Reported from a four-monitor pod: -tident filled the main screen green and did
nothing to the other three.
The first version opened each DirectDraw device with DDSCL_NORMAL and drew on
that device's primary surface. Under DDSCL_NORMAL a secondary device's primary
surface is not that monitor's framebuffer - it either fails to create or
resolves to the desktop primary - so every device painted the SAME screen, each
over the last. Green is acrFill[1], so device 1 painted last and devices 2 and 3
failed outright, which matches the report exactly.
Now does what the Windows Identify button does: one borderless topmost GDI
window per monitor, positioned from the rectangle that device's HMONITOR
reports, with a real message pump so the windows actually receive WM_PAINT.
Nothing takes exclusive mode and no display mode is changed, which was the point
of the original design and still holds.
Two things fall out of the rewrite:
* Devices resolving to the same rectangle are now grouped behind one window
labelled with both numbers ("1 & 2") instead of overpainting each other. That
was a parked item in CLAUDE.md - it happens when a driver presents one monitor
as two devices, which is common on a single-screen test PC.
* A device reporting no HMONITOR is the primary display driver alias and now
falls back to the primary monitor rectangle rather than being lost.
gos-displays.txt gains a painted size/position line per monitor, a
"shares a monitor with device N" line, and a summary count, so a failure to show
anything is visible in the log instead of silent.
Docs: this matters because RC2 told pod owners to run -tident and it did not
work. Added to the RC3 change list, corrected the now-obsolete known issue about
single-monitor overpainting, and rewrote checklist section 12 to lead with the
regression - all four monitors must be covered.
Co-authored-by: Claude Opus 5 (Anthropic) <noreply@anthropic.com>
Co-authored-by: GitHub Copilot <copilot@github.com>
29 KiB
BattleTech: FireStorm -- V5.1.0b_RC3
Release notes for pod owners
This build covers everything since the -tbaud RIO update. It is a large release: 83 changes
spanning multiplayer, cockpit hardware, displays, 'Mech content, the console lobby and the
match printer.
The most important thing to know: if you change nothing in your configuration, this build behaves like your current one. Every new feature listed here is either a fix that applies automatically, or an option you have to switch on deliberately. Nothing new is enabled by default.
Already testing RC2? Here is what is new in RC3
Everything in this list is a fix -- none of it needs configuring. The console lobby now reads
V5.1.0b3; use that to confirm a pod actually received the new build.
-tidentnow actually works. In RC2 it painted a single coloured rectangle on the main screen and nothing on the other monitors, so it could not be used for what it was added for. See section 4.- Damage paper dolls corrected on 22 'Mechs. The external MFD and Radar damage displays were showing mirrored or misaligned zones. See section 5.
- Targeting a Zeus showed an Annihilator. Fixed, along with two other 'Mechs whose target picture was missing. See section 4.
- Flying a Behemoth II could stop the game outright. Fixed. See section 5.
- High Explosive charges can now actually be fired. See section 5.
- Three long-standing 'Mech data faults corrected (Cauldron Born, Hellspawn, Sunder). See section 5.
mw4print -debugfor diagnosing printer problems. See section 7.
This build changes artwork as well as the executable. Copy the whole folder when you upgrade -- see section 11. An old
hsh\folder with a newMW4.exegives wrong damage displays.
What was new in RC2
-tident-- the game now identifies your monitors for you, so you can set-tmoncorrectly. See section 4.gos-displays.txtnow traces the whole display start-up, including a plain-English CLASH warning when two panels land on the same monitor, and a line stating this machine's CTCL role. See section 8.- Panels are now released correctly when the display mode changes -- a real fault that could stop the MFDs from restarting. See section 4.
-tmr-- diagnostics for a cameraship Map/Armor screen that shows its background but no overlays, plus the field check that usually explains it. See section 4.- Match time limits now go up to 240 minutes, and the default is 7 minutes again (it had silently become 4). See section 2.
