Patching MechCommander's "left arm bug" for fun and profit
mhloppy.com
mhloppy.com
This one definitely deviates from tabletop: pretty much everything except the smallest weapons have an integral tonnage, and the weapons themselves don't line up directly with their tabletop versions.
The newer games tend to be absolutely consistent with the mech design rules in terms of what weapons are available, and their weights and sizes, such that board game designs are legal in the game (and usually the state you get the mechs in before you customize them), and customized mechs are legal board game designs. They tend to limit the customization by doing things like having mechs have predefined hardpoints that limit what types/sizes of guns can go where, because otherwise you just end up with every mech being identical, with maximum armor and the rest of the tonnage being spent on whatever happens to be the most optimal weapon.
References are under no obligation to be presented in a sensible, decompiler-friendly way.
Which is why "jump out into the patch, jump back in" is such a staple of patching. The other way is the hard way, full of pitfalls and potential issues.
Just non-disassembled function or unidentified struct would ruin your plans…
Came here excited that MeshCommander is maintained again.
So in one of my first piece of software that I wrote for real money I had two functions. One called create_scene_left(), the other called create_scene_rght().
I was very pleased with myself for sneaking in creating_a_scene, but the left and right versions did the opposite of what their names indicated. Users of the software had no problems, but I am sure it would confuse any maintainer.
It even took me an year to even realize that the names were wrong.
(Assuming they didn't fix it themselves, it is a pretty big overhaul to MC1)
99% sure it should work fine for (Exodus and Turncoat), (X-Ray and DSC Raid), and (Xenocide and Bengal Lancers) since those are just custom campaigns.
Lovely stuff. Always a joy to see anything MechWarrior related end up here on HN.
So probably the fix for the left arm bug will work fine for DH or any of RizZen's other campaigns, but because of the new weapons I wouldn't bother using the weapon classification fix unless you revise the fix to match the modded weapons (which is unlikely to be worth the effort tbh).
Also a really underrated game, the mechanics (line of sight over the horizon stuff) and isometric graphics were pretty cool for the time and it had a well developed story/campaign mode.
(original Mechcommander is still the best of the series, even if mission 5 broke my soul for awhile).
And it was somehow still incredibly satisfying, even though there was probably just one bugger who went underground at the start and all the people who over invested in giant robots would have to play whack a mole to find him.
So, it won't work on the same retro PC as the game.
If you are for some reason intent on playing MC1 on a retro rather than modern system, Mantis is just a glorified automated hex editor and you can byte-for-byte replicate what it does to the game exe by copy-pasting the hex edits which are already outlined in the OP (for the bug fixes) and elsewhere (for the rest of what Mantis does).
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[1] https://mhloppy.com/2026/04/mechcommander-windows-10-without...
Mantis was made nearly one month after the actual patching was done partly as an excuse to test out a few things like the build settings available in newer .NET releases (e.g., framework-dependent vs self-contained build with trimming, JIT vs AoT vs ReadyToRun compilation). It wasn't really laziness to target .NET 8 because exploring those build options made it take longer than just building using e.g., .NET Framework since Mantis is so basic. As I said, glorified automated hex editor.
I've gotten older games running just fine with Whisky/game porting toolkit. Sometimes you also need something to fix old DirectX issues like dgvoodoo2.
If you want to make it even easier you could try loading it via Heroic Launcher which supports game porting toolkit.
(Do note: whisky.app is out of development now that the Dev quit to do being pestered by the community so much)