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	<title>HC Beta Testing</title>
	<description>RSS Export</description>
	<link>http://harpgamer.com/harpforum/index.php</link>
	<pubDate>Fri, 18 May 2012 21:59:05 -0500</pubDate>
	<ttl>15</ttl>
	<item>
		<title>Current Files</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=2049</link>
		<description><![CDATA[I'll post new test versions of the game files to this thread and will bump the thread as needed.  See individual release threads for testing suggestions (those individual threads are also the place to post feedback).<br /><br />Please read the beta testing guidelines... <br />  <a href="http://harpgamer.com/harpforum/index.php?showtopic=3574" target="_blank">http://harpgamer.com/harpforum/index.php?showtopic=3574</a><br /><br />Installation instructions (updated 2011/04/07):<br /><br />Start with your 2009.050 patched game/HUCE from Matrix.<br /><br />Then apply any newer builds attached to this message.<br /><br />2009.050+GE will get you the Ultimate level plus a couple of fixes in winharp32.exe<br />2012.### gets you up to the current (very experimental) beta.]]></description>
		<pubDate>Sun, 02 Sep 2007 15:53:20 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=2049</guid>
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	<item>
		<title>2012.002 Release Notes</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=17850</link>
		<description><![CDATA[HCE - 2012.002 - 2012/05/16<br />===========================<br />- Chg:0000 GE  Checked that Infrared detections are attempted and they are.<br />                However, periscope, snorkeling, and surfaced subs had broken<br />                 flags that prevented detection by IR, that has been fixed.<br />- Chg:0000 GE  Checked that LLTV flag has an effect and it does.  It makes<br />                visual detections as if they always happen in broad daylight<br />                even in the dead of night.]]></description>
		<pubDate>Wed, 16 May 2012 22:34:14 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=17850</guid>
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	<item>
		<title>2012.001 Release Notes</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=17840</link>
		<description><![CDATA[HCE - 2012.001 - 2012/05/15<br />===========================<br />- Chg:0000 GE  Added additional licensing mechanism via LicenseDLL.dll<br />- Chg:0000 GE  ge.log now shows both the database version the scenario was<br />                created with and the current database version.<br />- Chg:0000 GE  Fixed sensor code so that TCS can actually have a successful<br />                detection.  Modelled after H3 Paper rule 5.4.2.]]></description>
		<pubDate>Tue, 15 May 2012 20:30:01 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=17840</guid>
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	<item>
		<title>2011.012 Release Notes</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=15279</link>
		<description><![CDATA[HCE - 2011.012 - 2011/09/18<br />===========================<br />- Chg:B206 SE  Modified the Edit Group dialog in the hopes of aircraft list only<br />                resetting to the top when it should. <br />                <a href="http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=206" target="_blank">http://harpgamer.com/harpforum/index.php?a...amp;showbug=206</a>  <br />- Chg:0000 GE  Changed the -S command line option to add two specifiers<br />                -S123450100 would save the game every 12,345 game seconds and would <br />                go from &lt;savename&gt;.001.hp? to &lt;savename&gt;.100.hp? before rolling over<br />                and overwriting &lt;savename&gt;.001.hp?.  Also added the save message to<br />                the message log window.]]></description>
		<pubDate>Sun, 18 Sep 2011 19:59:58 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=15279</guid>
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	<item>
		<title>32-bit Scenario Editor Progress</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=8095</link>
		<description><![CDATA[January 10th I restarted the attempt to make a 32-bit scenario editor based on the current codebase.  That day saw the development environment configured well enough to start compiling.  Ended up at 39 errors, 667 warnings during compilation.  For reference, the program doesn't get to run and go down in flames until there are 0 compilation errors.<br /><br />January 20th update: 23 errors, 652 warnings, progress...]]></description>
		<pubDate>Wed, 20 Jan 2010 13:53:19 -0600</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=8095</guid>
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	<item>
		<title>ExportDLLs</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=2190</link>
		<description><![CDATA[HCE has, as of version 2007.022 the ability to send some game data out to external DLLs.  I'll work up documentation as able.  As implemented in 2007.022 every piece of data that AGSI allows us to export is being exported.  We'll work with AGSI to increase the exported data items (for instance, number of missiles or planes in a unit would be nice, weapon launch events would be nice, etc.).<br /><br />The DLL files will live in C:&#092;Matrix Games&#092;HCE&#092;ExportDLLs&#092; in a default installation.<br /><br />To disable a DLL, rename it so that the file extension is not .DLL, i.e. rename DataDump1.dll to DataDump1.dll.bak to turn it off.<br /><br />The DLLs will slow the game somewhat depending upon how much processing each one does, some of them like DataDump1.dll make large files.<br /><br />The DLLs also throw their errors back to the GE, so if there are bugs in the DLL, it will crash your game.  This was common in my first generation of DLLs.<br /><br />I have yet to optimize the GE for this process to reduce the amount of data sent and will do that as time permits.<br /><br />Data exported by the DLL Interface in 2007.022 (version 1 of export specification):<br />// Functions to send the data to DLL<br />void dllexUnitLatLon(UnitPtr Uptr);             (Position in decimal lat/lon of each unit)<br />void dllexUnitShowing(UnitPtr Uptr);          (Visibility of each unit as viewed from each side)<br />void dllexUnitURegion(UnitPtr Uptr);          (Uncertainty regions of each unit as viewed from each side)<br />void dllexUnitCourse(UnitPtr Uptr);            (Unit heading in degrees)<br />void dllexUnitSpeed(UnitPtr Uptr);             (Unit speed in knots)<br />void dllexUnitAlt(UnitPtr Uptr);                  (Unit altitude band)<br />void dllexUnitShowingSide(UnitPtr Uptr);    (Unit side as viewed by each side)<br />void dllexUnitSink(UnitPtr Uptr);                (Unit is sinking)<br />void dllexGameTime(long GTime);             (Current game time starts at 10,000 and increments in seconds)<br />void dllexMsgLog(char *MsgLine);             (Message Log line)<br />void dllexUnitToGroup(UnitPtr Uptr, GroupPtr GroupOld); (Unit changing from old group to new)<br />void dllexUnitNew(UnitPtr Uptr);                (New unit, i.e. plane launched, missile, etc.)<br />void dllexUnitFree(UnitPtr Uptr);                (Unit freed, leaves map)<br />void dllexScenLoad(void);                        (New scenario/save loaded, report info to DLL)<br /><br />I should note in case anyone is into programming and wants to get right to writing a DLL, holler and I'll help, but more importantly the version 1 specification isn't set in stone yet for what data is exported and how it is exported.]]></description>
		<pubDate>Sat, 29 Sep 2007 10:47:34 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=2190</guid>
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	<item>
		<title>2011.011 Release Notes</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=15175</link>
