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HCE Release Notes


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#1 TonyE

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Posted 07 December 2007 - 03:27 PM

I'll try to remember to periodically post the release notes of the current (test) builds of the game. It would be nice if there wasn't a significant lag from a change to when the change makes it into the hands of non-beta players but that just isn't the arrangement at present. Hopefully having an idea of what we're working on will be a positive thing.

#2 TonyE

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Posted 07 December 2007 - 03:32 PM

Up thru HCE Release Version 2007.000

HCE - 2007.000
==============
- Bug:2095 Airplanes will no longer teleport to landing spots after loitering due to failed intercept
- Bug:1907 Fixed small bug where aircraft would loiter during intercept without informing the player
- Bug:2112 Several debug features have now been turned into cheat codes.

HCE - 2007.b25rc3
=================
- Bug:1977 Credits have been updated
- Bug:0063 WestPac Scenarios now lead to correct scenerios
- Bug:0191 Submarines can no longer fire missiles while surfaced
- Bug:1700 Subs no longer change position while firing torpedos

HCE - 2007.b24rc2
=================
- Bug:2071: Message Log will no longer report non-player loitering events.
- Bug:1964: CommonDB now updated with new pictures. 2 more scenerios added to WestPac.

HCE - 2007.b23rc1
=================
- Bug:1907 GE Aircraft Loiter after finishing an intercept will now pop up a staff assistant informing the player.
- Bug:2047 GE WestPac 6.0 Orders mistakes have been corrected
- Bug:2048 GE Windows menu reset: maximized is now spelled correctly.
_ Bug:1700 GE Subs dive to their previous depth after firing torpedos after a small amount of time based on how far they had to ascend
- Bug:0191 GE Submarine can now only launch missiles from shallow depth
- Bug:1976 GE Groups will now no longer ignore course orders due to improperly stored formation events


HCE - 2007.b22
==============
- Bug:1950 GE Helos attacking subs now correctly determine what weapons to use.
- Bug:1903 GE ASW weapons now allocate correctly
- Bug:1887 GE Sinking Blue Units will no longer ask for a new course while playing red
- Bug:2041 GE Added 4 new WestPac Scenerios
- Bug:2044 GE Animations and Full button on Unit report will no longer crash the game
- Bug:1990 GE Red Groups will no longer inform blue player that they are loitering or winchester.

HCE - 2007.b21
==============
- Bug:0001964 Data Updated CommonDB
- Bug:0002001 GE Aircraft losing contact with a sub will no longer crash the game nor report to blue
- Bug:0002003 GE Aircraft losing contact with a sub will no longer crash the game
- Bug:0001994 GE Red group will not longer ask blue side for new course
- Bug:0001989 GE Aircraft losing contact with a sub will no longer crash the game
- Bug:0001948 GE Giving waypoints (with waypoint screen up) to a unit that wasn't supposed to get that course order.
- Bug:0001946 GE Airgroups now launch at proper height
- Bug:0002020 GE New window reset feature added to the window menu

HCE - 2007.b20
==============
- Bug:0001989: Game will no longer crash after asking if a ASW group should return to base
- Bug:0001715 Upgrade Graphics for EC2003 and Westpac

HCE - 2007.b19
===============
- Bug:0001887 Sinking Blue units not longer ask for new course

HCE - 2007.b18
===============
- Bug:0001652 You can no longer join/split groups while the group is launching/landing.
- Bug:0001651 Course dialog no longer lets you edit a group's path if it is intercepting except for clearing the path/canceling the intercept
- Bug:0001775 Start each scenerio at x2 Zoom
- Bug:0001824 Upgrade Sounds
- Bug:0001890 Ferry Missions no longer start flying before group is fully formed
- Bug:0001896 AFterburner now shows correct knots in speed dialog.
- Bug:0001917 Aircraft now ask to go home if they lose track of their target
- Bug:0001949 SAMs now correctly reload

HCE - 2006.b17
===============
- Bug:1774 Change Title
- Bug:0778 Patrol aircraft RTB with plenty of fuel and weapons
- Bug:1650 (SE) Cancel on adding a Group causes pre-existing Bases to get wiped
- Bug:0828 Air units within missile range, do you want to attack? dialog keeps popping up
- Bug:1197 Inconsistant weapons load reported
- Bug:1164 F8 w guns attacks MiG25 @ Vhigh and shoots it down
- Bug:1736 When enemy surface unit is sunk/severly damage, dialog asks if I want to give orders
- Bug:1699 Units in a group have differeing altitudes

HCE - 2006.b16
===============
- Bug:1641: Resolved an issue where helos wouldn't decend directly to low without first going to low alt.
- Bug:1197: Fixed a inconsistency with the range finding of a nuclear weapon.
- Bug:0191: Submarines now psuedo simulate ascending to fire missiles before decending again.
- Bug:1645: When splitting a group, there was as check for sides in forcing the new and old unit to check its throttle vs knots setting. This was removed.
- Bug:1605: Some registry settings from the origional divorcing of HCE from HCGOLD were accidently left behind in the SE. These were removed.
- Bug:1639: Staff Assistant has had an intelligence boost. Will now correctly inform user of bingo fuel problems even if there is a land event along the current course.
- Bug:1275: New debugging feature has been added. '-x' will disable enemy sub AI control. This feature will be removed in the release version.
- Bug:1594: Fixed the mini-rep to accurately display speed updates of patrols.
- Bug:1595: All A/C now fly at the same speed in a group of mixed A/C
- Bug:1634: Naval unit group splits now allow you to enter a course for the new group.
- Bug:0468: Made a partial update to the serial number system requiring the use of the new executable 'TestReg.exe' in the harpoon directory. This will be updated in furture releases.


