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General

Old threads from HC Beta\General go here

  1. Started by TonyE,

    2017.012 and newer obviously have serious issues with formation-keeping. I'm finally getting a better picture of what is happening code-wise. In these builds I've tightened up how often various functons check and change paths (path following, station-keeping, close to attack, etc. That exposed the lack of a formal state machine telling units when to turn, when not to turn, etc. Now they just sit and fight each other. Ships trying to close to attack other ships have their intercept course set each second and over-ridden every 60 seconds when they try to follow their plotted path. It goes on and on like that. This is all without even broaching the topic of staying in y…

  2. Started by TonyE,

    I am looking for a few players to give a potentially GE and SE combination a workout. They support doubling from 2047/8 items per annex in the database to 4096 items per annex to give the database authors breathing room for a little while. If you are interested and can invest at least an hour in the next week exercising as many capabilities of the GE and SE as possible looking for crashes, please PM me your interest and e-mail address. Just to set expectations, in my limited testing the GE and SE are working well for existing scenarios, existing saved games, new saved games, and new scenarios. The PE (Platform Editor) changes have not even begun. Thank you

  3. Started by broncepulido,

    Says Tony: But I see it's not in both senses, I'm opening both with SE and GE scenarios predating 2015.008+ !!! (I think it was only my bad understanding of the issue!).

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  4. Playing the drone scenario, when I try to use the AH-64 gun against terrorist groups, the gun is not engaged to ground targets! (I think it should be also the case in the 30mm GAU-8 burst of the A-10 Warthog). I think I remember air-to-ground guns were desactived some time ago, but I'm not sure ... If this is the case, we must replace air-to-ground guns in the DBs with the gun variants as ordnance (as 30mm Mk4 Aden, as instance) ...

  5. Started by TonyE,

    HCE - 2011.011 - 2011/09/09 =========================== - Chg:0000 GE Added -S command line option that will save the game every game second in a ITER_SAVE_GAMETIME subdirectory of your game directory. It does 4096 saves then starts again at one (rolls). - Chg:0000 GE Debugging aid just for Enrique tells him which save to send in for analysis on the submarines stopping issue. Enrique (and maybe Don?), this one is for you to help track down the submarines stopping without authorization problem. You have to turn on the new iterative saving on the command line so instead of running winharp32sides.exe you nee…

  6. Started by TonyE,

    HCE - 2011.010 - 2011/09/05 =========================== - Chg:B210 GE Nuclear missile impact could crash the game. (thanks Mack) http://harpgamer.com/harpforum/index.php?a...amp;showbug=210 Test fix with 2009.063 since that's what we have test files for.

  7. Started by TonyE,

    HCE - 2011.008 - 2011/08/30 =========================== - Chg:B209 SE Formation editor shows rings correctly again. (thanks Enrique) http://harpgamer.com/harpforum/index.php?a...amp;showbug=209 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 http://www.microsoft.com/download/en/details.aspx?id=5555

  8. Started by TonyE,

    HCE - 2011.007 - 2011/08/28 =========================== - Chg:0000 SE Scenario Editor compiles again without error. Testing requests: 1. Load, Edit, Save pre-EC2003 battleset scenario 2. Load, Edit, Save EC2003 or newer battleset scenario 3. Load, Edit, Save user-created scenario 4. Create new scenario, Save 5. Exercise the platform display 6. Load the modified scenarios from 1-4 in the 2009.050 (or 2009.054) GE and see if they seem to run okay Extra credit... 7. Load the scenarios in 2011.006 GE and see if they run as expected. Thanks!

  9. Started by TonyE,

    HCE - 2011.009 - 2011/09/03 =========================== - Chg:0000 HC20 Enabled Sound Blaster sound in Harpoon 1.54A. (thanks SilentHunter) - Chg:B207 GE Nuclear torpedo impact could crash the game. (thanks Mack) http://harpgamer.com/harpforum/index.php?a...amp;showbug=207 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.

  10. Started by TonyE,

    HCE - 2011.006 - 2011/06/04 =========================== - Chg:0000 GE Made enough sides changes that player should now be able to enter some basic commands for both Blue and Red sides. Examples are launching aircraft, setting paths, and adjusting EMCON. This does not include intercepting opposing forces. Hint, choose to play a scenario as both Blue and Red to try it out. 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.

  11. Started by TonyE,

    HCE - 2011.005 - 2011/04/28 =========================== - Chg:0000 GE Tweaked calling of Visual sensor DLL, I had forgotten one parameter in one spot. (thanks Don Thomas) Don, yes, the DLL should go in the ExportDLLs directory.

