} {display.kind} {zone}: non-positive source rectangle {rectangle}")
|
|
||||||
if min(rectangle) < 0 or max(rectangle) > source_limit:
|
|
||||||
warnings.append(f"{display.folder} {display.kind} {zone}: source rectangle outside 0..{source_limit}: {rectangle}")
|
|
||||||
if any(offset) and (offset[0] < 0 or offset[1] < 0 or offset[0] > 512 or offset[1] > 512):
|
|
||||||
warnings.append(f"{display.folder} {display.kind} {zone}: offset outside 512 canvas: {offset}")
|
|
||||||
|
|
||||||
|
|
||||||
def difference_count(left: list[tuple[int, ...]], right: list[tuple[int, ...]]) -> int:
|
|
||||||
return sum(a != b for a, b in zip(left, right))
|
|
||||||
|
|
||||||
|
|
||||||
def main() -> None:
|
|
||||||
arrays = parse_coord_arrays()
|
|
||||||
results = []
|
|
||||||
all_warnings = []
|
|
||||||
generated = []
|
|
||||||
|
|
||||||
for variant_name, variant_id, base_name, base_id in INHERITED_MAPPINGS:
|
|
||||||
for array_name in ("texuv2", "offset2", "texuv3", "offset3"):
|
|
||||||
if arrays[array_name][variant_id] != arrays[array_name][base_id]:
|
|
||||||
raise RuntimeError(
|
|
||||||
f"{variant_name} (ID {variant_id}) must inherit {array_name} "
|
|
||||||
f"from {base_name} (ID {base_id})"
|
|
||||||
)
|
|
||||||
|
|
||||||
for display in DISPLAYS:
|
|
||||||
warnings = []
|
|
||||||
provided_rectangles, provided_offsets = normalize_measurements(display, warnings)
|
|
||||||
validate_provided(display, provided_rectangles, provided_offsets, warnings)
|
|
||||||
current_rectangles = arrays["texuv2" if display.kind == "mfd" else "texuv3"][display.mech_id]
|
|
||||||
current_offsets = arrays["offset2" if display.kind == "mfd" else "offset3"][display.mech_id]
|
|
||||||
|
|
||||||
output_dir = ROOT / display.folder / display.output_dir
|
|
||||||
unexploded_output = output_dir / f"{display.slug}_{display.kind}_unexploded_coords_comparison.png"
|
|
||||||
exploded_output = output_dir / f"{display.slug}_{display.kind}_exploded_coords_comparison.png"
|
|
||||||
draw_comparison(
|
|
||||||
load_unexploded(display),
|
|
||||||
current_rectangles,
|
|
||||||
provided_rectangles,
|
|
||||||
unexploded_output,
|
|
||||||
mark_origins=False,
|
|
||||||
)
|
|
||||||
exploded_image = Image.open(ROOT / display.folder / display.exploded_image).convert("RGB")
|
|
||||||
draw_comparison(
|
|
||||||
exploded_image,
|
|
||||||
component_boxes(current_rectangles, current_offsets),
|
|
||||||
component_boxes(provided_rectangles, provided_offsets),
|
|
||||||
exploded_output,
|
|
||||||
mark_origins=True,
|
|
||||||
)
|
|
||||||
|
|
||||||
rectangle_differences = difference_count(current_rectangles, provided_rectangles)
|
|
||||||
offset_differences = difference_count(current_offsets, provided_offsets)
|
|
||||||
status = "EXACT" if rectangle_differences == 0 and offset_differences == 0 else "DIFFERENT"
|
|
||||||
