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>
375 lines
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375 lines
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Plaintext
Testing Checklist -- V5.1.0b_RC3 (eaa5fd3 through 2026-08-09)
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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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Sections 1-11 were already in RC1; 12-17 were added for RC2; 18-22 are new in
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RC3 and have NEVER been run on hardware.
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Build requirements:
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* MW4.exe (Release + Profile) -- CoreTech GameOS and MW4Application changed
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(-tident, display trace, panel re-entry fix, -tmr, help text), and since the
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first RC2 build also coord.cpp, render.cpp/.hpp, huddamage.cpp and
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Weapon.cpp. coord.cpp is #included by DXRasterizer.cpp, so a damage-mapping
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change needs a full exe rebuild, not just a repack.
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* mw4print.exe -- new -debug switch. Builds with MW4Application.
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* Resource repack, now THREE packages, not just props:
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props.mw4 ConLobby.script / ConLobbyMission.script / MechBay
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weapons.script / the mech .subsystems
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core.mw4 HighExplosive.data, cauldronborn.torso,
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hellspawn.subsystems, sunder.subsystems
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textures.mw4 textures.hint page renames + the HUD .tga rename/removal
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Delete resource\<pkg>.mw4 and <pkg>.dep for each, then run
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build-env\build-resources.ps1, so every repack is full rather than
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incremental. (The packer carries stale entries forward on an incremental
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rebuild and never drops deleted ones -- see CLAUDE.md, "Resource packer
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quirks".)
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* Loose hsh\ art -- 21 damage dolls changed and 2 were deleted. These are NOT
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packed; deploy-mw4.ps1 copies them. No repack needed, but the deploy must
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run or the dolls will not match the new coordinates.
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* Redeploy with build-env\deploy-mw4.ps1, then run set-appcompat.bat at the
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install path.
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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 -- V5.1.0b3 / SUPER6 MECH ROTATION
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[ ] Console title displays "BattleTech Console V5.1.0b3"
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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 23 entries (1-15, 20, 25, 30, 45, 60, 120, 180, 240 min) and scrolls correctly
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[ ] MP time-limit defaults to 7 min (was wrongly defaulting to 4)
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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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------------------------------------------------
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Added for RC2 (2026-07-25 through 2026-08-07)
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------------------------------------------------
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12. -tident DISPLAY IDENTIFY MODE
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MW4.exe -tident [3..120, default 20] paints every display with a colour,
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its -tmon number, its DirectDraw device index and its current role, then
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exits. No exclusive mode, no display mode change.
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REWRITTEN FOR RC3 -- in RC2 this did not work. It opened each DirectDraw
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device with DDSCL_NORMAL and drew on the device's primary surface, but a
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secondary device's primary surface under DDSCL_NORMAL is not that monitor's
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framebuffer, so on a 4-monitor pod every device painted the MAIN screen in
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turn and only the last survived. Observed symptom: one green rectangle on
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the main monitor, nothing anywhere else. It now creates one borderless
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topmost GDI window per monitor, positioned from that device's monitor
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rectangle, and runs a real message pump so the windows actually paint.
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[ ] MW4.exe -tident on a 4-monitor pod: ALL FOUR monitors are covered, each
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a different colour with a large number. This is the RC2 regression --
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check it first
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[ ] The role shown on each monitor (main / radar / mfd1 / mfd2) matches
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what that monitor actually displays during a mission
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[ ] The game exits on its own when the timer expires, and does NOT start
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[ ] -tident 5 exits after ~5 s; -tident 200 clamps to the accepted range
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[ ] After -tident, the desktop is unchanged: same resolution, colour depth
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and monitor arrangement as before (nothing to restore by hand)
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[ ] Works on a pod where the MFD modes are currently failing (that is the
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case it exists for)
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[ ] Everything painted on screen also appears in gos-displays.txt, including
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the new "N window(s) shown across M device(s)" line
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[ ] gos-displays.txt reports a painted line per monitor with its pixel size
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and desktop position, and those match the physical layout
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[ ] Typing those numbers into -tmon puts each panel on the intended monitor
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[ ] On a SINGLE-monitor test PC (not a pod): if the driver presents one
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monitor as two devices, one window appears showing both numbers, e.g.