HCE - 2006.b15
===============
- Bug:1516: (GE) resolved Auto saved game issue with filenames being too long
- Bug:0270: (GE) Modifications to range circles should make them appear less oval like in some circumstances
- Bug:1368: Resolved a bug where A/C are told that they are in range of their own AA defenses
- Bug:1367: Group Window was listening to add points to the path even if other modeless dialogs were up. I now have it checking for modeless dialogs. So speed and attack dialogs will no longer trigger pathing if you click in the group window.
- Bug:1537: Planes won't land. Pathing AI has been improved.
- Bug:1594: Minor bug fixed where speed/alt dialog was mis-reporting the speed of the unit
- Bug:1595: Fixed a bug where aircraft groups were going faster than they were allowed

HCE - 2006.b14
===============
- Bug:0828: (GE) Air units within missile range, do you want to attack? dialog keeps popping up
- Area defense dialogs now target entire groups instead of units, reducing the number of Staff Assistant popups.
- Bug:1260: (GE) Intermittent sensors turn off
- Patrols landing no longer accidently turn off intermittent sensors
- Bug:1197: (GE) Inconsistant weapons load reported
- Minor edits to the 'no weapons available' message to better reflect the possibility of nuclear weaponry not being released.
- Bug:0204: (GE) ARMS Prevent bombing
- Bug:1256: (GE) Tankers don't return to base
- Added supplimental dialog allowing the users to pick a landing base for tankers after they split.
- Bug:1299: (GE) AI Land units run away from any opposing units
- Fixed. Land units now actually attack when detected but not in range of attacking
- Bug:1271: (GE) Ships Repeatedly miss navpoints on high TC
- Significant changes made to nav point AI to help streamline navpoints

HCE - 2006.b13
===============
- Bug:0191: (GE) Submarine can launch missiles (cruise and ballistic) from any depth
- Subs now automatically move to the target's depth before firing torpedos.
- Bug:0860: (SE) Enhancement: Write entry to message log when friendly units are damaged.
- For the debug versions only, DP now appears on non-instant kills in the message log.
- Bug:1376: (SE) Adding Base listing always appears covering apart of the map
- Add Base dialog now appears lower on the screen in the information area
- Bug:1375: (SE) Adding the first base on the list causes confusing behavior
- Item selection in the 'add base dialog' now keeps track of what you hilighted and corrects for any switching between unit types.
- Bug:0197: (GE) Ferry Mission not cleared when target base is destroyed
- Ferry Missions to a base will now be cleared if the base is destroyed.
- Bug:1348: (GE) A/C launch but have no hope of reaching target
- Minor bug in calculating round trip fuel
- Bug:1263: (GE) Aircraft stuck launching on Ferry Missions
- Issues where a nearby enemy base would attack launching aircraft causing the aicraft to get stuck.

HCE - 2005.b12
===============
- Bug:1298: (GE) While testing for the lost a/c bug- I crashed the game after a "normal" sequence of events
- Minor crash bug related to loitering/RTB decision after intercept
- Bug:1329: (GE) Missiles disappear
- Added UI messages offering information of missile loss do to lack of guidance
- Bug:1339: (GE) Canceling a Weapons Allocation
- Canceling the Weapons Allocation Dialog now prompts if aircraft wish to RTB. Otherwise intercepting group is set to loiter.
- Bug:1344: (SE) Can't create RED GROUPS
- Fixed a bug where SE couldn't create red groups correctly
- Bug:1297: (GE) Ship to ship torpedo - operator interface problem?
- Functionality was added that now fully allows ship to ship torpedos with a user initiatated attack
- Bug:1273: (GE) Dipping while cruising
- Aircraft with the ability to dip sonar can no longer do so unless they are loitering and at Vlow altitude. Sonar settings are disabled unless these conditions are met.
- Bug:1254: (GE) Aircraft with gun ammo available refuse to engage
- Removed a limitation which didn't let aircraft attack groups with cannons unless they were within 10nm of the group.

HCE - 2005.b11
===============
- Bug:0196: (GE) Ready Aircraft Anomoly. Group splits in ready aircraft interface and one group of 3 unusable
- Bug:1291: (GE) SAM's used as SSM's
- Bug:1228: (GE) Red reports to Blue
- Bug:1229: (GE) Neutral reports to Blue
- Bug:1272: (GE) Sonobuoy hotkey
- "." hotkey will drop an aircraft to Vlow if not at Vlow. If aircraft is at Vlow, will force the aircraft drop a sonar bouy.
- Bug:1226: (GE) Autosave time setting not saved
- Autosave timer now saves correctly
- Bug:0179: (GE) Weapon display window no hotkey to close, ESC also doesn't close it
- Esc key now closes the Weapons display window
- Bug:1030: (GE) When destroyed, land units denoted as sinking
- Land units are now denoted as 'destoryed'.
- Bug:0414: (GE) High Time Compression and weapons allocation menu -GUI synchronicity.
- Unit and Group windows now updated if weapons allocation menu appears during high time compression
- Bug:0644: (GE) Laptops that have 2 monitors will display all dialogs in 2nd (extended) desktop
- Computers that used extended desktops may find HCE Dialogs being misplaced. See ReadmeDialogs.txt for information on how to fix this.

HCE - B10
==========
- 0000778: [GE Game Engine] Patrol aircraft RTB with plenty of fuel and weapons (Fletcher)
- 0001164: [GE Game Engine] F8 w guns attacks MiG25 @ Vhigh and shoots it down (Fletcher)
- 0001201: [GE Game Engine] Loading a saved game causes autosaving feature to fail (Fletcher)
- 0001204: [GE Game Engine] Divorce registry settings from HCGold (Russell)
- 0001268: [GE Game Engine] Scrolling through units in display dialogue can cause crash (Fletcher)
- 0001269: [GE Game Engine] Add build number to title bar (Fletcher)
- 0001145: [ScenEdit] Crash on adding plane to new group (Fletcher)

HCE - 2005.b09
===============

Includes new debugging tools.

