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HCE Release Notes


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#211 TonyE

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Posted 29 October 2015 - 09:57 PM

HCE - 2015.024 - 2015-10-29
===========================
- Chg:I126 GE Changed ammunition counts for the mini report window to int
from short (i.e. max 32767 to max 2 billion0 (thanks eeustice)
http://harpgamer.com...-and-aa-shells/
- Chg:I125 SE Scenario author can no longer add more than PlaneCap aircraft
to a land unit. (thanks eeustice)
http://harpgamer.com...lowed-on-units/
- Chg:0000 SE Scenario author can no longer add planes to carriers or land
units after PlaneCap is reached. It was previously possible to
add them one at a time by selecting qty 0.

#212 TonyE

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Posted 20 November 2015 - 11:31 AM

HCE - 2015.025 - 2015-11-20
===========================
- Chg:0000 GE Since switching to 4096 items per annex, the Platform Display
has been using the wrong count of units in the scenario.
Now it is using the correct count again. This may fix
I127, http://harpgamer.com...rare-db-errour/
- Chg:0000 GE In the process of working on the above, fixed the off-by-one
errors that were preventing the Platform Display from showing
the last Class in the list when clicking Next and the first
Class in the list when clicking Previous.
- Chg:I130 GE When a unit launching aircraft is damaged during launch and the
currently launching aircraft unit still needs more aircraft to
takeoff and those aircraft on the ground are all destroyed
there was a situation where the game could leave the launching
plane unit in limbo. It was properly handling the case where
at least one of the planes to take off was available but not
if all of the planes remaining to take off were destroyed on
the ground. (thanks Enrique)
http://harpgamer.com...d-in-launching/
- Chg:I129 GE Full Unit Display was showing the database sonar ranges, not the
ranges as adjusted for the "New" sonar model. (thanks Enrique)
http://harpgamer.com...ndowfull-in-ge/
- Chg:0000 GE The GE was looking for the wrong filename when loading Red
Orders files, this has been fixed. Also added a message when
the load logging option is turned on that writes a log message
if the orders file for a side can't be found. (thanks eeustice)
- Chg:I132 GE The GE for user scenarios was loading the scenario orders,
displaying them, then errantly loading the orders from the
first scenario in the BattleSet. Fixed (thanks eeustice)
http://harpgamer.com...ter-in-new-se/-Chg:0000 GE Cleaned up code in GE similar to I131 code for SE. This included
replacing 0xffff with the INVALID_ID constant and changing a
number of shorts to longs;
- Chg:0000 SE Fixed the off-by-one errors that were preventing the Platform
Display from showing the last Class in the list when clicking
Next and the first Class in the list when clicking Previous.
- Chg:I131 SE When setting up LR Attacks that need tanking assets, an
unitialized range to target was being sent to the refueling
check. Remedied. (thanks eeustice)
http://harpgamer.com...re-3-in-new-se/
- Chg:0000 PE Modified the VBA code in the PE so that it will work with 64-bit
versions of Access (tested on Access 2016 64-bit)
- Chg:0000 PE After saving a new plane record the author will be able to enter
plane speeds after pressing the Alt/Speed button.

#213 TonyE

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Posted 20 November 2015 - 03:54 PM

HCE - 2015.026 - 2015-11-20
===========================
- Chg:0000 GE The OoB Report will now show the Full Unit report with
calculated sonar ranges instead of the ranges from the DB.
- Chg:0000 GE When there is exactly one active Class of the chosen type for
the Platform Display, the user was able to click Next and
Previous. This showed them some non-sensical data. The
buttons are now disabled if there is only a single class.
- Chg:0000 SE When there is exactly one active Class of the chosen type for
the Platform Display, the user was able to click Next and
Previous. This showed them some non-sensical data. The
buttons are now disabled if there is only a single class.

