The dgVoodoo2 requirement was written as an MFD-mode problem. It is not. The limitation is per SECONDARY DISPLAY, not per feature, so it applies to every mode that lights up a second monitor -- including cameraship mode, which uses two displays and no MFDs at all. Console mode is the only configuration that does not need dgVoodoo2, because it is single-display. This matches the code: IsMultimonitorAvaliable() returns false for _ECTCL_CameraShip, so cameraship falls through to IsSecondaryMonitorAvaliable() and the single-secondary mr_device path -- which is still a second exclusive IDirectDraw7, and therefore still refused by modern Windows for exactly the same reason as the MFD panels. Release notes updated in all three places it appears -- section heading and opening, the known-issues entry, and upgrade checklist step 4 -- so an owner running cameraship pods cannot read the requirement as "only applies to MFD setups" and skip it. CLAUDE.md STEP 10 and repo memory corrected likewise, since both stated the narrower "-tmfds 1/3/4" scope. Both release-notes formats regenerated; still plain ASCII with CRLF. Co-authored-by: Claude Opus 5 (Anthropic) <noreply@anthropic.com> Co-authored-by: GitHub Copilot <copilot@github.com>
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<h1>BattleTech: FireStorm — V5.1.0b_RC1</h1>
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<div class="meta">Release notes for pod owners · 25 July 2026</div>
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<p>This build covers everything since the <code>-tbaud</code> RIO update. It is a large release: 58 changes
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spanning multiplayer, cockpit hardware, displays, 'Mech content, the console lobby and the
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match printer.</p>
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<div class="note"><p><strong>The most important thing to know:</strong> if you change nothing in your configuration, this build
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behaves like your current one. Every new feature listed here is either a fix that applies
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automatically, or an option you have to switch on deliberately. Nothing new is enabled by default.</p></div>
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<hr>
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<h2>1. Read this first -- required on Windows 10 / 11</h2>
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<h3>Run <code>set-appcompat.bat</code> after installing</h3>
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<p>A new one-click tool ships in your install folder. <strong>Double-click <code>set-appcompat.bat</code></strong> once,
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after copying the game to its final location.</p>
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<p>FireStorm renders in 16-bit colour, and modern graphics cards no longer offer 16-bit display
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modes. Windows can emulate them, but only if the game is registered for it -- and <strong>that
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registration is tied to the exact folder the game sits in</strong>. Copying or moving an install
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silently loses it.</p>
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<p>Without it, the game fails to go fullscreen and reports:</p>
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<div class="note"><p><em>"Another application is preventing use of full screen mode."</em></p></div>
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<p>That message is misleading. It is not another application. It is this registration missing.
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If you see it, run <code>set-appcompat.bat</code> and restart the game.</p>
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<ul>
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<li>Run it again any time you <strong>move, copy or reinstall</strong> the game to a different folder.</li>
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<li>Right-click -> <strong>Run as administrator</strong> to apply it for every Windows account on the pod.</li>
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<li>It reports what it changed and takes effect on the next game launch. No reboot needed.</li>
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</ul>
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<hr>
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<h2>2. Multiplayer</h2>
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<h3>16 pilots plus a cameraship now launch correctly</h3>
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<p>Previously, a full 16-pilot game with a cameraship connected would silently fail to launch --
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you pressed launch and nothing happened, with no error. Fixed. A cameraship no longer consumes
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one of the 16 pilot slots.</p>
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<p><strong>No configuration needed.</strong> This applies automatically.</p>
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<h3>Load File -- set up a whole match from a file</h3>
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<p>The console lobby can now load an entire match configuration -- game type, map, mission options
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and all 16 player slots -- from a single file, instead of setting everything by hand.</p>
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<p><strong>To enable it,</strong> edit <code>options.ini</code> in your game folder -- the same folder that contains
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<code>MW4.exe</code>, for example <code>C:\MW4\options.ini</code> -- and add:</p>
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<pre><code class="language-ini">[automaticmode]
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automaticmode=1
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automaticfile=matchsetup.ini
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</code></pre>
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<p><strong>Both keys are required:</strong></p>
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<table>
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<thead>
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<tr>
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<th>Key</th>
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<th>What it does</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td><code>automaticmode</code></td>
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<td><code>1</code> shows the <strong>Load File</strong> button in the console lobby. Any other value, or the key missing entirely, hides the button and the lobby behaves exactly as before.</td>
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</tr>
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<tr>
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<td><code>automaticfile</code></td>
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<td>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.</td>
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</tr>
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</tbody>
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</table>