  12. Started by TonyE,

    HCE - 2011.004 - 2011/04/26 =========================== - Chg:B203 GE Make baka ships, subs, and mobile land units work by killing off the firing platform. (thanks Don Thomas) http://harpgamer.com/harpforum/index.php?a...amp;showbug=203 - Chg:0000 GE First Sensor Export DLL, Visual sensor model. I'd be interested to see some rough benchmarks of speed of the game with and without ExportDLLs\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).

  13. Started by TonyE,

    HCE - 2011.003 - 2011/04/14 =========================== - Chg:0000 GE Modified -g command line option to accept local player for more than one side. Add the values together for the first digit. 1 - Play as BLUE 2 - Play as RED 4 - Play as GREEN ex. "winharp32.exe -g 111111003" means play Blue side ex. "winharp32.exe -g 211111003" means play Red side ex. "winharp32.exe -g 311111003" means play as Blue and Red ex. "winharp32.exe -g 711111003" play as Blue, Red, Green Hint, use with launcher 2011.003 or newer! That new launcher wil…

  14. Started by TonyE,

    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. HCE - 2010.019 - 2010/12/30 =========================== - Chg:0000 GE Synchronized globals with the S_GLOBALS structure in hopes of making the unreliable save/load of recent builds be more reliable. Also verified that globals save and load functions truly load and save each member of the structure (thanks 11x17 paper!) - Chg:0000 GE Synchronized alloc_Group() with the Group structure. - Chg:0000 GE Synchronized alloc_Unit() with the Unit structure. - Chg:0…

  15. Started by TonyE,

    HCE - 2010.015 - 2010/12/05 =========================== + Chg:0000 GE ESM works again (thanks Don Thomas) as do the other detection types. + Chg:0000 GE Formation editor should show the correct size now. + Chg:0000 GE Formation editor should highlight the selected sectors again. (thanks Don Thomas) 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. VISUAL.SCM Visual - Fly A-4 straight East, expect visual detect at 2nm from Red cargo ship IR - Fly F-35 straight East, expect IR detect > 2nm from Red cargo ship Radar - Turn on F-35 Radar a…

  16. Started by TonyE,

    HCE - 2010.004 - 2010/04/02 =========================== + Chg:0162 GE Fixed crash introduced by arc limitations in 2010.003. This was code attempting to grab non-existent arc information from aircraft loadouts. (thanks ChrisP) http://harpgamer.com/harpforum/index.php?a...amp;showbug=162 - Chg:0000 GE Surface gunnery vs submarines Missile and Gun type radio buttons were improperly greyed out (lack of missiles greyed guns, lack of guns greyed missiles), remedied. (thanks Don Thomas) Both of these should be easy to test. Saved game showing the latter issue is in the 2010.003 rele…

  17. Started by donaldseadog,

    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? If I reduce the number to 5 it works or if I change it to 25 aircraft (any type) it works.?? Don Thomas

  18. Started by TonyE,

    HCE - 2009.049 - 2009/11/28 =========================== + Chg:B140 GE Let's not allow firing guns at submerged subs in the torp counter-fire situation. + Chg:2447 GE Phantom air group attempts landing. (thanks Herman) See http://harpgamer.com/harpforum/index.php?showtopic=2529 + Chg:0000 GE Tanker prompted to land at wrong carrier, proceeds to land at any old carrier it wants to. Tanker now listens and follows orders. (thanks Maromak) See http://harpgamer.com/harpforum/index.php?showtopic=2674 + Chg:B142 GE Work around inability to re-target within existing target …

  19. Started by TonyE,

    HCE - 2009.037 ============== + Chg:0000 GE If the loaded scenario has no time limit set, default to 72 days. (thanks Brains) + Chg:0000 GE Kamikaze plane capability added. Any loadout weapon that contains the fragment Baka (case sensitive) indicates a kamikaze weapon that if fired will shoot down the launching plane making in essence a kamikaze weapon. (thanks Brad) + Chg:0000 GE Allow inertially only guided weapons to be fired against ships. This probably breaks something else! + Chg:0000 GE Move RCS logging to radar log, before it was always logged. + Chg:B117 GE Ferryin…

  20. Started by divefreak,

    Yesterday i tried out if SAMs with nuke payload work as Nukes (Airbursts) against planegroups. I used the latest Beta. My DB and a small Testscen with 4 ships and lots of planes. the result with the Talos Sams: they achived single hits on single planes but no airburst effect against a whole plane group. nukesams.zip

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