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HCE Release Notes


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#196 TonyE

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Posted 28 May 2015 - 09:16 PM

HCE - 2015.006 - 2015-05-28
==========================
- Chg:I111 SE Implemented, "1. EC2003 Built-in scenarios will use the names from the database."
(thanks CV32 and gang)
http://harpgamer.com...annex-mismatch/

HCE - 2015.005 - 2015-05-28
==========================
- Chg:I108 GE Picking away at memory leaks and standardizing on NewPtr/DisposPtr
for memory management. Might fix the listed issue.
http://harpgamer.com...ption-detected/

- Chg:I109 GE Possible fix for too many "Got em all" point defense messages.
http://harpgamer.com...-defence-debug/

- Chg:I111 GE Implemented, "1. EC2003 Built-in scenarios will use the names from the database."
(thanks CV32 and gang)
http://harpgamer.com...annex-mismatch/

- Chg:0000 GE Fueling operations have been moved into their own HCEffect, HCEffect21 using the new
function CheckGroupFuel. This effect can be overridden via HCEffect21 in ExportDLL
interface >= 9. This includes a new saved game file format. Any saves made with
this version will not open in prior versions of the GE. Existing saves from the
last few years will be automatically converted to the new format when loading.

- Chg:0000 GE Moved decrementing of aircraft fuel from Display.c MoveUnits to Staff.c CheckGroupFuel
so that it can be replaced in ExportDLLs via HCEffect21.

#197 TonyE

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Posted 05 June 2015 - 09:36 PM

HCE - 2015.007 - 2015-06-05
==========================
- Chg:0000 GE Removed the strange 128 offset from air refueling events.
- Chg:0000 GE Revamped aerial refueling logging to be more useful.
- Chg:0000 GE Fixed logic that would have resulted in groups with more than
15 air units to be refueled being fed random information
leading to crashes.
- Chg:0000 GE Got rid of the aerial refueling code that would pump twice
as much fuel into a plane as it can carry...
- Chg:0000 GE Disabled some iterative save logging.
- Chg:0000 GE Disabled HandleSavedGameScroll logging.

#198 TonyE

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Posted 09 July 2015 - 03:53 PM

HCE - 2015.008 - 2015-07-09
==========================
- Chg:0000 SE !!!Scenario file version incremented to 3 from 2. This means
any scenarios created with this version will not work with
previous GEs and SEs!!!
- Chg:0000 GE Saved game file version incremented to accomodate storing
per-side, per-group category (Ship, Sub, Land) flags
indicating whether the AI should leave the scenario's plotted
paths to pursue contacts. The default is to pursue contacts.
- Chg:0000 GE ExportDLL Interface version is now 10 to accommodate the
game data structure changes.
- Chg:0000 GE Fixed a place that was still referring to count of planes in a
unit with a char (max 127) instead of the desired uchar, 255.
- Chg:0000 GE Code formatting that should have no functional impact but makes
debugging easier.
- Chg:0000 GE The Globals are now cleared when opening a saved game file.
Appears to have been a long-standing bug that would have
affected any play session where the user loaded a previously
saved game from the File\Open menu.
- Chg:0000 GE If the Scenario Author chose AI settings so that the AI won't
set a new course to intercept targets, the GE will now adhere
to those settings.
- Chg:0000 GE Added FuelToOffload field to the AirRec structure so that
we can keep track of a tanker's available fuel to offload
over multiple tanking operations.
- Chg:0000 GE Fixed a few spots in ProcessLaunchAirEvent that were still
treating # of aircraft in an AirRec as char (127) instead
of uchar (255).
- Chg:0000 GE A tanker can now conduct multiple refueling operations during
a single flight. It will be prompted to split from the
recipient group when there is less than 10% of the original
fuel left to offload.
- Chg:0000 GE Added "REFUELING" status to the Report window to go along
with the existing "W/REFUEL" and "NO REFUEL" statuses.
- Chg:0000 GE Removed one of the many spots where the amount of fuel to
offload to recipients is artifically increased. This
particular one was actually making sure that a tanker
could never offload all of its fuel, defeating the
whole purpose of the hack in the first place.
- Chg:0000 GE Added a dialog and immediate game exit if scenario file
format is newer than supported by the game.
- Chg:0000 GE Added scenario start date and time to scenario format, GE
can now read that information as well. Added the same
to the saved game format and saving & loading.
- Chg:0000 GE Added flag to unit and scen unit structures called NameDB
and UnitNameDB respectively. If the value is -1 then
the GE & SE are to use any custom-entered name, otherwise
use the name at the index of UnitNameDB in the list of
names for that unit (is possible).
- Chg:0000 GE Reset the WestPac BattleSet scenarios to pull unit names
from the database so that name changes in the database
attempt to flow through to the scenarios.
- Chg:I113 GE Fixed crash that was potentially refueling related.
(thanks eeustice)
http://harpgamer.com...e-113-hc-crash/
- Chg:I111 GE More fully implement loading of custom unit names and
preserving pass-through of database-defined names.
Really involves both SE and GE
(thanks CV32)
http://harpgamer.com...annex-mismatch/
- Chg:0000 SE Allow the Scenario Designer to use the AI Settings menu
to choose which categories of AI groups should be able
to change course in pursuit of detections.
- Chg:0000 SE Added a dialog and immediate game exit if scenario file
format is newer than supported by the game.
- Chg:0000 SE Added scenario start date and time to File\Edit game limit
which I bet we'll rename at some point! Also added the
new data to the scenario file.
- Chg:0000 SE Added flag to unit and scen unit structures called NameDB
and UnitNameDB respectively. If the value is -1 then
the GE & SE are to use any custom-entered name, otherwise
use the name at the index of UnitNameDB in the list of
names for that unit (is possible).
- Chg:0000 SE Added menu item Misc\Reload Unit Names from DB menu option
that will attempt to reset all unit names to those that
are in the DB instead of any custom names.
- Chg:0000 SE Fixed bug that was cutting off the first character of ship/sub
names in the unit name selection dialog in some cases. Example
is PTM Storm in original GIUK.

