Testing Checklist -- eaa5fd3 through 2026-07-23 Branch: 5.1.0b-in-progress Last known-good pod test: before eaa5fd3 ================================================ 1. DUAL MFD (mode 4) -- right device stagger fix [ ] In a pod with two MFD screens (mode 4), verify right MFD shows correct channel data (channels 3-4) and does not flash blank/grid-only frames [ ] Left MFD still shows channels 0-2 correctly at all times [ ] Radar display unaffected [ ] Mode 1 (single MFD) still works normally (code path unchanged) 2. SERIAL RIO / -tbaud BAUD RATE SCALING [ ] Default 9600 baud RIO board: poll timeout is 50 ms (same as before) [ ] High-speed board at 115200 baud: poll timeout is ~5 ms (faster response) [ ] Custom -tbaud 31250: timeout is ceil(480000/31250) = 16 ms [ ] Verify no regression in button/lamp/analog response at all three rates [ ] Verify game launches normally without -tbaud flag 3. MULTIPLAYER -- 16 PILOTS + 1 CAMERASHIP [ ] Host a 16-player game; a 17th connection as cameraship can join without "Too many player/bots" error [ ] The cameraship slot does not count against the pilot cap in the lobby [ ] Standard 16-pilot session (no cameraship) still works normally [ ] Player limit slider in lobby still functions correctly at runtime [ ] COOP mode unaffected (still caps at 9 pilots + bots) 4. MECH LOADOUTS [ ] Battlemaster IS: spawns with PPC, 6x ML (3 RT/3 LT), 2x MG (200 rds), SRM6 (15 rds) [ ] Battlemaster IS: all weapons in group 1 except SRM6 (group 2) [ ] Battlemaster Clan 2C: spawns with ER PPC, 6x ER ML, 2x Clan Gauss (16 rds each), Clan SSRM6 (15 rds) [ ] Behemoth / Behemoth II: Gauss rifles fire with group 1 (not group 3) 5. CONLOBBY -- V5.1.0b1 / SUPER6 MECH ROTATION [ ] Console title displays "BattleTech Console V5.1.0b1" [ ] Rookie mech cycle shows 6 mechs: Archer, Loki, Madcat, Thor, Vulture, Warhammer [ ] Right-click random mech picks from all 6 (not 5) [ ] MP time-limit dropdown shows 18 entries (1-15, 20, 25, 30 min) and scrolls correctly [ ] Lobby launches correctly with 1-16 players 6. MW4PRINT v2.0 [ ] Print job completes normally; version banner shows "2.0 / 2026" [ ] File -> Database Settings (Ctrl+D) dialog opens; MySQL host/user/pass/db fields editable [ ] With a MySQL server configured, a print job exports match data to the database [ ] Without MySQL configured (or libmysql.dll absent), print job completes silently with no crash [ ] File -> Banner Setting... opens; changing the text updates the printed bottom-of-sheet URL [ ] Banner setting persists after closing and reopening mw4print 7. LANGUAGE DLL -- ENGLISH BUTTON LABELS [ ] After a game crash/exception, the GameOS error dialog shows English button labels (More Details / Continue / Exit) instead of Korean ??? characters 8. SOURCE ENCODING / BUILD HEALTH [ ] Full Release build completes 0 errors (the min/max fix was the last issue) [ ] No new warnings introduced beyond the pre-existing 384 ------------------------------------------------ Added 2026-07-23 (commit 5813aeb6) ------------------------------------------------ 9. ROOKIE MISSION -- CONFIGURABLE DEFAULTS VIA options.ini These defaults are read by CTCL_SetCDSP at startup and exposed as gosScript globals (g_szRookieMission, g_nRookieGameType, g_nRookieTimeLimit, etc.). The console script reads them instead of hardcoded values when "Default" is clicked or when the Rookie mission auto-loads. [ ] Without [RookieMission] section in options.ini: Rookie mission defaults to "ScarabStronghold - Attrition", game type Attrition, unlimited ammo on, all other params at zero/off -- same behavior as before [ ] Add [RookieMission] section to options.ini with MissionName and GameType overridden; restart game; "Default" button in console loads the specified mission and game type correctly [ ] TimeLimit=-1 in options.ini: lobby uses the server's default time setting (g_nTimeList_Value); TimeLimit=5 sets the lobby time limit to 5 minutes [ ] All 12 overridable params work individually: Visibility, Weather, TimeOfDay, Radar, HeatOn, FriendlyFire, SplashDamage, UnlimitedAmmo, WeaponJam, AdvanceMode, ArmorMode [ ] Game launches and functions normally when [RookieMission] section is absent (no crash, no STOP on missing keys) [ ] Requires rebuild: MW4.exe (Release + Profile); ScriptStrings.dll 10. MECHLAB -- TURN RATE LABEL (StringResource.rc) IDS_ML_CH_TURNRATE changed from "Turn Rate (Degrees/Sec.):" to "Turn Rate (Top Speed Rad/Sec):". ScriptStrings.dll must be rebuilt. [ ] In mechlab, the turn rate stat row label reads "Turn Rate (Top Speed Rad/Sec):" [ ] No other mechlab labels affected [ ] Requires rebuild: ScriptStrings.dll (part of normal MW4Application build) 11. HSH ASSET FILE RENAMES -- MFD AND MECHS PORTRAITS Several hsh/ BMP files were misnamed relative to what the game loads. Filenames now match the canonical stems used in huddamage.cpp texturename[] (hsh/MFD, hsh/hud, hsh/radar/hud) and GetLocString DNL strings (hsh/Mechs). hsh/MFD/ -- in-game target MFD damage display (uses texturename[] canonical): [ ] Assassin II: MFD shows correct silhouette during combat (was assassinii.bmp, now assassin2.bmp -- matches M_Assassin2 entry) [ ] All other MFD silhouettes display correctly in combat for all 65 mechs (bulk refresh from 5.0.7D release; verify no missing/black MFD panels) hsh/Mechs/ -- mw4print post-match scorecard portraits: [ ] Print a post-match scorecard featuring a Battlemaster IIc pilot; portrait image appears (was battlemasteriic.bmp, now "battlemaster iic.bmp") [ ] Print a scorecard featuring a Behemoth II pilot; portrait appears (was behemothii.bmp, now "behemoth ii.bmp") [ ] Print a scorecard featuring a Mad Cat MKII pilot; portrait appears (was "mad cat mk.ii.bmp", now "mad cat mkii.bmp") [ ] Scorecards for all other mechs still show portraits correctly