Everything posted by TonyE
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Harpoon 3 Mac Intel only at 3.6.2?
Oh that's a scary question. Some people vehemently hate where the game went after 3.6.3 and have that neverending desire to return to what they consider the glory days. They aren't entirely wrong but they are less and less right as time goes by and ANW matures. Now excuse me while I put on the flame retardent clothing and prepare to put my moderating talents to work!
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Question for the naval engineering folks
I think Brains had the epiphany (track fuel capacity and usage) but yes, I'll shut up for now.
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Harpoon 3 Mac Intel only at 3.6.2?
In large part the two databases are the same, but where the files go in the directory structure is fairly different, and ANW has a database signature. So the two installers aren't because the mechanics are so different but so that players stand a chance of maintaining a valid install. That said, there are ANW specific database capabilities, they just aren't a focus of PDB. Game mechanics in general the games are quite different and growing moreso all the time, 3.10 will bring fairly significant changes to missions among other things.
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Board Wargames...an obsession?
Very nice collection Pete! Mine consists of: H4.1 boxed set Harpoon 3, SAW, and other add-ons Harpoon Captain's Edition Gulf Strike War At Sea War At Sea 2 The only one where I've successfully completed a scenario is War at Sea
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Aircraft added to ship not targeted in SE
A test scen would still be appreciated so that I don't have to hunt for particular helo pad sizes.
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File - South Africa - Sixth Battle
Allright, what an enjoyable scenario! I think it took me almost 3 months to make it to the end but it was entertaining the whole way. What struck me was that the pressure remained almost the entire scenario. There was a threat of Soviet bombers right to the end, and a significant threat until about 18 hours were left in the scenario. My approach was pretty much pound the enemy to dust rather than finesse. Ranger was a challenge with the reduced airwing but all turned out well. The carrier group was detected a number of times but luckily I was able to thwart the resulting attacks. The African forces took a beating. All that was left of them by the end was two Cheetas and six C-130s. Speaking of the C-130s, they just barely had the range to destroy a Red base in the NW area of the scenario and helped finish off another base, the first time in my Harpoon history that the C-130 has been much more than a target. imho this is a great scenario, one of the best I've played. If some of the AI carrier groups hadn't run themselves aground it could have been even nastier for me, as it was Red did just fine. I was awarded both minimum and total victory but time ran out before I could sink the last Soviet carrier. Thanks Brad!
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More trivia! What the heck is this?
That does not at all coincide with how I imagine you Wombat, I may have to adjust my mental picture.
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More trivia! What the heck is this?
The SM3 intercept of that satellite?
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PBEM "Surge into the Barents"
Today I fell prey and sent in my application, now I just have to await my trip to implosion
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HC Demo Available
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 referenced by the message when viewed in the GE. What that means is you could enter a message for the Blue side with a Red submarine selected. When the Blue player receives that message in the game, the Show or Select buttons of the dialog will show the position of the Red sub, even if it hasn't been detected. That could be useful but is also a caution to be cognizant that the message stores the selected group, if any. HCE - 2009.019 ============== - Chg:0000 GE Extended demo timeout until March 15, 2010. - Chg:0000 GE Added marketing glitz and links to the Demo. - Chg:0000 GE Delayed dllexInitDLLs until after DoIntroScreen so that if a DLL establishes a window, it won't cancel the intro screen drawing. - Chg:0000 GE Changed the window handle passed to DLLs from hwndFullScreen to hwndMDIClient to allow more proper parentage. HCE - 2009.018 ============== - Chg:0000 GE Made a new critical hit distribution table for mobile land units. In other words, you should no longer see land units with flooding. - Chg:B084 GE ASW helicopters want to (errantly)close after firing last torpedo. The fix isn't ideal but it does address the issue. Now after that last torpedo is fired there is no prompt. If the player cancels the attack, the prompt will appear since the game thinks the target is actually North another 8nm. (thanks ReoTeo) http://harpgamer.com/harpforum/index.php?a...