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HCE Release Notes


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#166 TonyE

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Posted 07 September 2013 - 09:25 PM

HCE - 2009.094 - 2013/09/07
===========================
- Chg:I033 GE Missiles were errantly going into Inertial mode for a long period
when they were supposed to be flipping over the course of two
game seconds from guided to terminal guidance. They were getting
stuck in Inertial guidance mode. That should now be fixed.
InterceptAngle still has edge cases that fail (Issue #
(thanks Grumble)
http://harpgamer.com...rcept-geometry/
- Chg:0000 GE The Path Editor will now show the following event types that it
didn't before:
Split Group
Join Group
Air Refuel
(thanks Don Thomas)

#167 TonyE

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Posted 08 September 2013 - 06:23 PM

HCE - 2009.095 - 2013/09/08
===========================
- Chg:0000 GE ExportDll interface added pointers to functions in the
funcRefs: PHCDLL_FUNC_REF linked list sent by DLLInit:

QueueHarpoonEvent(HarpoonEventPtr): void - This is only for
adding items to HarpoonEventHead, not for events on path legs.
If HarpoonEventHead does not exist, this will create it.
NewWeatherGroup(void): GroupPtr - If WeatherGroups does not
exist, this will create it. You still need to set the new
group's position, speed, heading, and strength.
KilledOff(UnitPtr): void - This adds UnitPtr do the
AllDeadUnitsPtr list, creating the AllDeadUnitsPtr list in
the process if required.
CreateSonoBuoy(void): SonoBuoyRegionPtr - Creates a SB
and sets SonoBuoyRegionHead if it doesn't exist yet. You
still have to assign all of the characteristic, location,
etc.
CreateVictoryCondition(void): VictoryConditionsPtr -
Creates a Victory Condition and sets VictoryConditionsList
if it doesn't already exist yet. You still have to fill in
the required data fields.
CreateGroup(uchar side, long sLon, long sLat): GroupPtr -
Creates a new HCGroupPtr, gives it a group ID, and adds
it to the list of groups. Establishes StartGroup if it
hasn't been established yet.
(thanks Don Thomas)
- Chg:0000 GE ExportDLL Interface version is now 7 to accommodate the
additions to funcRefs.

#168 TonyE

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Posted 25 September 2013 - 07:48 AM

HCE - 2009.096 - 2013/09/11
===========================
- Chg:0000 GE Updated game credits.
- Chg:0000 GE "Submarine Stopping Noted" message will only appear in
debug builds from now on.
- Chg:0000 GE Updated version in other components, preparing for patch.
- Chg:0000 GE Fixed crash in AirAttacker when looking for Air records
on a unit that doesn't have aircraft. Found during
autoplay testing.
- Chg:0000 GE Fixed situation where AirAttacker returned no value.
- Chg:0000 GE Fixed crash when launching a plane with an invalid loadout
AnnexID (EC2000 MEDC 11.0 as Red).

#169 TonyE

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Posted 25 September 2013 - 08:19 PM

HCE - 2009.097 - 2013/09/25
===========================
- Chg:0000 GE Redrawing the map windows every game second
(see 2009.082 release notes) was making the game fairly slow
on many machines. The logic is now changed to redraw the map
windows if the game clock ticks to a new second and the map
windows haven't been redrawn in the last 100ms of real life
time. So at 30min:1sec time compression the maps will be redrawn
at least 10 times per real life second and at worst every 180
seconds of game time. (thanks Grumble, Enrique)
- Chg:0000 GE ExportDLL function CreateVictoryCondition wasn't previously
returning any value even though it was declared to return
a VictoryConditionsPtr. This has been fixed.

#170 TonyE

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Posted 06 October 2013 - 04:13 PM

HCE - 2009.099 - 2013/10/06
===========================
- Chg:0000 GE Custom unit names will now be properly read in when a scenario
is loaded. Updated (thanks Enrique)
- Chg:0000 SE Custom unit names can now be entered for installations, ships,
and subs. Updated (thanks Enrique)

HCE - 2009.098 - 2013/10/05
===========================
- Chg:0000 GE Custom unit names will now be properly read in when a scenario
is loaded.
- Chg:0000 SE Custom unit names can now be entered for installations, ships,
and subs.
- Chg:0000 SE When loading an existing scenario and contents of the database
have changed so that there is no longer a valid loadout for
the assigned mission, the SE will default to the first loadout
in the list.