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<p><code>automaticfile</code> can be either a plain file name, which is read from the game folder next to
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<code>MW4.exe</code> (so <code>automaticfile=matchsetup.ini</code> reads <code>C:\MW4\matchsetup.ini</code>), or a full path if
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you prefer to keep your match files somewhere else
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(<code>automaticfile=C:\PodConfigs\friday-night.ini</code>).</p>
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<ul>
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<li>Full file format reference: <strong><code>BTFrstrm/autoconfig-file-spec.html</code></strong></li>
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<li>Two ready-made examples -- copy one into your game folder and point <code>automaticfile</code> at it:
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<strong><code>BTFrstrm/test-ffa-coliseum.ini</code></strong> and <strong><code>BTFrstrm/test-team-koth-centralpark.ini</code></strong></li>
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</ul>
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<div class="note"><p><strong>Read <code>BTFrstrm/autoconfig-file-spec.html</code> before writing your own match files.</strong> Open it in
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any web browser. It documents every section and key, the accepted values for each, what happens
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when a key or section is left out, and complete worked examples for both free-for-all and team
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matches. It is the authoritative reference for the file format -- this page only covers turning
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the feature on.</p></div>
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<p>The <strong>Default</strong> button restores standard settings, so you can always get back to a clean lobby.</p>
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<h3>Longer match times</h3>
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<p>The multiplayer time limit list has been expanded from 9 options to 18:
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<strong>1 through 15 minutes, plus 20, 25 and 30.</strong> The dropdown scrolls to fit them.</p>
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<hr>
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<h2>3. Cockpit and RIO hardware</h2>
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<h3>Throttle zero fix</h3>
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<p>The throttle now reports a true zero position and clamps negative values correctly. Previously
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the zero point could be skipped.</p>
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<p><strong>Applies automatically.</strong></p>
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<h3><code>-tbaud</code> -- support for high-speed replica RIO boards</h3>
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<p>If you are running a <strong>replica RIO cockpit board with a faster UART</strong>, you can now set the COM1
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speed without changing anything else about how the board talks to the game:</p>
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<pre><code>MW4.exe -tbaud 115200
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</code></pre>
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<p>Accepts 9600 to 921600. <strong>Leave it off</strong> and the game uses the original speed, exactly as before --
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existing original RIO boards need no change and should not use this switch.</p>
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<p><strong>Whether a particular rate actually works is a hardware question, not a software one.</strong> The
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game will happily set any rate in that range, but both ends have to support it: the serial
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UART in the pod PC, and the RIO or replica RIO board itself. If a rate misbehaves -- garbled
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input, dropped buttons, no response -- step down to a lower one.</p>
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<p>This switch only changes the speed. The wire protocol is untouched. (The separate <code>-trio 1</code>
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switch changes the whole protocol and is <em>not</em> what you want for a replica board.)</p>
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<hr>
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<h2>4. Displays and MFDs</h2>
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<h3>Split MFD mode -- two separate 640x480 MFD monitors</h3>
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<p>New display mode <strong><code>-tmfds 4</code></strong>, for pods using <strong>two separate 640x480 monitors</strong> for the MFDs
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instead of one wide spanned display.</p>
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<pre><code>MW4.exe -tmfds 4
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</code></pre>
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<p>Four displays total: main, radar, left MFD, right MFD. The original spanned modes (<code>-tmfds 1</code>
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and <code>3</code>) are unchanged and remain the default for existing pods.</p>
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<h3>Split MFD stutter -- fixed</h3>
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<p>Early split-MFD builds had a constant rhythmic stutter across the whole game. Fixed. The two MFD
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panels no longer force the graphics card to stall every frame cycle.</p>
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<h3>Required dgVoodoo2 setting for any multi-display mode on Windows 10/11</h3>
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<p><strong>On Windows 10 and 11, dgVoodoo2 is required for every mode that uses more than one display.</strong>
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That means all of the MFD modes -- the original spanned display (<code>-tmfds 1</code> and <code>-tmfds 3</code>) as
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well as the new split mode (<code>-tmfds 4</code>) -- <strong>and cameraship mode</strong>, which drives two monitors
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without using MFDs at all.</p>
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<p><strong>Console mode is the only configuration that does not need it</strong>, because it uses a single display.</p>
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<p>The deciding factor is the number of displays, not which feature you are using: anything that
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lights up a second monitor runs into the same Windows limitation. On Windows XP none of this
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was needed.</p>
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<div class="warn"><p><strong>dgVoodoo2 is not part of the build, and must NOT be installed on Windows XP pods.</strong>