		<description><![CDATA[HCE - 2011.011 - 2011/09/09<br />===========================<br />- Chg:0000 GE  Added -S command line option that will save the game every game<br />                second in a ITER_SAVE_GAMETIME subdirectory of your game<br />                directory.  It does 4096 saves then starts again at one (rolls).<br />- Chg:0000 GE  Debugging aid just for Enrique tells him which save to send in<br />                for analysis on the submarines stopping issue.<br /><br />Enrique (and maybe Don?), this one is for you to help track down the submarines stopping without authorization problem.<br /><br />You have to turn on the new iterative saving on the command line so instead of running<br />winharp32sides.exe <br />you need to run<br />winharp32sides.exe -S<br />the -S must be a capital S<br /><br />Play the test scenario in the issue report (not the saves, the scenario from the start).  Send me the saved game if prompted (it will tell you which save file to zip up and send to me). Thanks!]]></description>
		<pubDate>Fri, 09 Sep 2011 21:05:48 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=15175</guid>
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		<title>2011.010 Release Notes</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=15124</link>
		<description><![CDATA[HCE - 2011.010 - 2011/09/05<br />===========================<br />- Chg:B210 GE  Nuclear missile impact could crash the game. (thanks Mack)<br />                <a href="http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=210" target="_blank">http://harpgamer.com/harpforum/index.php?a...amp;showbug=210</a><br /><br />Test fix with 2009.063 since that's what we have test files for.]]></description>
		<pubDate>Mon, 05 Sep 2011 09:56:20 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=15124</guid>
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		<title>2011.008 Release Notes</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=15072</link>
		<description><![CDATA[HCE - 2011.008 - 2011/08/30<br />===========================<br />- Chg:B209 SE  Formation editor shows rings correctly again. (thanks Enrique) <br />               <a href="http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=209" target="_blank">http://harpgamer.com/harpforum/index.php?a...amp;showbug=209</a><br /><br />The GE operation should not have changed but I did switch to Visual Studio 2010 to compile it.  If the GE doesn't run, please install the VC2010 runtime from <a href="http://www.microsoft.com/download/en/details.aspx?id=5555" target="_blank">http://www.microsoft.com/download/en/details.aspx?id=5555</a>]]></description>
		<pubDate>Tue, 30 Aug 2011 20:35:02 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=15072</guid>
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	<item>
		<title>2011.007 Release Notes</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=15051</link>
		<description><![CDATA[HCE - 2011.007 - 2011/08/28<br />===========================<br />- Chg:0000 SE  Scenario Editor compiles again without error. <br /><br />Testing requests:<br />1. Load, Edit, Save pre-EC2003 battleset scenario<br />2. Load, Edit, Save EC2003 or newer battleset scenario<br />3. Load, Edit, Save user-created scenario<br />4. Create new scenario, Save<br />5. Exercise the platform display<br />6. Load the modified scenarios from 1-4 in the 2009.050 (or 2009.054) GE and see if they seem to run okay<br /><br />Extra credit...<br />7. Load the scenarios in 2011.006 GE and see if they run as expected.<br /><br />Thanks!]]></description>
		<pubDate>Sun, 28 Aug 2011 20:54:03 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=15051</guid>
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	<item>
		<title>2011.009 Release Notes</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=15117</link>
		<description><![CDATA[HCE - 2011.009 - 2011/09/03<br />===========================<br />- Chg:0000 HC20 Enabled Sound Blaster sound in Harpoon 1.54A.<br />                (thanks SilentHunter)<br />- Chg:B207 GE  Nuclear torpedo impact could crash the game. (thanks Mack)<br />                <a href="http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=207" target="_blank">http://harpgamer.com/harpforum/index.php?a...amp;showbug=207</a><br /><br />I did not include the HC20 fix so unless you hunt it down in SHUK's thread you probably won't be testing that.  And the nuke torpedo fix can only be tested in the 2009.??? series but do please note your results here and in the Issue Tracker.  If it is fixed in that version then it is fixed in 2011.009.]]></description>
		<pubDate>Sat, 03 Sep 2011 22:22:21 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=15117</guid>
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		<title>Ipad2 version</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=14990</link>
		<description><![CDATA[I'm convinced that the market is headed towards these devices (I love mine, and I'm an old time PC guy), and all manner of 2D war-games would go extremely well with a touch based interface. The little thing is just so damn slick and the battery lasts forever. <br /><br />Anyway, I wish I knew how to program, because I would definitely focus my efforts toward this new growth area. There's not even one serious war-game on the app store and - like I said - the device is tailor made for that sort of thing (much better suited than, for instance, the plethora of first person shooters that are available for iPad 2).]]></description>
		<pubDate>Mon, 22 Aug 2011 19:44:39 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=14990</guid>
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	<item>
		<title><![CDATA[Tony's Status update]]></title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=9950</link>
		<description><![CDATA[I noticed there hasn't been a ton of action on the release notes verification and while I'm grateful for the issue tracker being somewhat alive, most of the excitement has surrounded a bashing of multiplayer.  Well, it got me interested enough again to pound out some code.  I'll try to remember to post an update here every couple of weeks until we get back to testable builds.<br /><br /><i>2011/02/20</i> - First time firing up the game and selecting multiple sides for the player to control.  Extended the Staff Assistant to indicate which side a message is for by modifying the window title (it already differentiated with the graphic chosen but this may be more easily interpreted and helps out the Green side).  Also changed group window titles to indicate player assigned to the side being viewed.  A long ways to go but progress nonetheless, thanks to Brains for pushing me to take the leap.<br /><br /><i>2010/10/19</i> - The GE compiles again and runs!  It isn't playable but check out the screenshot.<br /><br /><i>2010/07/31</i> - Another hour and a half of code edits working on the expansion to four group windows.  Made it thru search.c, one of the biggies for this migration.<br /><br /><i>2010/07/29</i> - Couple more hours of code edits working on the expansion to four group windows.  I'm getting antsy to see a compilable pile of code...<br /><br /><i>2010/07/27</i> - Fiveish more hours of code edits working on the expansion to four group windows abd complete tracking of detection status for each side.<br /><br /><i>2010/07/16</i> - Couple more hours of code edits working on the expansion to four group windows.<br /><br /><i>2010/06/22</i> - Detour to try to get the SE working nicely in Ubuntu with WINE.  Made one critical code-change that allows the SE to work in pre-commondb battlesets without obvious issues.  Roughly 5 hours invested.<br /><br /><i>2010/06/17</i> - Put in a couple of hours worth of code edits tonight, still working on the expansion to four group windows.  Perhaps a bad move but am focusing on getting everything compiling and will return to bringing forward saved game conversion once the game runs again.<br /><br /><i>2010/06/10</i> - At least a week ago resumed looking into multiplayer.  First steps in progress are gathering detection status per side and expanding from one to four group windows.  The idea behind the group windows is to be able to view the game from different perspectives (Red, Blue, Green) instead of only from the player perspective.  The task is complicated quite a bit by writing the saved game file conversion routines, both globals and group structures need conversion.  Probably weeks or months away from useable build.]]></description>