- 0001177: [GE Game Engine] Adding debugging tool: Iterative Saving (Fletcher)
- 0000979: [GE Game Engine] Add EXE Properties (Fletcher)
- 0000468: [GE Game Engine] Add Matrix serial number system to the game (Fletcher)
- 0000982: [GE Game Engine] Iterative Saving (Fletcher)
- 0000983: [GE Game Engine] Save Timer Modified (Fletcher)

HCE - 2005.b08
===============

Should only require HC2002 Gold and be the first Fletcher heavy release.

- 0000274: [GE Game Engine] Errant radar detection message (aeischens)
- 0000359: [GE Game Engine] safe_io: error writing: annex_disk_id_list[0][0] upon program close (Fletcher)
- 0000937: [GE Game Engine] Add new command line for debugging log (Fletcher)
- 0000614: [GE Game Engine] Air groups with tankers running out of fuel (Fletcher)
- 0000759: [UI] Click-Scrolling through units in unit window causes crash (Fletcher)
- 0000698: [GE Game Engine] Attack option window keeps popping up (Fletcher)
- 0000663: [GE Game Engine] Fuel consumption issue (Fletcher)
- 0000828: [GE Game Engine] Air units within missile range, do you want to attack? dialog keeps popping up (Fletcher)
- 0000975: [Installer] Unzipping B08 to HC2002 Gold installation causes error when trying to load through Start menu (Fletcher)
- 0000413: [UI] High Time Accleration+attack on target with attached land units causes difficulty in attack resolution and odd aircraft behavior (Fletcher)

Version 2005.b07 Released 2005/07/02
Fixes:
* GE (###) Updated about box, credits. If you
think you should be there, please contact
AGSI.
* GE (###) Don't allow AI to pull planes from
formation, airfield, or LD Patrol to
intercept SAMs and AAMs. Effectively means
AI will not try to intercept SAMs and AAMs.
* GE (###) Show IDs for Neutral groups as well
as Red and Blue groups.
* GE (###) Remove country names from Ctrl+H
status display for neutrals since country
names were only used in legacy battlesets.
* GE (###) Allow partial ordnance flag at scen
start to also affect neutrals. Previously
neutrals received full missile complement
even if other sides didn't.
* GE (###) Beginnings of each unit and group
storing information about the detection of
each other side vs the unit. This changes
from a player side vs other sides into a
player independent structure.
* GE (###) Unit window won't close at high
group window zoom. Units will never show
on group map.
* GE (###) Increased the number of zoom levels
in Unit window to match group window.
* GE (###) Fixed a bug where ARMs could not be
fired from plane to ship when ARMs were the
only weapon type on the plane. (thanks Ben)
* GE (###) Improvements to range circles on
Group map, no longer kludge at certain key
measures. Hmm, seems to only work for
exactly detected groups.

Items Modified:
* GE
* SE

Notes:
* This version modifies the saved game format making all previous
saved games useless in this version.
* This update must be applied to 2005.b02 or newer.



Version 2005.b06 Released 2005/04/03
Fixes:
* GE (204) Further tweak composite group behavior
when dealing with radiating target groups that
stop radiating mid-attack.

Items Modified:
* GE

Notes:
* This update must be applied to 2005.b02 or newer.



Version 2005.b05 Released 2005/03/30
Fixes:
* GE (381) Don't allow auto-intercept attacks
to use SSMs against submerged subs.
* GE (365) Still more nuclear release timing fixes.
* GE (274) Errant detected by radar warning
messages from bases should no longer happen.
* GE (211) More work to prevent fixed installation
location from changing based on detection.
* GE (374) Additional work to prevent firing
SSMs at submerged subs, in this case as a
result of using Intercept button.
* GE (213) Appears that when you destroy a base,
units that were in the base formation can now
be destroyed as well.
* GE (375) VC completion crash fixed?
* GE (280) VCs not registering for MLUs. Appears
the problem did not exist and still doesn't
seem to exist.
* GE (204) Composite ARM+Bomb groups couldn't
use the Bomb/Missile at some times when
target isn't radiating. However, in some
circumstances after expending some weapons,
the air group runs back and forth near target.
* SE (365) More nuclear release timing fixes.

Items Modified:
* GE
* SE

Notes:
* This update must be applied to 2005.b02 or newer.



Version 2005.b04 Released 2005/03/13
Fixes:
* SE Allow scenario designer to place bases
from any side on any side. Base listing
changed to include color so scenario
designer knows what they are getting.
* SE after you have added a base and go
back in to add another, the scrollbox
will bring you to the previously
added base.
* GE Subs aground go to max water depth,
not one level shallower than max depth
* GE more work on planes attacking surfaced
subs with ASMs. In the process, get rid
of cannon fire message when plane is
carrying both Torps/Depth Charges and
ASMs at the same time.

Items Modified:
* GE
* SE

Notes:
* This update must be applied to 2005.b02 or newer.



Version 2005.b03 Released 2005/03/05
Fixes:
* 0000361 GE Hopefully prevent super fast ship
groups bug that appears to have been the
result of code to lower dippers to low alt.

Items Modified:
* GE

Notes:
* This update must be applied to 2005.b02.