results.append((display, status, rectangle_differences, offset_differences, warnings))
|
|
||||||
generated.extend((unexploded_output, exploded_output))
|
|
||||||
all_warnings.extend(warnings)
|
|
||||||
|
|
||||||
configured = {(display.folder.lower(), display.kind) for display in DISPLAYS}
|
|
||||||
missing = []
|
|
||||||
for folder in sorted(path.name for path in ROOT.iterdir() if path.is_dir()):
|
|
||||||
for kind in ("mfd", "radar"):
|
|
||||||
if (folder.lower(), kind) not in configured:
|
|
||||||
missing.append((folder, kind))
|
|
||||||
|
|
||||||
lines = [
|
|
||||||
"# J&J Coordinate Comparison Summary",
|
|
||||||
"",
|
|
||||||
"Generated by `generate_comparison_maps.py`. Red is the current `coord.cpp` mapping; green is the provided J&J mapping.",
|
|
||||||
"",
|
|
||||||
"`EXACT` means all eleven source rectangles and all eleven exploded offsets match numerically. `DIFFERENT` means at least one value differs; inspect both generated images.",
|
|
||||||
"",
|
|
||||||
"| Mech | Display | Status | Source rectangles different | Exploded offsets different |",
|
|
||||||
"|---|---:|---:|---:|---:|",
|
|
||||||
]
|
|
||||||
for display, status, rectangle_differences, offset_differences, _ in results:
|
|
||||||
lines.append(f"| {display.folder} | {display.kind.upper()} | **{status}** | {rectangle_differences}/11 | {offset_differences}/11 |")
|
|
||||||
|
|
||||||
lines.extend(("", "## Inherited mappings", ""))
|
|
||||||
for variant_name, variant_id, base_name, base_id in INHERITED_MAPPINGS:
|
|
||||||
lines.append(
|
|
||||||
f"- `{variant_name}` (Mech ID {variant_id}) inherits all four coordinate rows "
|
|
||||||
f"from `{base_name}` (Mech ID {base_id}); generator assertion passed"
|
|
||||||
)
|
|
||||||
|
|
||||||
lines.extend(("", "## Missing comparison inputs", ""))
|
|
||||||
for folder, kind in missing:
|
|
||||||
lines.append(f"- `{folder}` {kind.upper()}: no complete provided mapping/image set configured")
|
|
||||||
|
|
||||||
lines.extend(("", "## Input warnings", ""))
|
|
||||||
if all_warnings:
|
|
||||||
for warning in sorted(set(all_warnings)):
|
|
||||||
lines.append(f"- {warning}")
|
|
||||||
else:
|
|
||||||
lines.append("- None")
|
|
||||||
|
|
||||||
lines.extend(("", "## Generated files", ""))
|
|
||||||
for output in generated:
|
|
||||||
lines.append(f"- `{output.relative_to(ROOT)}`")
|
|
||||||
lines.append("")
|
|
||||||
(ROOT / "COMPARISON-SUMMARY.md").write_text("\n".join(lines))
|
|
||||||
|
|
||||||
exact = sum(status == "EXACT" for _, status, _, _, _ in results)
|
|
||||||
print(f"Generated {len(generated)} maps for {len(results)} display sets: {exact} exact, {len(results) - exact} different")
|
|
||||||
print(f"Warnings: {len(set(all_warnings))}; missing display sets: {len(missing)}")
|
|
||||||
|
|
||||||
|
|
||||||
if __name__ == "__main__":
|
|
||||||
main()
|
|
||||||
BIN
Binary file not shown.
BIN
Binary file not shown.