		<pubDate>Thu, 10 Jun 2010 12:29:58 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=9950</guid>
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	<item>
		<title>2011.006 Release Notes</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=14183</link>
		<description><![CDATA[HCE - 2011.006 - 2011/06/04<br />===========================<br />- Chg:0000 GE  Made enough sides changes that player should now be able to <br />                enter some basic commands for both Blue and Red sides. <br />                Examples are launching aircraft, setting paths, and adjusting<br />                 EMCON.  This does not include intercepting opposing forces.<br />                Hint, choose to play a scenario as both Blue and Red to try <br />                 it out.<br /><br />You can leave the visual sensor dll in play if you want, either way should be fine.  I also gave playing as Red and Green a quick try and was able to launch a green plane.]]></description>
		<pubDate>Sat, 04 Jun 2011 14:34:32 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=14183</guid>
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		<title>2011.005 Release Notes</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=13745</link>
		<description><![CDATA[HCE - 2011.005 - 2011/04/28<br />===========================<br />- Chg:0000 GE  Tweaked calling of Visual sensor DLL, I had forgotten one<br />                parameter in one spot. (thanks Don Thomas)<br /><br />Don, yes, the DLL should go in the ExportDLLs directory.]]></description>
		<pubDate>Thu, 28 Apr 2011 21:09:11 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=13745</guid>
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	<item>
		<title>2011.004 Release Notes</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=13712</link>
		<description><![CDATA[HCE - 2011.004 - 2011/04/26<br />===========================<br />- Chg:B203 GE  Make baka ships, subs, and mobile land units work by killing off<br />                the firing platform. (thanks Don Thomas)<br />                <a href="http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=203" target="_blank">http://harpgamer.com/harpforum/index.php?a...amp;showbug=203</a><br />- Chg:0000 GE  First Sensor Export DLL, Visual sensor model.<br /><br />I'd be interested to see some rough benchmarks of speed of the game with and without ExportDLLs&#092;SensorVisualH3.dll in place.  In this build if the DLL isn't in place, the built-in Visual sensor model is used (they are identical functionally but I'm wondering about the overhead of calling the DLL).]]></description>
		<pubDate>Tue, 26 Apr 2011 19:55:31 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=13712</guid>
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		<title>Torpedo acquisition range</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=12845</link>
		<description><![CDATA[As many of you know, HCE has some difficulty with the geometries of short range engagements (witness the ATA gunnery issues).<br /><br />Aggravating this limitation is the fact that the seeker acquisition range of many torpedoes is 1,000 yds (roughly 0.5 nm) or less.<br /><br />This can make effective engagement of submarines, even submarines that you have precisely located, a 'challenging' exercise to say the least.<br /><br />Currently the seeker acquisition ranges reflect the actual best guesstimate of their real life effective range (according to H4 specs).<br /><br />I am currently considering, however, introducing an artificial boost to the acquisition range to improve torpedo performance and alleviate the aforementioned problem.<br /><br />Perhaps something like a floor value of 1,000 yd plus the real life range?<br /><br />Open to thoughts and suggestions.]]></description>
		<pubDate>Sun, 20 Feb 2011 17:56:16 -0600</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=12845</guid>
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	<item>
		<title>2011.002 Release Notes</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=13485</link>
		<description><![CDATA[HCE - 2011.002 - 2011/04/07<br />===========================<br />- Chg:0000 GE  Connected game options dialog checkboxes for playing multiple<br />                sides.  <br />- Chg:0000 GE  Staff Message dialog title will now be pre-pended with the<br />                side-name of the relevant side (i.e. "BLUE Staff" Message for<br />                an item for which the Blue side needs to respond).<br />- Chg:0000 GE  The land aircraft dialog was calculating distance to each <br />                landing location from the currently selected group instead of<br />                the group that was landing.  Remedied. (thanks Joe K)<br />                <a href="http://harpgamer.com/harpforum/index.php?showtopic=12962" target="_blank">http://harpgamer.com/harpforum/index.php?showtopic=12962</a><br />- Chg:0000 GE  Radar model was treating land installations like aircraft so<br />                possible detection ranges were way too large. (thanks Brad)<br />- Chg:0000 GE  Added logging of air to air missile resolution to the missile<br />                log.  Example...<br />                 102692 Combat3.c:1477 - AirToAirResolution Ph: 80, Roll: 75<br />                 102692 Combat3.c:1477 - AirToAirResolution Ph: 80, Roll: 21<br />                 102692 effect4.c:5175 - CheckAirMissileHits 2 x AIM-120A/B<br />                  AMRAAM against BLUE 2 x F-15J Eagle Plus, 2 shot down<br /><br />Still very much only effective playing as Blue.  The Launcher probably won't be of much use either, well, not for picking the side(s) to play anyway.]]></description>
		<pubDate>Thu, 07 Apr 2011 21:17:47 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=13485</guid>
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	<item>
		<title>2011.003 Release Notes</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=13585</link>
		<description><![CDATA[HCE - 2011.003 - 2011/04/14<br />===========================<br />- Chg:0000 GE  Modified -g command line option to accept local player for more<br />                than one side.  Add the values together for the first digit.<br />                1 - Play as BLUE<br />                2 - Play as RED<br />                4 - Play as GREEN<br />                ex. "winharp32.exe -g 111111003" means play Blue side<br />                ex. "winharp32.exe -g 211111003" means play Red side<br />                ex. "winharp32.exe -g 311111003" means play as Blue and Red<br />                ex. "winharp32.exe -g 711111003" play as Blue, Red, Green <br /><br />Hint, use with launcher 2011.003 or newer!  That new launcher will still work with the older GEs thanks to a little magic (otherwise known as reading the GE version from its exe file).]]></description>
		<pubDate>Thu, 14 Apr 2011 22:43:54 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=13585</guid>
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		<title>using user scenarios</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=13349</link>
		<description><![CDATA[this is just a draft right now, give me a week or so to finish it.<br /><br />people have been asking recently, so may as well post the draft.<br /><br /><a href='http://harpgamer.com/harpforum/index.php?act=attach&type=post&id=1219'>http://harpgamer.com/harpforum/index.php?act=attach&type=post&id=1219</a>]]></description>
		<pubDate>Mon, 28 Mar 2011 02:15:17 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=13349</guid>
