General
76 topics in this forum
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Tony hinted I could a write How To on Issue reporting as "Would you write one?" so I took the hint. I don't think there is much technical novelty to add to the topic (but I will try), Tony said my issue reports were good but all I did is based on the beta guide and the forums here. Perhaps there is one thing, I want to write good issue reports and this is because I did my share of debugging in the past. To understand why do you want to write a good issue report you only need to understand (a little) how issue fixing works. From the software engineer point of view there are 4 steps in fixing an issue, these are Reproducing the symptoms, Identifying the bug, Analy…
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Below is an installer that should bring any copy of the game purchased from Matrix Games up to the current build. https://www.harpgamer.com/downloads/HC2025.025_ComprehensivePatch.zip When you get to selecting an installation directory and Start Menu group, please double-check that they are correct before proceeding.
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We of HC3 (TonyE, Akula, CV32) would like to welcome all of the beta testers and thank you for your time. I played Harpoon for a decade before I came a beta tester for HC2002, and have since alpha tested and programmed many creations. Each of us has been there and realize most of the frustrations and opportunities the testing brings. We ask that you make an effort to contribute to the process and help to make the game better. Over time we will be able to distinguish those who are just downloading the betas from those who are aiding the process. You can be sure those putting in long hard hours will be rewarded with more resources from those of us towards the top of the he…
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With the new abilities provided by Tony via the exportDLL functions I've recently pondered how can we level the playing field a bit for poor old AI? Any ideas? What do people see as AI's short comings?
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For my own usage/prioritization. Prepare Official Release files for MatrixGames so they can distribute an official patch. Target to finalize files: 2022-10-16 Build each component with current version [done] GE [done] SE PE BSB OW Ask that the installer remove the DigMilArt.dll AutoTest as much as possible Consider addressing [done] [Postponed 2022-10-11] Write a new Platform Editor Choose tech stack Initial affinity to …
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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). I can only get this complete vic condition if I've scored a minimum victory. Is this normal? D
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Defect Name: Active Unit Display Build: HCE 2008.023 Repeatable: Yes Operating System: W2000 DB used: Official HCDB-200... of the HCE 2008.021 installation Scenario used: any Long Description: After selecting a unit in the unit window and then select the "Full" in the Unit status window the "Active Unit Display" appears. There are the following issues recognizable: 1. The picture of aircrafts is truncated 2. For aircraft carriers: Instead the picture of the carrier (if available), the picture of a sinking carrier is visible. Similar behavior for ships and subs. (SAM units were not tested based on the lack of pictures.) 3. If the class name (example: of an air…
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After you have submitted an issue I highly recommend you click on the "Track Issue" button to set up e-mail notifications when the issue is updated.
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HCE - 2010.016 - 2010/12/12 =========================== - Chg:0000 GE Fixed bug that resulted in crash when launching bearing only missiles with the 'b' hotkey. - Chg:0000 GE Missiles shouldn't be running normal visual detections. Torpedoes shouldn't be running normal passive sonar detections. Missiles should be detectable by Vis, IR, and Radar Torpedoes should be detectable by Sonar The above four items are addressed in this build (thenks Don Thomas)
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Please use this thread for questions about the ExportDLL interface. If some intrepid user wants to start creating some documentation that would be most fantastic.
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HCE - 2010.017 - 2010/12/12 =========================== - Chg:0000 GE Fixed the logic that decided not to count individual planes shot down towards the related victory conditions and only counted plane 'Units' shot down instead. (thanks Don Thomas) See test files at: http://harpgamer.com/harpforum/index.php?showtopic=9964 Neat how this explains the randomness isn't it...
