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TonyE

Staff Pukes
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Everything posted by TonyE

  1. Remember to run the GE/Winharp32.exe as an administrator, otherwise Matrix Games' license checking program will fail.
  2. Hiya JSF, welcome back! The 32-bit SE is Wscenedt32.exe so you if you aren't running that, give it a try please.
  3. Hi Hawkeye, what version of the scenario editor are you using? It should show up in the title bar and read year.build like 2021.005.
  4. Fixed in 2022.006. Nice find and one that doesn't exist in the SE (though in the SE a person can't select multiple rings with the initial placement). - Chg:32081 GE Creating a formation patrol while holding down shift key for initial placement would include the Main Body ring, which should not be allowed. Fixed (thanks donaldseadog) https://harpgamer.com/harpforum/topic/32081-game-freezes-if-bad-patrol-sector-made-in-group-formation-editor/
  5. 2022.006 is looking good but won't be released for a bit. It will allow one to start a new game (shocking, I know). Thank you for giving it a workout Eric!
  6. Indeed, in my head I wrapped that into the formation-keeping item though I see how most people would consider them two separate categories. It'd also fit in bug fixes but that would be boring!
  7. The logic used to assign group ids in the GroupIdManager v002 ExportDLL is: Assign Blue Group Ids from AA to Mz and aA to mz. Assign Red Group Ids from Zz to NA and zz to nA. Assign Greed Group Ids from 0A to 9z. Recycle used Group Ids. Note, the pools of group ids no longer overlap so you won't see a Blue group ZZ? or a Red group AA?
  8. In hopes of being allowed to get an official patch distributed by Matrix Games, I threw together this overview list of improvements since the 2015.027 patch and thought you might enjoy: Staff Assistant – Added additional player dials to increase/decrease prompts to radiate. DB Structure – Increased magazine limit per platform from 127 to 32,767. DB Structure – Increased countries limit from ~127 to 1023, country width from 16 to 32 characters. DB Structure – Increased to 255 Aircraft, Ship Types. DB Structure – Increased to 128 runway sizes, 32 characters each. Scenario Editor – Show the same expanded set of loadout data the Game Engine (GE) shows. Game Engine – More improvements to allowing 255 units per group, up from 127 (continued bug fixing). Game Engine – Air to Air refueling improvements splitting tankers to RTB when their range is less than refueled planes. Game Engine – Added RWR sensor model. Game Engine – Increased number of formation zones from 4 to 64 (6 available in UI), max formation radius from 255nm to 32767nm. Game Engine – Formation-keeping works better than ever Game Engine – Started adding UUIDs to game structures (unit, group, …) to be able to globally track them. Game Engine – Scenario and Saved game lineage added to be able to track the history of a scenario or saved game. Most useful for troubleshooting but also other benefits. Game Engine – Saved games now store the orders, previously the user would lose access to the orders when loading a saved game. Game Engine – Added setting to force the AI to stay on plotted paths or if they can run off on their own volition. Game Engine – Torpedo noise level logic that was making torpedoes way too quiet fixed. Too short torpedo acquisition range logic fixed. Game Engine – Expanded maximum groups possible from 676 Red & Blue total to move than 1,300 groups for each of those sides. Game Engine – Nuclear detonations game crash fixed and more accurate/thorough destruction of units as a result of the detonation(s). Game Engine – User can change speed & altitude/depth of some individual units in groups. Game Engine – Dialog window sizing and position improvements. Game Engine – Revamped victory condition evaluation. Also record more meta information for AARs, etc. General – Tons of bug fixes. Game Engine - ExportDLL interface expansion. Every non-UI aspect of the game can be overridden as a result. This has been utilized to great effect. Don Thomas in Australia has written add-ons to automate aerial refueling, most of submarine prosecution, AAR generation, and more.
  9. TonyE

    Hello!