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XP uses the graphics support built into Windows and needs nothing extra -- adding dgVoodoo2
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there will break it. It is a per-machine prerequisite that you install yourself, on
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<strong>Windows 10 and 11 pods only</strong>. If your fleet is mixed, set it up per machine, not as part
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of the game folder you copy around.</p></div>
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<p>In the dgVoodoo2 control panel, on the <strong>General</strong> tab, set:</p>
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<div class="note"><p><strong>Scaling mode: <code>Stretched, Keep Aspect Ratio</code></strong></p></div>
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<p>This is not optional and not cosmetic.</p>
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<ul>
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<li>With <strong><code>Stretched</code></strong> (plain), the MFD monitors <strong>silently stay on the Windows desktop</strong> while
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the main and radar screens go black. There is no error message of any kind. It simply does not work.</li>
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<li>With <strong><code>Stretched, Keep Aspect Ratio</code></strong>, all panels come up correctly.</li>
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</ul>
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<p>The same setting also gives the correct picture geometry on 16:9 monitors. FireStorm renders in
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4:3, so on a widescreen display it is either stretched out of shape or shown correctly with black
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bars down the sides. Keep-aspect gives you the correct shape -- circles stay round and the
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targeting reticle is accurate.</p>
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<div class="note"><p><strong>Why dgVoodoo2 is still required:</strong> we tested running the multi-monitor MFD modes on Windows 10
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with no dgVoodoo2 at all, using every available configuration. Modern Windows only permits one
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display at a time to take exclusive fullscreen control, so the extra MFD panels are refused.
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Windows XP allowed it; Windows 10 does not. dgVoodoo2 works around this. There is no setting
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or switch that avoids it.</p></div>
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<h3><code>-tmon</code> -- fix monitors coming up in the wrong order</h3>
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<p>If your panels appear on the wrong physical monitors, you can assign them explicitly, in the
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order <strong>main, radar, MFD 1, MFD 2</strong>:</p>
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<pre><code>MW4.exe -tmfds 4 -tmon 1,2,3,4
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</code></pre>
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<p>Use <code>0</code> in any position to leave that one on automatic -- <code>-tmon 2,1,0,0</code> swaps only main and radar.
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<strong>Leave the switch off entirely and everything is detected automatically</strong>, which is correct on
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most pods.</p>
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<hr>
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<h2>5. 'Mechs and content</h2>
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<h3>Six rookie 'Mechs instead of four</h3>
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<p>The console lobby's default rookie 'Mech rotation now includes the <strong>Archer</strong> and <strong>Warhammer</strong>
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alongside the original four. Right-click randomising picks from all six.</p>
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<h3>Corrected loadouts</h3>
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<ul>
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<li><strong>Battlemaster (Inner Sphere)</strong> -- now carries its proper stock loadout: PPC, 6 medium lasers,
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2 machine guns, and an SRM-6. It previously had only a single medium pulse laser.</li>
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<li><strong>Battlemaster 2C (Clan)</strong> -- ER PPC, 6 ER medium lasers, 2 Clan Gauss rifles, Clan Streak SRM-6.</li>
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<li><strong>Behemoth / Behemoth II</strong> -- Gauss rifles moved into the main weapon group so they fire with
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the rest of the primary weapons.</li>
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</ul>
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<h3>Restored missing artwork</h3>
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<p>Several 'Mechs were missing their MFD and cockpit display images, which showed as blank panels
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in game. Restored: <strong>Assassin II, Behemoth, Behemoth II, Black Hawk, Longbow, Solitaire, Victor</strong>,
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plus two missing lobby decals.</p>
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<h3>Mechlab label correction</h3>
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<p>The mechlab turn rate now reads <strong>"Turn Rate (Top Speed Rad/Sec)"</strong>, which is what the number
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actually means. It previously claimed degrees per second, which was wrong.</p>
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<hr>
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<h2>6. Arcade / console mode</h2>
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<h3>Configurable Rookie Mission</h3>
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<p>The quick-launch Rookie Mission was previously fixed in place. All of its settings can now be
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changed from the same <code>options.ini</code> in your game folder, next to <code>MW4.exe</code>.</p>
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<p>This is the mission the console loads when it opens, and the one restored when <strong>Default</strong> is
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clicked in the lobby.</p>
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<p><strong>Every entry is optional.</strong> Omit the section entirely and you get exactly the previous built-in
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behaviour. The block below is ready to paste into <code>options.ini</code> as-is: every setting line is
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commented out with <code>//</code>, so pasting it changes nothing until you uncomment the lines you want.</p>
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<pre><code class="language-ini">[RookieMission]
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// Default mission loaded when the console opens and when "Default" is clicked.