#199 TonyE

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Posted 12 July 2015 - 08:51 PM

HCE - 2015.009 - 2015-07-12
==========================
- Chg:0000 GE Increased default stack size after seeing some stack overflows
during mass auto-testing. It was set to a very small 10kB
whereas the default in Visual Studio 2013 is 1MB. Increased
to the default.
- Chg:0000 GE Disabled the "Sir, we have no released weapons available to
conduct an %s attack." when AutoTest is enabled, it was
mucking up the works.
- Chg:0000 GE Incremented DLL Interface version to 11 for the following...
- Chg:0000 GE Added GameTime, GameTimeLeft, and dt_scen_start to ScenLoad
ExportDLL call.
- Chg:0000 GE Added GameTimeLeft to the GameTime ExportDLL call representing
the number of game seconds left before a forced scenario end.
- Chg:0000 GE Fixed game start date/time being off by 100,000 seconds.

#200 TonyE

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Posted 13 July 2015 - 08:46 PM

HCE - 2015.010 - 2015-07-13
==========================
- Chg:I115 GE Added the else to make "else if" in the GE's ScenLoad call to
any ExportDLLs so that ScenLoad isn't called twice, the second
time being with spurious data. (thanks Don Thomas)
http://harpgamer.com...ustom-scenario/

#201 TonyE

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Posted 27 July 2015 - 07:29 AM

HCE - 2015.011 - 2015-07-27
==========================
- Chg:I116 GE Air groups consisting only of tankers will no longer try to
refuel themselves. (thanks Don Thomas)
http://harpgamer.com...-unit-in-group/

#202 TonyE

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Posted 05 August 2015 - 10:25 PM

HCE - 2015.012 - 2015-08-05
==========================
- Chg:0000 GE Changed aircraft turn rate, made it 5x slower.
- Chg:0000 GE Started cleaning up some 16-bit code in the graphics loading
and displaying routines (dibfiles).
- Chg:0000 UT Fixed scenario converter to always use the custom unit names
though there is no good reason to use this tool these days...

#203 TonyE

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Posted 06 August 2015 - 09:24 PM

HCE - 2015.013 - 2015-08-06
==========================
- Chg:0000 GE Undid "Started cleaning up some 16-bit code in the graphics loading
and displaying routines (dibfiles)."

#204 TonyE

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Posted 13 August 2015 - 10:20 PM

HCE - 2015.014 - 2015-08-13
==========================
- Chg:0000 GE Incremented DLL Interface version to 12 for the following...
- Chg:0000 GE Added AnnexData to ScenLoad ExportDLL call. This first lists
the number of items in each database annex then has the raw
data for each annex. The unlimited annexes are not a part
of this structure yet (Ship names, Platform text descriptions,
Magazines, BattleSet strings).​

#205 TonyE

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Posted 20 August 2015 - 11:13 AM

HCE - 2015.015 - 2015-08-20
==========================
- Chg:0000 GE Incremented DLL Interface version to 13 for the following...
- Chg:0000 GE ExportDll interface added pointers to functions in the
funcRefs: PHCDLL_FUNC_REF linked list sent by DLLInit:

annex_id_to_disk_id(ID): ID - If you pass in
a Memory AnnexID, you will get a Disk
AnnexID back out IF that item is present in the scenario.
If you pass in a disk_id it will be returned back to you
so there is no danger in running a disk_id through the
function.




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