&showbug=84 - Chg:B100 GE Planes missing from Divide Group command. The CombatFlags value should have been reset when the landing command was given but it was not being reset. In 2009.018 it is being reset so the group doesn't get confused. (thanks Herman) http://harpgamer.com/harpforum/index.php?a...amp;showbug=100 - Chg:0000 SE Enabled time editing dialog for staff notes so that they can be shown to the player after the specified elapsed time. Also added the side chooser dialog when in the SE to dictate which side will see the message. HCE - 2009.017 ============== - Chg:0000 GE Fixed the Speed/Altitude event processor to do what I mean in 2009.016, not what I coded (Tony). Planes in the group should now all end up at the proper altitudes and speeds after take-off and at waypoints. - Chg:0000 GE Remember that force 1:1 time hotkey addition in 2009.016? Well, it is now the L key, not \. - Chg:0000 GE Subs that surface due to damage will now split off into a new group so that they can be told what to do. In debug builds a message like the following will be shown for enemy and neutral subs when the damage is applied... "Unit %s(%s) is surfacing due to damage." Friendly subs in all builds have a line in the Message Log... "Friendly Unit %s(%s) is surfacing due to damage." - Chg:B070 GE Guns on planes in formation will no longer cause the GE to crash with a GetAnnex error when attempting to fire at targets. (thanks Herman) http://harpgamer.com/harpforum/index.php?a...&showbug=70 - Chg:0000 GE Further efforts to keep subs surfaced due to damage or damage + flooding on the surface. Player should no longer be able to submerge such subs, even if joined to another undamaged sub group. HCE - 2009.016 ============== - Chg:0000 GE Added the ability to stop the game clock without the pause dialog and without minimizing the game. The new methods are the Ctrl-Alt-p hotkey (pause without dialog) and pressing the - key from 1 sec time compression. The pause is indicated by 0 sec listed in the time compression box. This does not mean a player should issue orders while paused since planes may not be marked as in use, weapons may not be marked as launched, etc. until the next game second elapses. - Chg:0000 GE Added additional hotkeys for 1:1 time compression. The existing hotkey is Return/Enter, the new hotkey is the \ | key. The new hotkey may need to change to accomodate non-US keyboard layouts. - Chg:0000 GE Stopped hogging the entire CPU core worth of processing power when the game is minimized. - Chg:0000 GE The Speed/Altitude event processor (internal to the game) now can apply the event to a single unit if the unit was fed in as part of the event. This should mean only the damaged sub in a multi-sub group will surface when damage is critical. 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 the Delete Unit button when editing a group. The designer should not be able to delete an installation, not the last ship/sub/land unit in the group. http://harpgamer.com/harpforum/index.php?showtopic=3431 HCE - 2009.014 ============== - Chg:0000 GE Fixed game crash in certain circumstances when some planes out of a group are shot down, but not the whole group. (thanks Brad) HCE - 2009.013 ============== - Chg:B095 GE Don't ask player where to land enemy tankers who have just split from the refueled planes. (thanks Brad) http://harpgamer.com/harpforum/index.php?a...&showbug=95 HCE - 2009.012 ============== - Chg:B094 GE More work on the aircraft Speed/Altitude dialog. It is now driven by the typed in speed. If you type in a speed faster than Cruise with Cruise selected and click OK, the throttle setting will be kicked up to Military (or AB if appropriate) if the aircraft has such a speed available. If not, the speed is dropped down to the fastest available at that altitude. It will also bump up any speed less than loiter. (thanks Brad) http://harpgamer.com/harpforum/index.php?a...&showbug=94 also re-verified that the below is still fixed http://harpgamer.com/harpforum/index.php?showtopic=2335 - Chg:0000 GE If the player types in a custom speed, it will be maintained when re-opening the dialog (for air groups, does not apply to surface groups. - Chg:B096 GE Once the player deletes a formation air patrol it will stay gone, even if the returning aircraft is shot down before it has a chance to land. (thanks Brad) http://harpgamer.com/harpforum/index.php?a...&showbug=96 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) HCE - 2009.010 ============== - Chg:0000 GE Added a Nuclear Release event to the ExportDLL interface. See: http://harpgamer.com/harpforum/index.php?a...mp;showfile=390
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Harpoon 3 Mac Intel only at 3.6.2?
Community supported doesn't mean that in this case. It means you can come to us for help getting things working, help in answering questions, etc. You could however contact AGSI directly about contributing to future Mac development of the game where I think you'll find them most interested in discussing your abilities.