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		<title>Airfield damage/repair brainstorm</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=12785</link>
		<description><![CDATA[I'm interested in hearing how airfield damage and repairs should happen.  Obviously we already have damage occurring including reduction in runway size.  However that doesn't prevent air operations in the way you might expect.<br /><br />Please suggest your rules for:<br />1. Repairs (ex. one runway size increase per 12 hours if die roll of ##)<br />2. Effects of damage (planes requiring runway size x cannot land or take off from runway damaged to size x)<br />  a. Planes in the air divert to nearest friendly airfield<br />...<br /><br />Thanks!<br /><br />I'm mainly asking because this shouldn't be a terribly difficult thing to implement (runway repair and related effects) and I need something to get my coding flowing again after my time was monopolized by other projects.]]></description>
		<pubDate>Tue, 15 Feb 2011 13:38:38 -0600</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=12785</guid>
	</item>
	<item>
		<title>2011.001 Release Notes</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=12587</link>
		<description><![CDATA[HCE - 2011.001 - 2011/01/28<br />===========================<br />- Chg:B184 GE  Game will no longer crash when selecting to play as Green side.<br />                (thanks Gopher, Don Thomas)<br />                <a href="http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=184" target="_blank">http://harpgamer.com/harpforum/index.php?a...amp;showbug=184</a><br /><br />HCE - 2010.020 - 2010/12/31<br />===========================<br />- Chg:0000 GE  It should no longer be possible to drag the Group and Unit <br />                windows tall enough that the game crashes.  To make this <br />                happen a verticle resolution &gt; 1080 pixels was needed for <br />                me.  I accomplished that by placing dual monitors one above <br />                the other in my Windows screen settings.<br />                (thanks Mr. Faustinelli)]]></description>
		<pubDate>Fri, 28 Jan 2011 19:37:09 -0600</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=12587</guid>
	</item>
	<item>
		<title>2010.019 Release Notes</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=12271</link>
		<description><![CDATA[I'm looking for testing of the last two items, the first three items are difficult to positively verify so don't worry about testing them.<br /><br />HCE - 2010.019 - 2010/12/30<br />===========================<br />- Chg:0000 GE  Synchronized globals with the S_GLOBALS structure in hopes of<br />                making the unreliable save/load of recent builds be more<br />                reliable.  Also verified that globals save and load functions<br />                truly load and save each member of the structure<br />                (thanks 11x17 paper!)<br />- Chg:0000 GE  Synchronized alloc_Group() with the Group structure.<br />- Chg:0000 GE  Synchronized alloc_Unit() with the Unit structure.<br />- Chg:0187 GE  Loadgame and Savegame updated to save and load  <br />                UncertaintyRegions correctly, this was the ultimate culprit<br />                of the recent save/load unreliability.<br />                (thanks Gopher, Don Thomas, and 11x17 paper!) <br />                <a href="http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=187" target="_blank">http://harpgamer.com/harpforum/index.php?a...amp;showbug=187</a><br />- Chg:0000 GE  Only show aircraft range ovals for the current Group window's perspective<br />                and make sure to show them for all air groups on that side.]]></description>
		<pubDate>Thu, 30 Dec 2010 16:11:08 -0600</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=12271</guid>
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		<title>2010.015 Release Notes</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=11979</link>
		<description><![CDATA[HCE - 2010.015 - 2010/12/05<br />===========================<br />+ Chg:0000 GE  ESM works again (thanks Don Thomas) as do the other detection<br />                types.<br />+ Chg:0000 GE  Formation editor should show the correct size now.<br />+ Chg:0000 GE  Formation editor should highlight the selected sectors again.<br />                (thanks Don Thomas)<br /><br /><br />I've attached my scenarios that I used to test the Sensor types.  Play all as Blue, targets to the East.  HCDB-101022 was used.<br /><br />VISUAL.SCM<br /> Visual - Fly A-4 straight East, expect visual detect at 2nm from Red cargo ship<br /> IR - Fly F-35 straight East, expect IR detect &gt; 2nm from Red cargo ship<br /> Radar - Turn on F-35 Radar and fly East, detect...<br /> ESM - Since this build is broken you can turn the Red sensors on by toggling on Show-All, turn on sensor, toggle off Show-All then launch F-35, insta-ESM detect.<br /><br />SONAR.SCM<br /> CZ - Convergence Zone detect - Run Seawolf towards LNG carrier, I ran at 5kts Intermed or Deep and got a 3rd CZ detect one time out of three tries, that's 97-107nm from the Seawolf.  Oh, I used the trick to control Red and set it to Flank speed.<br /><br /> Passive - Set depth to Shallow and intercept the ship at Creep (19kts in Seawolf's case).  You should get a Passive detect plenty far out.<br /><br /> Active - I couldn't get an Active detect before Passive by using Seawolf, you'd have to turn on sonar logging.  One can always go back to Rene's test scen in the original issue report.<br /><br />SONBUOY.SCM<br />  Use SBs to detect the Red Noisemaker.  It is loud so you shouldn't have too much trouble.<br /><br />The one detection type I didn't test was MAD; the code looks consistent like it will work but I didn't follow-thru with a test.]]></description>
		<pubDate>Sun, 05 Dec 2010 21:04:30 -0600</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=11979</guid>
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		<title>2010.017 Release Notes</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=12071</link>
		<description><![CDATA[HCE - 2010.017 - 2010/12/12<br />===========================<br />- Chg:0000 GE  Fixed the logic that decided not to count individual planes shot<br />                down towards the related victory conditions and only counted<br />                plane 'Units' shot down instead.  (thanks Don Thomas)<br /><br />See test files at:<br />  <a href="http://harpgamer.com/harpforum/index.php?showtopic=9964" target="_blank">http://harpgamer.com/harpforum/index.php?showtopic=9964</a><br /><br />Neat how this explains the randomness isn't it...]]></description>
		<pubDate>Sun, 12 Dec 2010 20:30:54 -0600</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=12071</guid>
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		<title>2010.004 Release Notes</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=9075</link>
		<description><![CDATA[HCE - 2010.004 - 2010/04/02<br />===========================<br />+ Chg:0162 GE  Fixed crash introduced by arc limitations in 2010.003.  This<br />                was code attempting to grab non-existent arc information from<br />                aircraft loadouts. (thanks ChrisP)<br />                <a href="http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=162" target="_blank">http://harpgamer.com/harpforum/index.php?a...amp;showbug=162</a><br />- Chg:0000 GE  Surface gunnery vs submarines Missile and Gun type radio buttons<br />                were improperly greyed out (lack of missiles greyed guns, lack<br />                of guns greyed missiles), remedied.  (thanks Don Thomas)<br /><br />Both of these should be easy to test.  Saved game showing the latter issue is in the 2010.003 release notes topic in this forum.<br /><br />It would be appreciated if an enterprising tester hunted for a second potential gun arc crash bug.  I haven't seen it yet but what someone could try is aircraft vs aircraft gun engagements.  Do they crash 2010.004?<br /><br />Thanks!]]></description>