1. Read this first -- required on Windows 10 / 11
Run set-appcompat.bat after installing
A new one-click tool ships in your install folder. Double-click set-appcompat.bat once,
after copying the game to its final location.
FireStorm renders in 16-bit colour, and modern graphics cards no longer offer 16-bit display modes. Windows can emulate them, but only if the game is registered for it -- and that registration is tied to the exact folder the game sits in. Copying or moving an install silently loses it.
Without it, the game fails to go fullscreen and reports:
"Another application is preventing use of full screen mode."
That message is misleading. It is not another application. It is this registration missing.
If you see it, run set-appcompat.bat and restart the game.
- Run it again any time you move, copy or reinstall the game to a different folder.
- Right-click -> Run as administrator to apply it for every Windows account on the pod.
- It reports what it changed and takes effect on the next game launch. No reboot needed.
2. Multiplayer
16 pilots plus a cameraship now launch correctly
Previously, a full 16-pilot game with a cameraship connected would silently fail to launch -- you pressed launch and nothing happened, with no error. Fixed. A cameraship no longer consumes one of the 16 pilot slots.
No configuration needed. This applies automatically.
Load File -- set up a whole match from a file
The console lobby can now load an entire match configuration -- game type, map, mission options and all 16 player slots -- from a single file, instead of setting everything by hand.
To enable it, edit options.ini in your game folder -- the same folder that contains
MW4.exe, for example C:\MW4\options.ini -- and add:
[automaticmode]
automaticmode=1
automaticfile=matchsetup.ini
Both keys are required:
| Key | What it does |
|---|---|
automaticmode |
1 shows the Load File button in the console lobby. Any other value, or the key missing entirely, hides the button and the lobby behaves exactly as before. |
automaticfile |
The match configuration file the button loads. If this key is missing, or points at a file that does not exist, the button appears but does nothing when pressed. |
automaticfile can be either a plain file name, which is read from the game folder next to
MW4.exe (so automaticfile=matchsetup.ini reads C:\MW4\matchsetup.ini), or a full path if
you prefer to keep your match files somewhere else
(automaticfile=C:\PodConfigs\friday-night.ini).
- Full file format reference:
BTFrstrm/autoconfig-file-spec.html - Two ready-made examples -- copy one into your game folder and point
automaticfileat it:BTFrstrm/test-ffa-coliseum.iniandBTFrstrm/test-team-koth-centralpark.ini
Read
BTFrstrm/autoconfig-file-spec.htmlbefore writing your own match files. Open it in any web browser. It documents every section and key, the accepted values for each, what happens when a key or section is left out, and complete worked examples for both free-for-all and team matches. It is the authoritative reference for the file format -- this page only covers turning the feature on.
The Default button restores standard settings, so you can always get back to a clean lobby.
Longer match times
The multiplayer time limit list has been expanded from 9 options to 23: 1 through 15 minutes, plus 20, 25, 30, 45, 60, 120, 180 and 240. The dropdown scrolls to fit them. Long-format events no longer need a mission restarted part way through.
The default time limit is 7 minutes again. While the list was being extended it had silently become 4 minutes, because the default was stored as a position in the list rather than as a number of minutes. Fixed.
This is console and content only -- it arrives with the resource packages, not with MW4.exe.
3. Cockpit and RIO hardware
Throttle zero fix
The throttle now reports a true zero position and clamps negative values correctly. Previously the zero point could be skipped.
Applies automatically.
-tbaud -- support for high-speed replica RIO boards
If you are running a replica RIO cockpit board with a faster UART, you can now set the COM1 speed without changing anything else about how the board talks to the game:
MW4.exe -tbaud 115200
Accepts 9600 to 921600. Leave it off and the game uses the original speed, exactly as before -- existing original RIO boards need no change and should not use this switch.
