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For you Rene /*--- unit types ------------------------------------------------------------*/ #define SUB 'U' #define SHIP 'S' #define CARRIER 'C' #define AC 'A' #define HELO 'H' #define TORP 'T' #define NUKEAREA 'N' #define MISSILE 'M' #define REF 'R' /* ref points */ #define VAR_ST_PT 'V' #define WEATHER 'W' #define PORT 'p' /*--- land targets are lower case ---*/ #define AIRFIELD 'a' #define BASE 'b' /* combination port and airfield */ #define CITY 'c' /* land base with no port or airfield facilities */ #define SAMFIXED 's' /* Fixed SAM site */ #define SAMMOBILE 'm' /* Mobile SAM site *…
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HCE - 2008.033 ============== - Chg:0000 GE Fix endless loop when an intercept event's target unit is lost and the code looks for a new target in the same target group. Thanks Ralf http://harpgamer.com/harpforum/index.php?showtopic=2735 So to test this, load up Ralf's saves for Baltic and Worst Case and see what happens. I found that they no longer throw assertion errors.
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Component: SE Version: 2008.045 (and earlier) When adding air units the scenario designer is allowed to specify a % chance of inclusion for that air unit. However, if the loadout is changed in the SE, even if all planes in the unit are changed at the same time, the % chance of inclusion is reset to 100%. Correct behavior: 1. If you change the loadout for the entire unit (which may be 1 plane or 8 planes, whatever increment they were added in the first place), the unit should keep the % chance of inclusion originally denoted. 2. If you change the loadout for part of the unit I think the % chance of inclusion should stay as originally denoted as well. …
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This build is reverted back to the status of 2008.068 and then selected fixes from later builds were applied. Please retest all of the items in this post even though many were already verified. I'll work thru marking previously fixed and now unfixed items as such over the coming week. HCE - 2009.007 ============== - Chg:0000 GE This build is the code reverted to the original 2008.068 plus a number of tweaks. That means a number of issues are now unfixed. This was done since the fixes presented more challenges than the original issues. This returns the game to a stable state from which we can…
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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.
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Version .025 - Scenario Editor Error: 1. Create a group and a path with more than 1 waypoint and the 2. Orders2/alternate path and create an alternate path at a waypoint (and give it more than 1 waypoint too) and give it say 65% probability and click OK 3. Select the 65% alternate path entered and click edit 4. Orders2/alternate path and create an alternate path at one of the waypoints and give it say 33% probability. When you click OK to the 33% alternate path you'll then get window asking you to click OK/cancel for the linked prior 65% alternate path (created in #2 above). When you click OK or cancel you'll get an error window and crash to desk top.
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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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Today I finally did the March 1, 2008 review of beta testers and we lost five of our members due to insufficient contribution and/or not renewing NDAs with AGSI. Time to recruit your friends and enemies to the effort. Still here (next review 2008/06/01): Akula CV32 TonyE Bret McKee UncleHarpoon RalfKoelbach Divefreak Gopher Stalintc TEPonta wombat1417
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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
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I've noticed that screen animation of group movement stops at any level above 1 Min. The game still seems to progress at the higher levels, and the game clock runs, but at the higher levels, all symbol movement freezes, and then the symbology will jump if compression level is changed, either up or down. I'm also still getting the world famous "Not Responding" when using the mouse at any level above 5 Min., although keyboard commands are not affected. Buddha
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It would be helpful to add the name of the battleset used in the test scenario as part of the general information. I don't have the suffix letters memorized and it would be easier than scrolling through the battlesets to find which it belongs to.
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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.
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HCE - 2008.038 ============== - Chg:0000 GE Fix bug in fix for 2021 that allowed it to be applied to non-air groups. (thanks Rene) Rene found a problem in my original 2021 fix. It occured when the player is prompted to fire missiles at an enemy now in range (so your plane was intercepting an enemy, when it gets in range, prompt the player to fire missiles). Instead of being prompted to fire missiles, the intercept window was coming up asking to select planes to perform the intercept. Should be fixed now, need verification, as always.
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HCE - 2008.034 ============== - Chg:0000 GE Fix requesting information from the Torpedo annex without that annex data being loaded from the database. (thanks Akula) http://harpgamer.com/harpforum/index.php?showtopic=2797 i.e. Make sure Akula's save loads and plays for a few seconds.
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HCE - 2009.023 ============== - Chg:0000 GE Fixed the crash bug Larry found in the prompt to choose a group to land at when ferrying aircraft. (thanks Wombat) see 2009.022 release notes for test scenario
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HCE - 2008.049 ============== - Chg:B037 GE Show Aircraft nuke loadouts in platform display even if release hasn't been granted. Don't show nuke loadouts in Active Unit Display until nuke release is granted. As in previous builds, don't allow player to load a plane with nukes until nuclear release is granted. (thanks Rene) If it works for you Rene in a way you are satisfied with, please update the status in the bug tracker. Thanks!
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On a quick try to check this issue i found 3 Problems with the guns. 1. Guns sometimes are firing more than 1 round at once even if the 2. Ammo is out of range. Only happens when the longer ranges Ammo is listed below the shorter ranges weapon 2. Guns with dual purpose Ammo sometimes can´t be used at the ground range against ground targets, you need to close in until you´re in the AA Range to engage a ground target. 3. no damage on installations by Dualpurpose Ammo, no flash/hit animation! (needs confirmation!) Test Scen attached, simply attack the Base with guns and observe what happens. Regards René GUNTEST.zip
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Here are some bugs that I came across while doing experiments with tankers. Not really bugs as in the game doing something wrong and unintented when a player does something normal and appropriate, but rather me doing something abnormal that the game was not designed to do, and getting away with it. One of them may not have been seen before. I am posting it in this location because the hardcore testers might derive some amusement from it, but it might give the wrong impression to a more general audience. If you order a plane to "patrol" to a location that it doesn't have the fuel to reach, the game will not allow the plane to be launched. If the plane cannot be ref…
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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.
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I just noticed that Map Grid lies Lines are set to off in .047 and can't be changed. Not sure if this came up before.
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