Repeatable mech skins, refreshed models, and a stronger playtest build

Today we made additional mech skins a data-driven content-pack feature, refreshed the current model and texture collections, and improved setup, loading, controls, audio, and rendering for playtesting. The project still recompiles and runs the original MW3 gameplay; formal native acceptance remains 131 of 144 criteria.

What changed

  • Modders can now author a named mech skin as a skin-only .mw3pack using a repeatable builder and registry format. The launcher validates the pack, resolves it against compatible model meshes and both levels of detail, and adds its name to the original Mech Lab SKINS selector. New skins use pack data rather than a new engine build or per-skin code. Invalid or conflicting packs fail visibly.
  • Sommerset is the first example: an additional Bushwacker choice after the original eight skins. The selection persists by skin ID for that chassis and appears on the player's mech and previews. The original skin choices, controls, and saved loadouts remain available.
  • Reviewed and restored identifying details across the upgraded mech texture sets, including caution markings, decals, richer mechanical surfaces, and lighter metallic wear along armor edges. Several model fit, cockpit, and attachment corrections were also carried forward. The combined 18-mech replacement pack advanced to version 1.3.0 for private playtesting; the separate original-model texture pack remains independently selectable.
  • First-run setup now exposes display, graphics, lighting, shadow, and optional-pack choices. Normal launches honor the player's enabled packs, so replacement presentation is opt-in. The branded installer and protected playtest update packages were refreshed, with original game files still supplied by each player.
  • Added optional MW5-inspired and recovered MW3-default keyboard layouts without replacing existing user layouts. Repaired original CD-audio startup handling and provided a verified default soundtrack path for eligible playtest installs, while enabled music packs retain priority.
  • Reduced unnecessary replacement-model reads by loading a chassis, level of detail, and skin when first needed. Compatible runtime updates can reuse prepared environment resources after fresh pack validation. These changes were checked in bounded native menu and Training runs; they are not a promise of identical load times on every PC.
  • Repaired a guest-memory mapping collision and a controller object-query startup fault, and continued targeted draw, texture, shadow, weapon, and status-display work. These changes preserve the recompiled gameplay route and have focused regression checks; full combat coverage remains open.
  • Audited the 20 campaign lighting presets, corrected clear-sky presentation, and enforced indoor lighting for three sealed missions. Vehicle headlights now use forward lighting and destroyed vehicle branches stop supplying light. These targeted checks do not constitute a full campaign visual sign-off.
  • Prepared a display-scaling correction for the reported 125% DPI main-menu mouse issue as a signed test update. It still needs confirmation on the affected laptop. The Harasser stance report also remains under investigation.

What comes next

Playtest the updated skins and models in combat, including damage and wreck states; verify the display fix on the affected laptop; and review campaign lighting and vehicle behavior in their actual missions. Additional skins are supported for compatible existing models, while arbitrary new chassis and missions still need their own data-driven readers. Native gameplay acceptance remains 131/144.

The source repository is currently private; GitHub links require collaborator access.