Whether a particular rate actually works is a hardware question, not a software one. The game will happily set any rate in that range, but both ends have to support it: the serial UART in the pod PC, and the RIO or replica RIO board itself. If a rate misbehaves -- garbled input, dropped buttons, no response -- step down to a lower one.
This switch only changes the speed. The wire protocol is untouched. (The separate -trio 1
switch changes the whole protocol and is not what you want for a replica board.)
4. Displays and MFDs
Split MFD mode -- two separate 640x480 MFD monitors
New display mode -tmfds 4, for pods using two separate 640x480 monitors for the MFDs
instead of one wide spanned display.
MW4.exe -tmfds 4
Four displays total: main, radar, left MFD, right MFD. The original spanned modes (-tmfds 1
and 3) are unchanged and remain the default for existing pods.
Split MFD stutter -- fixed
Early split-MFD builds had a constant rhythmic stutter across the whole game. Fixed. The two MFD panels no longer force the graphics card to stall every frame cycle.
Required dgVoodoo2 setting for any multi-display mode on Windows 10/11
On Windows 10 and 11, dgVoodoo2 is required for every mode that uses more than one display.
That means all of the MFD modes -- the original spanned display (-tmfds 1 and -tmfds 3) as
well as the new split mode (-tmfds 4) -- and cameraship mode, which drives two monitors
without using MFDs at all.
Console mode is the only configuration that does not need it, because it uses a single display.
The deciding factor is the number of displays, not which feature you are using: anything that lights up a second monitor runs into the same Windows limitation. On Windows XP none of this was needed.
dgVoodoo2 is not part of the build, and must NOT be installed on Windows XP pods. XP uses the graphics support built into Windows and needs nothing extra -- adding dgVoodoo2 there will break it. It is a per-machine prerequisite that you install yourself, on Windows 10 and 11 pods only. If your fleet is mixed, set it up per machine, not as part of the game folder you copy around.
In the dgVoodoo2 control panel, on the General tab, set:
Scaling mode:
Stretched, Keep Aspect Ratio
This is not optional and not cosmetic.
- With
Stretched(plain), the MFD monitors silently stay on the Windows desktop while the main and radar screens go black. There is no error message of any kind. It simply does not work. - With
Stretched, Keep Aspect Ratio, all panels come up correctly.
The same setting also gives the correct picture geometry on 16:9 monitors. FireStorm renders in 4:3, so on a widescreen display it is either stretched out of shape or shown correctly with black bars down the sides. Keep-aspect gives you the correct shape -- circles stay round and the targeting reticle is accurate.
Why dgVoodoo2 is still required: we tested running the multi-monitor MFD modes on Windows 10 with no dgVoodoo2 at all, using every available configuration. Modern Windows only permits one display at a time to take exclusive fullscreen control, so the extra MFD panels are refused. Windows XP allowed it; Windows 10 does not. dgVoodoo2 works around this. There is no setting or switch that avoids it.
-tident -- find out which monitor is which
Before using -tmon, use this to find out what numbers to type:
MW4.exe -tident
Every monitor fills with a colour and shows, in large text, the number to use for it. Something like:
3
use 3 in -tmon
device 2 currently: main
Walk the pod, write down what each screen says, then set -tmon in the order
main, radar, MFD 1, MFD 2. The game exits on its own when the time is up -- it does not start
a mission, and it does not change any display setting. The display lasts 20 seconds by default;
-tident 45 gives you longer, and anything from 3 to 120 seconds is accepted.
Why this exists. The monitor numbers Windows shows in Display Settings cannot be read by any program -- Windows simply does not make them available. They often happen to match the numbers
-tmonwants, but on some machines they do not, and there is no way for the game to tell the difference. This is the same reason Windows gives you an Identify button instead of just telling you.-tidentis the game's own Identify.
Do not read monitor numbers off the Windows Display Settings screen and type them into
-tmon. That is the single most common way to get a wrong or non-working display setup, and
it can look like a hardware fault. Use -tident.
