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76 topics in this forum
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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.). The DLL files will live in C:\Matrix Games\HCE\ExportDLLs\ in a default installation. 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. The DLLs will slow the game somewhat depending upon how much processin…
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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. Buddha
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Defect Name: Formation patrol ignore formation sensor setting (sonar) [known issue] Build: HCE 2007.000 & 028 GE Repeatable: Y Operating System: W2000 DB used: HCDB-070524 Scenario used: HDSL-9_modified Long Description: By using a helicopter (which is equipment with dipping sonar and sonobuoy's) for formation patrol, the helicopter does ignore the sensor setting of the formation and use active sonar (see attachment) Expected behaviour: The helicopter must not use active sonar. Observed behaviour: The helicopter use active sonar. Active_Sonar.zip
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Now with the GE 032 I found only there the following effect; by clicking in the unit window at lower right corner the unit window move toward the upper left corner. Has someone the same effect with GE 032?
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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! 20101205 Can only play as Blue, when selecting Red player, most of the button bar is inactive like the player is Blue. 20101104 Can't play as neutral, crash http://harpgamer.com/harpforum/index.php?a...amp;showbug=184 20101030 Red autoformation patrols setting ignored http://harpgamer.com/harpforum/index.php?a...amp;showbug=181 20101030 How to track the "Player" perspective separate from sidename [bLUE,RED,GREEN]? http://harpgamer.com/harpforum/index.php?a...amp;showbug=182 20101123 Platf…
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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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One major challenge with modern Harpoon Classic is detection. In the older versions of Harpoon you were able to spot the enemy at ranges of 200 miles and more, when they were coming at you. Most of you probably recall those NACV scenarios, where you were defending Northern UK and were facing volleys of Su27s/Su24s from Iceland and Norway. The E3s were able to spot those formations at long range, giving you ample time to vector in your F15s/Tornadoes. In the current versions detection is really challenging. Most of the times I pick up aircraft at ranges less than 100 miles, some times only after they have fired upon me and this despite the fact that multiple unit…
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Two issues that will need test scenarios (and testing) from intrepid players: * tendency for aircraft in ASW formation patrol to drop sonobuoys in ineffectual clusters rather than randomly distributed within their assigned patrol zone * aircraft under AI control to go to Vlow altitude while performing evasion, and aircraft under player control to go to Vlow altitude while performing auto intercept
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Hi I have made some mods to the RE. Activating/creating two new Statistic Functions allowing to create overvies of the db. (please don´t try to print them (500 sheets of paper! )) But exporting/printing as a pdf works fine. and i added two data fields to the ship and plane screen. Hoping Tony can use them at some time to create a sort by date function for Units in the SE. ATM those fields do nothing except you can enter the inservice date for shipclasses/planes (format month/year-month/year) and you can enter inservice and retiered dates for each single ship. Regards René Disclaimer: Important!!! Try at your own risk! HCREmod…
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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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I was using both 2021.010 and .012 to play a fairly long intense game and after I'd called a truce and looked of the report from AAR.DLL I noticed that at midnight (game time) the day's date didn't change. I'll write a test scenario to check this out when I get a chance but wanted to mention it incase others had noticed it.
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I know we have the option in the Scenario editor now. I also know there were some bugs with neutrals giving position reports to the enemy before. Are those and similar known bugs fixed? If/when I start rewriting older DB stuff, I want to know if I can include neutrals with it and not mess up anything. Also, what would be the minimum GE/HCDB version they could be run under?
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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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Assembling raw notes for debugging memory problems starting with heap corruption. Heap corruption WinDbg/glfags https://docs.microsoft.com/en-us/windows-hardware/drivers/debugger/ Win 10 SDK download https://developer.microsoft.com/en-us/windows/downloads/windows-10-sdk/ https://stackoverflow.com/questions/2470131/visual-studio-how-to-find-source-of-heap-corruption-errors
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I think the old OrdWriter was packed by error in the last release 2009.070, his date of confection is from August 2012, and I think the possibility of add new type caracthers was added in the September version.
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Hello, I'm getting ready to upgrade from 2015.027 to the current beta. A few things.. 1) I have several scenarios in progress using the older editor (2015.028). Will these scenarios translate to the new SE? 2) Is it possible to install the upgrade to a new directory, so I can run either the older one or the upgrade independently? I'm sure this is in the wrong thread, as I'm internet challenged. Thanks Patrick
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Following on from changes to aircraft turn rates (the results of which I am pretty happy with), I am now wondering whether there is anything we can do with putting an end to 'over the shoulder' missile shots. Basically requiring the aircraft's direction of travel (within limits) to be consistent with the direction of the missile shot. Perhaps the forward 180 degrees (or less), or tied to the radar coverage ... just tossing the idea out there. (Maybe eventually we can adapt some of the code that was used for 'man in the loop' guided weapons and port it over to the semi-active radar guided missiles, but that's for later).
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Hi Guys, I added a long-sought capability to 2009.098, the ability to rename units in the SE. It needs testing. To change a name, select the unit in the Unit window and press Ctrl U or go to the Misc menu and rename unit. Please reply with your findings on the following test cases: 1. Change a ship name in a EC2003 scenario. Load the scenario in the GE and also in the SE. The custom name should be present in all instances. 2. Change a ship name in a EC2003 scenario. Load the scenario in the GE then save the game. Load the saved game, the custom name should still be present. 3. Change a submarine name in a EC2003 scenario. Load the scenario in the …
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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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