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General

Old threads from HC Beta\General go here

  1. Started by wombat1417,

    Defect Name: Double Dip Build: HCE 2009.004 Repeatable: Yes Operating System: Vista SP1 DB used: HCDB_080712 Scenario used: Saved game "Double Dip" for EC2003 GIUK Long Description: ASA and WAD show up twice during the same attack. Steps to reproduce: 1) Load and run saved game "Double Dip" in EC2003 GIUK. 2) Order Blue AEA to Attack Red ZXH. ASA asks if you want to attack. Answer Yes. (Screenshot: 01) In range) 3) The WAD allocates 2 AMRAAMs to target, leaving 2 on the racks. (Screenshot: 02) First WAD) 4) ASA says "The effective attack range fo these aircratf is 40NM. Target range is 38NM. Should we close and attack?". Answer Yes. (Screenshot: 03) SA …

    • 9 replies
    • 3.2k views
  2. Started by TEPonta,

    Since upgrading to Windows Vista, I've been unable to use the PE. After going through a series of security warnings in MS Access, I'm finally presented with an empty DB. My attempts to import the existing platforms into the PE for editing are totally fruitless, and met with the attached error screen, which I can't make heads or tails of. Anyone else having problems like this? If so, does anyone have any suggestions on a fix? Thanx: Buddha

    • 9 replies
    • 3.2k views
  3. Started by TonyE,

    HCE - 2009.033 ============== - Chg:0000 GE Refined the EMCON situations for turning on Active Sonar... If detected unfriendly unit is: A torpedo within friendly unit Active Sonar range, turn it on. OR Using Active Sonar and is within friendly unit Active Sonar range, turn it on. OR if friendly unit is a surface craft AND friendly group meets an aggressiveness factor AND enemy unit is within friendly ASW weapon range AND within friendly Active Sonar range. The respective Message Log en…

    • 5 replies
    • 3.1k views
  4. Started by TonyE,

    HCE - 2009.029 ============== - Chg:0000 GE ASMs/SSMs with the Snap Up/Down flag can now be shot at by point defense weapons. (thanks Miller7219) - Chg:0000 GE Fixed wacky characters in the "Please turn on your radar" messages. (thanks Miller7219)

    • 6 replies
    • 3.1k views
  5. Started by JSF,

    Hello, attached the sequel to "The Backyard". This scen will be released shortly after HCE is out. It bases on the scen published with HCE. Comments and critiques welcome! Ok, modified zip attached, including the correct scen-file. Backyard2.zip

    • 10 replies
    • 3.1k views
  6. Started by TonyE,

    Well, going thru the posts this has been a pretty poor 3 month period for activity on the beta testing front. Lucky for you I did this preliminary review tonight so those of you needing to contribute more still have two weeks to do so. There are many release note items yet to be verified, the Pipe Dreams always need attention (I think of those as the low hanging fruit). There are items in the Bug Tracker that haven't even been verified, plenty to do, and plenty of time to do it... Current as of: 2008/11/12 People who get to stay anyway: Akula Bretm - Bret McKee CV32 TonyE UncleHarpoon Testers who have contributed enough: Divefreak - Rene TEPonta - Bu…

    • 11 replies
    • 3.1k views
  7. Started by TEPonta,

    With the latest beta release, I'm getting the old Vista "Not Responding" alerts whenever I try to use my mouse at any time compression 5 min or greater. This includes group selection, menu pull down, etc. Keyboard commands do not appear to be affected. I can cycle through units using space bar and back space for instance, but any attempt to select a group with the mouse results in "Not Responding". At time compression 1 min and below the mouse acts as it always has. Buddha

    • 9 replies
    • 3.1k views
  8. Hi all, This is playable as BLUE only. I would highly grateful if someone could take this scenario for a spin and give me some pointers on what could be improved before I release this to the playerbase. This is my first ever new scenario for anything, so the whole theatre of scenario design as a whole is totally new to me so please be gentle I hope this gives you some enjoyment as I did building it!! Cheers FRTITAN.zip

    • 8 replies
    • 3.1k views
  9. Started by TonyE,

    HCE - 2008.045 ============== - Chg:B017 GE Crash Bugs fixed - When attacking an airfield during takeoff or landing, there was the distinct possibility of the game crashing with heap corruption. Modified the launch/land code to be more considerate of aircraft being destroyed on the ground during launch/land cycles. (thanks Herman) - Chg:0000 GE Restricted each unit to one Reload event at a time. This is a questionable way to avoid endlessly stacked reloads. - Chg:0000 GE When using a custom BattleSet without an embedded DB, made by recent builds of the BS Builder…