-tmon -- fix monitors coming up in the wrong order
If your panels appear on the wrong physical monitors, you can assign them explicitly, in the order main, radar, MFD 1, MFD 2:
MW4.exe -tmfds 4 -tmon 1,2,3,4
Use the numbers -tident showed you (see above), not the numbers in Windows Display Settings.
Use 0 in any position to leave that one on automatic -- -tmon 2,1,0,0 swaps only main and radar.
Leave the switch off entirely and everything is detected automatically, which is correct on
most pods.
Which positions apply depends on the MFD mode:
| Position | Display | -tmfds 4 (split) |
-tmfds 1 / -tmfds 3 (spanned) |
|---|---|---|---|
| 1st | Main | applies | applies |
| 2nd | Radar | applies | applies |
| 3rd | MFD 1 | applies | ignored |
| 4th | MFD 2 | applies | ignored |
In the spanned modes the first two positions work normally, so you can still correct main and radar. The 3rd and 4th positions are accepted but have no effect, because the spanned modes drive both MFDs from a single wide display rather than two separate ones.
The spanned MFD display itself cannot be assigned with -tmon. It is picked automatically
as the first display that reports a 1280x480 mode -- a distinctive signature that a spanned
MFD pair produces and ordinary monitors do not, so it normally lands on the right one. If you
ever need to force it, ask and it can be added.
If a display comes up in the wrong place, check gos-displays.txt next to the game (see
section 8). It lists every display found, which role each was given, and whether each -tmon
position was accepted or ignored.
Two panels on one monitor -- now reported
If -tmon accidentally puts two things on the same monitor, the second one cannot start: the
first already has that display. Previously this produced a confusing DirectDraw error naming
neither of them. gos-displays.txt now says so plainly:
*** CLASH: main and mfd2 are BOTH on device 0 ***
Panels are now released correctly when the display mode changes
A fault that could stop the MFDs working after the game changed display mode, or recovered from another program taking the screen. The panels were being re-opened without the previous ones being closed first, so they collided with themselves. Most pods never saw it; it showed up reliably on machines where one of the panels was on the monitor Windows treats as primary.
Applies automatically. No configuration needed.
Cameraship Map/Armor screen shows its background but nothing else
If the second screen on a cameraship lights up, shows the correct background artwork, and then draws no armour, score or map overlays at all, check the pod's launch line first:
A cameraship must be launched with
-ctcltype 3.-ctcltype 2is a game pod.
With the wrong role the screen still opens and still paints its background -- that part does not depend on the role -- but the overlay drawing is skipped entirely. The result looks exactly like a graphics card or driver fault, which is how it has been misdiagnosed in the past. It is not.
The game now records this for you: gos-displays.txt contains a line reading
CTCL type = 3 (cameraship - overlays WILL be drawn), or the equivalent warning if the role is
wrong. Check that before suspecting hardware.
If the role is correct and the overlays are still missing, -tmr 3 draws a solid magenta test
rectangle on that screen. If the magenta appears, the display and 3D device are working and the
problem is elsewhere; include gos-displays.txt with the report.
The target picture on the MFD showed the wrong 'Mech
The small image of your current target had room for only 64 'Mechs, one short of the roster. The last one wrapped around to the start of the list, so targeting a Zeus displayed an Annihilator -- a clean, convincing picture of the wrong 'Mech, which is why it was never reported as a fault. The Assassin II had no picture at all.
Both fixed, with room for future 'Mechs. Applies automatically.
If your graphics card refuses the larger image store the game falls back to the old behaviour
rather than losing every target picture, and records which it used in gos-displays.txt:
[mfd] target atlas 1024x2048, 128 tiles, 65 chassis
If that line instead says the larger size was refused, the Zeus fault will still be present on that machine -- please report it, as it has not been seen on any card tested so far.
