@fook: Apache described that issue some months ago already. Considering I stopped working on BF42, it is highly unlikely I'll pick up working on this scriptset. When talking with S31FR I reopened those files for the first time since the last tiny update and I simply forgot more than half the stuff I had to learn back then to get it to work in the first place. And I have zero motivation to try and figure it out again. It's actually not very hard to fiddle with all the scripts, it just takes lots and lot of time to figure out the whole intended workflow. Debugging the scripts with 3ds Max is quite efficient, even if the debug messages sometimes can be cryptic due to the horrible coding of the MDT.
I really have difficulties recalling the issues I faced, but I do seem to recall that I had a Max8 version of the MDT, but it didn't really work either (at least not on Max10 and 12 which I used back then). I also disliked it because it was based on 2.5something and not 2.75, and not working from the latest DICE version would be just stupid. I had to figure out all the stuff that changed in Maxscript between 7 and 8 (which is A LOT) to update it, and it took forever. Maybe S31FR has a different Max8+ scriptset which might be easier to get to run. If so, good luck to whoever picks up the work. If I had such a "good" Max8 version as S31FR describes it back then as a starting point, MDT 2.76 would be a lot better today, a pity I din't get it back then.
I'm aware that 2.762 in its current state still has bugs, some of them more or less severe, but I never cared about the mesh stuff that much. It worked just fine for me back then with Max 10 and 12 with my mods (BG42 and a personal mod) and I solely wanted mesh import/export and especially level editing. Of course it'd be nice to have a fully working version, but it will not be done by me. My BF42 times are over
![Sad :(](./images/smilies/icon_e_sad.gif)
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