		<pubDate>Fri, 02 Apr 2010 07:48:24 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=9075</guid>
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		<title>Search and Rescue</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=2185</link>
		<description><![CDATA[SAR is a longtime dream of Unclepoon (Don Gilman) so it is one of the few directives we have, to implement SAR in HC.<br /><br />Chat 9/26 on IRC:<br /><br />[22:36] TonyE: one thing DonG wants to see is Search and Rescue, I'm <br />interested to hear what he has to say.<br />[22:37] AOA: I like that<br />[22:38] TonyE: seems easy enough to me in HC, we have mobile land units,<br />we just need to make a land unit type that the friendly side must detect <br />(player side as it stands can see all player units, all the time)<br />[22:38] AOA: simulate emergency beacons after the destruction of a unit?<br />[22:38] TonyE: yah, I suppose that would help <img src="http://harpgamer.com/harpforum/style_emoticons/default/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><br />[22:40] AOA: then the unit has to be "attacked" with rescue equipment?? <br />[22:40] AOA: WHat would be the objective?? The benefit?<br />[22:40] TonyE: I think you are right with the attack with rescue<br />equipment<br />[22:41] AOA: In real life, rescuing a pilot is important because it is<br />expensive, but crews are not simulated in the game, so loosing the crew <br />is not an issue.<br />[22:41] TonyE: I imagine the objective is to rescue before the enemy<br />kills the rescuee, thereby allowing victory conditions to work<br />[22:41] AOA: ok, so it would have victory conditions purposes.... <br />[22:43] AOA: could the rescue help in reducing ready times for A/C,<br />simulating that some of that time is crew rest, and therefore, if a<br />pilot is rescued, there are more pilots, then aircraft are ready more<br />often? <br />[22:44] TonyE: I'd dream bigger and think about logistics where the<br />rescued pilot goes back into the pool of pilot resources, which may<br />affect how often you can fly, sure.<br />[22:45] AOA: exactly<br />[22:45] AOA: wow, here is an idea! <br />[22:46] TonyE: I wonder if planes randomly create downed crews as they<br />are killed, boy that could be a mess.<br />[22:47] AOA: So the beacon goes off, but it can be detected by either<br />side, right? If your enemy picks the crew up, then, after a Guantanamo <br />treatment session, your enemy obtains imformation, such as location of<br />certain units.<br />[22:47] AOA: no need for sensors.<br />[22:47] AOA: your prisoner talks!<br />[22:48] AOA: yes, random<br />[22:48] TonyE: hehe, it was a manageable situation until you had that <br />last idea <img src="http://harpgamer.com/harpforum/style_emoticons/default/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /><br />[22:48] AOA: some die, others survive and want to avoid being captured<br />by the enemy, therefore, you are forced to rescue them<br />[22:50] AOA: or they will talk! So every time you pick up an enemy<br />prisoner, you get a momentary update of the positions (or certain<br />positions) of the enemy.,<br />[22:50] TonyE: I certainly like the idea<br />[22:53] AOA: For example, if you pick up a fighter crew, you get an<br />update of all aircraft positions, if you pick up an E-2 crew, you get an <br />update (estimate) of the aircraft and subs positions...<br /><br /><br />Don Gilman e-mail notes after seeing the chat:<br /><br />The Intel part is probably a bit overkill as it takes a few days to get someone to talk, most scenarios are over by then.  Talk to Rabbit about how all of that works.<br /><br />Eventually doing crew morale to impact search and attack values would have a fatigue factor, pilot crews as cargo, repair crew as cargo (might as well model them too). <br /><br />But really I was looking for crew units, crew count and rescue capacity as attributes of Platforms, SAR missions and VC penalties for NOT rescuing crew if you are Western.  So it's a BIG modifier.  That was in the ORIGINAL 1988 design.  And I believe the architecture still supports just that.]]></description>
		<pubDate>Thu, 27 Sep 2007 13:04:50 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=2185</guid>
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		<title>victory conditions problem?</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=9964</link>
		<description><![CDATA[I've had a problem using victory conditions requiring a kill of 25 aircraft of specific sub type (attack). I don't know if this is a bug or just me, any one seen this sort of thing? Any one think of something I might be doing wrong?<br />If I reduce the number to 5 it works or if I change it to 25 aircraft (any type) it works.??<br />Don Thomas]]></description>
		<pubDate>Fri, 11 Jun 2010 04:11:21 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=9964</guid>
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		<title>2010.016 Release Notes</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=12063</link>
		<description><![CDATA[HCE - 2010.016 - 2010/12/12<br />===========================<br />- Chg:0000 GE  Fixed bug that resulted in crash when launching bearing only<br />                missiles with the 'b' hotkey.  <br />- Chg:0000 GE  Missiles shouldn't be running normal visual detections.<br />               Torpedoes shouldn't be running normal passive sonar detections.<br />               Missiles should be detectable by Vis, IR, and Radar<br />               Torpedoes should be detectable by Sonar<br />               The above four items are addressed in this build<br />               (thenks Don Thomas)]]></description>
		<pubDate>Sun, 12 Dec 2010 08:53:16 -0600</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=12063</guid>
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		<title>Total victory conditions</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=9494</link>
		<description><![CDATA[I'm testing some of the PAK's new EC2003 scenarios and am stuck with a total victory condition (scenario 5, sink three amphibious ships).<br />I can only get this complete vic condition if I've scored a minimum victory. Is this normal?<br />D <img src="http://harpgamer.com/harpforum/style_emoticons/default/huh.gif" style="vertical-align:middle" emoid=":huh:" border="0" alt="huh.gif" />]]></description>
		<pubDate>Thu, 06 May 2010 03:29:24 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=9494</guid>
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		<title>2009.049 Release Notes</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=7371</link>
		<description><![CDATA[HCE - 2009.049 - 2009/11/28<br />===========================<br />+ Chg:B140 GE  Let's not allow firing guns at submerged subs in the torp<br />                counter-fire situation.<br />+ Chg:2447 GE  Phantom air group attempts landing. (thanks Herman)<br />               See <a href="http://harpgamer.com/harpforum/index.php?showtopic=2529" target="_blank">http://harpgamer.com/harpforum/index.php?showtopic=2529</a><br />+ Chg:0000 GE  Tanker prompted to land at wrong carrier, proceeds to land<br />                at any old carrier it wants to.  Tanker now listens and <br />                follows orders. (thanks Maromak)<br />               See <a href="http://harpgamer.com/harpforum/index.php?showtopic=2674" target="_blank">http://harpgamer.com/harpforum/index.php?showtopic=2674</a><br />+ Chg:B142 GE  Work around inability to re-target within existing target<br />                group when remaining weapons range &lt;= 3nm and the target<br />                is not an aircraft.  (thanks Joe K)<br /><br />Don't forget to update the issue tracker when you deal with the B### items.  Thanks!]]></description>
		<pubDate>Sat, 28 Nov 2009 08:19:49 -0600</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=7371</guid>
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	<item>