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Thoughts? Current State: There are two pools of Group Ids. Sometimes scenarios are large enough that Pool #1 of Ids is exhausted and new groups cannot be created. Pool #1 - 676 groups Group Ids are two upper-case characters AA -> ZZ. Blue groups start from AA and work toward ZZ Red groups start from ZZ and work toward AA So with a large, long scenario you could have a Blue air group ZZA if the original Red group ZZ was destroyed. Pool #2 Group Ids are a digit followed by an upper-case character Green/Neutral groups start from 0A and work toward 9Z (Near) Future State: This is…
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HCE - 2011.001 - 2011/01/28 =========================== - Chg:B184 GE Game will no longer crash when selecting to play as Green side. (thanks Gopher, Don Thomas) http://harpgamer.com/harpforum/index.php?a...amp;showbug=184 HCE - 2010.020 - 2010/12/31 =========================== - Chg:0000 GE It should no longer be possible to drag the Group and Unit windows tall enough that the game crashes. To make this happen a verticle resolution > 1080 pixels was needed for me. I accomplished that by placing dual monitors one above the other in my Windows screen set…
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As many of you know, HCE has some difficulty with the geometries of short range engagements (witness the ATA gunnery issues). Aggravating this limitation is the fact that the seeker acquisition range of many torpedoes is 1,000 yds (roughly 0.5 nm) or less. This can make effective engagement of submarines, even submarines that you have precisely located, a 'challenging' exercise to say the least. Currently the seeker acquisition ranges reflect the actual best guesstimate of their real life effective range (according to H4 specs). I am currently considering, however, introducing an artificial boost to the acquisition range to improve torpedo performance and …
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This post is intended as a STOVL rocket booster for programmers who are looking at starting out with the CodeTyphon IDE, like myself, e.g. to shorten the time you can get airborne and start to build your own ExportDLL code. ExportDLL is an API for HCE that Tony generously provided, right now he is working to enable access to the Harpoon Events which as he put it is the soul of them game and will enable the self proclaimed programmers to try their hands on modding Harpoon. The recommended programming tool is for ExportDLLs is CodeTyphon, a free Pascal based public IDE. Here I'm sharing my baby steps with it buildling an ExportDLL, that is installing CodeTyphone and then …
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First of all thank you Tony and testers for your work. I check the forums a couple of times a year and every time I find new patches, new scenarios, new ideas, even now that you are left with no support whatsoever. Now, I just installed 2015.012 (on top of a 2014.XXX) and it crashes at start. I'm on Win7 64 and the last patch was working fine. ge log: Logging begins. Version = 2015.012, Build Date = Aug 5 2015, Build Time=22:20:26 0 harpoon.c:902 - done processing arguments. Activating logging for: 0 harpoon.c:946 - OpenMP enabled=200203 0 harpoon.c:947 - OpenMP num_procs=4 Crash info: Problem signature: Problem Event Name: APPCRASH Application Name: W…
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I've mentioned this at the H.U.L.L. before, but I believe this is the proper forum to post it. When an ASW A/C is sent on a long distance patrol, it seems to stay pretty much in one spot dropping buoys at random. The 5-6-5 Distro plan (see attached diagram) was the most popular plan we used to use in these situations. The Kingpin position and Road are based on the area you wish to cover and the Spacing is based on CZ conditions in that area. I realise it's probably not practical to have an A/C in the game drop bouys at these precise locations, but I would suggest an on station Patrol be given a detection area based on such a plan. Input from the player could be limit…
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CMake command for building Jansson with VS2022 1. At a x86 native Visual Studio command prompt run the following from C:\Prog\Projects\HC\Util\jansson\build> 2. cmake -A Win32 -G "Visual Studio 17 2022" ..
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After four years of being out of date I've revised and uploaded the AARdata tool in the tools/mods section of the downloads. Sorry it's taken me so long This tool writes a txt file to your main harpoon folder AARdata.txt that holds info from the game play since the current file was started, so you can archive your old file (by changing its name or moving it to a different folder) before starting a new scenario and you'll have a record of major occurrences and time for the life of the scenario. I'll now start looking at provide a snap shot of the content of magazines to be included.
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I'm at least thinking about recreating a WWII carrier battle and/or raid or two, perhaps starting with something like the Battle of Eastern Solomons, or perhaps doing a surface battle like Savo if the Long Lances and CA/CL/DD gunnery are working properly. Something like the Turkey Shoot could also be interesting. A huge air battle with no OTH missiles, just fighter and ship guns, biggest ordnance being 5"/38s on the BBs? I remember in the Issue Tracker, there being some issues with air and surface gunnery in WWIi type scenarios. Since the Issue Tracker seems to not have the older issues since the site revamp, did those issues get fixed, or can someone remind me of t…
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