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TonyE

Staff Pukes
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Everything posted by TonyE

  1. TonyE replied to TonyE's topic in General
    Had reports from Brad and Rene that all appears well now in 2007.019 so I'm closing the topic, holler if something changes...
  2. The only change in 2007.020 is to limit guns to their altitude limits as presented in the database. Previous behavior was that all guns could fire to any altitude. I placed limits both in regular air defence and in point defenses. Things to test: 1. Behavior in EC2003+ 2. Behavior in Legacy battlesets
  3. Do you have a serial number that you purchased from AGSI via eSellerate? If you do, please check whether it is for HC2002 or HC Gold. At present HC cannot be purchased but if you arlready have a valid serial number we should be able to help you. Don't post it here, just let us know whether you have one or not.
  4. It has been a few months since I've had the pleasure of TacOps, not knowing the scenarios I hopped into Task Force Harper. In a nutshell this is using US light forces to stop a two-pronged Russian armored column. My early losses far exceeded Russian losses but things have evened out. I'm still being thoroughly beaten and half of the map has been covered by the Russian forces in 1/3 of the game time so things are looking bad but not hopeless yet. This scenario is teaching me three key things.. 1. Artillery is nice but it helps to actually have targets, even when you have targets, they are frustratingly difficult to hit. 2. Anti-tank helos are amazing (in this case Cobras), but must be treated with care as they are fragile. 3. Javelin teams are worth every penny and more. Time Left: 80 minutes (of 120 minute scenario duration) Mission results: Blue - Red - Red exit % - 0 Point results: Blue Attrition Points - 5552 Red Attrition Points - 2159 ----------------------------------------------------------------- Blue Status: Force Lethality Value, Start: 7547 Force Lethality Value, Now: 5388 Casualty percentage: 28 Force Lethality Ratio, Start: 1:2.7 Force Lethality Ratio, Now: 1:2.7 ----------------------------------------------------------------- Red Status: Force Lethality Value, Start: 20298 Force Lethality Value, Now: 14746 Casualty percentage: 27 Force Lethality Ratio, Start: 2.7:1 Force Lethality Ratio, Now: 2.7:1 Thanks Pete!
  5. Updated version 2007.06, now in Access 2000 format. Created against H3RE_2_27. http://harpgamer.com/harpforum/index.php?a...amp;showfile=18 o 2006.06 2007/09/16  Converted format of dbComp to Access 2000, this was required to update the t1* table structures since the H3RE is in Access 2000 format.  Matched up flags to H3RE_2_27  Added Phased Array Radar flag to sensor ECM types  This version of dbComp does not handle the full capability of H3RE_2_27 • lCSCodes is not compared at all, seems to be the biggest lack of functionality at present, though there are other lesser limitations. o 2007.05 unreleased  Changed RepairCapacity to FuelTransferRate  Continued structure matching
  6. I didn't test this much at all before posting up... Both GE and SE are updated. This addresses what Rene found, text descriptions were being read incorrectly in some situations, this was due to the GE and SE trying to read data out of the battleset .res file instead of commondb.res. So any code that reads from the database is impacted by my commenting out a single line to fix the bug Rene found. That means testing is both hard and easy. Easy to use Rene's test files and see if you have an error yet in 2007.018, difficult in that many other things should be tested, playing thru a scen, different types of weapons, etc. Rene's post and files http://harpgamer.com/harpforum/index.php?showtopic=2115 Current GE/SE http://harpgamer.com/harpforum/index.php?showtopic=2049
  7. Confirmed. Please try 2007.018 GE I just posted up. I didn't test it much at all. While the sole change is commenting out a single line of code, it affects a lot of stuff, every time data is read from the database actually. I still see the problem in the SE, it doesn't crash immediately but it shows empty text descriptions. (fixed that too, silly Tony mistake, fixed it in GE copy of code but not SE, they have some shared code but some separate code...)
  8. TonyE replied to Smitty's topic in Wish Lists
    , I rather like Australia, haven't been there yet but I hear good things, and some very good looking actresses! For most of the screenshots yesterday I used a WestPac scenario with Australian units. When they don't have a spot within the current map they all bunch up in one spot and as you've seen, take some nasty hits. ,I'll try to pick on some other country next time... At least I didn't say Austrian units, go Bush!
