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General

Old threads from HC Beta\General go here

  1. Started by wombat1417,

    I was playing a user scenario "Fight over Faslane" with the original NACV database when it crashed with a GetMemAnnex Error. I haven't seen anything like this since testing Harpoon 2002 Gold. Anyhow, the enclosed .zip has the saved game, autosave.hp2, which fortunately saved exactly at the crash point. Load it and run it and it will immediately crash. The ge.log and MessageLog are there too, as well as the actual scenario. Something else odd happened. An empty file called "ExportDLLs" appeared out of nowhere into the folder. That's here too. Larry Gertner Fight_Over_Faslane.zip

  2. Bug in SE 2008.44 : Is this a known bug ? When unit window is at x1 zoom, distances are double what they are in group window. Seems to happen at other "ratios" between unit window zoom and group window zoom, eg. certain combinations of zooms seem to trigger that bug in other situations than the 1x unit window. Haven't been able to 100% reproduce a list of such zoom settings, but could give it a try, if it's needed.

  3. Started by TonyE,

    http://www.advancedgaming.biz/mantis/view.php?id=1943 Can someone please test this with the 2007.017 SE? I've gone over 1062 with EuroDB but not by much.

  4. Started by TonyE,

    The focus of 2007.011 was fixing the attack type dialog where you choose Missile, Torpedo, or Guns attack. Please Test: 1. Make sure the dialog is consistent for you. a. i.e. Missile attack doesn't include torps, torp attack doesn't include missiles, etc. 2. Make sure ASROC type weapons work (torps in missiles) a. From player side b. From AI side 3. Make sure Subs can attack ships (from player and AI sides) a. With missiles b. With torpedoes 4. See if AI ships will torpedo Player ships (Rene verified this to be non functioning) a. Probably requires DB customization. Related Mantis Entries: http://www.harpoon5.com/m…

  5. Started by TonyE,

    The focus of 2007.012 was allowing the use of battlesets created with the BSBuilder. Please Test: 1. Using BSBuilder battlesets with the GE and SE. a. Textured maps should not be used as you'll see when you try.

    • 1 reply
    • 1.1k views
  6. Started by TonyE,

    The focus of 2007.014 was the Base Add dialog. The goal is for it to remember the side and position of last base added, until you exit the base add dialog Related Mantis Entries: http://www.harpoon5.com/mantis/view.php?id=1920

    • 1 reply
    • 1.2k views
  7. Started by TonyE,

    The focus of 2007.015 was the Ship to Ship torpedo firing, specifically . The goal is for it to remember the side and position of last base added, until you exit the base add dialog Please Test: 1. Make sure AI will fire torps against player ships (it will only do this when it cannot fire missiles or guns) 2. Make sure ASuW range ring include dual purpose guns.

  8. Started by TonyE,

    2007.016 Sees more AI Ship to Ship torp launch work as well as work on the battleset builder and the introduction of hdsm battleset (so you don't have to overwrite an existing battleset). Please Test: 1. Make sure AI will fire torps against player ships (it will only do this when it cannot fire missiles or guns) 2. Keep testing the battleset builder. It needs work but the acceptable parameters have yet to be found (on how large/small/wide/tall/etc. at battleset can be before the GE and SE go really strange).

    • 2 replies
    • 1.4k views
  9. Started by TonyE,

    2007.017 Sees Scenario Editor (SE) zoom levels added, 16x, 32x, 64x. Please Test: 1. Make sure scenario made in this SE plays in the GE.

  10. Started by TonyE,

    I didn't test this much at all before posting up... Both GE and SE are updated. This addresses what Rene found, text descriptions were being read incorrectly in some situations, this was due to the GE and SE trying to read data out of the battleset .res file instead of commondb.res. So any code that reads from the database is impacted by my commenting out a single line to fix the bug Rene found. That means testing is both hard and easy. Easy to use Rene's test files and see if you have an error yet in 2007.018, difficult in that many other things should be tested, playing thru a scen, different types of weapons, etc. Rene's post and files http://harp…

    • 1 reply
    • 1.1k views
  11. Started by divefreak,

    Hi When you try to add an Base at more than 4x the SE crashes with a general fault. Nothing in the logfile.... Regards René

