More reliable launches, sharper mech rendering and new editing tools

Today’s work connected campaign lighting repairs, expanded the main Remaster to all 18 mech models, improved depth precision, and addressed several playtesting regressions. Gemini also contributed campaign environment work and early map-editing tools. Original gameplay remains in control, and the work is still undergoing gameplay validation.

Launcher and gameplay repairs

  • Repaired resolution and window-mode handling, including ultrawide borderless output and exclusive fullscreen. The existing 2x and 4x SSAA choices remain available.
  • Connected the updated-model selection to asset preparation and expanded the bounded normal-map catalog capacity for the current materials.
  • Restored F12 mission-objective input and the red component-damage shading in both the player and target status displays.
  • Corrected a file-read failure path associated with the Operation 1 to Operation 2 loading crash. The user has now confirmed that this campaign transition works in their playthrough.
  • Fixed the graphical launcher’s Python dependency selection after a real launch failed before starting the game. It now verifies the required image library. Full preparation passed for all 18 models and 39 texture banks.

Mechs, materials and flickering

Detailed Owens and Firefly models joined the main Remaster, bringing the supported roster to 18 chassis. The default texture pass reviewed all 18 sets, refined Daishi, Shadow Cat, Avatar, Strider, Owens and Firefly, and retained the other twelve existing detailed and worn finishes. Original model choices remain available.

Strider testing identified a concrete weakness in the renderer’s 16-bit depth buffer. The main renderer now uses 32-bit floating-point depth while preserving the original game’s depth-data interface. Controlled tests using actual Strider torso geometry showed a substantial reduction in surface visibility errors. Ultrawide output, 2x and 4x SSAA, damage shading and a bounded live Instant Action run were checked. This is a strong improvement for depth-related flickering, not confirmation that every reported gameplay shimmer is gone.

Gemini’s lighting and editor work

Gemini’s campaign lighting and weather implementation was followed by a review and repairs to mission detection, receiver lighting, spotlight and laser behavior, fixture lifetime and shared light budgets. The saved plan covers all 20 campaign mission identities; live checks cover selected campaign missions, Training and Instant Action rather than complete campaign playthroughs.

Supported environment shading includes wet surfaces, dust and smog, height fog and lightning illumination. A measured stationary Training comparison put the fixture toggle’s average cost at about 0.57 milliseconds in that scene. Local lights remain unshadowed, and rain particles, pooled reflections, volumetric beams, falling ash and true heat distortion remain unfinished.

Gemini also developed early map and mission editing tools: a top-down editing slice and a browser-based 3D Map Studio with placement controls and isolated map-pack export. These are prototypes under verification; successful editing or export is not proof of a complete playable custom mission.

Texture-light review

The lighting audit examined 24,685 upgraded texture-bank entries and 92 distinct replacement-model atlases. The user’s review recorded 71 lighting approvals and 168 no-light decisions. Placement drafts follow those choices, including the Training red indicators and selected Avatar panels. These drafts still need UV-aware runtime integration and map review; the combined light limit remains 16.

What comes next

Check Strider encounters during movement and distance changes to establish how much gameplay flickering remains. Continue custom-map and editor validation, reviewed light placement integration, and longer campaign and damage-state testing. The retained startup acceptance count remains 131 of 144; today’s work does not establish whole-game completion or a public playable release. Original media, extracted models and generated game code remain local.

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