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"1 & 2", rather than two windows overpainting. gos-displays.txt says
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"shares a monitor with device N"
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13. gos-displays.txt FULL START-UP TRACE
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Startup-only logging; no frame-loop cost. File is truncated each launch.
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[ ] File is created next to MW4.exe on every launch, including launches
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that fail during panel bring-up (open-append-close, survives a crash)
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[ ] Header shows the exe path, the full command line, and -tmfds / -tmon
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converted to 0-based device indices
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[ ] Windows desktop topology section lists every \\.\DISPLAYn with its
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friendly name, attached/primary state and current mode
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[ ] Each enumeration callback is logged with GUID and resolved monitor
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[ ] Device table appears three times (before merge, after merge, final)
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and the adapter grouping lists devices sharing one card
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[ ] Role selection prints the chosen device AND the reason each skipped
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device was skipped
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[ ] Each -tmon override reports APPLIED or REJECTED with what auto-detect
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had chosen
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[ ] "Desktop arrangement, left to right" block matches the physical layout
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[ ] CLASH check: deliberately run -tmon with the same device twice (e.g.
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-tmon 1,1,3,4) and confirm the report names the clash explicitly
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[ ] "CTCL type = <n>" line is present and correct on console, game pod and
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cameraship
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[ ] Startup time is not noticeably longer than the previous build
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14. PANEL RE-ENTRY FIX (HSH_EnterFullScreen2 releases before re-opening)
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Panels used to be re-opened without the previous DirectDraw objects being
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released, leaking the exclusive claim. Bites hardest when a panel sits on
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the monitor Windows treats as primary.
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[ ] Full MFD pod (-tmfds 4) survives an Alt-Tab out and back with all
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panels still drawing
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[ ] Panels still work after a display mode change (shell -> mission ->
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shell, and mission restart)
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[ ] gos-displays.txt shows HSH_EnterFullScreen2 running more than once with
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NO DDERR_EXCLUSIVEMODEALREADYSET / DDERR_NOCOOPERATIVELEVELSET on the
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later entries
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[ ] Cameraship (mr_device) path: same Alt-Tab / mode-change test
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[ ] Test at least once on a machine where a panel IS on the Windows primary
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monitor -- that is the configuration that used to fail
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15. CAMERASHIP MAP/ARMOR SCREEN AND -tmr
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Field report root cause was -ctcltype 2 (game pod) on a cameraship, not a
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video card. Overlays are gated on the CTCL role; the background is not.
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[ ] Cameraship launched with -ctcltype 3: Map/Armor screen shows background
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AND armour/score/map overlays
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[ ] gos-displays.txt reads "CTCL type = 3 (cameraship - overlays WILL be
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drawn)"
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[ ] Launch the same machine with -ctcltype 2 and confirm the documented
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symptom (background only, no overlays) and the matching log line --
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this is the triage rule, worth seeing once
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[ ] -tmr 0 (default / switch absent): behaviour identical to the previous
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build
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[ ] -tmr 3 paints a magenta test rectangle on the Map/Armor screen
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[ ] -tmr 1 and -tmr 2 run without crashing
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[ ] Draw-call counts are reported for the first 5 frames when -tmr is set
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16. MP TIME LIMITS TO 240 MIN -- IN-MISSION BEHAVIOUR
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Extends section 5, which covers the lobby dropdown, the 7-minute default
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and the console title. Content only (props.mw4). Requires a full repack:
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delete resource\props.mw4 and props.dep first, then run
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build-env\build-resources.ps1.