#171 TonyE

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Posted 11 October 2013 - 07:48 PM

HCE - 2009.100 - 2013/10/11
===========================
- Chg:0000 GE Added new credits tab in About box for the post 2009.097 patch
builds.
- Chg:0000 SE Custom unit names can now be entered for installations, ships,
and subs. Updated so it works in legacy battlesets. This
bug was the SE writing out the wrong ScenarioFileVersion in
new and edited legacy scenarios. (thanks Enrique)
- Chg:0000 SE If a user goes into the change unit name dialog and selects
Cancel, the Installation renaming dialog will no longer
appear.
- Chg:0000 SE If a user goes into the change unit name dialog and selects
Cancel, the unit's name will no longer have the leading
character chopped off. (thanks Enrique)
- Chg:0000 SE When renaming a unit, if one of the stock names is still the
unit's name, that name will be selected by default in the
listbox of names.

#172 TonyE

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Posted 11 October 2013 - 11:11 PM

HCE - 2009.101 - 2013/10/11
===========================
- Chg:I059 SE Base Name Changes on its Own. When placing a new installation
in a scenario it would take the name of the first installation
in the scroll box instead of the selected installation.
(thanks eeustice)

#173 TonyE

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Posted 15 October 2013 - 10:09 PM

HCE - 2009.102 - 2013/10/15
===========================
- Chg:0000 GE ExportDll DLLInit call will now pass the maximum DLL Interface
version supported by the GE. This is in the form of a
LongWord/unsigned long. The full call now looks like:
DLLFunc(hwndHC, harpoon_path, APP_BUILD, SaveVersion, &dllFuncRefs, &GEClosing, &DLLExport[i].DLLBusy, dllVerInterface);
- Chg:0000 GE ExportDll interface added pointers to functions in the
funcRefs: PHCDLL_FUNC_REF linked list sent by DLLInit:

disk_id_to_annex_id(ushort): ushort - If you pass in
a Disk AnnexID (from the PE or annex csv files, i.e. 2048
for first ship in the database), you will get a Memory
AnnexID back out IF that item is present in the scenario.
GetLoadoutIndex(ushort PlaneID, ushort LoadoutID): uchar -
Whether you pass in Disk AnnexIDs or Memory AnnexIDs for
PlaneID and LoadoutID, you will get back the index into
the plane's array of loadouts for the LoadoutID loadout.
This can be used in THCReadyAirEvent events.
dllCheckLatLonDepth(double latitude, double longitude): short -
Given a decimal lat/lon, return the HC water depth or land.
See uHCTypeDefs.pas //--- altitude bands section for help
in deciphering the altitudes. Any value > SeaLevel (6)
is considered Land.
- Chg:0000 GE ExportDLL Interface version is now 8 to accommodate the
additions to funcRefs.

#174 TonyE

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Posted 04 April 2014 - 03:29 PM

HCE - 2014.001 - 2014/04/04
===========================
- Chg:I066 GE The fix for I033 had a side-effect that BoL surface missiles
and such would start their terminal search very soon after
begin fired. That resulted in them being shot at by their
own side.
In this version, BoL missiles will not go Terminal immediately,
they will stay (or go into, in the case of AAMs that have
a launching platform lose fix on the target) in Inertial
mode until the activation point.
Anti-Air weapon sensors will now go active 10 seconds before
expected impact.
Anti-surface weapons will still go active 30 seconds before
expected impact.
Once a terminal seeker goes active, if the original target is
not within the seeker cone (45 degrees of missile heading),
the missile will not "re-find" the original target like it
was doing. That resulted in crazy 180s and such once the
seeker activated.
- Chg:0000 GE Fix crash overflow bug when clicking units in the Unit window.
- Chg:0000 GE Switched to Visual Studio 2013 compiler.
- Chg:0000 GE Renamed the game to "Harpoon Classic"
- Chg:0000 GE Started OpenMP tinkering (not active for anything yet)
- Chg:0000 GE Added missing DIBAPI.H reference
- Chg:0000 GE Extended beta timeout to 2016-01-01

#175 TonyE

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Posted 06 April 2014 - 07:51 PM

HCE - 2014.002 - 2014/04/06
===========================
- Chg:0000 GE Game Status dialog will no longer show the "no picture" graphic
in the green neutrals box.
- Chg:I067 GE When weapon seekers go active, ASW missiles could be mistaken
for plain old missiles, causing a GetAnnex Error. This has
been fixed. (thanks eeustice)
http://harpgamer.com...x-error-2014001




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