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General

Old threads from HC Beta\General go here

  1. Started by CV32,

    As discussed with Tony via mIRC, there appears to be some problem with Player controlled ships running aground when they are still many miles from the nearest shore. I have (thus far) seen this only in the MEDC battleset. This savegame is from MEDC 2.0 - Breakout, using GE b24. I expect that a savegame is not especially necessary, as it seems to happen instantly on opening the scenario. breakout.zip

  2. Started by JSF,

    Hello Tony / Brad, where to post scenarios to be discussed? I wanted - as invited by Tony - to upload my "hole2" aka "Backyard 2", but am not sure where to post it. Maybe a new thread for scenario discussion? Ralf

    • 4 replies
    • 1.9k views
  3. 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. - …

  4. Started by TonyE,

    Brad, Rene, and myself went thru a chat about refueling. When tweaking code in 2007.023 it was pretty apparent that refueling can be expanded from its current behavior without breaking the scenario or save game format. Goals: 1. Allow a tanker to offload fuel multiple times, until it has no more fuel to offload. 2. Separate the amount of offloadable fuel from the tanker's loadout range, instead characterize it in 'drop tanks'. Mechanism: 1. Tanker loadouts will use a special case drop-tank with a non-zero range. A scaling factor of 100 will be applied. a. example: drop tank with range 3.0 means it can offload 300nm of fuel (cruise speed). b. Maximum val…

  5. 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

  6. 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 …

  7. Started by TEPonta,

    Using Tony's new Battle Set Creator (Thanx Tony), I designed a Caribbean BS and wanted to try a scenario involving the USCG and modern day pirates. The problem I ran into is that the Red pirate unit cannot be ordered to attack a Green merchant. If I use a Blue merchant, the attack goes OK, but the merchant also acts as an extension of Blue sensors, and the pirate is immediately reported upon detection. It seems in the real world no report would likely be made until after an actual attack/distress call. This is probably similar to a report I made to MANTIS regarding Harpoon BOL shots overflying neutrals and hitting hostiles, even though the neutral was beyond the se…

  8. Started by TonyE,

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

  9. 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

  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,

    the attched file provides a Battleset and the db files when you Play Matrix Siege from Blue and go to the Unitwindow selet the FFG and hit "Full" the Unitdisplay should shoh upo but the Text is messed up do the same with the DDG and the game crashed here. The Scen/DB works fine with the original GUIK BS! Regards René hdsm.zip

  12. 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.

  13. 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.

  14. 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
  15. 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.

  16. 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
  17. 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
  18. 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…

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