  12. Started by TonyE,

    The only change in 2007.020 is to limit guns to their altitude limits as presented in the database. Previous behavior was that all guns could fire to any altitude. I placed limits both in regular air defence and in point defenses. Things to test: 1. Behavior in EC2003+ 2. Behavior in Legacy battlesets

  13. Started by TonyE,

    Try 2 at the guns only working at their database limited altitude bands. Same tests as 2007.020 1. Test AAA guns in pre-EC2003 battlesets 2. Test AAA guns in EC2003, test for altitude Also you'll see in the zip file a DLL file that wants to go in a directory called ExportDLLs. When you have appropriate DLLs in that folder they will be sent information from the game (to be documented eventually). I'm hoping you can test somewhat with the DLL in place but it will slow the game down and will make a pretty large file datadump.txt in your HC directory so once you get sick of it, rename the dll to datadump1.dll.bak. Naturally if you have crashes and such please …

  14. Started by TonyE,

    The only changes were to the ExportDLLs, test them if you like, but keep playing anyway

  15. Started by TonyE,

    HCE - 2007.023 ============== - Chg:0000 GE Prevent potential crash when launching weapon with long name - Chg:0000 GE Allow battlesets with zero scenarios, no more crashing - Chg:0000 GE Upon scenario load, suppress the orders window if no orders are available, go straight into the game. - Chg:0000 GE Refueling manually will now replace any existing refueling events that haven't started to transfer fuel. The aim is to prevent an inability to manually refuel (i.e. the command is given but no refuel occurs until much later). - Chg:0000 GE Let BOL weapons hit anybody, including player ships. - …

  16. Started by TonyE,

    HCE - 2007.024 ============== - Chg:0000 GE Stop showing SAM and Gun counts at enemy installations and land units on the mini report window. - Chg:0000 BSB Hide the running of end_edit.bat but capture its output to the log file. - Chg:0000 GE Improve DLLExport interface to improve speed when no DLLs are loaded. - Chg:0000 GE Hopefully prevent Neutrals from attacking AI, prevent AI from giving player detects of Neutrals. To Test: GE Set up test scenarios with Neutrals. Make sure that... 1. Neutrals do not report AI positions to player 2. AI does not report Neutral positions to player 3. Ne…

  17. Started by TonyE,

    HCE - 2007.025 ============== - Chg:0000 GE Game could crash when splitting tanker from group if there is no group selected. Fixed so that landing for split is based off of tanker group, failing that, base it off group tanker was part of. - Chg:0000 GE Game could crash when using Full button display on report window. Fixed it up to use Unit instead of Group where needed. - Chg:0000 GE Added ECM ability to mounts. Now a ship may carry ALQ-99 for area and point defense jamming. Flares and Chaff will also now work for units other than planes. To Test: I ex…

  18. Started by TonyE,

    HCE - 2007.026 ============== - Chg:0000 GE In CheckMissileHits, show ecm reduction to PH. This doesn't show missiles hitting planes. - Chg:2347 GE Game crashes when starting EC2003 scenarios without starting with full ordnance. (thanks Terminus) - Chg:2112 GE Really make show all and iterative saving work in release builds. - Chg:0000 GE After firing command guided missiles, if the firing unit is destroyed before the missiles impacted, the game would crash due to a null value for sourceUnit. Fixed by adding a null check, say "Firing unit destroyed" as the name…

  19. Started by TonyE,

    HCE - 2007.027 ============== - Chg:0000 GE Anti-Surface Guns now adhere to mount rate of fire limitations, only after the initial allocation, player can cheat on initial allocation. AS Guns will fire the correct ammunition now, and will not 'dump ammo overboard'. Previously guns were firing one burst per 15 seconds and throwing any other bursts overboard. AS Guns by the AI will fire 2 x target remaining DP of bursts at the target, this helps reduce overkill/ammo wastage. AS Guns will stop firing when the firing platform is out of …

  20. Started by TonyE,

    Guns guns guns. HCE - 2007.028 ============== - Chg:0000 GE Anti-Surface gun ammo allocation improvements * Rather than assuming each mount can only fire one shell, use # of tubes instead. * Don't assume player should only fire 1 shell (pre-allocation in attack dialog), do the full calculation to estimate how many to fire. - Chg:0000 GE Mount weapons fired in current 60 seconds was being reset incorrectly, fixed it by making ROF_Divisor = 0 in all cases. - Chg:0000 GE In CheckMissileHits, show ECM reduction and such for misses …

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