@@ -104,7 +104,7 @@ char *TimeToString( double secs )
|
|||||||
else
|
else
|
||||||
if( secs*1000000.f >= 1.0f )
|
if( secs*1000000.f >= 1.0f )
|
||||||
{
|
{
|
||||||
sprintf(TimeStr,"%.2f us", secs*1000000.f);
|
sprintf(TimeStr,"%.2f µS", secs*1000000.f);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -24,9 +24,9 @@ const char *DivStrings[] =
|
|||||||
"1nS / div", // 10^-9
|
"1nS / div", // 10^-9
|
||||||
"10nS / div", // 10^-8
|
"10nS / div", // 10^-8
|
||||||
"100nS / div",
|
"100nS / div",
|
||||||
"1us / div",
|
"1µS / div",
|
||||||
"10us / div",
|
"10µS / div",
|
||||||
"100us / div",
|
"100µS / div",
|
||||||
"1mS / div",
|
"1mS / div",
|
||||||
"10mS / div",
|
"10mS / div",
|
||||||
"100mS / div",
|
"100mS / div",
|
||||||
|
|||||||
@@ -104,7 +104,7 @@ char *TimeToString( double secs )
|
|||||||
else
|
else
|
||||||
if( secs*1000000.f >= 1.0f )
|
if( secs*1000000.f >= 1.0f )
|
||||||
{
|
{
|
||||||
sprintf(TimeStr,"%.2f us", secs*1000000.f);
|
sprintf(TimeStr,"%.2f µS", secs*1000000.f);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -24,9 +24,9 @@ const char *DivStrings[] =
|
|||||||
"1nS / div", // 10^-9
|
"1nS / div", // 10^-9
|
||||||
"10nS / div", // 10^-8
|
"10nS / div", // 10^-8
|
||||||
"100nS / div",
|
"100nS / div",
|
||||||
"1us / div",
|
"1µS / div",
|
||||||
"10us / div",
|
"10µS / div",
|
||||||
"100us / div",
|
"100µS / div",
|
||||||
"1mS / div",
|
"1mS / div",
|
||||||
"10mS / div",
|
"10mS / div",
|
||||||
"100mS / div",
|
"100mS / div",
|
||||||
|
|||||||
@@ -1032,19 +1032,19 @@ void __stdcall gos_SetViewport( DWORD LeftX, DWORD TopY, DWORD Width, DWORD Heig
|
|||||||
// You can only clear the backbuffer or Z buffer on the FIRST setup viewport (outside the Begin/End Scene
|
// You can only clear the backbuffer or Z buffer on the FIRST setup viewport (outside the Begin/End Scene
|
||||||
//
|
//
|
||||||
|
|
||||||
//sanghoon begin
|
//상훈 앞
|
||||||
void __cdecl ClearTargetCameraBackBuffer()
|
void __cdecl ClearTargetCameraBackBuffer()
|
||||||
{
|
{
|
||||||
D3DRECT rc={0,10,120,112};
|
D3DRECT rc={0,10,120,112};
|
||||||
wClear(d3dDevice7,1,&rc,D3DCLEAR_TARGET,0xFF00FFFF,0,0);
|
wClear(d3dDevice7,1,&rc,D3DCLEAR_TARGET,0xFF00FFFF,0,0);
|
||||||
return ;
|
return ;
|
||||||
}
|
}
|
||||||
//sanghoon end
|
//상훈 뒤
|
||||||
|
|
||||||
void __stdcall gos_SetupViewport( bool FillZ, float ZBuffer, bool FillBG, DWORD BGColor, float top, float left, float bottom, float right, bool ClearStencil, DWORD StencilValue )
|
void __stdcall gos_SetupViewport( bool FillZ, float ZBuffer, bool FillBG, DWORD BGColor, float top, float left, float bottom, float right, bool ClearStencil, DWORD StencilValue )
|
||||||
{
|
{
|
||||||
//sanghoon
|
//상훈짱...
|
||||||
//This violates the normal rules, so we suppress the ASSERT.
|
//원래의 법칙에 어긋나는 행동이기 때문에 ASSERT를 무시한다.
