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Showing content with the highest reputation since 08/26/2022 in Posts

  1. Attached is the last good saved game before air patrols became corrupt. Unit ID Test 1-39.0008.zip
    2 points
  2. TODO: Have missile groups show up as missiles instead of reference points (squares).
    1 point
  3. Not seeing enemy forces/adhering to visibility/detection status I agree is a good next step. You can only restore the window if you don't have an ExportDLL that is lined up to the bottom of the HC window. So in a default install you have DigMilArt.dll which would hide the minimized window. If you disable those types of ExportDLLs (I renamed mine to DigMilArt.dll.bak) you will then see something like where you can restore the MapWindow form. Please do keep in mind the MapWindow ExportDLL is just a proof of concept at this time. It doesn't do much but when people show interest it encourages me to keep expanding the functionality and someday it will be useful as a result.
    1 point
  4. Attached are my 2 GE saved logs. It appears in the 2nd log file is when the patrols messages appear. ge.zip
    1 point
  5. HCE - 2022.016 - 2022-09-21 =========================== - Chg:00000 Removed HC Launcher source code. It has been part of the Stratsims OSS repository for many years, time to get it out of here since I accidentally modified and distributed this version yesterday. - Chg:00000 GE Adjusted size of Ship/Sub weapons listing. - Chg:00000 SE Adjusted size of Ship/Sub weapons listing. - Chg:32566 SE Valid target types shown in weapon listings (Platform Display) should match between GE and SE. In this case the GE was correct. The SE now uses identical code to accomplish this. Afterward, moved Repweap.c to Common\SRC\ and deleted GE\SRC\Repweap.c and SE\SRC\REPWEAP.C (thanks donaldseadog) https://harpgamer.com/harpforum/topic/32566-scenario-editor-not-separating-surface-attack-missiles-for-land-and-sea-specific-missiles/ Roughly 22 files changed, 1793 insertions(+), 11147 deletions(-)
    1 point
  6. The save and restore functions at first glance look to be in sync. TonyD could possibly be onto something by suggesting a limit may have been breached. That limit could be number of HarpoonEvents the code can cycle through when saving and loading saved games. While the list of HarpoonEvents can be as long as memory permits (hundreds of millions very conservatively), the saving and loading of saved games had a limitation of 32,768 (a signed short integer). I was able to double that without breaking anything. That will be a part of 2022.015. Anyway, from 'Unit ID Test 1-41.001.hpq', here are the LaunchAirEvents with patrols that have a non-matching group (both the base HarpoonEvent and the patrolling associated HarpoonEvent have an associated group). I don't know what significance there is that they are four in a row from 5617 to 5620. There are over 22,000 HarpoonEvents in the saved game and it just happens that four in a row are affected, hmm. 100289 Loadgame.c:383 - attaching AirPatrolEvent for Group=ZWC UnitId=143 patrolling_idx=5620 to Group ZVC 100289 Loadgame.c:383 - attaching AirPatrolEvent for Group=ZWC UnitId=142 patrolling_idx=5619 to Group ZGC 100289 Loadgame.c:379 - attaching AirPatrolEvent for Group=ACb UnitId=21 patrolling_idx=5618 to Group ZGC 100289 Loadgame.c:383 - attaching AirPatrolEvent for Group=ZVC UnitId=179 patrolling_idx=5617 to Group ZGC
    1 point
  7. I re-loaded the save 'Unit ID Test 1-41.001.hpq' and at this wacky point in RestoreGame the GE associates that group ZGC LaunchAirEvent with the group ACb unit 21 AirPatrolEvent. If I cancel that association, AC021 does not lose its purpose in life as a formation air patrol. Progress! I need to look next at the save game process to see how it saves LaunchAirEvents and compare that to the RestoreGame restoring of LaunchAirEvents.
    1 point
  8. Got there in the debugger by setting a breakpoint on change in memory contents of the AIR_PATROL_EVENT for ACb unit 21. It took a long time to run those 14 game seconds. I was expecting it to be one game second from 1-40.0071. So slowly getting closer to the moment things go awry.
    1 point
  9. They are temporary structures created when needed, primarily when the formation editor is opened. The structures are freed when the formation editor is closed.
    1 point
  10. Fix coded and deployed as part of 2022.014
    1 point
  11. use db hcdb150929 GE 2022.013, BS westpac the screen shot in the zip shows the game time at error, the saved game comes in one second before. If you start the saved game at zero time compression then advance to 1:1 you should get the error. The group ATA had orders at a course point to attack a group that has now disappeared Log file shows 130500 Combat5.c:1580 - G ATA:AirAttacker: ZWH.. AirTargetType = a dozen or so lines before the end, in the last second of game. ge-type-aa.zip
    1 point
  12. Heart 3 View File The Heart of the Problem, Part 3 It is October 2022 and the Chinese have invaded Taiwan. The US is on the way to help. This might prove difficult. A larger and challenging scenario that explores the difficulty of reinforcing Taiwan. OOB and situation is pretty close to what's in the theater today. Uses GE ver. 2022.11. Duck. Submitter rainman Submitted 08/25/2022 Category WestPac  
    1 point
  13. HCE - 2022.013 - 2022-08-25 =========================== - Chg:00000 GE Throw an assertion error when type_aa has the value INVALID_ATTACK_CODE. This is to troubleshoot AirAttacker. HCE - 2022.012 - 2022-08-25 =========================== - Chg:00000 GE Write Windows version to ge.log - Chg:00000 GE Enhanced ac_ai logging "-l ac_ai" on the command line to include the value of type_aa in AirAttacker to troubleshoot https://harpgamer.com/harpforum/topic/32506-runtime-error-in-ge/ 9 files changed, 40 insertions(+), 15 deletions(-)
    1 point
  14. To help troubleshoot, please run 2022.013 with ac_ai logging turned on. If the troublesome code is triggered, you will get an assertion error. At that point, grab your ge.log, zip and upload it for analysis (a saved game from that game second or the one before would help too). Example command line (activates ac_ai supplemental logging to ge.log and autosaves every game second rolling over after 255 saves): Winharp32.exe -l ac_ai -S000010255 The log entries of interest will look something like: 100232 Combat5.c:1580 - G TCR:AirAttacker: BOm.. AirTargetType = 100232 Combat5.c:1602 - G BOm:target_type = 109, range=1325, bearing=208 100232 Combat5.c:1658 - WR.attack_type=6, auto_flag=1 100232 Combat5.c:1696 - after case, gflag=0, wrange=0, WR.weapon_range=0, attack type (type_aa)=4
    1 point
  15. HCE - 2022.011 - 2022-08-19 =========================== - Chg:00000 GE Code cleanup, mainly renaming variables with the name "type" such as unit type, group type to help isolate an uninitialized variable with that name. (thanks donaldseadog) - Chg:00000 GE Code cleanup, hundreds of additional variable initializations, many of the warnings were false positives suggesting a variable could be uninitialized upon use where really it wasn't possible in the flow of the code, but still, working over decades toward zero compiler warnings for the core game code. - Chg:00000 GE Call ntdll.dll directly for Windows version since Microsoft deprecated the formerly easy ways with Windows 8.1. - Chg:00000 SE Ditto on all for SE because why not. 57 source files changed, 747 lines inserted, 2558 lines deleted!
    1 point
  16. Strategy, wargames and OSINT the latest 50 years: https://www.strategypage.com/htmw/htwin/articles/20220619.aspx
    1 point
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