Everything posted by TonyE
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Scenario Editor not separating surface attack missiles for land and sea specific missiles
Neglected to post this earlier, should be fixed. HCE - 2022.016 - 2022-09-21 =========================== - 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/
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Air Patrols Crashing, Unable to DeleteAit Patrols
I'm working on a much more comprehensive revamp of the HarpoonEvent structure for 2022.021. No promises that I won't just scrap it for what works in 2022.020 but if it does emerge, here is what is going into it so far: 1. Leverages the uuids I've been adding to key game structures. a) Adds a uuid to each HarpoonEvent so it can be uniquely referenced instead of depending upon a Group Id and Unit Id combination or order of saving in the saved game file to indicate a correct reference. This fixes I32501 again and better. b) References the associated unit, if there is one, by that unit's uuid instead of its Unit Id. c) References the associated group by its uuid instead of its Group Id in Scenario files. 2. Separates event type from the time trigger type to allow for more and easier additions of new event types
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Air Patrols Crashing, Unable to DeleteAit Patrols
2022.020 posted and I think it will fix this particular issue. To test it out, start playing the scenario anew from the .SCq file (scenario) with the I32501 logging enabled. Save now and again then load the saved game and keep going along as usual. If you get the assertion errors, report as usual ge.log, saved games zipped, etc.
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HCE Release Notes
HCE - 2022.020 - 2022-09-30 =========================== - Chg:32501 GE Internal testing shows the Issue is solved. Any existing corruption will not be fixed by this build, the player will need to start the scenario fresh. - Chg:00000 GE load logging will no longer errantly say that NukeFree events are invalid due to missing an associated groups. NukeFree events are special in that they correctly have no associated group, they apply to the entire side. HCE - 2022.019 - 2022-09-30 =========================== - Chg:32501 GE I32501 Logging now includes the group_id of AirPatrol events associated with LaunchAir events so that the LaunchAir event group can be compared to the AirPatrol event group_id.
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Air Patrols Crashing, Unable to DeleteAit Patrols
I should note that every LaunchAir event with an associated AirPatrol event upon loading the saved game, has the wrong AirPatrol event associated with each LaunchAir event.
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Air Patrols Crashing, Unable to DeleteAit Patrols
I used 2022.019 to load Eric's scenario (not saved game, I loaded the .SCq file) at zero time compression. I immediately saved the game. Then I closed HC, started it up again and loaded the saved game I had just created. Here is the comparison of LaunchAir events with associated AirPatrol events so obviously there is something wrong in the saving and loading as no gametime elapsed. https://extendsclass.com/xmldiff/4271838
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Air Patrols Crashing, Unable to DeleteAit Patrols
And 2022.019 posted which includes the group id of the AirPatrol event associated with a LaunchAir event. <EVENT group_id="ZPC" unit_id="255" event_type="LAUNCH_EVENT" time="2" time_type="TimeAbs" dummy_1="204" dummy_2="204"> <DATA> <LAUNCH unit_id="109" plane_type="10467" loadout_idx="32" qty="1"> <DESTINATION dest_lat="2348.823532" dest_lon="-2258.823532"/> <AIR_PATROL group_id="ZPC" plane_annex_id="10467" loadout_idx="32" patrol_type="AEW_PATROL" qty="1" patrol_status="PATROL_TRANSIT"> <RINGS> <RING>AAW_RING</RING> </RINGS> <SECTORS> <SECTOR>FS_045_090</SECTOR> </SECTORS> </AIR_PATROL> </LAUNCH> </DATA> </EVENT>
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HCE Release Notes
HCE - 2022.019 - 2022-09-30 =========================== - Chg:32501 GE I32501 Logging now includes the group_id of AirPatrol events associated with LaunchAir events so that the LaunchAir event group can be compared to the AirPatrol event group_id.
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Air Patrols Crashing, Unable to DeleteAit Patrols
2022.018 posted. 2022.018 testing situation is to start the scenario fresh and play it as long as possible without loading from a saved game. This is to bolster the theory that the corruption is happening during game saving and/or loading of a saved game. Eric thinks he will give it a try today.
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HCE Release Notes
HCE - 2022.018 - 2022-09-30 =========================== - Chg:32501 GE Re-fixed off-by-one error, turns out there wasn't an off-by-one error!
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Air Patrols Crashing, Unable to DeleteAit Patrols
2022.017 posted. It would be great if someone could re-do the https://harpgamer.com/harpforum/topic/32501-air-patrols-crashing-unable-to-deleteait-patrols/?do=findComment&comment=62127 testing since I fixed an off by one error in the debug logging. The writing of XML files for events is in place as well when I32501 debugging is enabled, feel free to play with that. I haven't been able to glean any nuggets with that logging yet, especially since it doesn't log the group id of the AirPatrol event embedded in the LaunchAir event (yet).