|
||||||
//gosASSERT( !InsideBeginScene || !(FillZ || FillBG) );
|
//gosASSERT( !InsideBeginScene || !(FillZ || FillBG) );
|
||||||
//
|
//
|
||||||
// Work out size of viewport
|
// Work out size of viewport
|
||||||
|
|||||||
@@ -47,11 +47,11 @@ extern DWORD gDisableJoystick;
|
|||||||
bool DisablePolling=0;
|
bool DisablePolling=0;
|
||||||
void CMRestoreEffects( int stick );
|
void CMRestoreEffects( int stick );
|
||||||
|
|
||||||
// hyun begin
|
// 鉉 - start
|
||||||
int g_bUseOrgJoy = TRUE;
|
int g_bUseOrgJoy = TRUE;
|
||||||
void (__stdcall *g_pfnRIO_Joy)(DIJOYSTATE& js) = NULL; // Check out Test ..
|
void (__stdcall *g_pfnRIO_Joy)(DIJOYSTATE& js) = NULL; // Check out Test ..
|
||||||
bool g_bNoWeaponRangeCheck = false;
|
bool g_bNoWeaponRangeCheck = false;
|
||||||
// hyun end
|
// 鉉 - end
|
||||||
//
|
//
|
||||||
//
|
//
|
||||||
// Initialize the DirectInput devices
|
// Initialize the DirectInput devices
|
||||||
@@ -479,7 +479,7 @@ extern DWORD EnableDisplayInfo;
|
|||||||
|
|
||||||
if( EnableDisplayInfo==0 ) {
|
if( EnableDisplayInfo==0 ) {
|
||||||
disp:
|
disp:
|
||||||
sprintf(DisplayInfoText, "COIN: %d coins", g_nCoinCount);
|
sprintf(DisplayInfoText, "COIN: %d 코인이래요", g_nCoinCount);
|
||||||
EnableDisplayInfo = 1;
|
EnableDisplayInfo = 1;
|
||||||
} else if (EnableDisplayInfo==2) {
|
} else if (EnableDisplayInfo==2) {
|
||||||
if( timeGetTime() < EndDisplayInfoTime+50 ) {
|
if( timeGetTime() < EndDisplayInfoTime+50 ) {
|
||||||
|
|||||||
@@ -100,11 +100,11 @@ IDirectDraw7* DDobject = NULL; // Primiary DirectDraw object (for persistant
|
|||||||
IDirectDraw7* CurrentDDobject = NULL; // DirectDraw object for rendering (can be the same as DDObject)
|
IDirectDraw7* CurrentDDobject = NULL; // DirectDraw object for rendering (can be the same as DDObject)
|
||||||
IDirectDrawSurface7* ZBufferSurface = NULL; // ZBuffer surface
|
IDirectDrawSurface7* ZBufferSurface = NULL; // ZBuffer surface
|
||||||
IDirectDrawSurface7* RefZBufferSurface = NULL; // Referemce rasterizer ZBuffer surface
|
IDirectDrawSurface7* RefZBufferSurface = NULL; // Referemce rasterizer ZBuffer surface
|
||||||
//sanghoon marker
|
//���� ��
|
||||||
IDirectDrawSurface7* SH_TargetBufferSurface = NULL;
|
IDirectDrawSurface7* SH_TargetBufferSurface = NULL;
|
||||||
IDirectDrawSurface7* SH_SwirlTexture= NULL;
|
IDirectDrawSurface7* SH_SwirlTexture= NULL;
|
||||||
IDirectDrawSurface7* SH_GameEndTexture= NULL;
|
IDirectDrawSurface7* SH_GameEndTexture= NULL;
|
||||||
//sanghoon marker
|
//���� ��
|
||||||
|
|
||||||
DDSURFACEDESC2 BackBufferddsd;
|
DDSURFACEDESC2 BackBufferddsd;
|
||||||
//
|
//
|
||||||
@@ -167,7 +167,7 @@ float GammaSetting=0.0;
|
|||||||
bool UseGammaCorrection=0;
|
bool UseGammaCorrection=0;
|
||||||
float UserGamma=1.0f;
|
float UserGamma=1.0f;
|
||||||
|
|
||||||
//sanghoon begin
|
//����¯-begin
|
||||||
bool use_shgui = false;
|
bool use_shgui = false;
|
||||||
bool hsh_initialized=false;
|
bool hsh_initialized=false;
|
||||||
bool hsh_mrdev_initialized=false;
|