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// All entries are optional - omit any to keep the hardcoded built-in default.
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//
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// MissionName - exact display name as it appears in the map dropdown
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// default: ScarabStronghold - Attrition
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// GameType - 0-based index into the game-type dropdown (2 = Attrition)
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// default: 2
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// TimeLimit - time limit in minutes; -1 means use the server's default time
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// default: -1 (uses g_nTimeList_Value, currently 7 min)
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// Visibility - 0=Clear 1=Light Fog 2=Medium Fog 3=Heavy Fog
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// Weather - 0=Off 1=Rain
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// TimeOfDay - 0=Day 1=Night
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// Radar - 0=Novice 1=Off 2=Bars 3=Unlimited
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// HeatOn - 0=Off 1=On
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// FriendlyFire - 0=Off 100=Full (percentage)
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// SplashDamage - 0=Off 1=On
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// UnlimitedAmmo - 0=Off 1=On
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// WeaponJam - 0=Off 1=On
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// AdvanceMode - 0=Off 1=On
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// ArmorMode - 0=Off 1=On
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//
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// Example: uncomment and edit lines below to customize
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//MissionName=ScarabStronghold - Attrition
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//GameType=2
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//TimeLimit=-1
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//Visibility=0
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//Weather=0
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//TimeOfDay=0
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//Radar=0
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//HeatOn=0
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//FriendlyFire=0
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//SplashDamage=0
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//UnlimitedAmmo=1
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//WeaponJam=0
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//AdvanceMode=0
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//ArmorMode=0
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</code></pre>
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<p>Two worth knowing:</p>
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<ul>
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<li><strong><code>MissionName</code></strong> must match the mission's display name <strong>exactly</strong> as it appears in the map
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dropdown, including spacing and the <code>-</code> before the game type.</li>
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<li><strong><code>TimeLimit=-1</code></strong> means "use whatever time limit the server is currently set to" rather than
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forcing a fixed value.</li>
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</ul>
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<hr>
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<h2>7. Match printer (mw4print) -- version 2.0</h2>
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<h3>Custom banner text</h3>
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<p>The line printed at the bottom of each score sheet is no longer fixed to <code>WWW.MECHJOCK.COM</code>.
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Set your own via <strong>File -> Banner Setting...</strong>. It is saved to <code>banner.txt</code> next to the printer,
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so you can also edit it directly.</p>
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<h3>Database export (included, not yet field-tested)</h3>
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<p>mw4print 2.0 can export match results -- scores, kills, player-versus-player results -- to an
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external <strong>MySQL</strong> database after each print job, for league tables or long-term stats.</p>
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<p>Configure via <strong>File -> Database Settings (Ctrl+D)</strong>, or the <code>[MySQLExport]</code> section of
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<code>mw4print.ini</code>. The table layout is documented in <code>db_schema.sql</code>.</p>
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<div class="warn"><p><strong>WARNING: this feature has not yet been tested against a live database server.</strong> It is off unless you
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configure it, and printing works normally without it. If you try it, please report back.</p></div>
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<hr>
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<h2>8. Quality of life</h2>
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<h3><code>mw4.exe -help</code></h3>