  9. TonyE replied to Smitty's topic in Wish Lists
    Map screencaps of the coordinates provided by Smitty Makes me want to get the textured maps working with the BSBuilder...
  10. Thanks Rene, we'll call it fixed
  11. http://www.advancedgaming.biz/mantis/view.php?id=1943 Can someone please test this with the 2007.017 SE? I've gone over 1062 with EuroDB but not by much.
  12. TonyE replied to Akula's topic in Wish Lists
    Nice one, that's one of the goals of the H3/TNH development, be a commander not a mouse clicker avoiding AAMs, launching Chaff, etc.
  13. TonyE replied to divefreak's topic in Wish Lists
    Rene, can you elaborate on this one? I know it has been discussed in IRC chat but my fuzzy memory is trouble. What additional dynamics would such a change bring to the game?
  14. TonyE replied to Smitty's topic in Wish Lists
    You think a lot like me, gonna add some of your items to my wishlist once this post is done. 1. I agree, changing it isn't trivial as it will break the scenario file format (scaling is a thought but I don't think it is practical, i.e. a value of 1=10nm, 255=2550nm, especially as the land units become more and more capable and are concentrated in geographical small areas). Nonetheless something to deal with (I think we'll have to start a list of changes to implement when the scenario format is next modified). 4. iirc this has been a crowd favorite over the years and no reason not to implement at some point. As for seeing day/night situaton, Ctrl+W will pull up a weather report stating the day/night/morning/evening status, which we'll also need to bring up to date as some point so the day/night isn't the same across the entire map. 7. Excellent, totally with you there. The how makes it interesting (does a base have control points, psyop points, ... that have to be won over, SeaBee units) 9. Escort and Intercept loadouts use guns in HCE (I forget if it is also limited to some aircraft types like Fighter and Attack)
  15. 2007.017 Sees Scenario Editor (SE) zoom levels added, 16x, 32x, 64x. Please Test: 1. Make sure scenario made in this SE plays in the GE.
  16. 2007.016 Sees more AI Ship to Ship torp launch work as well as work on the battleset builder and the introduction of hdsm battleset (so you don't have to overwrite an existing battleset). 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. Keep testing the battleset builder. It needs work but the acceptable parameters have yet to be found (on how large/small/wide/tall/etc. at battleset can be before the GE and SE go really strange).
  17. TonyE posted a topic in General
    HC - Harpoon Classic WinHarp - First Windows version of HC, prior to this was the original Harpoon game in DOS HC97 - Port of WinHarp to Win32, Windows 95 look and feel, added EC2000 battleset HC2002 - Bug fixing of HC97 HCGold - Further development of HC2002, added platform editor WestPac Beta - Beta version of HC Gold with a new battleset, Western Pacific HC2005 - What became HCE with some extra care and feeding HCCE - Harpoon Classic: Commander's Edition (later renamed to HCE) HCE - Harpoon: Commander's Edition (HC variant) HUCE - Harpoon Ultimate: Commander's Edition (HC variant, current HC version) BattleSet ™ - A collection of scenarios, maps, and optionally database bundled together for use in Harpoon. Stored on disk as a .res and a .rsr file. Game Components: GE - Game Engine - WinHarp32.exe - Where you play the game SE - Scenario Editor - WSCENEDT.EXE - Where you build and modify scenarios PE - Platform Editor - pfBuild2005.mdb - Where you edit the platform database - HCRE SC - Scenario Converter - cvtscen.exe - EC2000 to EC2003 scenario converter BB - BattleSet Builder - BSBuilder.exe - Compile battlesets DU - DB Utils - everything in db_utils directory, for database work DB - Database - commondb.res/commondb.rsr OW - Orders Writer - OrdWrite.exe
  18. TonyE posted a topic in Wish Lists
    What I would like to see... Useable entire world map, including the ability to seemlessly move 'across the back of the Earth'. Multiplayer! Allow units to carry other units, i.e. LCACs in LSDs, Marines in LCACs Make ASW LR Patrols more customizable, buoy patterns, MAD runs in a defined area, etc. Increase the levels of zoom in the SE (Accomplished in build 2007.017 added 16x, 32x, 64x zoom) Allow greater number of items per annex in the database (Accomplished in build 2015.021, from 2047 to 4096 items per annex) (Smitty) Allow for damaged bases to be repaired. (Smitty) Allow for the capture and use of enemy bases. (Smitty) Allow refueling groups to be assigned to intercept the groups they will refuel and join up and refuel automatically. Note that refueling aircraft are often slower that the aircraft that will be re-fueled. Often they will start out, while the aircraft to be refueled are on the outgoing leg. The logic will have to allow them to deal with that