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2009.020 Release Notes
Right you are, in 63 characters or less (we'll have to extend that when we break the scenario file format).
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HCE Release Notes
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 referenced by the message when viewed in the GE. What that means is you could enter a message for the Blue side with a Red submarine selected. When the Blue player receives that message in the game, the Show or Select buttons of the dialog will show the position of the Red sub, even if it hasn't been detected. That could be useful but is also a caution to be cognizant that the message stores the selected group, if any. HCE - 2009.019 ============== - Chg:0000 GE Extended demo timeout until March 15, 2010. - Chg:0000 GE Added marketing glitz and links to the Demo. - Chg:0000 GE Delayed dllexInitDLLs until after DoIntroScreen so that if a DLL establishes a window, it won't cancel the intro screen drawing. - Chg:0000 GE Changed the window handle passed to DLLs from hwndFullScreen to hwndMDIClient to allow more proper parentage.
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2009.020 Release Notes
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 referenced by the message when viewed in the GE. What that means is you could enter a message for the Blue side with a Red submarine selected. When the Blue player receives that message in the game, the Show or Select buttons of the dialog will show the position of the Red sub, even if it hasn't been detected. That could be useful but is also a caution to be cognizant that the message stores the selected group, if any. HCE - 2009.019 ============== - Chg:0000 GE Extended demo timeout until March 15, 2010. - Chg:0000 GE Added marketing glitz and links to the Demo. - Chg:0000 GE Delayed dllexInitDLLs until after DoIntroScreen so that if a DLL establishes a window, it won't cancel the intro screen drawing. - Chg:0000 GE Changed the window handle passed to DLLs from hwndFullScreen to hwndMDIClient to allow more proper parentage. You only need test the 2009.020 items. The attached scenario shows a number of the possibilities (play it from each side). STFNOT3.zip
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2009.018 Release Notes
2009.020 fixes what problems I can find with the staff messages.
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New PLAN 1/2400 Ships from Viking Forge!
Excellent, thanks Pete
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2009.018 Release Notes
So where is your test scen, more details, ...? I disagree with your findings. I don't disagree that there is a problem as I'm not seeing a Red staff note triggered when I play the attached scen as Red. The Blue ones are working fine here from the attached scen. STFNOT2.zip
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USNI demo
The next demo needs some testing in the next oh, 24 hours You should see some semi-funky scrolling ads along the bottom of the HC window. That is part of the deal to have it not expire for a year instead of every month. http://www.harpgamer.com/downloads/HCEDemo-2009.020.zip
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HCE Release Notes
HCE - 2009.018 ============== - Chg:0000 GE Made a new critical hit distribution table for mobile land units. In other words, you should no longer see land units with flooding. - Chg:B084 GE ASW helicopters want to (errantly)close after firing last torpedo. The fix isn't ideal but it does address the issue. Now after that last torpedo is fired there is no prompt. If the player cancels the attack, the prompt will appear since the game thinks the target is actually North another 8nm. (thanks ReoTeo) http://harpgamer.com/harpforum/index.php?a...&showbug=84 - Chg:B100 GE Planes missing from Divide Group command. The CombatFlags value should have been reset when the landing command was given but it was not being reset. In 2009.018 it is being reset so the group doesn't get confused. (thanks Herman) http://harpgamer.com/harpforum/index.php?a...amp;showbug=100 - Chg:0000 SE Enabled time editing dialog for staff notes so that they can be shown to the player after the specified elapsed time. Also added the side chooser dialog when in the SE to dictate which side will see the message.
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2009.018 Release Notes
HCE - 2009.018 ============== - Chg:0000 GE Made a new critical hit distribution table for mobile land units. In other words, you should no longer see land units with flooding. - Chg:B084 GE ASW helicopters want to (errantly)close after firing last torpedo. The fix isn't ideal but it does address the issue. Now after that last torpedo is fired there is no prompt. If the player cancels the attack, the prompt will appear since the game thinks the target is actually North another 8nm. (thanks ReoTeo) http://harpgamer.com/harpforum/index.php?a...&showbug=84 - Chg:B100 GE Planes missing from Divide Group command. The CombatFlags value should have been reset when the landing command was given but it was not being reset. In 2009.018 it is being reset so the group doesn't get confused. (thanks Herman) http://harpgamer.com/harpforum/index.php?a...amp;showbug=100 - Chg:0000 SE Enabled time editing dialog for staff notes so that they can be shown to the player after the specified elapsed time. Also added the side chooser dialog when in the SE to dictate which side will see the message. It isn't too easy to test the first but I suppose you could slaughter a bunch of land units and make sure they aren't flooding.