    Welcome Jason!
  10. View File GroupIdManager HC ExportDLL for managing Group Ids. This overrides the GE's stock behavior and represents a core/required ExportDLL. 2022-02-03 Purpose: To assign Group Ids and manage the supply of Group Ids Original Author: Anthony Eischens Contributors: Compiled with: Lazarus 2.0.8 Third party controls: Stratsims OSS shared pascal code https://tarzan.tgp.net/svn/StratsimsOSS/HC/shared/pascal/trunk License: MIT (see License.txt) History: GroupIdManager 20220207 HC 2022.005+ Incremented DLL Version to 2 Incremented ExportDLL Interface version minimum to 31 Assign Blue Group Ids from AA to Mz and aA to mz. Assign Red Group Ids from Zz to NA and zz to nA. Assign Greed Group Ids from 0A to 9z. Recycle used Group Ids. Note, the pools of group ids no longer overlap so you won't see a Blue group ZZ? or a Red group AA? GroupIdManager 202202## HC 2022.003+ Incremented DLL Version to 1 Initial release to create manage and assign Group Ids. Submitter TonyE Submitted 02/07/2022 Category Tools/Mods/Docs  
  11. Version v008

    13 downloads

    HC ExportDLL for managing Group Ids. This overrides the GE's stock behavior and represents a core/required ExportDLL. 2022-02-03 Purpose: To assign Group Ids and manage the supply of Group Ids Original Author: Anthony Eischens Contributors: Compiled with: Lazarus 2.0.8 Third party controls: Stratsims OSS shared pascal code https://tarzan.tgp.net/svn/StratsimsOSS/HC/shared/pascal/trunk License: MIT (see License.txt) History: GroupIdManager 20220207 HC 2022.005+ Incremented DLL Version to 2 Incremented ExportDLL Interface version minimum to 31 Assign Blue Group Ids from AA to Mz and aA to mz. Assign Red Group Ids from Zz to NA and zz to nA. Assign Greed Group Ids from 0A to 9z. Recycle used Group Ids. Note, the pools of group ids no longer overlap so you won't see a Blue group ZZ? or a Red group AA? GroupIdManager 202202## HC 2022.003+ Incremented DLL Version to 1 Initial release to create manage and assign Group Ids.
  12. TonyE

    HCE Release Notes

    HCE - 2022.005 - 2022-02-07 =========================== - Chg:00000 GE Incremented ExportDLL interface version to 31. - Chg:00000 GE ExportDLL added GroupFree call which sends a PHCGroup pointing to a group that should be free. Freeing a group means free any remaining units, airrecs, uncertainty zones, harpoon events, etc. If the ExportDLL's GroupFree returns false then the GE will free the group as normal and GroupFree ends up being an indicator only that a group is being freed. This was added to enable an ExportDLL managing group ids to recycle the Group Ids of freed groups.
  13. Implemented recycling of Ids upon freeing of the group last night. Stress testing it with one of Eric's smaller saves (I'll let him run one that blows past the old group limit) is going well here. It is jarring though seeing previously unthinkable group ids like T4A. I'm hoping to release the ExportDLL tonight. I'll have to enable ExportDLLs for the SE at some point as well to allow the wider swath of Ids.
  14. Fixed, you may need to empty your browser cache or otherwise force a full refresh of the page. This was an artifact of moving hosting providers combined with less than stellar filename escaping by the downloads module. The apostrophe in "stalintc's" messed things up. I know where to find StalinTC should we ever get into deep trouble
  15. Allrighty, I started in on a slight variant of #1, see evidence in the screenshot
  16. Yes, group ids are recycled. That's one vote for suggesting side by group id.
  17. Thoughts? Current State: There are two pools of Group Ids. Sometimes scenarios are large enough that Pool #1 of Ids is exhausted and new groups cannot be created. Pool #1 - 676 groups Group Ids are two upper-case characters AA -> ZZ. Blue groups start from AA and work toward ZZ Red groups start from ZZ and work toward AA So with a large, long scenario you could have a Blue air group ZZA if the original Red group ZZ was destroyed. Pool #2 Group Ids are a digit followed by an upper-case character Green/Neutral groups start from 0A and work toward 9Z (Near) Future State: This is where your input is needed. In the short term we have two characters to work with. How should they be assigned? Some options: 1. Similar model to current state but add in lower-case and force separate Blue and Red pools. Blue AA->Mz (so both upper and lowercase). Red ZZ -> NA. This gives 1352 groups per major Blue and Red sides. That up from a current 26*26=676 groups spread unevenly between Red and Blue 2. Pool all 2704 Ids and assign them on a first in, first out method. So the first group created no matter the side/color would be AA?, second would be AB?, ... One would have to look at the color/side of the group to know which side it is on rather than relying on the Group Id itself. 3. Pool all 2704 Ids and assign them randomly 4. Expand the pool further with non-numeric characters like [, ], (, ), ... Far Future State: Years back I expanded the group structure with an 8 character Id which would allow 6 characters for the Id, one for the group type, and one for the trailing null. It hasn't been promulgated to all of the places where a group id is used so we can't quickly go here.
  18. TonyE