Version 2005.b02 Released 2005/03/01
Fixes:
* GE Fixed bug Vince found where sonobuoy droppers
were causing crash.
* GE allow aircraft to split from base formation
patrols
* GE allow ships to split from base formation
* GE allow MLUs to split from base formation
* GE allow various units to join base formations
* GE allow various units to join MLU formations
* GE allow player to attack Neutral units as a
way of allowing attack of all Unknown units
* GE fix an issue where radar guided missiles
weren't hitting enough. This may make
intertial SARH missiles too accurate, test
please.
* GE More rebranding to HC2005/
Harpoon Commander's Edition
* SE ditto
* PE fixed type in import specifications that
was preventing the import process from working
* PE was not importing sonar BSL! Fixed
* db_utils updated, Torpedo Annex was not
exporting correctly due to linefeed problem
* WestPac Beta status removed from text
* Uninstaller activated

Items Modified:
* GE
* SE
* PE
* db_utils

Notes:
* This update can be applied to 2003.10 or newer.
* Note, this is again a Debug GE and will be
slower than the release version.



Version 2005.b01 Released 2005/02/21
Fixes:
* GE Prevent error in AirAttacker function caused
by targeting by group rather than by unit.
* GE AI AC evasion turned off by a majority vote
of three to one on the AGSI HCG Beta forum.
* GE Fix Noisemaker crash error caused by problem
with passive sonar detect sound. Now plays
active sonar detect sound for passive detects.
* GE Compromise a bit with range circles, they
will be somewhat rounder now.
* GE Must be at Low or VLow to use dipping sonar
or lay sonobuoy, GE will move units to Low
on its own and set Throttle to Cruise
* SE Deal a little more gracefully when items in
the Installations annex have invalid IDs
* DB Gave SH-60F APS-124 radar
* PE Changed drop down items listed for base
source level from one item per noise level
sorted by item name to every item sorted by
BSL, then item name.

Items Modified:
* GE
* SE
* DB
* CDB.res
* PE

Notes:
* This update can be applied to 2003.16b8 or newer.
* Note the speed, the GE has very little debugging
turned on and should be running at about the
speed that can be expected with a real release.



Version 2003.16b12 Released 2005/01/23
Fixes:
* GE Hopefully fix malloc assertion errors that
were caused by freeing the same chunk of
memory twice..

Items Modified:
* GE

Notes:
* This update can be applied to 2003.16b8 or newer.



Version 2003.16b11 Released 2005/01/22
Fixes:
* GE Turn on non-player controlled EW bird's
radars soon after take-off so that they can
provide escort jamming services.

Items Modified:
* GE

Notes:
* This update can be applied to 2003.16b8 or newer.



Version 2003.16b10 Released 2005/01/22
Fixes:
* GE More area ECM tweaks.
* GE Revert to the AI not being able to form
attacks against bases on it's own. Only
attacks against bases created in the
SE will be honored. This prevents an
uneven and often deadly (to the AI)
allocation of weapons so that there is
nothing left to attack player ships.
* GE very beginnings of allowing ships to
attack ships with torpedoes.
* GE very beginnings of allowing planes
and ships to attack subs with ASMs when
sub is on the surface.
* SE incremented version number :)

Items Modified:
* GE
* SE
* DB

Notes:
* This version modifies the saved game format making all previous
saved games useless in this version.
* This update can be applied to 2003.16b8 or newer.



Version 2003.16b9 Released 2005/01/20
Fixes:
* GE/SE Changes to allow 47 character ship/sub
/plane names.
* GE New area ECM model based upon plane
loadout ECM type weapons with range > 0.
Both direct jamming of emitting radar when
jammer is close to emitter and escort
jamming of strike groups within the jamming
range of the ECM platform (does not need
to be in the same group as the escorted
platforms).
Jammed units/groups will show a little
yellow lightening bolt near the unit icon.
The indicator will persist for 30 seconds
or less after the last jammer stops
jamming.
* DB to make 47 character names work in
custom DBs, open pfData file, lAnnexDefaults
table and set the type code value to 47
where it is currently 17 (first three lines)

Items Modified:
* GE
* SE
* DB

Notes:
* This version modifies the saved game format making all previous
saved games useless in this version.
* This update can be applied to 2003.16b8.



Version 2003.16b8 Released 2005/01/17
Fixes:
* GE continued work on Ctrl-H status for Land
Units
* GE/SE Allow use of all 128 loadout types.
Still a maximum of 32 loadouts per plane.
* GE allocate less a reasonable number of
weapons when attacking a land unit.
Previously for weapon allocation, all land
units were considered bases and maximum
force was applied.
* GE will load without error pre-EC2003
BattleSet Scenarios
Old User Scenarios (pre 2003.16b3)
New User Scenarios
The SE somewhere along the line started
creating a bogus ship entry that was
causing trouble. This works around that.
* SE shows DB Flavor in quasi status bar when
in EC2003 or WestPac battlesets
* SE added land unit types to Victory Conditions
dialog.
* SE added land unit types to scenario analysis

Items Modified:
* GE
* SE

Notes:
* This update can be applied to 2003.15 or newer.
* The PE in this version is 2003.16b5 as it has
not changed since then.



Version 2003.16b7 Released 2005/01/01
Fixes:
* GE will give Nuclear Release at proper time.
* GE added Ctrl-H status for Land Units
* Ctrl-H status report should count up to 65535
instead of 255.
* Added HC2004 logos
* Changed SCUD missile site reload times to 105
minutes, up from 8 minutes.

Items Modified:
* GE
* SE
* DB
* CDB.res
* DLL

Notes:
* This update can be applied to 2003.15 or newer.
* When granting Nuclear release in the SE the
designer must open the nuclear release dialog
a second time and re-enter the appropriate
time for it to 'stick' correctly.