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Harpoon 3 Mac Intel only at 3.6.2?
Yep, we can give you some measure of assistance, still on my iBook G3 though on the Mac side so be ready for delays
- USNI demo
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HC Demo Available
The demo expiration has been extended to March 15, 2009 if you download anew. HCE - 2009.009 ============== - Chg:0000 GE Planes already within AAM range will not re-prompt to close to fire. The prompt was errant since they were already in range. HCE - 2009.008 ============== - Chg:2429 GE Fixed the 10x too large BOL range ring. (thanks Herman) http://harpgamer.com/harpforum/index.php?showtopic=2471 - Chg:0000 GE Only show BOL range ring as large as BOL capable weapons instead of as large as the longest range ASM/SSM. - Chg:0000 GE Made the BOL range ring yellow like it was meant to be. - Chg:0000 GE Added a Staff Assistant information message when the group has no BOL capable weapons and a BOL attack is attempted. - Chg:0000 GE Don't let weapons launch their own BOL attacks. (thanks Herman) - Chg:0000 GE Fixed inability to retarget air groups already on a mission. 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 move forward.
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HCE Release Notes
HCE - 2009.017 ============== - Chg:0000 GE Fixed the Speed/Altitude event processor to do what I mean in 2009.016, not what I coded (Tony). Planes in the group should now all end up at the proper altitudes and speeds after take-off and at waypoints. - Chg:0000 GE Remember that force 1:1 time hotkey addition in 2009.016? Well, it is now the L key, not \. - Chg:0000 GE Subs that surface due to damage will now split off into a new group so that they can be told what to do. In debug builds a message like the following will be shown for enemy and neutral subs when the damage is applied... "Unit %s(%s) is surfacing due to damage." Friendly subs in all builds have a line in the Message Log... "Friendly Unit %s(%s) is surfacing due to damage." - Chg:B070 GE Guns on planes in formation will no longer cause the GE to crash with a GetAnnex error when attempting to fire at targets. (thanks Herman) http://harpgamer.com/harpforum/index.php?a...&showbug=70 - Chg:0000 GE Further efforts to keep subs surfaced due to damage or damage + flooding on the surface. Player should no longer be able to submerge such subs, even if joined to another undamaged sub group.
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2009.017 Release Notes
HCE - 2009.017 ============== - Chg:0000 GE Fixed the Speed/Altitude event processor to do what I mean in 2009.016, not what I coded (Tony). Planes in the group should now all end up at the proper altitudes and speeds after take-off and at waypoints. - Chg:0000 GE Remember that force 1:1 time hotkey addition in 2009.016? Well, it is now the L key, not \. - Chg:0000 GE Subs that surface due to damage will now split off into a new group so that they can be told what to do. In debug builds a message like the following will be shown for enemy and neutral subs when the damage is applied... "Unit %s(%s) is surfacing due to damage." Friendly subs in all builds have a line in the Message Log... "Friendly Unit %s(%s) is surfacing due to damage." - Chg:B070 GE Guns on planes in formation will no longer cause the GE to crash with a GetAnnex error when attempting to fire at targets. (thanks Herman) http://harpgamer.com/harpforum/index.php?a...&showbug=70 - Chg:0000 GE Further efforts to keep subs surfaced due to damage or damage + flooding on the surface. Player should no longer be able to submerge such subs, even if joined to another undamaged sub group. I've attached test scens and saves to help you, sorry about them being in original GIUK. SubDmg1.hp1 has a player sub damaged and already forced to surface. You can try to resubmerge it, join it with the other blue sub and try to submerge, etc. The joined group should be forced to surface but I guess I haven't tried it. I expect there will be some further work needed on this part. SubDmg2.hp1 has a Red AI sub soon to be hit by a torpedo and probably forced to surface. When it does it should split into its own group, leaving the other Typhoon nicely submerged (Show All is your friend here). The damaged sub shouldn't resubmerge. SUBDMG.zip