		<title>2009.037 Release Notes</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=5411</link>
		<description><![CDATA[HCE - 2009.037<br />==============<br />+ Chg:0000 GE  If the loaded scenario has no time limit set, default to 72<br />                days.  (thanks Brains)<br />+ Chg:0000 GE  Kamikaze plane capability added.  Any loadout weapon that <br />                contains the fragment Baka (case sensitive) indicates a kamikaze<br />                weapon that if fired will shoot down the launching plane making<br />                in essence a kamikaze weapon.  (thanks Brad)<br />+ Chg:0000 GE  Allow inertially only guided weapons to be fired against ships.<br />                This probably breaks something else!<br />+ Chg:0000 GE  Move RCS logging to radar log, before it was always logged.<br />+ Chg:B117 GE  Ferrying and Refueling fixes, also force refueling if the<br />                tanker will hit bingo fuel before the refuelees hit optimal<br />                fuel state for tanking.  (thanks donaldseadog) <br />+ Chg:0000 GE  Added code for intercepts based on air to air guns, both player<br />                and AI.  Disabled the internal 3nm guns in commondb battlesets.<br />+ Chg:B119 BS  EC2003 GIUK 1.0 Scenario with modified VCs included.<br />                (thanks PAK)<br />+ Chg:B120 BS  EC2003 GIUK 2.0 Scenario with modified VCs and orders included.<br />                (thanks PAK)<br />+ Chg:B118 BS  EC2003 MEDC 8.0 Scenario with modified VCs included.<br />                (thanks PAK & CV32)<br /><br />For testing Baka and Air to Air guns you'll need other than stock DBs.  Baka can be tested in Brad's WWII database.  The Air to Air guns I imagine will come soon, I'll attach my test rig to a later post.<br /><br />We need testing of air to air guns in pre-EC2003 battlesets, the old 3nm Intercept/Escort dogfight guns should still work there and ideally any guns in loadouts should not work in an air to air capacity.]]></description>
		<pubDate>Sun, 19 Jul 2009 13:24:28 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=5411</guid>
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		<title>Nuke armed SAMS, Not a real Bugreport</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=3086</link>
		<description><![CDATA[Yesterday i tried out if SAMs with nuke payload work as Nukes (Airbursts) against planegroups.<br /><br />I used the latest Beta.<br /><br />My DB and a small Testscen with 4 ships and lots of planes.<br /><br />the result with the Talos Sams:<br /><br />they achived single hits on single planes but no airburst effect against a whole plane group.]]></description>
		<pubDate>Fri, 08 Aug 2008 13:44:07 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=3086</guid>
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	<item>
		<title>Formation Editor in WestPac</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=2780</link>
		<description><![CDATA[Since upgrading to the lates version (2008.033), and possibly before, I'm having display problem when I play any WestPac Scenario and use Formation Editor.  Instead of seeing appropriate Unit Icons, I get black boxes (see attached).  This hasn't occured in any of the other Scenarios I've tried in any BS excepr WestPac.<br /><br />Buddha]]></description>
		<pubDate>Sun, 20 Apr 2008 20:24:17 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=2780</guid>
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		<title>2010.014 Release Notes</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=11894</link>
		<description><![CDATA[HCE - 2010.014 - 2010/11/30<br />===========================<br />+ Chg:0000 GE  Player can now click groups on the map to select a target.  This<br />                was broken with the new group windows.  So when you intend to <br />                launch TLAM and you click "Attack", in the recent builds you had<br />                to select the target group in the list of groups rather than<br />                clicking the target group on the map.  Now you can click on the<br />                map again.<br />+ Chg:0000 GE  Version/Build added to header line of ge.log and MessageLog.txt<br />+ Chg:0000 GE  Launch animations should only show for detected and own units.<br />                This was broken with the new group windows where you would see<br />                launch animations for ships not detected by the active group<br />                window's side. <br />+ Chg:B176 GE  A platform with sonar of type active only could not detect<br />                anything.  This has been fixed but the fix impacts all types<br />                of detections so thorough testing would be good.  This is a<br />                larger problem as well affecting all detections.  The code <br />                uses unit-&gt;emit (unit has this sensor type) and unit-&gt;detect<br />                (unit can be detected by this sensor type) inconsistently.<br />                (thanks Rene, JMS)<br />                <a href="http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=176" target="_blank">http://harpgamer.com/harpforum/index.php?a...amp;showbug=176</a><br /><br />That last one is a biggie.  A wonder the game worked right at all!  Would be good to make sure passive sonar, radar, ESM, visual detections still work.]]></description>
		<pubDate>Tue, 30 Nov 2010 01:06:55 -0600</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=11894</guid>
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		<title>2010.012 Release Notes</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=11825</link>
		<description><![CDATA[HCE - 2010.012 - 2010/11/23<br />===========================<br />+ Chg:0000 GE  AI should now do a better job of defending itself (fighters<br />                in formation should engage, etc.) (thanks Don Thomas)<br />+ Chg:0000 GE  Nuke SAMs first attempt.  They seem to work now but when<br />                more than one plane unit is in a group within range of<br />                the detonating SAM the game may crash.<br />                Give your SAM an AirPH and a SurfDP of the warhead to use.]]></description>
		<pubDate>Tue, 23 Nov 2010 23:51:02 -0600</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=11825</guid>
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		<title>Active Sonar request for assistance</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=11886</link>
		<description><![CDATA[I would greatly appreciate if someone can follow-up on <a href="http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=176" target="_blank">http://harpgamer.com/harpforum/index.php?a...amp;showbug=176</a><br /><br />Specifically get the ship with active sonar only a longer ranged sonar and much closer to the object to detect (preferably one that doesn't sink the ship with the sonar).<br /><br />Thank you!]]></description>
		<pubDate>Mon, 29 Nov 2010 12:11:53 -0600</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=11886</guid>
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	<item>
		<title>2010.013 Release Notes</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=11857</link>
		<description><![CDATA[HCE - 2010.013 - 2010/11/26<br />===========================<br />+ Chg:0000 GE  When clicking on a unit in the Unit window the information should <br />                be much more relevant now to the actively selected Group window.<br />                (thanks Don Thomas)<br /><br />This doesn't delve into the Platform display not showing weapon counts for units on the same side as the selected group window.  This is purely the mini report window.]]></description>
		<pubDate>Fri, 26 Nov 2010 17:58:28 -0600</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=11857</guid>
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	<item>
		<title>2010.011 Release Notes</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=11590</link>
