Skip to content
View in the app

A better way to browse. Learn more.

HarpGamer

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

TonyE

Staff Pukes
  • Joined

  • Last visited

Everything posted by TonyE

  1. Fixed in 2025.011. It was even worse that your report suggests... The Change Group Position always showed East and North no matter what. Fixed em both.
  2. Fixed in 2025.011 by not allowing missiles to be fired at opposing missiles outside the intercepting missile's altitude range. You can probably still pull other hijinx like firing guns at orbital targets, firing AMRAAMs at satellites (hmm, no, I just coded so you can't do that last one!).
  3. So far I cannot reproduce this in 2025.011. I order the attack and usually the Red plane gets shot down after some seconds, no crash in 8 or so runs of the saved game.
  4. Addressed in 2025.011 by re-evaluating heading during path navigation if the group has an intercept event in the queue. This results in much more prompt updating of course for the surface group.
  5. Confirmed in 2025.010. Here is what is happening. 1. User orders intercept in order to get into gun range. 2. GE clear's the firing group's path and creates an intercept course. 3. Navigation by path code/eff200 is only invoked every 30 minutes in this situation so the turns are horribly delayed. I'm looking into how to reasonably fix this issue.
  6. TonyE replied to TonyE's topic in General
    HCE - 2025.010 - 2025-02-27 =========================== - Chg:00000 GE Incremented DLL interface version to 41. - Chg:00000 SE ExportDLL SaveScen function added to tell the ExportDLL when the scenario has been saved in the SE. - Chg:00000 GE Both the GE and SE will load ExportDLLs in the \ExportDLLs sub-directory of HC. The GE will then load any ExportDLLs in \ExportDLLs\GE. The SE will then load any ExportDLLs in \ExportDLLs\SE - Chg:00000 SE ExportDLL interface enabled: ScenLoad StartGroup (much improved) UnitTop (much improved) - Chg:00000 SE ExportDLL made as many functions as applicable to the SE available to ExportDLLs to call (funcRefs). They haven't been checked for functionality: NewPtr DispPtr del_HarpoonEvent_list QueueHarpoonEvent CreateVictoryCondition CreateGroup disk_id_to_annex_id GetLoadoutIndex dllCheckLatLonDepth annex_id_to_disk_id ResetGroupCenter SetCourseUnit_Raw SetCourseGroup_Raw free_Unit free_Group ChangeActGroupPtr ChangeActUnitPtr
  7. TonyE replied to Geoaegis's topic in General
    Sounds like a good test for you Geoaegis. Plus, with enough effort the HUCE models can be replaced. Granted it is a lot of effort but maybe someday someone will make that easier.
  8. TonyE replied to TonyE's topic in General
    HCE - 2025.009 - 2025-02-26 =========================== - Chg:00000 SE ExportDLL interface enabled: GroupFree UnitFree ActGroupPtr ActUnitPtr
  9. TonyE replied to TonyE's topic in General
    HCE - 2025.008 - 2025-02-25 =========================== - Chg:00000 GE Incremented DLL interface version to 40. - Chg:00000 GE ExportDLL DLLInit function modified to indicate which game component is running GC_UNK = 0 means unknown GC_GE = 1 means Game Engine GC_SE = 2 means Scenario Editor - Chg:00000 SE Allow more than one copy of the SE to run a a time. - Chg:00000 SE ExportDLL interface enabled: DLLVer DLLVerInt DLLDesc DLLFree DLLInit StartGroup (only at SE start) TopUnit (only at SE start) DBLoaded
  10. Yes... In pre-commondb BattleSets (think anything thru EC2000 but not EC2003, WestPac, ...), air units with a MISSION_ATA type of loadout have internal guns with four bursts of ammo that will try to engage if the opponent is within 3nm. So yes, some will, Intercept & Escort loadouts but not ASuW for instance. In commondb BattleSets any ATA guns must be part of the loadout.
  11. TonyE replied to TonyE's topic in General
    HCE - 2025.007 - 2025-02-21 =========================== - Chg:00000 GE Incremented DLL interface version to 39. - Chg:00000 GE ExportDLL DBLoaded function modified to be called twice, first when the disk annexes have been loaded and the second time when the memory annexes have been loaded and calculated fields have been calculated. (thanks donaldseadog) procedure DBLoaded(AnnexDataIn: PHCAnnexes_disk; AnnexDataMemIn: PHCAnnexes_mem) export; cdecl;
  12. Agreed, one could see a lot of munitions 'wasted' on tiny probability of hit shots.
  13. Colors have shifted a bit over time, yes. The game is semi-stuck in 256-color land with a custom 256-color pallette that I do something to mess with once in a great while. I've been a programmer of HC for over 20 years now and what working on it looks like continually changes. When I converted from tester to programmer there were four of us programmers, one working on the platform editor and the rest of us on everything else. At the time my real job was running my own IT contracting firm but to be taken under the wings of a genius Harpoon programmer was an amazing gift. There were a ton of surrounding people, I don't say supporting because I was no more important than the people creating platforms in the database. Anyone can learn to sling code but to sift through mountains of articles to derive platform data, that is a special skill! The collaboration was efficient and rarely were there insurmountable agreements. You ask about the to-do list and being infinitely long, there is always something of particular personal interest to build or improve when a break is needed from the drudgery of maintaining a 36 year old piece of software. A fraction of the to-do list is illustrated in the Issue Tracker here and the Wishlist forums. For the last decade or so I've put I'd say around 1/3 of my effort into the ExportDLL interface that allows those without the game source code to write addons. That has brought fresh life to the game as you see from donaldseadog's addons and will allow it to live on when the rights holders (Bond & Carlson) pull the plug on the publishing of the game. Maintaining a semblance of backwards compatibility is a huge but rewarding burden. Many times in those early years we nearly dropped all legacy BattleSets to reduce that burden but we