5. 'Mechs and content
Six rookie 'Mechs instead of four
The console lobby's default rookie 'Mech rotation now includes the Archer and Warhammer alongside the original four. Right-click randomising picks from all six.
Corrected loadouts
- Battlemaster (Inner Sphere) -- now carries its proper stock loadout: PPC, 6 medium lasers, 2 machine guns, and an SRM-6. It previously had only a single medium pulse laser.
- Battlemaster 2C (Clan) -- ER PPC, 6 ER medium lasers, 2 Clan Gauss rifles, Clan Streak SRM-6.
- Behemoth / Behemoth II -- Gauss rifles moved into the main weapon group so they fire with the rest of the primary weapons.
Restored missing artwork
Several 'Mechs were missing their MFD and cockpit display images, which showed as blank panels in game. Restored: Assassin II, Behemoth, Behemoth II, Black Hawk, Longbow, Solitaire, Victor, plus two missing lobby decals.
Damage displays corrected on 22 'Mechs
The external MFD and Radar damage figures -- the outline of your 'Mech that changes colour as sections take damage -- were wrong on a large part of the roster. Two faults ran through them:
- The figure was mirrored. Damage to the 'Mech's right side lit up on the wrong side of the display.
- Zones did not line up with the artwork. Pieces floated in empty space, and leg outlines ran past the feet.
Separately, the Rifleman and Battlemaster had been using another 'Mech's layout entirely (the Mad Cat's and the Atlas's), so their displays never matched their own artwork.
Corrected on: Annihilator, Archer, Ares, Argus, Assassin II, Atlas, Avatar, Battlemaster, Battlemaster IIC, Behemoth, Behemoth II, Black Hawk, Fafnir, Flea, Gladiator, Hellspawn, Kodiak, Longbow, Rifleman, Sunder, Victor and Warhammer. The remaining chassis were already correct and are untouched.
Applies automatically, but note the artwork travels as loose files, so the pod must get a
full deployment and not just a new MW4.exe.
High Explosive charges now fire
High Explosives could be fitted in the mechlab but never fired -- they were being given zero rounds. They are ordinary one-shot weapons: assign them to a weapon group and pull the trigger. They are not set off by ejecting.
Each charge does about 100 damage in a 30 metre radius, and about 200 damage to your own centre torso. Put several in the same group and use Group Fire to set them all off at once.
Side effect of the same fix: the NARC Beacon shows its ammunition count in the mechlab again.
If you have a saved variant that already carries a High Explosive, remove and refit the charge once, in case it was saved with no rounds.
Three content faults corrected
Long-standing errors in the 'Mech data files, found while examining another build:
- Cauldron Born -- its torso twist radius referred to a setting that does not exist, so the engine quietly substituted a default. The correct value is now stated outright. Behaviour is unchanged; the file simply now says what the game was already doing.
- Hellspawn and Sunder -- each had a malformed heat-sink entry. The game tolerated it, but it would have broken any tool that reads these files strictly.
Mechlab label correction
The mechlab turn rate now reads "Turn Rate (Top Speed Rad/Sec)", which is what the number actually means. It previously claimed degrees per second, which was wrong.
6. Arcade / console mode
Configurable Rookie Mission
The quick-launch Rookie Mission was previously fixed in place. All of its settings can now be
changed from the same options.ini in your game folder, next to MW4.exe.
This is the mission the console loads when it opens, and the one restored when Default is clicked in the lobby.
Every entry is optional. Omit the section entirely and you get exactly the previous built-in
behaviour. The block below is ready to paste into options.ini as-is: every setting line is
commented out with //, so pasting it changes nothing until you uncomment the lines you want.
[RookieMission]
// Default mission loaded when the console opens and when "Default" is clicked.
// All entries are optional - omit any to keep the hardcoded built-in default.