		<description><![CDATA[This is for you Don  <img src="http://harpgamer.com/harpforum/style_emoticons/default/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> <br /><br />HCE - 2010.011 - 2010/11/03<br />===========================<br />- Chg:0000 GE  When loading saved game show the player perspective in Group-1<br />                window.<br />- Chg:0000 GE  When loading from launcher show the player perspective in<br />                Group-1 window. (thanks Don Thomas)]]></description>
		<pubDate>Wed, 03 Nov 2010 22:58:33 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=11590</guid>
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	<item>
		<title>2010.007 Release Notes</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=11448</link>
		<description><![CDATA[HCE - 2010.007 - 2010/10/23<br />===========================<br />- Chg:B179 GE  Recon subtype planes will now turn their radars on at or shortly after<br />                launch.  It was disabled in 2004 (thanks Akmatov)<br />                <a href="http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=179" target="_blank">http://harpgamer.com/harpforum/index.php?a...amp;showbug=179</a><br />- Chg:0000 GE  Increase from 1 to 4 group windows.  More importantly includes underlying<br />                logic to manage detections per side.<br /><br />As for testing, perhaps for now just reply to this thread with screenshots and examples and such.  There will be a bunch of stuff that doesn't work right.<br /><br />Also note that saves from prior versions will not work in this version and I won't guarantee at this point that saves with this build or new future ones will work in future builds either.<br /><br />It other words, keep your 2010.006 or whatever you were using around for a while and run it in parallel with this.  To that end, note that the GE in the zip has the name Winharp32sides.exe.]]></description>
		<pubDate>Sat, 23 Oct 2010 01:56:52 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=11448</guid>
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		<title>2010.010 Release Notes</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=11522</link>
		<description><![CDATA[HCE - 2010.010 - 2010/10/29<br />===========================<br />- Chg:0000 GE  Alt-t really will cycle between showing no paths, path for the<br />                current group (if side of group window perspective), and all<br />                groups that are the same side as the group window perspective.<br />- Chg:0000 GE  Got rid of an array overflow in GroupWndProc caused by curWind<br />                getting set to 4 since the GroupWin[curWind].hwnd value hadn't<br />                been assigned.  In practical terms this means saved game<br />                creation and loading will work but any saves made in 2010.007-<br />                2010.009 will be unuseable. (thanks JMS)<br />- Chg:0000 GE  Prevent a crash when active window is the Unit window and there<br />                is no unit selected.  Happened when trying to build mini-report.]]></description>
		<pubDate>Fri, 29 Oct 2010 01:06:45 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=11522</guid>
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		<title>2010.009 Release Notes</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=11459</link>
		<description><![CDATA[HCE - 2010.009 - 2010/10/24<br />===========================<br />- Chg:0000 GE  Unit window will now show units for the perspective of the active<br />                group window.  (thanks donaldseadog)<br />- Chg:0000 GE  Saving and loading of games will now work but it is doubtful that<br />                the entire game state is being saved and loaded correctly.<br />                (thanks donaldseadog)<br />- Chg:0000 GE  Enable playing of green side in addition to blue and red.<br />- Chg:0000 GE  Allow the player to click on groups of the player side, even when<br />                that isn't blue. (thanks donaldseadog)<br />- Chg:0000 GE  Group window perspective selection dropdowns are now set tall<br />                enough to show all options.]]></description>
		<pubDate>Sun, 24 Oct 2010 21:22:41 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=11459</guid>
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		<title>GE sides open items</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=11460</link>
		<description><![CDATA[For me to track open items reported with the recent builds, though I'll probably fall behind.  You all please keep reporting them in the release notes threads.  Thank you!<br /><br /><ul><li>20101205 Can only play as Blue, when selecting Red player, most of the button bar is inactive like the player is Blue.</li><li>20101104 Can't play as neutral, crash <a href="http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=184" target="_blank">http://harpgamer.com/harpforum/index.php?a...amp;showbug=184</a></li><li>20101030 Red autoformation patrols setting ignored <a href="http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=181" target="_blank">http://harpgamer.com/harpforum/index.php?a...amp;showbug=181</a></li><li>20101030 How to track the "Player" perspective separate from sidename [BLUE,RED,GREEN]? <a href="http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=182" target="_blank">http://harpgamer.com/harpforum/index.php?a...amp;showbug=182</a></li><li>20101123 Platform Display <a href="http://harpgamer.com/harpforum/index.php?s=&showtopic=11590&view=findpost&p=24706" target="_blank">http://harpgamer.com/harpforum/index.php?s...ost&p=24706</a></li><li>20100403 Missiles vs surfaced sub working only at torp range <a href="http://harpgamer.com/harpforum/index.php?s=&showtopic=9075&view=findpost&p=20766" target="_blank">http://harpgamer.com/harpforum/index.php?s...ost&p=20766</a></li><li><strike>20101210 Would be good if missiles weren't visually detecting other units.  Check out torps too.</strike> addressed in 2010.016</li><li><strike>20101024 Next blue attacks red, when blue gets a hit on red the little 'explosion' on the screen seems to be over blue not red. Occurs for missile hit and gunnery hit. Also during attack blue group disappears momentarily from time to time.<br /><a href="http://harpgamer.com/harpforum/index.php?s=&showtopic=11454&view=findpost&p=24201" target="_blank">http://harpgamer.com/harpforum/index.php?s...ost&p=24201</a></strike> addressed 2010.014 but explosion does show and probably shouldn't show for sides that haven't detected at least one of the units involved in the explosion.<br /><strike></li><li>20101025 2010.009 Problem with distorted formation grid (F4 command) and lack of indication (by yellowing of sectors) for units in formation.<br /><a href="http://harpgamer.com/harpforum/index.php?showtopic=11459&st=0&p=24229&#entry24229" target="_blank">http://harpgamer.com/harpforum/index.php?s...amp;#entry24229</a></strike> seems fixed in 2010.015 but don't remember specifically fixing this.</li><li><strike>20101124 Click a unit in the Unit window and the mini report still shows group info instead of unit info.</strike> addressed 2010.013<br /><strike></li><li>20101103 2010.010 When starting from 'Launcher' (what other way is there!!) if the player option is set (different player to previous game) while the player is updated the number one window is unchanged from the previous game.<br /><a href="http://harpgamer.com/harpforum/index.php?s=&showtopic=11522&view=findpost&p=24336" target="_blank">http://harpgamer.com/harpforum/index.php?s...ost&p=24336</a></strike> addressed 2010.011</li></ul>]]></description>
		<pubDate>Sun, 24 Oct 2010 21:42:20 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=11460</guid>
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		<title>2010.008 Release Notes</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=11454</link>