Version 2003.16b6 Released 2004/11/27
Fixes:
* SARH AAMs will self destruct if guidance is lost.
* SARH AAMs with Inertial flag will not self destruct. They
will continue towards last known contact and explode at
distance to last known contact. If guidance is restored
the missiles will head back towards the target.
* SARH AAMs with Inertial flag will have only a tiny chance
of hitting target if guiding platform doesn't radiate
before/during impact to provide guidance updates.

Items Modified:
* GE (Game Engine aka Winharp32.exe)

Notes:
* This update can be applied to 2003.16b5 or newer.



Version 2003.16b5 Released 2004/10/31
Fixes:
* Made another attempt at convincing evading AI AC to RTB when
they reach Bingo fuel state.
* Exposed Ship, Sub, and Torpedo base noise level
(aka Base Source Level aka BSL) to the PE so that base noise
levels are no longer hard coded. DB needs edits, the values
in the current DB are what the hard coded values were giving.

Items Modified:
* db_utils (db_make.exe in db_utils folder)
* PE (pfBuild2002.mdb, Platform Editor)
* GE (Game Engine aka Winharp32.exe)
* SE (Scenario Editor aka WSCENEDT.EXE)
* DB (pfData2002.mdb no item changes, only BSL exposed)
* SC (Scenario Converter, cvtscen.ese)
* CDB.res (commondb.res compiled DB for those not wishing to use PE)

Notes:
* This version modifies the saved game format making all previous
saved games useless in this version.
* This update can be applied to 2003.16b3 or newer.



Version 2003.16b4b Released 2004/10/24
Fixes:
* Increased robustness of PE search for HC Main directory for use
during export and import process to avoid as many 3044
'File not Found' errors as possible due to corrupt or otherwise
unreadable registry entries. This also helps export and import
work better on computers with tight security that don't allow
registry reads from MS Access.

Items Modified:
* PE

Notes:



Version 2003.16b4 Released 2004/10/19

Fixes:
* Course plotting at > 8x zoom should now result in a path very
close to what was desired rather than wildly off-course.
* The number of weapons per loadout and weapons per multimount
has been increased from 4 to 8. This also fixes an off-by-one
bug in the multimount code that was crashing the game when
the Ohio SSGN fired TLAMs or SEALs.
* AI Aircraft evasion has been tweaked. The feature is by no
means perfect but should be much better. AI aircraft will now
close closer to player aircraft before running away. In
addition, if AI fighters approach a player AC and do not have
the player group targeted, the AI group will take a snap-shot
before running away. As before, if the AI group is targeting
the player planes, they will close and fire, no matter how
suicidal.
* Database name changed to 'AGSI HCG Official DB-040428'...
Anyone else have a better name before we have versioning
working better a steady database name would be good (except
for the date portion that changes after each database edit).

Items Modified:
* db_utils (all six programs in db_utils folder)
* PE (pfBuild2002.mdb, Platform Editor)
* GE (Game Engine aka Winharp32.exe)
* SE (Scenario Editor aka WSCENEDT.EXE)
* DB (pfData2002.mdb no item changes, only DB name changed)
* SC (Scenario Converter, cvtscen.ese)
* CDB.res (commondb.res compiled DB for those not wishing to use PE)

Notes:
* This version modifies the saved game format making all previous

#3 TonyE

TonyE

    Advanced Member

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Posted 07 December 2007 - 03:35 PM

HCE - 2007.031
==============
- Chg:0000 GE Undo the attempted fix to prevent GE crashes when there are
empty groups in a scenario, the fix was specific to my
machine.
- Chg:0000 GE Stop the CPU usage from pegging, aka give some cycles back
to the operating system.
- Chg:0000 GE More guns work.
Player and AI now allocate the total number of bursts they
want to fire, the GE handles spreading the fire over number
of mounts, tubes, combined with ROF.
Disabled Impact and Airburst radio buttons on attack type
dialog since player choice has no effect on what type of
damage is actually applied.
Mount, ROF value is total bursts for that mount, no matter
what the mounts= value is and no matter how many weapons
are in a multimount.
Mount, Tubes and mounts= affects how many bursts can be
fired at once, ROF permitting the mount can fire
Tubes * Mounts bursts all at once.

HCE - 2007.030
==============
- Chg:0000 BB For locales where a period is not used in floating point numbers,
force it anyway to avoid errors.
- Chg:0000 BB Include some more battleset specific messages in the seed files
for the battleset. Prevents a problem Rene reported about
the game crashing after a victory condition dialog was dismissed.

HCE - 2007.029
==============
- Chg:0000 SE When lots of ship/sub/aircraft classes are in the DB, it could
overflow the maximum contents of a 16-bit listbox. Fix is
to dynamically narrow the width of the shown fields so that
all entries are shown. This will mean some country names,
class names, and side names may be cut short to make each
entry small enough for them all to show. (thanks Rene)
- Chg:0000 GE An attempt was made to have the GE not crash if a scenario
has groups with no units.

HCE - 2007.028
==============
- Chg:0000 GE Anti-Surface gun ammo allocation improvements
* Rather than assuming each mount can only fire one shell,
use # of tubes instead.
* Don't assume player should only fire 1 shell (pre-allocation
in attack dialog), do the full calculation to estimate
how many to fire.
- Chg:0000 GE Mount weapons fired in current 60 seconds was being reset
incorrectly, fixed it by making ROF_Divisor = 0 in all
cases.
- Chg:0000 GE In CheckMissileHits, show ECM reduction and such for misses
as well. (attempt 2, thanks Rene)
- Nfo:0000 GE Gun mounts should check arc, isn't happening yet.
- Nfo:0000 GE Verified that ROF is reset every 60 game seconds, not 30!