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HCE Release Notes
HCE - 2022.017 - 2022-09-29 =========================== - Chg:32501 GE Adding logging and an assertion if a LaunchAirEvent associates an AirPatrolEvent from a group other than the LaunchAirEvent's group. - Chg:32501 GE Fixed an off by one error when logging Launch event Patrolling items. - Chg:32501 GE I32501 logging now includes saving a list of the HarpoonEvents when loading a game and when saving a game. - Chg:00000 GE Refactored and re-arranged XML writing code so that the GE can use it as well. - Chg:00000 GE Refactored and re-arranged XML writing code so that the GE can use it as well.
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Air Patrols Crashing, Unable to DeleteAit Patrols
First snippet of result, needs more work. Note the AIR_PATROL event nested in the LAUNCH_EVENT. Those are our suspects. Hehe, nice Lat/Lon too. <EVENT group_id="YRb" unit_id="255" event_type="LAUNCH_EVENT" time="1" time_type="TimeAbs" dummy_1="204" dummy_2="204"> <DATA> <LAUNCH unit_id="0" plane_type="11581" loadout_idx="32" qty="1"> <DESTINATION dest_lat="2348.823532" dest_lon="-2258.823532"/> <AIR_PATROL plane_annex_id="11581" loadout_idx="32" patrol_type="ASW_PATROL" qty="1" patrol_status="AAW_PATROL"> <RINGS> <RING>ASW_RING</RING> </RINGS> <SECTORS> <SECTOR>FS_045_090</SECTOR> </SECTORS> </AIR_PATROL> </LAUNCH> </DATA> </EVENT>
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Air Patrols Crashing, Unable to DeleteAit Patrols
Oh, but you are on to something. You rightly want to do a comparison of the state of the HarpoonEvents when they are dumped into a saved game file with the HarpoonEvents as loaded. Thanks to the XML scenario file format work (that I haven't finished), I have code that can save the HarpoonEvents in XML format. One could then in theory take that XML file of HarpoonEvents at save and compare it to the XML file of HarpoonEvents after load. One online comparison tool is https://extendsclass.com/xml-diff.html . Does this approach seem like a place to start, essentially duct taping together existing functionality with a limited amount of code to aid in the troubleshooting?
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Air Patrols Crashing, Unable to DeleteAit Patrols
Absolutely, that is exactly what the save game function is doing. What exactly are you looking to have implemented?
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Air Patrols Crashing, Unable to DeleteAit Patrols
The first one is interesting upon further review, looks like a potential off by one error. 00001 Loadgame.c:381 - I32501 attaching AirPatrolEvent for Group=YQR UnitId=255 patrolling_idx=4414 to Group ZQR LaunchAirEvent 100001 Loadgame.c:381 - I32501 attaching AirPatrolEvent for Group=ZQR UnitId=255 patrolling_idx=4413 to Group ZYa LaunchAirEvent 100001 Loadgame.c:381 - I32501 attaching AirPatrolEvent for Group=ZYa UnitId=255 patrolling_idx=4412 to Group YUa LaunchAirEvent 100001 Loadgame.c:381 - I32501 attaching AirPatrolEvent for Group=YUa UnitId=255 patrolling_idx=4411 to Group ZER LaunchAirEvent 100001 Loadgame.c:381 - I32501 attaching AirPatrolEvent for Group=ZER UnitId=255 patrolling_idx=4410 to Group ZGR LaunchAirEvent 100001 Loadgame.c:381 - I32501 attaching AirPatrolEvent for Group=ZGR UnitId=255 patrolling_idx=4409 to Group ZXa LaunchAirEvent
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Air Patrols Crashing, Unable to DeleteAit Patrols
I started a scenario run new, Spratly Island #4-1032.scq then loaded the save from after 1 game second and the save after two game seconds (ge.logs attached). These are different in that they are assigned to a group UnitId == 255 aka NO_UNIT so I need to review the code to see what that means. They may be legitimate but I have my suspicions that they aren't. My hunch is that the problem is with the saved game loading logic that if one played the scenario without ever loading from a save, this particular cause of errant formation patrols wouldn't happen. Anyway, more to come eventually. I32501_100001_ge.zip I32501_100002_ge.zip
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Harpoon 5 Jumpstart
I haven't done this since before FedEx bought Kinkos but there are many services that will give you a nice bound printout of PDFs. https://www.google.com/search?q=pdf+to+bound+print was a fruitful search.
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File - MapWindow
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.
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- File - MapWindow
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HCE Release Notes
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(-)
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File - HC Launcher
2022.016 - 2022-09-21 Added issue specific debugging and logging command line options.