always left them in and accepted the burden. I went even further sometime after 2007 and started writing saved game format converters. Between 2002 and then we would periodically enhance/break the saved game format (not the scenario format) meaning we didn't commit to saved games from a previous build being able to be opened in the current build. These days I'm the only one programming the package that you get from Matrix games; one other pops in every few years and does something amazing. Most of the administrative tasks fall to me as well, it is a tiny group compared to what we had. You've seen some passionate testers here and amazing scenario authors but they are few in number. There are interesting times ahead with much opportunity for someone to come along and re-build a strong community that can get the best out of each of us. Much more help is needed to make efficient use of myself, donaldseadog, and when we provide the tools for them, the database editors.
  14. Is the optimal (note I'm not asking for "correct") behavior for the AAMs to stay at VHigh in the off-chance the ASBM dives at the same moment the AAMs would impact or should the AAMs not launch at all (like the SM-2)?
  15. TonyE replied to TonyE's topic in General
    HCE - 2025.006 - 2025-02-20 =========================== - Chg:00000 GE Incremented DLL interface version to 38. - Chg:00000 GE ExportDLL interface now makes the ChangeActGroupPtr function available to ExportDLLs PHCGroup ChangeActGroupPtr(ActGroupPtr: PHCGroup) - Chg:00000 GE ExportDLL interface now makes the ChangeActUnitPtr function available to ExportDLLs PHCUnit ChangeActUnitPtr(ActUnitPtr: PHCUnit)
  16. My goal is to send a build to Matrix at the end of February (which means one week into March in volunteer programmer-speak) so there should be an official patch by mid April.
  17. The generic answer is that the rings should not be circular unless the map scale is the same in the X and Y direction. They are not. In some releases of Harpoon, the rings are forced to be circles which makes them inaccurate. In other releases of Harpoon an ellipse is used instead to give a more accurate representation of the listed range.
  18. The next major version of the forum software requires signing in with the e-mail address associated with your forum account rather than a user name or a display name. Reach out via direct message if you have questions such as "what e-mail address do I use?".
  19. TonyE replied to TonyE's topic in General
    HCE - 2025.005 - 2025-02-19 =========================== - Chg:00000 GE Re-enabled the map grid lines UI despite the gridlines being very inaccurate in some battlesets. They were disabled for 2008.047.
  20. TonyE replied to TonyE's topic in General
    HCE - 2025.004 - 2025-02-18 =========================== - Chg:00000 GE Changes towards 64-bit build in Annex.h and Typedefs.h were leading to structure size (padding) mismatches which meant platform descriptions weren't loading correctly. Rolled back the change (thanks donaldseadog) - Chg:00000 SE Changes towards 64-bit build in Annex.h and Typedefs.h were leading to structure size (padding) mismatches which meant platform descriptions weren't loading correctly. Rolled back the change (thanks donaldseadog)
  21. TonyE replied to TonyE's topic in General
    HCE - 2025.003 - 2025-02-13 =========================== - Chg:00000 GE Set DPI Awareness back to 'none' from 'per monitor DPI aware' as changing it was a bit premature! (thanks donaldseadog)
  22. TonyE replied to TonyE's topic in General
    HCE - 2025.002 - 2025-02-09 =========================== - Chg:00000 GE Made saved game loading of the scenario lineage independent of the 'bitness' of the build 32-bit vs. 64-bit but many of the other game structures in the saved game file are bitness dependent so the work towards a 64-bit build of the game will be stopped for now. Some of the structures with pointers are MntRec and MagRec requiring converters to be written on both save and load. - Chg:00000 GE Incremented DLL interface version to 37. - Chg:00000 GE ExportDLL DBLoaded function added that sends the pointer to AnnexData just like ScenLoad does except only sends that pointer and sends it before the events, groups, and units are loaded. - Chg:00000 SE Activated ExportDLL interface but haven't customized DLL location or anything yet.
  23. TonyE replied to TonyE's topic in General
    HCE - 2025.001 - 2025-01-30 =========================== - Chg:00000 GE Fixed up red color in GR_ICONS.BMP - Chg:00000 GE Don't check DPI on Windows < 10 Anniv since the system call is not supported. - Chg:00000 GE Enabled delayed loading of USER32.DLL to allow the GE to run on Windows Vista again (get DPI call failure) - Chg:00000 SE Don't check DPI on Windows < 10 Anniv since the system call is not supported. - Chg:00000 SE Enabled delayed loading of USER32.DLL to allow the GE to run on Windows Vista again (get DPI call failure) - Chg:00000 IN Adjusted installer script (InnoSetup 6) to have Vista SP2 as the minimum OS version. This allows the installer to run on Vista but does defeat some DLL injection protections that would otherwise be enabled.
  24. There is not a more recent database update available. Even when I managed to double the entries per annex from 2047 to 4095, that still leaves the aircraft Loadouts annex woefully short of space. Since I have not blown away that 4095 limit, any official updates to the DB should not be expected. There may or may not be tools at some point to patch in edits (if you played Harpoon 2 & 3 you might remember TPF files and similar concepts). A bit more positive message is that game addons/ExportDLLs can already manipulate the database as loaded by the GE so a lot is possible even without modifying the core game, it just requires the time and effort of the community at large.
  25. The scenario editor (SE) unit window zoom is "as designed". The Group and Unit windows are not meant to be the same scale. Obviously the game engine (GE) is different in that 1x zoom should cover the same scale in both the Group and Unit windows.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.