JOTACmed v2 - TEST16 (20 Oct 2026): TEST15 + SOLID 3D VIEW + CUT-AWAY Asked for by AngelExalted (TAC Mappers HQ, med-requests "3D Render Mode"). 1. Solid 3D: a new "Solid 3D" button next to "3D Wireframe". Select an object and click it: the 3D view opens with every surface filled in and shaded by the way it faces, with dark outlines on the edges, so walls, floors, roofs, doors and steps are easy to tell apart. Nearer surfaces hide the ones behind them (the wireframe showed everything at once). No textures - plain shaded surfaces (the selected object yellow, the rest grey, like before). 2. Cut-away: MED's 3D view looks at the selection from outside (there is no camera you can walk in with), so to see inside a building you slice the top off: - H = cut-away on / off: hides everything higher than 2 m above the selected object. - PgUp / PgDn = move the cut up / down 0.5 m (hold Shift for 2 m) - one floor at a time. Keys in the 3D view: - V = switch between solid and wireframe (the button follows). - Rotate, zoom, the terrain grid and every other 3D view key work as before. - The yellow line at the top left of the view says which mode is on and which keys do what. Tested here: solid and cut-away on Damai's barracks (cut at +2 m shows the hall inside); switching with the button and V, cut-away keys, closing (D) and reopening the view, rotating and zooming - MED stays up. Tested by Angel before release. Everything else is the same as TEST15 (below). ------------------------------------------------------------------------------------------JOTACmed v2 - TEST15 (16 Oct 2026): TEST14 + NIGHT VISION BOXES SPLIT + CLEARER GROUP NAMES + FMJ CREDIT Asked for by AngelExalted (TAC Mappers HQ, med-requests). 1. Edit > General Information: the two night vision boxes are now separate. What the game really does with them (checked in the game's own code): - The first box ("Night Vision Goggles Available") has never controlled NVGs: players can always use NVGs. The game only reads it as "this is a night mission": night death sounds for soldiers, and a small change to the AI. So it is now called "Night Mission (sounds + AI)". - "Start with NVG Turned On" does work: players spawn with NVGs on. MED used to grey it out unless the first box was ticked; now you can tick it on its own. Your existing maps are not changed: the boxes show exactly what each map already had. Turning NVGs OFF for players can't be done from MED: it needs a change on every player's PC (the game runs NVGs on each player's own machine). That is a separate request. 2. Group names: new maps now name group 1 "All Players" and group 2 "Group 2". The game puts EVERY human player in group 1, whatever their team; nobody is ever put in group 2. The old names "Blue Players" / "Red Players" made it look like teams. Only the names changed; maps that already have names keep them (rename them in Edit Groups if you like). Per-team area triggers: see the "Group 1 and Group 2" thread in med-requests (a few lines of WAC). 3. "FMJ edition" in the title bar, and our credit in Info > About and the file's properties (BadgerLove / FMJ Squad - fmj-squad.com). NovaLogic's credits are kept. Tested here: untick Night Mission + tick Start with NVG -> the map stores "start with NVGs on" without the night flag; reopening the page shows the same; group names, title and About checked on a new map. Everything else is the same as TEST14 (below). ------------------------------------------------------------------------------------------JOTACmed v2 - TEST14 (13 Oct 2026): TEST13 + IMPORT NILE PROJECT READS EVERY .npz Reported by Hamshop: File > Import Nile Project said "That file is not a Nile project (.npj / .npz) that MED can read" for his AkardsHome-TDM.npz. Nile saves .npz files in two ways (the newer one also keeps the map name and designer at the front); TEST13 only read the older one. Joint Ops reads both, and now MED does too. Tested here: Hamshop's map imports (366 objects, 11,450 map tiles, 121 waypoint lists) and exports; the stock map test still puts all 1,193 buildings within 5 cm of where the game puts them. Everything else is the same as TEST13 (below). ------------------------------------------------------------------------------------------ JOTACmed v2 - TEST13 (13 Oct 2026): TEST12 + FILE > IMPORT NILE PROJECT (.npj / .npz) Requested by Belsman: place objects in Nile's 3D view, then finish the map in MED. File > Import Nile Project... picks a Nile project (.npj, or a compressed .npz) and turns it into a MED map: _imported.mis is saved next to the project and opened straight away. Objects, rotations, teams, groups, waypoint