bool hsh_mrdev_initialized=false;
|
||||||
@@ -176,7 +176,7 @@ bool hsh_mrdev_initialized=false;
|
|||||||
#include "coord.cpp"
|
#include "coord.cpp"
|
||||||
//#include "hsh_dxras.cpp"
|
//#include "hsh_dxras.cpp"
|
||||||
#include "render.hpp"
|
#include "render.hpp"
|
||||||
//sanghoon end
|
//����¯-end
|
||||||
|
|
||||||
//
|
//
|
||||||
// Value range 0-10,000, default 750 (See DirectX docs)
|
// Value range 0-10,000, default 750 (See DirectX docs)
|
||||||
@@ -1021,11 +1021,11 @@ void EnterFullScreenMode()
|
|||||||
//
|
//
|
||||||
|
|
||||||
#ifdef LAB_ONLY
|
#ifdef LAB_ONLY
|
||||||
//sanghoon
|
//����¯
|
||||||
wSetCooperativeLevel( CurrentDDobject, hWindow, DDSCL_SETFOCUSWINDOW );
|
wSetCooperativeLevel( CurrentDDobject, hWindow, DDSCL_SETFOCUSWINDOW );
|
||||||
wSetCooperativeLevel( CurrentDDobject, hWindow, DDSCL_ALLOWREBOOT | DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN );
|
wSetCooperativeLevel( CurrentDDobject, hWindow, DDSCL_ALLOWREBOOT | DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN );
|
||||||
#else
|
#else
|
||||||
//sanghoon
|
//����¯
|
||||||
wSetCooperativeLevel( CurrentDDobject, hWindow, DDSCL_SETFOCUSWINDOW );
|
wSetCooperativeLevel( CurrentDDobject, hWindow, DDSCL_SETFOCUSWINDOW );
|
||||||
wSetCooperativeLevel( CurrentDDobject, hWindow, DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN );
|
wSetCooperativeLevel( CurrentDDobject, hWindow, DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN );
|
||||||
#endif
|
#endif
|
||||||
@@ -1127,11 +1127,11 @@ void EnterFullScreenMode()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
//sanghoon begin
|
//����¯-begin
|
||||||
if(use_shgui){
|
if(use_shgui){
|
||||||
HSH_EnterFullScreen2();
|
HSH_EnterFullScreen2();
|
||||||
}
|
}
|
||||||
//sanghoon end
|
//����¯-end
|
||||||
|
|
||||||
//
|
//
|
||||||
// Changed modes, create all the surfaces
|
// Changed modes, create all the surfaces
|
||||||
@@ -1164,7 +1164,7 @@ void EnterFullScreenMode()
|
|||||||
// Debugging information
|
// Debugging information
|
||||||
//
|
//
|
||||||
SPEW(( GROUP_DIRECTDRAW, "EnterFullScreenMode() Finished" ));
|
SPEW(( GROUP_DIRECTDRAW, "EnterFullScreenMode() Finished" ));
|
||||||
//sanghoon
|
//����
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@@ -1289,7 +1289,7 @@ void DisplayBackBuffer()
|
|||||||
else
|
else
|
||||||
{
|
{
|
||||||
#if 0
|
#if 0
|
||||||
//sanghoon marker
|
//���� ��
|
||||||
extern bool sh_game_started;
|
extern bool sh_game_started;
|
||||||
static FILE* fp=0;
|
static FILE* fp=0;
|
||||||
static recorded_count=0;
|
static recorded_count=0;
|
||||||
@@ -1352,11 +1352,11 @@ extern bool sh_game_started;
|
|||||||
pp=(double*)malloc(800*600*2);
|
pp=(double*)malloc(800*600*2);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
//sanghoon marker
|
//���� ��
|
||||||
#endif
|
#endif
|
||||||
wFlip( FrontBufferSurface,NULL,DDFLIP_DONOTWAIT );//|DDFLIP_INTERVAL2 );
|
wFlip( FrontBufferSurface,NULL,DDFLIP_DONOTWAIT );//|DDFLIP_INTERVAL2 );
|
||||||
//sanghoon marker..