HCE - 2007.027
==============
- Chg:0000 GE Anti-Surface Guns now adhere to mount rate of fire limitations,
only after the initial allocation, player can cheat on initial
allocation.
AS Guns will fire the correct ammunition now, and will not
'dump ammo overboard'. Previously guns were firing one burst
per 15 seconds and throwing any other bursts overboard.
AS Guns by the AI will fire 2 x target remaining DP of bursts
at the target, this helps reduce overkill/ammo wastage.
AS Guns will stop firing when the firing platform is out of
range of the target platform, previously any bombardment in
progress would keep going even if out of range.
- Chg:0000 GE In CheckMissileHits, show ECM reduction and such for misses
as well.
- Chg:0000 GE Show Range column in launch aircraft dialog for each line
of ready AC. (thanks Akula, HermanH)
- Nfo:0000 GE The period over which ROF bursts will happen is 60 seconds,
this contradicts some of the code comments which suggest 30
seconds. Will be doing further research.
- Nfo:0000 GE The decision was made (Akula,CV32,TonyE) not to change the
Impact vs Airburst criterion. They are...
If the burst will impart more than 1/8 the total DP of the
target, the shell is considered impact, if less than 1/8
the shell is considered Airburst. This is why destroying
an airbase in the game with guns just doesn't happen.
We'll look at this again when we can change data structures
to suit a potentially better model.
- Nfo:0000 GE Guns impact/airburst radio buttons should not even show since
user selection has no effect on how the damage is applied.


HCE - 2007.026
==============
- Chg:0000 GE In CheckMissileHits, show ecm reduction to PH. This doesn't
show missiles hitting planes.
- Chg:2347 GE Game crashes when starting EC2003 scenarios without starting
with full ordnance. (thanks Terminus)
- Chg:2112 GE Really make show all and iterative saving work in release
builds.
- Chg:0000 GE After firing command guided missiles, if the firing unit is
destroyed before the missiles impacted, the game would crash
due to a null value for sourceUnit. Fixed by adding a null
check, say "Firing unit destroyed" as the name of firing
unit if the firing unit is already gone. (thanks Krasny)
- Chg:2350 SE SE Would crash in HDS III GIUK if you open Iceland Thaw then hit
F4 with group ABC selected. The group has a bad formation
patrol entry for an aircraft. Fix is to ignore bad formation
air patrols. (thanks Herman)


HCE - 2007.025
==============
- Chg:0000 GE Game could crash when splitting tanker from group if there is no
group selected. Fixed so that landing for split is based off
of tanker group, failing that, base it off group tanker was
part of.
- Chg:0000 GE Game could crash when using Full button display on report window.
Fixed it up to use Unit instead of Group where needed.
- Chg:0000 GE Added ECM ability to mounts. Now a ship may carry ALQ-99 for area
and point defense jamming. Flares and Chaff will also now work
for units other than planes.

HCE - 2007.024
==============
- Chg:0000 GE Stop showing SAM and Gun counts at enemy installations and land
units on the mini report window.
- Chg:0000 BSB Hide the running of end_edit.bat but capture its output to the
log file.
- Chg:0000 GE Improve DLLExport interface to improve speed when no DLLs are
loaded.
- Chg:0000 GE Hopefully prevent Neutrals from attacking AI, prevent AI from
giving player detects of Neutrals.

HCE - 2007.023
==============
- Chg:0000 GE Prevent potential crash when launching weapon with long name
- Chg:0000 GE Allow battlesets with zero scenarios, no more crashing
- Chg:0000 GE Upon scenario load, suppress the orders window if no orders
are available, go straight into the game.
- Chg:0000 GE Refueling manually will now replace any existing refueling
events that haven't started to transfer fuel. The aim is
to prevent an inability to manually refuel (i.e. the command
is given but no refuel occurs until much later).
- Chg:0000 GE Let BOL weapons hit anybody, including player ships.
- Chg:0000 BSB Fix controls alignment on scenarios tab so they behave when
the form is resized.
- Chg:0000 BSB Re-ordered the controls in the program so the tab key usage
makes a little more sense.
- Chg:0000 BSB Expanded logging to cover entire program.
- Chg:0000 BSB Added a most simple facility for saving and loading battleset
settings.
- Chg:0000 BSB Prevent error about invalid float when manually entering a
Lat or Lon value.
- Nfo:0000 BSB Determined that the map creation utilities do not know how
to make a map from Iceland as a Western boundary to
the USA as an Eastern boundary. This needs to be remedied.

HCE - 2007.022
==============
- Chg:0000 GE Removed DelphiGUI.dll interface since it has been supplanted.
- Chg:0000 GE DLLExport interface coded, version 1, more refinements
- Chg:0000 DLL DataDump1.dll updated with changes to match GE

HCE - 2007.021
==============
- Chg:0000 GE Guns should now adhere to altitude limits in air engagements
and in point defense. Try 2...
- Chg:0000 GE DLLExport interface coded, version 1.

HCE - 2007.020
==============
- Chg:0000 GE Guns should now adhere to altitude limits in air engagements
and in point defense.

HCE - 2007.019
==============
- Chg:0000 GE Tweak to 2007.018 so pre-EC2003 battlesets work
- Chg:0000 SE Tweak to 2007.018 so pre-EC2003 battlesets work

HCE - 2007.018
==============
- Chg:0000 GE Mis-reading of data from battleset .res file instead of
commondb.res file. Barely tested.
- Chg:0000 SE Mis-reading of data from battleset .res file instead of
commondb.res file. Barely tested.