    HCE Release Notes

    HCE - 2022.004 - 2022-02-02 =========================== - Chg:31976 GE assign_group_id has been modified to check potential new group ids against the old group id rather than checking the new against the new which had obvious challenges! It wasn't an issue until we started doing things like assigning new group ids to existing groups. (thanks eeustice)
  19. View File TestGroupIds TestGroupIds 20220202 HC 2022.003+ Incremented DLL Version to 1 Initial release to create a specified number of groups I suggest only creating groups when the time compression is set to 0. You will not see the groups in the game as they have no group types, no units, etc. The purpose of this ExportDLL is to test the group id assignment functionality and to count the groups in the running scenario. Submitter TonyE Submitted 02/02/2022 Category Tools/Mods/Docs  
  20. Version 001

    8 downloads

    TestGroupIds 20220202 HC 2022.003+ Incremented DLL Version to 1 Initial release to create a specified number of groups I suggest only creating groups when the time compression is set to 0. You will not see the groups in the game as they have no group types, no units, etc. The purpose of this ExportDLL is to test the group id assignment functionality and to count the groups in the running scenario.
  21. It is an ugly hack for the dark water color but give the current beta a try please. It is working for me.
  22. TonyE

    HCE Release Notes

    HCE - 2022.003 - 2022-02-02 =========================== - Chg:00000 GE Incremented ExportDLL interface version to 30. - Chg:00000 GE ExportDLL added AssignGroupId call which sends a PHCGroup pointing to a group that needs an id. The expectation is that the ExportDLL will assign one. - Chg:00000 GE In CreateGroup ExportDLL call, code changed to make sure the side is assigned before the Group Id since the side influences which Group Id will be allocated. - Chg:00000 GE Hack to fix the dark blue water color after using textured maps. Loading the textured map overwrote the palette resulting in a poor best match. The hack is the GE is now hard-coded to add the dark blue water color to the palette, replacing one color from the textured map. harpoon.c ~line 2132 // ALE 20220202 Make sure we have water colors in palette Also figured out that things are ugly if one tries to use textured land without textured water.
  23. Progress tonight, created an ExportDLL that creates the user-specified number of groups at the touch of a button, in my case I set it to 100 groups and clicked it a bunch of times until I ran out of group ids. I also modified the GE so that ExportDLLs can assign group ids but am not making use of that yet. Next up is counting the number of groups in the game to get a feel for whether the existing group id assigning code is working as designed before looking at new approaches. 100000 Initscen.c:543 - reading scenario file version 2, Last UUID=6473d9e2-63fd-450f-b2cd-0ac03097845f, Original UUID=6473d9e2-63fd-450f-b2cd-0ac03097845f 100000 annex.c:1317 - GetAnnexesDisk ticks=10938860 100000 Initannx.c:624 - this scenario is from battlesetnumber 23, using annex version 1 100000 Setup.c:1336 - OpenBattlsetResFile 100000 Setup.c:1368 - not_saved_game 100087 Initutil.c:2308 - !!!Couldn't assign BLUE Group ID, all used up!!! d up!!! 100087 Initutil.c:2308 - !!!Couldn't assign BLUE Group ID, all used up!!! ... 100087 Initutil.c:2308 - !!!Couldn't assign BLUE Group ID, all used up!!!
  24. Note to self: Dial4.c hbrWater = CreateSolidBrush(RGB(0, WaterColor ? 192 : 255, 255)); LightBlue is WaterColor = 0 means RGB(0, 255, 255) which is light blue DarkBlue is WaterColor = 1 means RGB(0, 192, 255) which is dark blue but the actual 0, 192, 255 is not present in the palette so we get the way darker/wrong blue.
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