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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 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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  3. 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

  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 - 2011.009 - 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.

  8. 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

  9. 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!

  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 - 2010.014 - 2010/11/30 =========================== + Chg:0000 GE Player can now click groups on the map to select a target. This was broken with the new group windows. So when you intend to launch TLAM and you click "Attack", in the recent builds you had to select the target group in the list of groups rather than clicking the target group on the map. Now you can click on the map again. + Chg:0000 GE Version/Build added to header line of ge.log and MessageLog.txt + Chg:0000 GE Launch animations should only show for detected and own units. This was broken w…

  17. Started by TonyE,

    I would greatly appreciate if someone can follow-up on http://harpgamer.com/harpforum/index.php?a...amp;showbug=176 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). Thank you!

  18. Started by TonyE,

    HCE - 2010.013 - 2010/11/26 =========================== + Chg:0000 GE When clicking on a unit in the Unit window the information should be much more relevant now to the actively selected Group window. (thanks Don Thomas) 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.

  19. Started by TonyE,

    HCE - 2010.012 - 2010/11/23 =========================== + Chg:0000 GE AI should now do a better job of defending itself (fighters in formation should engage, etc.) (thanks Don Thomas) + Chg:0000 GE Nuke SAMs first attempt. They seem to work now but when more than one plane unit is in a group within range of the detonating SAM the game may crash. Give your SAM an AirPH and a SurfDP of the warhead to use.

  20. Started by TonyE,

    This is for you Don HCE - 2010.011 - 2010/11/03 =========================== - Chg:0000 GE When loading saved game show the player perspective in Group-1 window. - Chg:0000 GE When loading from launcher show the player perspective in Group-1 window. (thanks Don Thomas)

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