		<description><![CDATA[HCE - 2010.008 - 2010/10/23<br />===========================<br />- Chg:B179 GE  Changed "Radars for AEW, EW, and Recon subtypes are turned on at or<br />                shortly after launch. " to "Radars for AEW, EW, and Recon subtypes<br />                are turned on at the patrol point." per the discussion at<br />                <a href="http://harpgamer.com/harpforum/index.php?showtopic=10598" target="_blank">http://harpgamer.com/harpforum/index.php?showtopic=10598</a><br />                This was in effect in 2010.007, the release notes entry was just<br />                 incorrect.<br />- Chg:0000 GE  Show the X (close button) in upper-right in group windows to allow<br />                closing them.  Also actually close the window when the close button<br />                is clicked. (thanks Buddha)<br />- Chg:0000 GE  When left-clicking in the strategic map window, the active group<br />                window (most recently clicked) will attempt to center at the<br />                clicked point. (thanks Buddha)<br />- Chg:0000 GE  Fix the command bar button widths to accomodate the actual text.]]></description>
		<pubDate>Sat, 23 Oct 2010 22:31:25 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=11454</guid>
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		<title>2010.006 Release Notes</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=9696</link>
		<description><![CDATA[HCE - 2010.006 - 2010/05/21<br />===========================<br />+ Chg:0000 GE  Changed logic of Ship vs Sub attack type dialog so that unavailable<br />                attack type won't be chosen. (thanks CV32)<br />+ Chg:B169 GE  Yet another arc induced crash fixed, was examining group type<br />                instead of unit type. (thanks Divefreak)<br />                <a href="http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=169" target="_blank">http://harpgamer.com/harpforum/index.php?a...amp;showbug=169</a><br />+ Chg:B160 GE  Code fudged minimum Annex E range to 2.5nm so ease maneuvering for<br />                a shot.  The fudge number has been changed to 1.0nm for this build<br />                meaning ASROC, ahead thrown DC, and DC type weapons now can be used<br />                at 1.0nm even if their stated range is less. (thanks miller7219)<br />                <a href="http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=160" target="_blank">http://harpgamer.com/harpforum/index.php?a...amp;showbug=160</a>]]></description>
		<pubDate>Fri, 21 May 2010 17:18:57 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=9696</guid>
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		<title>Recon aircraft and radar activation</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=10598</link>
		<description><![CDATA[This continues from an issue reported by Akmatov, raised in a thread <a href="http://harpgamer.com/harpforum/index.php?showtopic=10581&st=0" target="_blank">here</a> and reported in the Issue Tracker <a href="http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=179" target="_blank">here</a>.<br /><br />Essentially, it appears that AI controlled aircraft of the 'Recon' type have not been activating their radar unless painted by enemy radar.<br /><br />This appears to have been the case since a version of HC Gold (specifically, hcg-2003.16b4b+) and, amazingly, has gone unnoticed until now.<br /><br />Currently, or at least until the next build is released, only aircraft of the 'AEW' (airborne early warning) and 'EW' (electronic warfare) types would activate their radar otherwise.<br /><br />In the case of the AEW aircraft, they can energize upon reaching the 'next leg' of their programmed path, that being the patrol point.<br /><br />The question arises, therefore, whether you (and we would especially like to hear from the scenario designers out there) want:<br /><br />1. Recon aircraft activate their radar upon takeoff and keep it active while enroute to a patrol point and throughout their mission;<br /><br />OR<br /><br />2. Recon aircraft activate their radar only upon reaching their patrol point.<br /><br />In either case a Recon aircraft would still activate their radar if they were 'painted' by enemy radar.]]></description>
		<pubDate>Mon, 09 Aug 2010 18:17:38 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=10598</guid>
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		<title>Status Update</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=10553</link>
		<description><![CDATA[Yes, I know I have been all but AWOL for a while, but we finally managed to fill all open positions at work.  That means a great reduction in overtime, that is both good and bad...hated the extra hours, loved the money. <img src="http://harpgamer.com/harpforum/style_emoticons/default/dry.gif" style="vertical-align:middle" emoid="&lt;_&lt;" border="0" alt="dry.gif" /> .  So the good news is that I can now start devoting time to HCE again.  Going to get the game up and going with the latest updates this afternoon, and probably just set up a second computer with XP for the editor (take the easy way out).<br /><br />Should be seeing everyone in chat once again too.]]></description>
		<pubDate>Thu, 05 Aug 2010 09:40:14 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=10553</guid>
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		<title>Windows 7 Compatibility</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=10003</link>
		<description><![CDATA[OK, got a new computer with windows 7.  Will I need to do anything to HCE other than re-install it on the new box, or are there any compatibility problems with HCE and windows 7.  My experience with 64 bit systems is nil, so keep that in mind.<br /><br />If you are curious...<br /><br />Intel i7 Core 930<br />12 GB DDR 1600 RAM<br />GeForce GTS 250 Video<br />1 TB HD<br /><br />I bought a full out gaming rig.  It's working great so far.  I dont' forsee having to upgrade for a while, and even if I do, the RAM is expandable up to 24 GB.<br /><br />I LOATHED Windows Vista...Windows 7 I'm finding myself content enough with however, pleasant surprise TBH.]]></description>
		<pubDate>Tue, 15 Jun 2010 14:34:59 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=10003</guid>
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		<title>Cleantopo2</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=9791</link>
		<description>I have seen the Cleantopo2 map that we can download in this web-page. I think that the battlesets maps that appear in the last HCE demo, at least the one I had download, are based on Cleantopo2. Is it possible to import the texture maps of the last HCE demo to use them in the original battlesets of my HCE copy? (Not only to use Cleantopo2 in the new user battlesets we can create on our own).</description>
		<pubDate>Fri, 28 May 2010 10:19:56 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=9791</guid>
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		<title>User Manual draft review Wed 7pm Central Time on IRC</title>
		<link>http://harpgamer.com/harpforum/index.php?showtopic=9620</link>
		<description><![CDATA[Anyone who is interested in seeing a draft copy of the user manual and adding input is invited to join us on IRC Wed at 7pm Central time.<br /><br />When you arrive and show interest we'll e-mail you the Word document.<br /><br />IRC<br /> Server: irc.stratsims.com<br /> Port: 6667 or 8067<br /> Channel: #harpgamer<br /> If you don't have an IRC client you can try the Java clients on the left side of <a href="http://www.harpgamer.com" target="_blank">http://www.harpgamer.com</a> or you can try a simple client I wrote, <a href="http://harpgamer.com/harpforum/index.php?autocom=downloads&showfile=281" target="_blank">http://harpgamer.com/harpforum/index.php?a...mp;showfile=281</a><br /><br />PS, working on the release is one reason you aren't seeing many builds this month...]]></description>
		<pubDate>Mon, 17 May 2010 10:02:21 -0500</pubDate>
		<guid>http://harpgamer.com/harpforum/index.php?showtopic=9620</guid>
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