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[ ] Default button returns the time limit to 7 minutes
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[ ] Select 240 minutes, launch, and confirm the in-mission timer starts at
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240:00 and counts down correctly
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[ ] Mission ends on time expiry at a long setting (spot-check one, e.g. 45)
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[ ] PC host lobby (HostLobbyMission) time list shows the same 23 entries and
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does not crash when opened -- the else-branch re-brace
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17. -help AND DOCUMENTATION
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[ ] MW4.exe -help writes mw4-help.txt and opens it; game does not start
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[ ] -tident, -tmr, -tcoop, -tbaud, -tmfds 4, -tmon and -fps all appear with
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correct ranges
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[ ] -tmon entry states these are NOT Windows Display Settings numbers
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[ ] -ctcltype entry states a cameraship must use 3
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[ ] -fps entry describes the per-second 5% low and the session 1% / 0.1%
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summary (matches what gos-fps.txt actually prints)
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------------------------------------------------
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Added 2026-08-09 -- NOT yet tested on hardware
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------------------------------------------------
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18. EXTERNAL MFD AND RADAR DAMAGE PAPER DOLLS -- 22 CHASSIS REMAPPED
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coord.cpp texuv2/offset2 (external MFD) and texuv3/offset3 (Radar) were
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repaired, and 21 loose hsh\ doll images were replaced with the J&J art.
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Two faults were systemic and affected every chassis touched by the
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2026-08-07 import: the texuv and offset values were transposed, and the
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figure was mirrored left-for-right. Both are fixed.
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Needs the external MFD and Radar panels, i.e. -tmfds 1/3/4. None of this is
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visible in console mode.
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Baseline: take one intact 'Mech and one badly damaged 'Mech per chassis.
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[ ] Doll is the RIGHT MECH -- silhouette matches the chassis, not another
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[ ] Handedness: damage to the 'Mech's RIGHT arm/torso/leg lights up on the
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VIEWER'S LEFT. This is the mirroring fault; check it explicitly on an
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asymmetric chassis (Rifleman, Warhammer, Longbow)
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[ ] Zones line up with the artwork -- no piece floating in empty space, no
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leg box running past the feet
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[ ] Left/right pairs sit at the same height
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[ ] Colours track real damage: shoot one limb, only that zone changes
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MFD changed (21), verify each:
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[ ] annihilator [ ] archer [ ] ares [ ] argus
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[ ] assassin2 [ ] atlas [ ] avatar [ ] battlemaster
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[ ] battlemasteriic [ ] behemoth [ ] behemothii
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[ ] blackhawk [ ] fafnir [ ] flea [ ] gladiator
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[ ] kodiak [ ] longbow [ ] rifleman [ ] sunder
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[ ] victor [ ] warhammer
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Radar changed (18), verify each:
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[ ] annihilator [ ] archer [ ] ares [ ] argus
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[ ] assassin2 [ ] avatar [ ] battlemaster
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[ ] battlemasteriic [ ] behemoth [ ] behemothii
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[ ] blackhawk [ ] fafnir [ ] hellspawn [ ] kodiak
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[ ] longbow [ ] rifleman [ ] victor [ ] warhammer
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Specific cases worth calling out:
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[ ] Rifleman and Battlemaster previously used another mech's rows entirely
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(Mad Cat's and Atlas's). Both should now fit their own art.
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[ ] Atlas MFD doll was REGENERATED from its Radar art -- this replaces
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shipped artwork rather than restoring intent. Look at it carefully.
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[ ] Behemoth II deliberately shares Behemoth's art and geometry; the two
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should look identical, and that is correct.
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[ ] Longbow: the piece formerly mapped as Special1 on the Radar is the
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cockpit canopy and is now mapped as Head. On the MFD the same piece is
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the pelvis and is still drawn. Confirm neither looks wrong in game.
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[ ] Chassis NOT in the lists above are untouched -- spot-check two (e.g.
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madcat, thor) and confirm no regression.
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19. 2D TARGET MFD MECH IMAGE -- ATLAS CAPACITY AND TWO NAME MISMATCHES
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This is the small picture of your TARGET on the MFD, not the damage doll.
