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