lists, map tiles, terrain, fog/water settings and time of day all come across. Heights come out where the game puts them. Nile's height is "above the ground", except objects ticked ABSOLUTE, which keep their real height. On top of that, when the game loads a Nile project it moves many models by a small amount of their own (a "ground point" built into the model: stairs 6.4 m down, some trees 5 m up, sandbags 1 m...). The old converter missed this, which is why buildings floated or sank. MED now does the same as the game, so the map you export from MED looks like the Nile map does in game. Tested here: the stock Nile map ASP_G7 imported, exported from MED and hosted in Joint Ops: all 1,193 buildings within 5 cm of where the game puts them when it loads the Nile project itself. 42 Nile maps (the TAC ones and Angel's CentralVillage) all import; 5 TAC maps checked through MED's export. Not copied (MED has nowhere to put them): - Nile's event script: keep shipping the map's .wac, or redo the events in MED. - The fog colour is copied but left switched off: tick Fog Color in General Information to use it. A map with more than 255 vehicles imports fine; Export Binary Mission then warns that the vehicles exceed the maximum - click OK, every vehicle is still exported. Also fixed: MED put a map's tiles file (.til) and export log in the wrong place when a folder in the path had a dot in its name (or the map name had more than one dot). They now go next to the map. Everything else is the same as TEST12 (below). ------------------------------------------------------------------------------------------ JOTACmed v2 - TEST12 (13 Oct 2026): TEST11 + EVENTS 256-1023 IN THE EVENT PICKERS Reported by AngelExalted: MED v2 lets a map have up to 1,024 events, but the "Event Number" list in Event Trigger (and the event list in actions such as Reset Event) still stopped at event 255. Events 256 and up could be made but never picked. Worse: opening an existing trigger on an event above 255 showed event 0, and pressing OK saved it as event 0. Fixed: those lists now hold all 1,024 events. The game itself always handled event numbers above 255. Tested here on a 300-event map: a trigger on event 290 opens with (290) selected, changing it to 297 saves 297; a Reset Event 295 action opens with (295) selected. Map Colours re-tested. If you edited a trigger or Reset Event on an event above 255 with an older MED, check it still points at the right event. Everything else is the same as TEST11 (below). ------------------------------------------------------------------------------------------ JOTACmed v2 - TEST11 (13 Oct 2026): TEST10 + FOG IN MAP COLOURS + "HORIZON SAME AS FOG" Why: the first mapper to try Map Colours typed 255 into General Information's Fog Color box. The game draws fog at double strength, so 255 is already past full, and the horizon was left on the map's own colour - distant palms and buildings turned solid red against a purple sky. New in Map Colours (Edit > General Information > Map Colours...): Fog (distance haze) - now at the top, with the same picker and Red/Green/Blue boxes as the rest. Pick the colour players should SEE; MED halves it for the game and fills in General Information's own Fog Color for you (it is stored when you press OK on General Information). Horizon same as fog - ticked by default: the horizon (the band of sky behind distant things) copies the fog colour, so the two always match. Untick it to choose a different horizon. General Information's own box now reads "Fog Color (0-127)": if you type there, use HALF the colour you want (e.g. 110, 20, 20 for a red haze). Fixing a TEST10 map: open it, Map Colours..., tick "Horizon same as fog", check the Fog row shows the colour you want, OK, OK, save and export again. Tested here: Fog row 220,40,40 -> General Information shows 110,20,20 ticked -> exported .bms has fog 110,20,20 and the horizon 110,20,20 in the colour block; reopening the .mis gives the same; a map without colours exports exactly as before; old MED (TEST9) opens the new .mis with no message. Everything else is the same as TEST10 (below). ------------------------------------------------------------------------------------------ JOTACmed v2 - TEST10 (12 Oct 2026): TEST9 + MAP COLOURS New: Edit > General Information has a "Map Colours (sun, sky, horizon...)