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The atlas held 64 tiles for 65 chassis, so the last one wrapped around and
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displayed a different mech. Two chassis also had art the code could not
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find. Requires -tmfds; default (2D) target mode, i.e. NOT -3dt.
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[ ] Target a ZEUS -- the MFD shows a Zeus. Before this build it showed the
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ANNIHILATOR, cleanly and convincingly, which is why it was never
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reported. This is the headline check.
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[ ] Target an ASSASSIN II -- an image appears at all (previously the tile
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was never written, so it showed whatever was in video memory)
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[ ] FLY a BEHEMOTH II in the RELEASE build, into a mission, and confirm it
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does NOT stop with "Texture ... could not be found!". This one was
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fatal in Release and masked in Profile by the placeholder texture, so
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it MUST be checked with MW4.exe and not MW4pro.exe.
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[ ] Spot-check five other chassis targets still show the correct picture
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[ ] gos-displays.txt contains a line reading
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"[mfd] target atlas 1024x2048, 128 tiles, 65 chassis"
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[ ] If it instead reads "1024x2048 target atlas refused by the driver;
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using 1024x1024", the card will not take the taller texture. That is a
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supported fallback: everything behaves exactly as the old build,
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including the Zeus fault. Note the machine and report it.
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[ ] No "*** atlas full ***" line appears
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[ ] -3dt (live 3D target model) still works and is unaffected
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20. HIGH EXPLOSIVE CHARGES NOW FIRE
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Weapon ID 87. Previously installable in MechLab but impossible to fire:
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HighExplosive.data used an unregistered key, and MechLab's starting-ammo
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formula truncated to zero rounds. Requires MW4.exe rebuild + core.mw4 and
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props.mw4 repacks.
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[ ] Fit a High Explosive in MechLab; it shows as installed
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[ ] Take it into a mission and FIRE it via its weapon group (group 3 by
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default). It is a normal one-shot weapon -- it is NOT triggered by
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ejecting
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[ ] It detonates: ~100 damage in a 30 m radius, and ~200 damage to your own
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centre torso
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[ ] Fit several in ONE group and use Group Fire -- all detonate together.
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Chain Fire sets off one at a time
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[ ] NARC BEACON REGRESSION CHECK: NARC (ID 84) shows its ammo round count
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in MechLab again. The UI flag was previously on the wrong weapon id, so
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NARC was wrongly being treated as a one-shot charge
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[ ] No other weapon's starting ammo changed -- spot-check an AC20, an LRM20
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and a Medium Laser in MechLab
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[ ] Any saved variant that already had a High Explosive: remove and refit
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the charge, in case zero ammo was serialised into the variant
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21. THREE CONTENT DEFECTS FOUND WHILE DECOMPILING V4H
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Pre-existing faults in our own content, unrelated to the V4H merge. All
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three are core.mw4; the two heat-sink ones also affect props.
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[ ] Cauldron Born: torso twist still feels normal. Its .torso referenced
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$(OBSTUSE_TRADIUS), a typo for OBTUSE that is defined nowhere, so the
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engine silently fell back to 100. It now says 100 outright, so
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behaviour is UNCHANGED by design -- this is a "confirm nothing moved"
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check, not a "confirm something improved" one
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[ ] Hellspawn: spawns and runs normally, heat behaves as before (its
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.subsystems had a page header "[HeatSink10" with no closing bracket)
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[ ] Sunder: same check ("[HeatSink16")
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[ ] Both mechs' heat sink counts in MechLab are unchanged from RC1
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22. MW4PRINT -- NEW -debug SWITCH
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[ ] mw4print.exe runs normally with no switch, exactly as before
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[ ] mw4print.exe -debug produces a step-by-step diagnostic log
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[ ] The log records the assets directory and the command line at startup
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[ ] A normal print job still completes with -debug active
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[ ] /debug is accepted as well as -debug
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