//
// MissionName - exact display name as it appears in the map dropdown
// default: ScarabStronghold - Attrition
// GameType - 0-based index into the game-type dropdown (2 = Attrition)
// default: 2
// TimeLimit - time limit in minutes; -1 means use the server's default time
// default: -1 (uses g_nTimeList_Value, currently 7 min)
// Visibility - 0=Clear 1=Light Fog 2=Medium Fog 3=Heavy Fog
// Weather - 0=Off 1=Rain
// TimeOfDay - 0=Day 1=Night
// Radar - 0=Novice 1=Off 2=Bars 3=Unlimited
// HeatOn - 0=Off 1=On
// FriendlyFire - 0=Off 100=Full (percentage)
// SplashDamage - 0=Off 1=On
// UnlimitedAmmo - 0=Off 1=On
// WeaponJam - 0=Off 1=On
// AdvanceMode - 0=Off 1=On
// ArmorMode - 0=Off 1=On
//
// Example: uncomment and edit lines below to customize
//MissionName=ScarabStronghold - Attrition
//GameType=2
//TimeLimit=-1
//Visibility=0
//Weather=0
//TimeOfDay=0
//Radar=0
//HeatOn=0
//FriendlyFire=0
//SplashDamage=0
//UnlimitedAmmo=1
//WeaponJam=0
//AdvanceMode=0
//ArmorMode=0
Two worth knowing:
MissionNamemust match the mission's display name exactly as it appears in the map dropdown, including spacing and the-before the game type.TimeLimit=-1means "use whatever time limit the server is currently set to" rather than forcing a fixed value.
7. Match printer (mw4print) -- version 2.0
Custom banner text
The line printed at the bottom of each score sheet is no longer fixed to WWW.MECHJOCK.COM.
Set your own via File -> Banner Setting.... It is saved to banner.txt next to the printer,
so you can also edit it directly.
Database export (included, not yet field-tested)
mw4print 2.0 can export match results -- scores, kills, player-versus-player results -- to an external MySQL database after each print job, for league tables or long-term stats.
Configure via File -> Database Settings (Ctrl+D), or the [MySQLExport] section of
mw4print.ini. The table layout is documented in db_schema.sql.
WARNING: this feature has not yet been tested against a live database server. It is off unless you configure it, and printing works normally without it. If you try it, please report back.
Diagnostic logging -- -debug
mw4print.exe -debug
Writes a step-by-step log of what the printer is doing, including where it is looking for its
files. Use it when a score sheet comes out wrong or a print job fails silently. /debug works
too. Off unless you ask for it, and printing is unaffected when it is on.
8. Quality of life
mw4.exe -help
Running MW4.exe -help now opens a complete reference for every command line switch -- around
76 of them, grouped by category with descriptions. It opens in Notepad and the game does not start.
English error dialogs
The crash and error dialog buttons previously appeared as ??? boxes on some systems, because
the shipped language file was a Korean build. They now read More Details / Continue / Exit.
Performance measuring -- -fps
For diagnosing stutter or verifying a pod is running smoothly:
MW4.exe -fps
Writes gos-fps.txt next to the game with a per-second breakdown -- average frame rate, the
worst 5% of frames, the single worst frame, and a count of stutters -- plus a whole-session
summary at the end giving the true 1% and 0.1% lows. Off unless you ask for it, and it costs
nothing when unused.
Display troubleshooting log
When display problems occur, the game now writes gos-displays.txt next to the exe listing
every monitor it found, which role each was assigned, and the exact reason any panel failed to
start. Previously such failures were completely silent. Include this file with any display fault report.
The log now follows the whole start-up sequence in order: what Windows reports is attached, what
the game found, how it matched the two up, which display it chose for each role and why, and what
each -tmon position did. Near the end it prints the monitors in left-to-right order with the
number to use for each -- the same numbers -tident puts on the screens:
Desktop arrangement, left to right (compare with Display Settings):
position 1 : device 0 -> \\.\DISPLAY1 800x600 at 0,0 [WINDOWS PRIMARY]
position 2 : device 3 -> \\.\DISPLAY4 640x480 at 800,122
It also records the role this machine was launched as, which is worth checking on any cameraship that is not drawing its overlays (section 4):
CTCL type = 3 (cameraship - overlays WILL be drawn)
The file is rewritten every time the game starts. If you have a failure worth reporting, copy the file before launching again.