    • 8 replies
    • 3.1k views
  10. Started by TEPonta,

    Suddenly, whenever I try to run any scenarios from any of the EC2003 or WestPac BS's, I get the attached error before the game can load. The SE doesn't seem to be effected at all, nor do any of the other BS's. Any advice anyone? Thanx: Buddha

    • 8 replies
    • 3.1k views
  11. Started by TonyE,

    HCE - 2009.015 ============== - Chg:0000 GE Answering yes to RTB ASW bird out of weapons message will now RTB, answering no will leave it on station. (thanks Wombat) http://harpgamer.com/harpforum/index.php?showtopic=2495 - Chg:B073 SE When adding more than two variable start points, don't crash. Note the often incorrect highlighting of the selected start point still exists, fixing it is proving most challenging. (thanks Ralf, and many others) http://harpgamer.com/harpforum/index.php?a...&showbug=73 - Chg:0000 SE Improve the logic for enabling and disabling …

    • 7 replies
    • 3.1k views
  12. Started by TonyE,

    HCE - 2008.026 ============== - Chg:0000 GE For pre-commondb battlesets, play prop launch sound only when propulsion type == 1. (thanks NAVMAN) http://www.matrixgames.com/forums/tm.asp?m=1732358 - Chg:0000 GE In debug builds, show when the GE expires. - Chg:0000 GE Split sounds out of Harpoon32.dll and into individual files within the Sounds directory. - Chg:0000 GE Allow high PicIDs for commondb battlesets. - Chg:0000 GE Ignore BattleSetPath from registry, make it the same directory as the one the game was launched from. - Chg:0000 SE Allow high PicIDs for commondb battlesets. - Chg:0000 SE Ignore Battl…

    • 8 replies
    • 3k views
  13. Started by CV32,

    DarkNite has provided a scenario for which he would like some testing and feedback. Its for the EC2003 GIUK battleset and requires HCDB-080326. Please take DarkNite's scenario for a spin and let me know if you have problems, issues, thoughts, opinions, whatever. The scenario is NOT ready for release, so please do not distribute it. Baltic_Fury.zip

    • 7 replies
    • 3k views
  14. Started by wombat1417,

    Defect Name: ASW Torpedo vs. Land target Build: HCE 2009.004 Repeatable: Yes Operating System: Vista SP1 DB used: HCDB_080712 Scenario used: Saved game "TorpLZ" for EC2003 GIUK Long Description: Blue helo is able to launch ASW torpedo against a Land base or unit. Steps to reproduce: 1) Load and run saved game "TorpLZ" in EC2003 GIUK. 2) Order Helo ADH to Attack Base ZZb. 3) The WAD shows a Mk46 Mod5 NEARTIP can be allocated to either LZ Zulu or Surface contact @123- (which I know to be an artillery piece). It cannot be allocated to any of the Surface units. 4) Execute the order and the ASA announces "Sir, the effective attack range for these aircraft is 7 N…

  15. Started by TonyE,

    Load up EC2003 IOPG 5.0 Edit the Group ABb Delete the unit Base - Diego Garcia. The above shouldn't be possible yet it is. The Delete Unit button should be greyed out when the installation is selected. 2008.064 SE

    • 2 replies
    • 3k views
  16. Started by TonyE,

    Due to recent upgrades to the forum software and components here at HarpGamer, the Bug Tracker referenced just under the HG logo has become useful for defect tracking. I'm wondering what everyone's thoughts are on just having one set of defects listed for HCE, all of them being in that single area. http://harpgamer.com/harpforum/index.php?a...p;showproject=6 Please explain your choice. With this change I think we'll stop making new entries into Mantis as the Bug Tracker is doing all of the key steps of Mantis. Thank you

    • 10 replies
    • 2.9k views
  17. Started by TEPonta,

    When I select Settings/Game Options/Water Color/Textured, I see no effect. Light and Dark both work OK, but going to textured from either does nothing. Anyone else see this? Buddha

    • 8 replies
    • 2.9k views
  18. 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.

    • 7 replies
    • 2.9k views
  19. Started by CV32,

    Now that HCE has been released, I have several under-construction-scenarios on the backburners that are being dusted off and polished up for release. This one, 'Oubliette', is for play by BLUE in the Westpac Battleset. This one sends an Ohio SSBN into the Sea of Okhotsk to take up a deterrent patrol during a time of war. Please take it for a spin and let me know if you have problems, issues, thoughts, opinions, whatever. The scenario is NOT ready for release, so please do not distribute it. oubliette.zip

    • 9 replies
    • 2.9k views
  20. 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).

    • 4 replies
    • 2.9k views

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