HCE - 2007.017
==============
- Chg:0000 SE Add zoom levels to SE, 16x, 32x, 64x
128x is not possible with the 16-bit SE
The Unit window rectangle that shows on the Group window is
not showing as the correct size.

HCE - 2007.016
==============
- Bug:0000 GE AI will now fire surface capable torps ship to ship.
- Bug:0000 BB Full installer created
- Bug:0000 SE Allow use of hdsm.res, hdsm.rsr
- Bug:0000 GE Allow use of hdsm.res, hdsm.rsr

HCE - 2007.015
==============
- Bug:0000 GE ASuW range ring will now properly show a surface gun range for
dual purpose guns. Dialog needs to be renamed Surface Weapon from
surface missile.
- Bug:0000 GE AI will now fire surface capable torps ship to ship.

HCE - 2007.014
==============
- Bug:1920 SE After adding a base, dialog reverts to first blue base, should
revert to last added base

HCE - 2007.012
==============
- Bug:0000 GE Add some code for battleset 27 (BS Builder)
- Bug:0000 SE Add some code for battleset 27 (BS Builder)

HCE - 2007.011
==============
- Bug:2224 GE Wrong Weapon allocation (torpedoes in missile allocaton)
- Bug:2228 GE Attack type dialog, multiple types can errantly be selected (Missile/Torp/Gun)
- Bug:0000 GE Fixed crash while saving weapon allocation dialog position

HCE - 2007.010
==============
- Bug:1881 SE PD won't show blank classnames, SE PD won't GPF on long mount names
- Bug:2053 SE PD Blank Entries

#4 TonyE

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Posted 12 December 2007 - 08:53 PM

HCE - 2007.032
==============
- Chg:0000 SE If a ship/sub/... has no unit names available, tell the user
that instead of throwing an assertion. (thanks Stalintc)
- Chg:2367 GE Neutral submarines have no sink image when sunk.
- Chg:2000 GE Message Log wasn't clearing when loading a saved game. This
was intentional but has now been changed anyway to clear
the message log contents when a saved game is loaded.
- Chg:0000 GE When launching aircraft to attack, allow attacking unknown
groups as well as known enemy groups. (thanks Herman)
- Chg:0000 GE When telling aircraft to attack, if the first unit in the
group is already sinking/destroyed, it wasn't possible
to attack the remaining units in the group. That is
now fixed. (thanks Herman)
- Chg:2377 GE Splitting all units from a group (to a new group) crashes
the game. Fixed. (thanks Mack & Herman)
- Chg:2373 GE Game was ignoring user choice to continue contact prosecution
if contact was sunk (i.e. submarine) (thanks Herman)
- Chg:0000 GE Distances reported in the status line when clicking in the
Unit window on high zoom levels were wrong. (thanks MarkShot)

#5 TonyE

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Posted 01 January 2008 - 01:12 PM

HCE - 2007.033
==============
- Chg:0000 SE If you are drunk and do a really crazy sequence of keystrokes
and mouse clicks, you can get the SE to show only water. For
those episodes we've now brought back the land. (thanks Herman)
- Chg:0000 SE Prevent user from opening up multiple add/edit variable start
point location windows. (thanks Herman)
- Chg:2064 SE Deleting Variable start points then adding more later crash,
fixed. (thanks Ralf and others)
- Chg:1883 SE When adding planes to a ship/base after adding the plane
class scroll list would move up one slot in the list,
it will no longer do so. (thanks JayMcMullan)
- Chg:0000 GE Instant action checkbox will now select a random scenario from
the pre-EC2000 battlesets and a random player side.
(thanks pkpowers)

#6 TonyE

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Posted 05 January 2008 - 08:11 PM

Harpoon: Commander's Edition
Copyright AGSI
-------------------------------------------------------------------------------


HCE - 2008.001
==============
- Chg:0000 GE If autosave was set to zero, the game would constantly save,
fixed so that no autosaves are done with a value of zero.
- Chg:2057 GE Neutrals should no longer attack any other sides' subs
(or anything else but anything else was dealt with in
earlier releases).
- Chg:2355 GE HDS III GIUK 12.0 is the same scenario as 11.0
Kludged the system to not show HDSIII scenario 12.0 in the
scenario selection of the GE but left it in the SE in case
anyone has great ideas based on the orders files.
- Chg:1963 GE Aircraft of subtype Tanker crash the GE. This has been
fixed, the code that tries to place air groups at a sane
altitude after launch didn't know about any aircraft
types past the first nine. Expanded it to deal with all
128 potential types.
- Chg:2352 GE Bombers close on target after launching weapons
The attacking aircraft were being told to return to base
but the attack order was not removed so most often they
would end up trying to attack again even if they didn't
have valid weapons.
- Chg:2353 SE Show Range column in launch aircraft dialog for each line
of ready AC. (thanks Akula, HermanH)

#7 TonyE

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Posted 08 January 2008 - 06:10 PM

HCE - 2008.002
==============
- Chg:0000 GE Sometimes VCs were triggering early, this was due to the
possibility of damaged units being counted twice, that dual
count has been removed. (thanks Herman)
- Chg:2131 GE Mounts with SAMs that are surface capable led to the AI not
being able to fire SSMs that were in the same mount if they
were listed after the SAMs. The workaround was to tell the
GE not to use SAMs as SSMs in pre-EC2003 battlesets.
- Chg:0000 GE The mini report window could cause a crash due to a string
buffer being too small. Surfaced with a Mine group of 12
mines in it. Overflow fixed. (thanks Rene)
http://harpgamer.com...?showtopic=2505

#8 TonyE

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Posted 13 January 2008 - 07:03 AM

HCE - 2008.003
==============
- Chg:0000 GE Use the textured maps created with BattleSet Builder.
- Chg:0000 SE Changes to keep up with BB and GE new BattleSets.
- Chg:0000 DU Tweaked res_add_headers to allow larger battleset files.
- Chg:0000 BB Capture the textured map to res028.bin of the BS.res file.