|
//���� ��ħ..
|
||||||
//sanghoon
|
//����
|
||||||
//wFlip( FrontBufferSurface,NULL,DDFLIP_WAIT );
|
//wFlip( FrontBufferSurface,NULL,DDFLIP_WAIT );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1403,11 +1403,11 @@ extern bool sh_game_started;
|
|||||||
//
|
//
|
||||||
void DirectDrawRelease()
|
void DirectDrawRelease()
|
||||||
{
|
{
|
||||||
//sanghoon begin
|
//����¯-begin
|
||||||
if(use_shgui){
|
if(use_shgui){
|
||||||
HSH_DirectDrawRelease2();
|
HSH_DirectDrawRelease2();
|
||||||
}
|
}
|
||||||
//sanghoon end
|
//����¯-end
|
||||||
|
|
||||||
SPEW(( GROUP_DIRECTDRAW, "DirectDrawRelease()" ));
|
SPEW(( GROUP_DIRECTDRAW, "DirectDrawRelease()" ));
|
||||||
SafeFPU();
|
SafeFPU();
|
||||||
@@ -1496,7 +1496,7 @@ void DirectDrawRelease()
|
|||||||
wRelease( ZBufferSurface );
|
wRelease( ZBufferSurface );
|
||||||
ZBufferSurface=0;
|
ZBufferSurface=0;
|
||||||
}
|
}
|
||||||
//sanghoon marker
|
//���� ��
|
||||||
//DirectDrawRelease
|
//DirectDrawRelease
|
||||||
if( SH_TargetBufferSurface)
|
if( SH_TargetBufferSurface)
|
||||||
{
|
{
|
||||||
@@ -1513,7 +1513,7 @@ void DirectDrawRelease()
|
|||||||
wRelease( SH_GameEndTexture );
|
wRelease( SH_GameEndTexture );
|
||||||
SH_GameEndTexture=0;
|
SH_GameEndTexture=0;
|
||||||
}
|
}
|
||||||
//sanghoon marker
|
//���� ��
|
||||||
if( GammaControlInterface )
|
if( GammaControlInterface )
|
||||||
{
|
{
|
||||||
wRelease( GammaControlInterface );
|
wRelease( GammaControlInterface );
|
||||||
@@ -1593,20 +1593,20 @@ void DirectDrawCreateDDObject()
|
|||||||
//
|
//
|
||||||
// Create the NULL (primary) DirectDraw object
|
// Create the NULL (primary) DirectDraw object
|
||||||
//
|
//
|
||||||
//sanghoon marker
|
//���� ��
|
||||||
/*
|
/*
|
||||||
wDirectDrawCreateEx( &DeviceArray[0].DeviceGUID, (void**)&DDobject, IID_IDirectDraw7, NULL );
|
wDirectDrawCreateEx( &DeviceArray[0].DeviceGUID, (void**)&DDobject, IID_IDirectDraw7, NULL );
|
||||||
// wDirectDrawCreateEx( &DeviceArray[Environment.FullScreenDevice].DeviceGUID, (void**)&DDobject, IID_IDirectDraw7, NULL );
|
// wDirectDrawCreateEx( &DeviceArray[Environment.FullScreenDevice].DeviceGUID, (void**)&DDobject, IID_IDirectDraw7, NULL );
|
||||||
wSetCooperativeLevel( DDobject, hWindow, DDSCL_NORMAL );
|
wSetCooperativeLevel( DDobject, hWindow, DDSCL_NORMAL );
|
||||||
CurrentDDobject=DDobject;
|
CurrentDDobject=DDobject;
|
||||||
*/
|
*/
|
||||||
//sanghoon ..