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<p>Running <code>MW4.exe -help</code> now opens a <strong>complete reference for every command line switch</strong> -- around
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76 of them, grouped by category with descriptions. It opens in Notepad and the game does not start.</p>
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<h3>English error dialogs</h3>
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<p>The crash and error dialog buttons previously appeared as <code>???</code> boxes on some systems, because
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the shipped language file was a Korean build. They now read <strong>More Details / Continue / Exit</strong>.</p>
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<h3>Performance measuring -- <code>-fps</code></h3>
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<p>For diagnosing stutter or verifying a pod is running smoothly:</p>
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<pre><code>MW4.exe -fps
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</code></pre>
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<p>Writes <code>gos-fps.txt</code> next to the game with a per-second breakdown -- average frame rate, the
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slowest frames, and a count of stutters -- plus a summary at the end. <strong>Off unless you ask for it</strong>,
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and it costs nothing when unused.</p>
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<h3>Display troubleshooting log</h3>
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<p>When display problems occur, the game now writes <strong><code>gos-displays.txt</code></strong> next to the exe listing
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every monitor it found, which role each was assigned, and the exact reason any panel failed to
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start. Previously such failures were completely silent. Include this file with any display fault report.</p>
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<hr>
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<h2>9. New command line switches at a glance</h2>
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<table>
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<thead>
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<tr>
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<th>Switch</th>
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<th>Purpose</th>
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<th>If you leave it off</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td><code>-tmfds 4</code></td>
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<td>Two separate 640x480 MFD monitors</td>
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<td>Existing MFD mode unchanged</td>
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</tr>
|
|
<tr>
|
|
<td><code>-tmon a,b,c,d</code></td>
|
|
<td>Force monitor order: main, radar, MFD1, MFD2</td>
|
|
<td>Automatic detection</td>
|
|
</tr>
|
|
<tr>
|
|
<td><code>-tbaud <rate></code></td>
|
|
<td>COM1 speed for replica RIO boards</td>
|
|
<td>Original board speed</td>
|
|
</tr>
|
|
<tr>
|
|
<td><code>-fps</code></td>
|
|
<td>Write a performance log</td>
|
|
<td>No log, no overhead</td>
|
|
</tr>
|
|
<tr>
|
|
<td><code>-help</code></td>
|
|
<td>Show the full switch reference and exit</td>
|
|
<td>Game starts normally</td>
|
|
</tr>
|
|
<tr>
|
|
<td><code>-tcoop <0-5></code></td>
|
|
<td>Display troubleshooting only -- <strong>do not change</strong></td>
|
|
<td>Standard behaviour (0)</td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
<hr>
|
|
<h2>10. Known issues and limitations</h2>
|
|
<ul>
|
|
<li><strong>Any multi-display mode requires dgVoodoo2 on Windows 10/11</strong> -- every MFD mode (spanned
|
|
<code>-tmfds 1</code> / <code>-tmfds 3</code> and split <code>-tmfds 4</code>) and cameraship mode. Console mode, using a
|
|
single display, is the only exception. Scaling must be set to <code>Stretched, Keep Aspect Ratio</code>.
|
|
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.</li>
|
|
<li><strong>The MySQL export in mw4print has not been tested against a live server.</strong></li>
|
|
<li><strong>The game renders in 4:3 only.</strong> There is no widescreen mode. On 16:9 monitors, use
|
|
keep-aspect scaling for correct geometry with black bars at the sides.</li>
|
|
<li><strong>The AppCompat registration is tied to the install folder.</strong> Move the game, re-run
|
|
<code>set-appcompat.bat</code>.</li>
|
|
</ul>
|
|
<hr>
|
|
<h2>11. Upgrade checklist</h2>
|
|
<ol>
|
|
<li>Back up your current install.</li>
|
|
<li>Copy in the new build.</li>
|
|
<li><strong>Double-click <code>set-appcompat.bat</code></strong> (as administrator if the pod has multiple accounts).</li>
|
|
<li><strong>On Windows 10/11, confirm dgVoodoo2 is installed and its scaling mode is
|
|
<code>Stretched, Keep Aspect Ratio</code>.</strong> Required for <strong>any</strong> mode that uses more than one
|
|
display: all MFD modes (spanned <code>-tmfds 1</code> / <code>-tmfds 3</code>, split <code>-tmfds 4</code>) and cameraship
|
|
mode. Only console mode, on a single display, does without it. Windows XP pods never
|
|
need it.</li>
|
|
<li>Launch and confirm the console lobby reads the new version.</li>
|
|
<li>Play one mission end to end before putting the pod back into service.</li>
|
|
<li>Optional: add <code>[automaticmode]</code> and <code>[RookieMission]</code> to <code>options.ini</code> if you want the new
|
|
Load File button or custom rookie missions.</li>
|
|
</ol>
|
|
</body>
|
|
</html>
|