#214 TonyE

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Posted 30 November 2015 - 10:33 PM

HCE - 2015.027 - 2015-11-30
===========================
- Chg:I133 SE Since 4096 items per annex, the ability to select a broad type
in the Victory Conditions dialog has been broken. Fixed.
(thanks eeustice)
http://harpgamer.com...ory-conditions/
- Chg:0000 SE When editing a Broad Type victory condition, the previously
selected Broad Type will now be highlighted instead of
defaulting back to the first entry.

#215 TonyE

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Posted 18 December 2015 - 08:47 PM

HCE - 2015.028 - 2015-12-18
===========================
- Chg:I137 SE Fixed crash resulting from groups being positioned on the equator.
(thanks Enrique)
http://harpgamer.com...lding-scenario/

#216 TonyE

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Posted 16 February 2016 - 02:35 PM

HCE - 2016.001 - 2016-02-16
===========================
- Chg:0000 GE Added a grouping of Staff Option radio buttons to coarsely
instruct the game whether to alert the player when they may
want to turn on active sensors (aka radiate).
- Chg:I138 SE Clicking Add Base before selecting one in the list of bases or
adding multiples of the same base without clicking on the
Base's name each time would result in incomplete groups being
created. Fixed. (thanks Enrique)
http://harpgamer.com...-se-are-failed/
- Chg:I145 DU dbmake.exe had a hard-coded limit of 128 magazines per platform.
It has been raised to 32,767. (thanks eeustice)
http://harpgamer.com...-on-a-shipbase/

#217 TonyE

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Posted 08 March 2016 - 09:49 AM

HCE - 2016.002 - 2016-03-08
===========================
- Chg:I147 GE Stopped errantly creating 1-aircraft air units when a host
platform is destroyed. Also free empty air units that are
taking off when a host platform is destroyed.
(thanks eeustice)
http://harpgamer.com...missile-launch/
- Chg:0000 GE Incremented saved game version to support the change below.
- Chg:0000 GE Added the field GameTimeEstablished to the AirRec structure
to indicate when an aircraft unit was formed (when Launch
command was given, not when a plane was airborne).
- Chg:I147 GE Air units will now show proper ammunition counts as each plane
takes off. Previously
all weapons were assigned as soon as the Launch command
was entered which could result in too many weapons available
to fire if the launching unit is destroyed while launching
planes. (thanks eeustice)
- Chg:0000 GE Incremented DLL Interface version to 15 for the following...
- Chg:0000 GE ExportDLL interface added ActGroupPtr and ActUnitPtr change
notifications. They new functions have the uninspiring names
ActGroupPtr and ActUnitPtr.
- Chg:0000 SE When saving a scenario, don't save any groups that have no units.
(thanks DeskDriver)

#218 TonyE

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Posted 23 March 2016 - 01:06 AM

HCE - 2016.003 - 2016-03-23
===========================
- Chg:0000 GE Incremented saved game version to support the changes below.
- Chg:0000 GE Added Altitude to Unit structure so that we can change altitude
gradually. Previously we only tracked the band. The altitude
is a signed long long (aka int64) and measured in meters
meaning one could go way beyond the Sun.
For scenario and existing saved game purposes we will assume
the platform is at the very bottom of the altitude band when
above sea level and at the top of the altitude band when
below sea level.
- Chg:I149 GE Added targetGroup to LaunchLandEvent so that we can send
aircraft on their attack once they are launched. The
functionality was broken in 2016.002. (thanks Buddha)
http://harpgamer.com...for-asw-attack/

#219 TonyE

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Posted 15 July 2016 - 07:47 PM

HCE - 2016.005 - 2016-07-15
===========================
- Chg:I153 GE Turns and Depth changes that are a part of the initial orders
in the SE will happen at the first tick of the game clock in
the GE and will be instaneous since they represent start-state
in the scenario and shouldn't be treated as triggers for
graduals turns and altitude changes like they were in
2016.004. (thanks eeustice)
http://harpgamer.com...id=763#entry763