|
//���� �ҽ�..
|
||||||
//wDirectDrawCreateEx(&DeviceArray[0].DeviceGUID, (void**)&DDobject, IID_IDirectDraw7, NULL );
|
//wDirectDrawCreateEx(&DeviceArray[0].DeviceGUID, (void**)&DDobject, IID_IDirectDraw7, NULL );
|
||||||
wDirectDrawCreateEx(NULL, (void**)&DDobject, IID_IDirectDraw7, NULL );
|
wDirectDrawCreateEx(NULL, (void**)&DDobject, IID_IDirectDraw7, NULL );
|
||||||
|
|
||||||
wSetCooperativeLevel( DDobject, hWindow, DDSCL_NORMAL );
|
wSetCooperativeLevel( DDobject, hWindow, DDSCL_NORMAL );
|
||||||
CurrentDDobject=DDobject;
|
CurrentDDobject=DDobject;
|
||||||
//sanghoon marker
|
//���� ��
|
||||||
//
|
//
|
||||||
//
|
//
|
||||||
//
|
//
|
||||||
@@ -1630,11 +1630,11 @@ bool SetupMode( bool FullScreen, DWORD Renderer )
|
|||||||
BackBufferSurface=0;
|
BackBufferSurface=0;
|
||||||
ClipperObject=0;
|
ClipperObject=0;
|
||||||
ZBufferSurface=0;
|
ZBufferSurface=0;
|
||||||
//sanghoon marker
|
//���� ��
|
||||||
SH_TargetBufferSurface = 0;
|
SH_TargetBufferSurface = 0;
|
||||||
SH_SwirlTexture=0;
|
SH_SwirlTexture=0;
|
||||||
SH_GameEndTexture=0;
|
SH_GameEndTexture=0;
|
||||||
//sanghoon marker
|
//���� ��
|
||||||
Maind3dDevice7=0;
|
Maind3dDevice7=0;
|
||||||
d3dDevice7=0;
|
d3dDevice7=0;
|
||||||
DDSURFACEDESC2 ddsd;
|
DDSURFACEDESC2 ddsd;
|
||||||
@@ -1993,7 +1993,7 @@ bool SetupMode( bool FullScreen, DWORD Renderer )
|
|||||||
}
|
}
|
||||||
wAddAttachedSurface( BackBufferSurface, ZBufferSurface );
|
wAddAttachedSurface( BackBufferSurface, ZBufferSurface );
|
||||||
|
|
||||||
//sanghoon marker
|
//���� ��
|
||||||
{
|
{
|
||||||
DDSURFACEDESC2 rdesc;
|
DDSURFACEDESC2 rdesc;
|
||||||
memset(&rdesc,0,sizeof(ddsd));
|
memset(&rdesc,0,sizeof(ddsd));
|
||||||
@@ -2019,7 +2019,7 @@ bool SetupMode( bool FullScreen, DWORD Renderer )
|
|||||||
|
|
||||||
if(SUCCEEDED(wCreateSurface( CurrentDDobject, &rdesc, &SH_SwirlTexture, NULL ))){
|
if(SUCCEEDED(wCreateSurface( CurrentDDobject, &rdesc, &SH_SwirlTexture, NULL ))){
|
||||||
;
|
;
|
||||||
//Draw texture content to screen. .
|
//ȭ�鿡 �ؽ��� ������ ����.
|
||||||
}
|
}
|
||||||
|
|
||||||
rdesc.dwFlags = DDSD_CAPS|DDSD_HEIGHT|DDSD_WIDTH|DDSD_PIXELFORMAT|DDSD_TEXTURESTAGE;
|
rdesc.dwFlags = DDSD_CAPS|DDSD_HEIGHT|DDSD_WIDTH|DDSD_PIXELFORMAT|DDSD_TEXTURESTAGE;
|
||||||
@@ -2031,11 +2031,11 @@ bool SetupMode( bool FullScreen, DWORD Renderer )
|
|||||||
|
|
||||||
if(SUCCEEDED(wCreateSurface( CurrentDDobject, &rdesc, &SH_GameEndTexture, NULL ))){
|
if(SUCCEEDED(wCreateSurface( CurrentDDobject, &rdesc, &SH_GameEndTexture, NULL ))){
|
||||||
;
|
;
|
||||||
//Draw texture content to screen. .
|
//ȭ�鿡 �ؽ��� ������ ����.