..." button at the bottom. It opens a small window where you can give the whole map its own: Sun / moon light - the colour of the sun (and moon) light Sky light (above) - light falling from the sky Ground light (below) - light bouncing up from the ground Horizon (fog band) - the band of fog on the horizon Lightning flash - the colour of lightning flashes Tick a colour to use it, then click Pick... (normal Windows colour picker) or type Red/Green/Blue. Pick the colour you want players to SEE - MED takes care of the game's scaling (the horizon is stored at half strength because the game draws it doubled). Fog colour: keep using the Fog Color box on the General Information page. IMPORTANT - when will players see it? - The colours show in game only for players (and a server) running the FMJ onHook DLL. That DLL is still being tested; until it is out, maps with colours simply look normal - nothing breaks. - Maps you make now keep their colours: once players have the DLL, the colours appear without re-saving the map. - Scripts can still change colours during a match (Nile TEST6 has Sun/Sky/Ground/Horizon/ Lightning Color actions). What is saved where (for the curious): - your .mis gets a few extra lines (fmj_env_...) - only when a colour is ticked; - the exported .bms carries the colours in 28 spare bytes at the end of its header, which the game sends to every player who joins. Older MED opens these .mis files without complaint but does not show or keep the colours if it saves them again. Tested here: the new window opens from General Information, colours are saved in the .mis, written into the .bms, and come back when the .mis is reopened; a map without colours exports exactly as TEST9 did; old MED (TEST9) opens the new .mis with no message. Not yet seen in game (needs the FMJ DLL on the server and players). Everything else is the same as TEST9 (below). ------------------------------------------------------------------------------------------ JOTACmed v2 - TEST9 (7 Oct 2026): TEST8 + one crash fix MED crashed straight away when opening some finished maps (reported by Elk, Monke Path). With "Vehicle Spawn Circles" ticked (the default), MED draws a circle round every vehicle using the vehicle's own settings. If the game files give a vehicle no vehicle settings (Elk's jet ski), MED read nothing and crashed on the first draw. The original MED had the same check missing; everywhere else it already copes. Now such a vehicle is simply drawn without its spawn circle. Tested here: Elk's map crashes TEST8 the same way as on his PC once the jet ski's settings are missing, and opens fine in TEST9; with normal data TEST8 and TEST9 draw the map pixel-for-pixel the same and save identical files. Everything else is the same as TEST8 (below). ------------------------------------------------------------------------------------------ JOTACmed v2 - TEST8 (7 Oct 2026): TEST7 + TILER CRASH FIX + BIG-SCREEN FIX 1. Placing a tile from the Tiler tab no longer crashes MED. (Reported by Angel: Tiler crashed, copy-paste of tiles worked.) The Tiler works on a hidden scratch copy of the map. Biggy's bigger-limits MED made maps bigger but left that scratch copy in its old, smaller space, so picking a tile wiped part of MED's memory - and part of the open map - and MED crashed a moment later. Every MED since Biggy's had this; the original TAC MED did not. If you had a Tiler crash before: don't trust a _crash.mis from it (part of the map may already have been wiped). Your _autosave copies and your own saved map are fine. 2. MED now works on big screens (1440p, 4K). MED could only draw a map area up to 1024 pixels tall, and it always opens full screen. On a taller screen it overwrote its own settings when it started: tabs that would not switch (Tiler, Thumbnail), "Would you like to save this mission?" when nothing had changed, and wrong drawing below the 1024th row. MED now handles a map area up to 8192 pixels tall. Tested here: place tiles from the Tiler (also below row 1024 on a 2560x1600 screen), every Tiler button (rotate, flip, reset, Floater, Clear) and Tools > Tile Tool!; save + reopen keeps the new tile; three maps saved by TEST7 and TEST8 are identical; autosave, crash files and .bms import re-tested. Not tested yet: mappers' own maps and screens. Everything else is the same as TEST7 (below). ------------------------------------------------------------------------------------------ JOTACmed v2 - TEST7 (4 Oct 2026): TEST6 + an AUTOSAVE ON/OFF SWITCH File > Autosave every 5 minutes (ticked = on, the default) Untick it and MED stops making autosave copies. MED remembers your choice (for your Windows user) until you tick it again. Good to know: autosave has never touched your own map file. It only writes separate copies next to it - YourMap_autosave1/2/3.mis (1 = newest) - so trying things out can't overwrite your map unless you Save. Crash files and the emergency