9. New command line switches at a glance
| Switch | Purpose | If you leave it off |
|---|---|---|
-tmfds 4 |
Two separate 640x480 MFD monitors | Existing MFD mode unchanged |
-tident [secs] |
Show each monitor's number on the monitor itself, then exit. Use this to work out what to put in -tmon |
Game starts normally |
-tmon a,b,c,d |
Force monitor order: main, radar, MFD1, MFD2. Positions 3 and 4 apply only to -tmfds 4 |
Automatic detection |
-tbaud <rate> |
COM1 speed for replica RIO boards | Original board speed |
-fps |
Write a performance log | No log, no overhead |
-help |
Show the full switch reference and exit | Game starts normally |
-tmr <0-3> |
Cameraship Map/Armor screen troubleshooting only | Normal behaviour (0) |
-tcoop <0-5> |
Display troubleshooting only -- do not change | Standard behaviour (0) |
-ctcltype <1-3> is not new, but it is worth repeating: 1 = console, 2 = game pod,
3 = cameraship, and getting it wrong on a cameraship is the usual cause of a blank Map/Armor
screen (section 4).
10. Known issues and limitations
- Any multi-display mode requires dgVoodoo2 on Windows 10/11 -- every MFD mode (spanned
-tmfds 1/-tmfds 3and split-tmfds 4) and cameraship mode. Console mode, using a single display, is the only exception. Scaling must be set toStretched, Keep Aspect Ratio. dgVoodoo2 works around a limitation on exclusive full-screen use of multiple displays on platforms after Windows XP. It may be possible to fix this in a future release. - The MySQL export in mw4print has not been tested against a live server.
- The game renders in 4:3 only. There is no widescreen mode. On 16:9 monitors, use keep-aspect scaling for correct geometry with black bars at the sides.
- The AppCompat registration is tied to the install folder. Move the game, re-run
set-appcompat.bat. - Sound output is two-speaker stereo. Surround and quad speaker rigs are downmixed. This is how the game has always behaved; making use of more speakers is being investigated for a later release.
- If two device numbers land on one monitor,
-tidentnow says so rather than painting one number over the other. The monitor shows both numbers, e.g.1 & 2, and either may be used in-tmon. This happens when a driver presents one monitor to the game as two devices, which is common on single-screen test PCs and does not occur on a pod.
11. Upgrade checklist
- Back up your current install.
- Copy in the new build. Copy the whole folder, not just
MW4.exe. This build changes the damage display artwork inhsh\, which is loose files rather than packaged data, and three of the resource packages. A 'Mech will show the wrong damage figure if the executable and the artwork come from different builds. - Double-click
set-appcompat.bat(as administrator if the pod has multiple accounts). - On Windows 10/11, confirm dgVoodoo2 is installed and its scaling mode is
Stretched, Keep Aspect Ratio. Required for any mode that uses more than one display: all MFD modes (spanned-tmfds 1/-tmfds 3, split-tmfds 4) and cameraship mode. Only console mode, on a single display, does without it. Windows XP pods never need it. - Launch and confirm the console lobby reads
V5.1.0b3. If it still shows an older version, the resource packages did not get copied. - If your pod uses MFDs or a cameraship, run
MW4.exe -tidentonce and check each monitor shows the role you expect. If any are wrong, note the numbers shown and correct-tmon. On a cameraship, also confirm the launch line uses-ctcltype 3. - Play one mission end to end before putting the pod back into service.
- Optional: add
[automaticmode]and[RookieMission]tooptions.iniif you want the new Load File button or custom rookie missions.