HCE - 2016.004 - 2016-07-11
===========================
- Chg:0000 GE Extended beta expiration out a ways.
- Chg:0000 GE Aircraft turns that were previously delayed to simulate
gradual turns now actually are gradual turns. Rather than
doing the entire turn at the end of the delay, the turn
is split into one second chunks and executed per second.
- Chg:0000 GE Added gradual turns for all other group types as well
except missile and torpedo groups.
- Chg:0000 GE Incremented DLL Interface version to 16 for the following...
- Chg:0000 GE ExportDLL interface added Altitude in meters to the
UnitAlt function.
- Chg:0000 GE Incremented saved game version to support the changes below.
- Chg:0000 GE Added Altitude to SpeedAltEvent structure so that
ALT_SPEED_EVENTs can handle gradual altitude changes.
!!!Use ALT_ALTITUDE_EVENTs, not ALT_SPEED_EVENTs!!!
- Chg:0000 GE Added ALT_ALTITUDE_EVENT event type for gradual altitude
changes.
- Chg:0000 GE Added code to allow turning of individual units gradually.
Notated code with, "// TODO Gradual turns units" where
there are good candidates for gradual turning of units
such as a need to re-establish formation station-keeping
or turns while aircraft are loitering.

#220 TonyE

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Posted 18 July 2016 - 07:19 PM

HCE - 2016.006 - 2016-07-18
===========================
- Chg:I154 GE Periscope depth and VLow were both set to 15m, resulting in
the mini-report window saying aircraft were at periscope depth.
Changed periscope depth to +2m for visibiity purposes.
Note that existing saved games will continue to say Periscope
until the affected unit changes depth.
(thanks eeustice)
http://harpgamer.com...y-low-altitude/

#221 TonyE

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Posted 25 July 2016 - 11:22 PM

HCE - 2016.007 - 2016-07-25
===========================
- Chg:I156 GE Show up to 47 characters each of class name and unit name in
the Mini Report window and some other places.
(thanke Enrique)
http://harpgamer.com...id=775#entry775

#222 TonyE

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Posted 24 August 2016 - 04:42 PM

The original fix for this was going to be to replace the affected dialogs in both GE and SE with modern equivalents. That hasn't happened so here is a solution for now.

HCE - 2016.008 - 2016-08-24
===========================
- Chg:I146 SE Port aircraft loadout dialogs from the GE to the SE so that all
information visible in GE for loadouts is available in the SE.
(thanks eeustice, Smitty, et al)
http://harpgamer.com...dy-air-windows/

#223 TonyE

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Posted 02 September 2016 - 08:40 PM

HCE - 2016.009 - 2016-09-03
===========================
- Chg:0000 SE In pre-commondb BattleSets, re-establish checks for WepID == 0
in loadouts and multimounts to prevent crashes when the SE
tries to save scenarios. There can only be 4 weapons per
loadout and multimount in the legacy battlesets so for slots
4-8 we need to and again do set it to INVALID_ID instead of 0.
This bug was a regression introduced with 4096 items per annex.
(thanks rabbit, Hellion144)

#224 TonyE

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Posted 14 September 2016 - 07:38 AM

HCE - 2016.010 - 2016-09-14
===========================
- Chg:I160 GE Player was unable to click an enemy installation, do Intercept
and successfully get planes to attack planes in the enemy
installation's formation. Added back the choice of attack type
to get around this for now. A better long-term solution is
to only show valid attack types for the aircraft involved and
auto-select if there is only one valid attack type.
http://harpgamer.com...-in-autopatrol/
(thanks Enrique)
- Chg:0000 GE For a while now, when you go into the Unit\Full\Weapons display
for an aircraft unit, the current loadout wasn't highlighted so
it felt like you couldn't see the quantity of weapons available
in the current loadout. Fixed to show the current loadout
when possible so that the player has instant feedback on
loadout and weapons available.
This bug was introduced with 4096 items per annex.
(thanks eeustice)




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