fact in this situation. In other words they will never intercept until their target flight starts back. SE - Allow the scenario designer to specify courses for AI plane groups, for instance fast passes by reconnaissance planes, more capable multi-vector attacks, etc. (Smitty) Allow one or more additional range bands in the formation editor and increase the maximum range in the formation editor from the current 255 nm. (Accomplished HCE - 2018.002) (Smitty) Allow the time of day for the scenario to start, to be set either at start up or in the scenario editor. (Accomplished in build 2015.008) It would also be nice to have some sort of progress bar to show the current day night situation. (SteveF2006) Have formation patrols pull from similar type of aircraft if designated type is exhausted. So if I had a 2 x F-14A patrol, the GE would happily send out 2 x F-14D on that patrol if no F-14A were available at launch time. http://www.matrixgames.com/forums/tm.asp?m=1621972 Allow renaming of units in the SE with arbitrary names (for battlesets with Scenario File Format that permits it). (Accomplished in 2008 sometime, improved in 2013) When the AI decides to create an airstrike, make it smart enough to consider using the existing loadout of the planes if the loadout has a proper loadout type for the target. Currently it will reload with the preferred loadout type and waste the time. Be smarter about saving window size and position. For non-sizeable windows, only save position, letting the size be auto calculated. This would reduce the need to run the clear registry options 'script' to get missing windows or portions of windows back.
  19. Desired layout of the forum: We would like to see one thread per user, include all of your wishlist items in that thread. Ideally keep a master accounting of your wishes in the first post of the thread. Feel free to reply to the threads of others, please try not to criticize any requests, these are wish lists after all and with enough code and time, anything is possible. If you agree with someone else's wish(es), also add them to your own thread. How we'll use the wish lists: HC development is not a democracy but the wishes of many are still going to overrule the wishes of a few in most cases. The wishlists allow us to note interest in certain areas and adjust our priorities as needed. At times we may add notes to your posts with reference to Mantis entry IDs (so you know action is being taken) or otherwise mark them as acknowledged and in the pipeline for attention. Everyone needs input, this is a great way to dream about Harpoon! Miscellaneous notes: There have been many wishlists over the years, this is in part an attempt to create a more permanent, centralized record. To that end if you find old wishlists not from yourself please send them to me via e-mail and we'll see about posting them up with the proper credits. Use graphics, text, whatever gets the point across. This forum is not for bug reports, use the Bug Tracker for that. In many cases the line between bugs and wishes is non-existent, use your better judgement and try not to take offense if we ask to move certain posts elsewhere.
  20. Thanks Kelly and Dewayne, I'm no longer addicted to my daily WiTP SITREP but the occasional update is still fun to see.
  21. No, they enabled the player to fire torpedoes from ship to ship, they did not equip the AI with such a capability.
  22. Likewise we're hoping the release is soon as well, haven't heard anything in a week or so now though...
  23. I'm happy, Rene is happy, Brad is happy...
  24. TonyE replied to divefreak's topic in General
    1. Strange, works fine here (I get the correct scenarios), but will of course take a look. 2. Yes, that was already in the works, just taking my time as I don't want to structure it too badly.
  25. Thanks guys, my test of ship to ship torps worked fine which was interesting. Nonetheless I've added code in a 2nd place to let the AI use torps. The AI attack code only knows how to use one weapon type per attack. In the case of Ship vs Ship it will use... If in range and has weapons.. SSMs Guns: Impact Guns: Airburst Torpedoes What that means in a micro scale is the attacker will use missiles and only missiles during that attack try. If it has no missiles or out of range it will try Guns (Impact), if none of those or not in range, Guns (Airburst), if none of those or not in range it finally tries for torpedoes. It is just the way the game is structured, the attack event can only use one weapon type at a time. It isn't as awful as it sounds, you can queue up any number of attack events per game second. Still part of me thinks the order should be different (I'd fire guns first if they were in range, not use my costly missiles). Anyway, you'll have to test the ship to ship torps again in the next build.

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