save on a crash stay on either way. Everything else is the same as TEST6 (below). ------------------------------------------------------------------------------------------ TEST6 (4 Oct 2026): IMPORT BINARY MISSION + maps saved inside every .bms + bounding-box fix = TEST5 (below) + three things: 1. File > Import Binary Mission (.bms)... Pick any .bms and MED turns it back into an editable map: _imported.mis (+ .til) next to the .bms, opened straight away. Everything the game uses comes back: every object with all its settings, events with their triggers and actions, waypoint lists (also 128-250), groups, area triggers, bounding boxes, weapons, weather, terrain and the map tiles (from the .til next to the .bms). What a .bms never stored can't come back: event names (they become Event 0, Event 1 ...), group names, waypoint list names and object labels. 2. Every .bms exported by this MED now carries the whole map inside it (compressed, about +100 KB for a big map). Import a .bms made with this MED and you get the map back EXACTLY as the mapper had it - names, colours, layers, tiles, everything. The game never reads that part (it stops after the map data), so the .bms plays exactly as before. 3. Bounding boxes were exported with type 0 by every MED since Biggy's bigger-limits MED (the box type was written to the old address and landed in the object list instead), so they did not work in game. Fixed: boxes keep their real type. Tested here: 21 original Nova maps imported through the menu and exported again - every object, event, waypoint list, area trigger, bounding box and tile identical to the original; our own maps come back byte for byte. Autosave, crash files, the terrain fixes and the event fix all re-tested. Not tested yet: mappers' own maps, and opening the imported maps in Nile. ------------------------------------------------------------------------------------------ JOTACmed v2 + autosave + crash files + terrain fixes + event fix (TEST5, 4 Oct 2026) = TEST4 (below) + one Events fix: - Deleting an event that other events RESET (the "Reset Event N" action) used to silently point those actions at the event BEFORE it - e.g. delete event 181 and "Reset Event 181" became "Reset Event 180", so an event could end up resetting itself. MED now removes those actions, the same way it already removed "Event N has been triggered" triggers for a deleted event. Tested here (Damai: events 180-183 reset each other): delete 181 -> the resets of 181 are gone, every other action untouched, the rest renumbered; deleting an earlier event and Copy/Paste Event renumber exactly as before; the TEST4 terrain fixes still work. ------------------------------------------------------------------------------------------ JOTACmed v2 + autosave + crash files + terrain fixes (TEST4, 3 Oct 2026) = TEST3 (below) + two terrain fixes from Jabo's report: - Picking the "geox" terrain crashed MED. geox's height file (geo.cpt) is missing from the game files, and MED tried to read it anyway. MED now says which file is missing and keeps running - just pick another terrain. (geox itself still can't be used until the file is added to the game files or geox is removed.) - "Can't find file .tga" after changing terrain (e.g. a BHD "mis" terrain after any other terrain), which then stuck for the rest of the session. An old MED bug: when the new terrain used a different tile strip, MED loaded the map's (empty) Mission Tiles name instead of the terrain's own strip. Now it loads the terrain's strip. Tested here: geox gives the message and the next terrain loads; flat -> mis1 -> damai, mis1 -> flat -> mis11 -> dvxg3 and flat -> geox -> mis1 -> damai all load with no box; three existing maps open exactly as in TEST3. ------------------------------------------------------------------------------------------ JOTACmed v2 + autosave + crash files (TEST3, 3 Oct 2026) = JOTACmed_v2_bigpff_TEST1 (bigger limits: 49,152 objects, 32,000 tiles, 1,024 events, waypoint lists up to 250; reads the updated TAC files past 2 GB) + AUTOSAVE + CRASH FILES. Autosave: Every 5 minutes MED saves a copy of each page that has objects, next to your map: YourMap_autosave1.mis / .til (newest) YourMap_autosave2.mis / .til YourMap_autosave3.mis / .til (oldest) Your own map file is never touched; MED still asks you to save as normal. A map you have never saved goes next to JOTACmed.exe as MED_untitled_page1_autosave1.mis. (Stock MED tried to do this every 10 minutes to C:\MEDP1BCK.MIS, which Windows does not allow, so it never worked for most people.) If MED crashes: - it writes a crash file next to JOTACmed.exe: MED_crash__