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General

Old threads from HC Beta\General go here

  1. 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…

    • 4 replies
    • 1.7k views
  2. Started by TEPonta,

    I just DL'd ansd installed 2008.021, and when I load the game the old opening sequence seems to be gone. By that I mean, I'm not presented with any Battleset or Scenario menus, it just goes straight to a scenario, seemingly at random. To load a specific Battleset/Scenario, read the Orders, etc. it is necessary to allow the random scenario to load and then select File - New from the pulldown menu. At this point I can select a Battleset, Scenario, read the Orders and select game options. Hardly a disaster by any means, but a little inconvemient. Buddha

    • 4 replies
    • 1.9k views
  3. Started by Stalintc,

    I have been working away on the icons since the gift of 2008.037 and I intend to release a mod for the playerbase based on this when the next full patch is released to them. This is ongoing work at the moment and I would appreciate any feedback on how you think they look, and whether they screw up at all for you! Please extract the .bmp file in this .zip file to your graphics folder and make sure you have backed up your original copy. Stalintc_Icon_Mod_V1.2.zip

    • 4 replies
    • 1.9k views
  4. Started by TonyE,

    HCE - 2008.047 ============== - Chg:0000 GE Game Options - Added separate map color options for the Unit window. - Chg:0000 GE Game Options - The dialog now enables and disables the textured water option as appropriate per battleset. - Chg:0000 GE Disabled map lat/lon grid lines since they are quite inaccurate.

    • 4 replies
    • 2.1k views
  5. 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, 'Iron Wolf', is for play by BLUE in the EC2003 GIUK Battleset. This one sees the Baltic states of Estonia, Latvia and Lithuania - all new NATO partners - threatened by Russia and Belarus. 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.

    • 4 replies
    • 1.8k views
  6. Started by cdcool,

    Any way to smootout the land graphics in the Unit Window?, looks blockish.

    • 4 replies
    • 1.9k views
  7. Started by TonyE,

    HCE - 2009.028 ============== - Chg:0000 GE Similar changes to eff115 except for sonar this time. There will be no suggestion to turn on active sonars until an approaching torp/sub/ship is detected within active sonar range. For incoming torps, the range is always the max active sonar range, for ships and subs there is a random factor. (thanks Brad) - Chg:B109 GE Removed BOL ASM/SSM PH modifiers since the related data fields are also used for other purposes. We also have no idea in more recent battlesets (since EC2000) whether the Red side is …

    • 4 replies
    • 2.1k views
  8. Playable as BLUE only. As with French Titan, I would over the moon if someone\some people could give this a test run and provide me with some feedback, I would be very grateful for any information that will go towards making this a quality scenario! Lets hope this one turns out as nicely as French Titan did!!! Cheers Operation_Philippine_Crunch_V101.zip

    • 4 replies
    • 1.9k views
  9. Started by TonyE,

    HCE - 2009.011 ============== - Chg:0000 GE Started adding the code framework/templates to make maintaining backwards compability with saves games possible. Players can now load saves from 2007.000+ in the current GE. - Chg:0000 GE Make sure Nuclear Release event sound stops playing when dialog goes away. Also completed putting the nuclear release DLL code in the game (it wouldn't have worked in 2009.010 if the player was the Red side). (thanks Buddha) Testing saves, grab a save from 2007.000, 2008.024, or 2008.044. If it opens okay then the feature works. It should help wit…

  10. Started by divefreak,

    In the SE Pic Ids aove 510 (in the PE) lead to a blank Display and a crash when you open the ship with a pic id above 510 The limit for the GE is somewhere around 700-800, still trying to find the exact number

    • 4 replies
    • 1.7k views
  11. Started by divefreak,

    simply get the carrier group to the oil rig to protect it.... not finished.... more or less an idea/study HC-Euro DB and GUIK OIL.zip

    • 4 replies
    • 2.2k views
  12. Started by Gopher,

    Defect Name: SE General Protection Fault Build: HCE 2007.026 SE Repeatable: Y Operating System: W2000 DB used: HCDB-0705?? Scenario used: - Long Description: After installing new HCE the SE 026 and previouse versions work fine. One day later the SE does provide the error message below by starting up and finally exit. Cannot find HARPOON8.DLL WSCENEDT caused a General Protection Fault in modul WSCENE~3.EXE at 002:01B2. Choose close. WSCENEDT will close.

    • 4 replies
    • 1.8k views
  13. Started by TonyE,

    Please take the attached program for a spin. It is to gauge performance showing units on a new unit map view. Report back with your findings. A good measure may be how many units you can have in a 5 deg by 5 deg box and still have it be useable at low zoom levels. You can unzip the files pretty much anywhere, it need not be in your HCE directory. This is so far a totally independent test rig. All I'm looking for is your thoughts and feelings about the performance; no need to report quirks at this juncture. The z and x keys should zoom the map in and out if the map has the focus. GlobeTest_v1000.zip

    • 4 replies
    • 1.9k views
  14. Started by Akula,

    Seems that all the network problems I've been dealing with are worked out for now. I hope to actually be able to do some HCE testing this weekend. Yay!

    • 4 replies
    • 2.4k views
  15. Started by TonyE,

    A little list so we have an idea where we're trying to get for the first patch which we should have ready by mid January. Matrix will get it out sometime after that, please keep the timing under wraps since it is very much up in the air but the best guess at present. Please respond to the topic with things we're missing for the 1st patch. Updated Jan 19, 2008 Complete: 1. Multiple crash bug fixes in GE and SE 2. Additional SE zoom levels 16x, 32x, 64x 3. Prevent 100% CPU usage except when game really needs the power 4. SE adding bases refinement for adding multiple bases 5. AI will now fire surface to surface torpedoes 6. Surface to Air guns now adhere to …

    • 4 replies
    • 1.9k views
  16. Started by TonyE,

    HCE - 2009.020 ============== - Chg:0000 GE Upon scenario load, the raw event side is no longer checked for MESSAGE_EVENT events which was resulting in staff message events being ignored. In sum, this should now allow the Red side to see staff messages from the scenario file. - Chg:0000 GE Here is a bit more explanation on the behavior of the Staff Messages as entered by the scenario designer. * Message length should not exceed 63 characters * If you have a group selected when you enter the Staff Message, that group will be ref…

    • 4 replies
    • 2.2k views
  17. Started by Gopher,

    Defect Name: Graphical weapon range circle is to big Build: HCE 2007.000 & 028 GE Repeatable: Yes Operating System: W2000 DB used: HCDB-070524 Scenario used: HDSL-9_modified Long Description: By having a target within the graphical weapon range circle it is not possible to launch every time the weapon, because the graphical weapon range circle does not correlate precise with the weapon range (vaild for AAM's, AGM's) Expected behaviour: When the target is within the graphical weapon range circle it shall be possible to launch the weapon. Observed behaviour: It is not possible to launch the weapon because the target is still out of weapon range. Rangecirc…

    • 4 replies
    • 1.6k views
  18. 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
  19. 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!).

      • Like
    • 4 replies
    • 1.6k views
  20. 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 replies
    • 1.9k views

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