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
//sanghoon marker
|
//���� ��
|
||||||
//
|
//
|
||||||
// Get the Z buffer pixel format (nVidia may always match front bit depth)
|
// Get the Z buffer pixel format (nVidia may always match front bit depth)
|
||||||
//
|
//
|
||||||
@@ -2258,7 +2258,7 @@ Failed:
|
|||||||
wRelease( ZBufferSurface );
|
wRelease( ZBufferSurface );
|
||||||
ZBufferSurface=0;
|
ZBufferSurface=0;
|
||||||
}
|
}
|
||||||
//sanghoon
|
//����
|
||||||
//SetupMode
|
//SetupMode
|
||||||
if( SH_TargetBufferSurface)
|
if( SH_TargetBufferSurface)
|
||||||
{
|
{
|
||||||
@@ -2275,7 +2275,7 @@ Failed:
|
|||||||
wRelease( SH_SwirlTexture );
|
wRelease( SH_SwirlTexture );
|
||||||
SH_SwirlTexture=0;
|
SH_SwirlTexture=0;
|
||||||
}
|
}
|
||||||
//sanghoon
|
//����
|
||||||
if( ClipperObject )
|
if( ClipperObject )
|
||||||
{
|
{
|
||||||
if( FrontBufferSurface )
|
if( FrontBufferSurface )
|
||||||
@@ -2578,7 +2578,7 @@ void DirectDrawCreateAllBuffers()
|
|||||||
wRelease( ZBufferSurface );
|
wRelease( ZBufferSurface );
|
||||||
ZBufferSurface=0;
|
ZBufferSurface=0;
|
||||||
}
|
}
|
||||||
//sanghoon marker
|
//���� ��
|
||||||
//DirectDrawCreateAllBuffers
|
//DirectDrawCreateAllBuffers
|
||||||
if( SH_TargetBufferSurface)
|
if( SH_TargetBufferSurface)
|
||||||
{
|
{
|
||||||
@@ -2595,7 +2595,7 @@ void DirectDrawCreateAllBuffers()
|
|||||||
wRelease( SH_SwirlTexture );
|
wRelease( SH_SwirlTexture );
|
||||||
SH_SwirlTexture=0;
|
SH_SwirlTexture=0;
|
||||||
}
|
}
|
||||||
//sanghoon marker
|
//���� ��
|
||||||
if( ClipperObject )
|
if( ClipperObject )
|
||||||
{
|
{
|
||||||
if( FrontBufferSurface )
|
if( FrontBufferSurface )
|
||||||
|
|||||||
@@ -161,7 +161,7 @@ HRESULT wEndScene( IDirect3DDevice7* d3dDevice7 )
|
|||||||
|
|
||||||
//Original
|
//Original
|
||||||
//if( FAILED(result) )
|
//if( FAILED(result) )
|
||||||
//sanghoon
|
//상훈
|
||||||
if( FAILED(result) && result!=DDERR_SURFACELOST)
|
if( FAILED(result) && result!=DDERR_SURFACELOST)
|
||||||
PAUSE(( "FAILED (0x%x - %s) - EndScene()",result,ErrorNumberToMessage(result)));
|
PAUSE(( "FAILED (0x%x - %s) - EndScene()",result,ErrorNumberToMessage(result)));
|
||||||
|
|
||||||
|
|||||||
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Reference in New Issue
Block a user