In other words, worked on the BS Builder.

#9 TonyE

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Posted 22 January 2008 - 12:34 AM

HCE - 2008.004
==============
- Chg:0000 GE Don't tell planes to drop to Low altitude when returning to base
- Chg:0000 GE If an air group is out of weapons range when their target is
destroyed, find them another target in the same group instead
of saying their task is finished. (thanks theCase)
http://www.matrixgam...m.asp?m=1677672
- Chg:0000 GE Fixed bug in uncertainty zone adjustment that resulted in
some contacts not being localized as quickly as they should
have been localized.
- Chg:0000 GE BOL weapons will not go active at a reasonable position instead
of immediately after launch. The point you click on the map
is where the target unit is expected, the GE calculates the
activation point to be somewhat short of that.
- Chg:0000 GE Stopped making ExportDLLs folders all over.
- Chg:0000 GE Changes to the project file to allow a release build to
work in EC2003. _USE_32bit_time_t
- Chg:0000 GE Fixed buffer overflow in gun code when reporting type of
damage applied, string was too short.
- Chg:0000 GE Fixed another buffer overflow, prior to throwing up a
Staff message box.
- Chg:0000 GE Fixed a number of improper typecasts in Annex loading.
They were casted to short and should have been ushort.
- Chg:0000 GE Updated Credits screen.
- Chg:0000 GE Changed the user-made battleset to hdsu.res (.SCz, .hpz) and
added code for the intervening BattleSets.
- Chg:0000 SE Changed the user-made battleset to hdsu.res (.SCz, .hpz) and
added code for the intervening BattleSets.
- Chg:0000 BB Changed the user-made battleset to hdsu.res (.SCz, .hpz) and
added code for the intervening BattleSets.
- Chg:0000 BB Copy the battleset.res file from the BS Builder into the HC dir
if possible and rename hdsu.res
- Chg:0000 Expanded db_utils to use 4 digits, up from 3, in case people
want to add a ton of photos.
- Chg:0000 DB HCDB-080117

#10 TonyE

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Posted 24 January 2008 - 09:42 AM

HCE - 2008.020
==============
- Chg:0000 DU Fixed up build options of db_utils and map_utils, they were
spitting out some bad data when built as a Release build.
- Chg:0000 BB Changed to output scenarios in four digit format, res0030.bin
instead of the errant res030.bin format.
- Chg:0000 BB More properly parse output of map projector program for
grabbing the salient map data items in the battleset.res
file.
- Chg:0000 GE Show build number in title bar, even for release versions.
- Chg:0000 SE Hopefully SE will not run without crashing at resolutions
> 1600x1200 (thanks Smitty)
- Chg:0000 DB HCDB-080122
- Chg:0000 BS Added EC2000 BattleSets, but without the photos.

#11 TonyE

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Posted 24 January 2008 - 11:21 PM

HCE - 2008.021
==============
- Chg:0000 GE Updated credits
- Chg:0000 GE Made range rings into range ellipses (see WestPac).
- Chg:0000 BB Allow the user to continue working after trying to make a
BattleSet with illegal lat/lon (thanks Akula)

and installer improvements...

#12 TonyE

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Posted 26 January 2008 - 01:30 PM

HCE - 2008.023
==============
- Chg:0000 GE Fixed a buffer overflow in formation editor if a ship had a
long class name. Also allowed the displayed information to
be longer/complete.
- Chg:0000 GE The Red Victory graphic for EC2003+ will now be the same as
the pre-EC2003 one (Kirov over a map of Europe+Asia) instead
of a US carrier and US flag...
- Chg:0000 GE Sized the sound files to be smaller so that they play as
they should.

#13 TonyE

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Posted 13 February 2008 - 12:54 PM

HCE - 2008.024
==============
- Chg:0000 GE Fixed a buffer overflow in mini report caused by type being
to long (ex. AD Mobile > 8 characters). (thanks Gopher)
- Chg:0000 GE Fixed a lock-up/crash when list view columns are sized very
small. The program was getting into an endless loop trying
to shorten the text to display. (thanks Mack)
http://harpgamer.com...?showtopic=2604

#14 TonyE

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Posted 08 March 2008 - 09:33 PM

HCE - 2008.025
==============
- Chg:2415 GE Started to kludge a workaround for situations where planes are
within the minimum range of one weapon but outside minimum
range of the next, resulting in a request to attack with
cannon fire. This kludge only affects AAM engagements!
(thanks Herman)

#15 TonyE

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Posted 09 March 2008 - 01:52 PM

HCE - 2008.026
==============
- Chg:0000 GE For pre-commondb battlesets, play prop launch sound only when
propulsion type == 1. (thanks NAVMAN)
http://www.matrixgam...m.asp?m=1732358
- Chg:0000 GE In debug builds, show when the GE expires.
- Chg:0000 GE Split sounds out of Harpoon32.dll and into individual files
within the Sounds directory.
- Chg:0000 GE Allow high PicIDs for commondb battlesets.
- Chg:0000 GE Ignore BattleSetPath from registry, make it the same directory
as the one the game was launched from.
- Chg:0000 SE Allow high PicIDs for commondb battlesets.
- Chg:0000 SE Ignore BattleSetPath from registry, make it the same directory
as the one the game was launched from.
- Chg:0000 BS EC2003 IOPG Scenario 5.0 victory conditions fixed, AOE ship
type changed to MPS. (thanks Maromak)




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