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TonyE

Staff Pukes
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Everything posted by TonyE

  1. Great job Enrique, you exposed a very old bug in that the SE was writing out the wrong scenario file version for legacy battlesets! Please test again in (2009.100), all 12 test cases now work correctly for me but verification would be great.
  2. TonyE replied to TonyE's topic in General
    HCE - 2009.100 - 2013/10/11 =========================== - Chg:0000 GE Added new credits tab in About box for the post 2009.097 patch builds. - Chg:0000 SE Custom unit names can now be entered for installations, ships, and subs. Updated so it works in legacy battlesets. This bug was the SE writing out the wrong ScenarioFileVersion in new and edited legacy scenarios. (thanks Enrique) - Chg:0000 SE If a user goes into the change unit name dialog and selects Cancel, the Installation renaming dialog will no longer appear. - Chg:0000 SE If a user goes into the change unit name dialog and selects Cancel, the unit's name will no longer have the leading character chopped off. (thanks Enrique) - Chg:0000 SE When renaming a unit, if one of the stock names is still the unit's name, that name will be selected by default in the listbox of names.
  3. TonyE replied to tanthier41's topic in General
    Well that's a new one. What happens if you rename the ExportDLLs\DigMilArt.dll file to DigMilArt.bak and run the game again?
  4. Matrix has released our 2009.097 patch for HUCE (of the Harpoon Classic lineage). This update can be applied to HUCE 2009.050. 2008.051 to 2009.097 Changes: New Features: The re-envisioned USNI BattleSet from the demo has been integrated into the release game. Vastly expanded the ExportDLL interface. Almost every aspect of the game engine can now be over-ridden by these plugins! Larger scenarios than ever before can be loaded in the Scenario Editor and Game Engine. Groups can now hold 255 units, up from 127. Player ships can fire SSMs and guns at surfaced submarines in most situations. Kamikaze ships, subs, and land units added that will destroy themselves upon impact. -S command line option to regularly make saved games and maintain a set number of save games. The toolbar of buttons in the Game Engine now shows the Function key equivalents to activate those behaviors (i.e. F1 to Attack, F9 to adjust sensors). Orders Writer now cleanses the input of non ASCII characters to make it easier to paste Order from Word into the Orders Writer. Updated HCDB Database including but not limited to o Well over 1,000 platforms added/updated/reworked! o Extensive re-engineering to track platform changes over the years. For instance, many aircraft carriers will have 5 or more variations over their service lives. o Large expansion of Chinese units present in the database. Bug Fixes/Workarounds: Vast improvement to the AIs use of airplanes. The AI should no longer slow down and eventually stop prosecuting player contacts as the game goes progresses. Multiple Crash bugs eliminated in both Game Engine and Scenario Editor. AAA will fire again. Recon type planes will turn on their sensors shortly after takeoff. This had been disabled in 2004. SPIR sensors now work independently of radar and will be used up correctly from all mounts in all situations. TCS is now an independent sensor, not an adjunct to Visual detections. Alt-t really will cycle between showing no paths, active group path, and all paths. Neutrals should no longer report contacts to the AI nor the Player. There should be fewer cases of AI submarines stopping indefinitely before they get to the end of their path. Fixed most of the crazy AAM issues when long range missiles would dance around, do 180 degree turns, and such. They were stuck in Inertial mode when they should have been transitioning to Terminal guidance. Many other minor fixes, tweaks, and improvements. http://www.matrixgames.com/products/392/downloads/
  5. After consultation with the esteemed Mr. Leyte and input from various forum members we will be branching out from a Harpoon-centric site to a more broad wargaming site. Some more details will follow this weekend but Command will be in the mix for new forum additions.
  6. Fantastic, any news on the legacy battlesets?
  7. TonyE replied to TonyE's topic in General
    HCE - 2009.099 - 2013/10/06 =========================== - Chg:0000 GE Custom unit names will now be properly read in when a scenario is loaded. Updated (thanks Enrique) - Chg:0000 SE Custom unit names can now be entered for installations, ships, and subs. Updated (thanks Enrique) HCE - 2009.098 - 2013/10/05 =========================== - Chg:0000 GE Custom unit names will now be properly read in when a scenario is loaded. - Chg:0000 SE Custom unit names can now be entered for installations, ships, and subs. - Chg:0000 SE When loading an existing scenario and contents of the database have changed so that there is no longer a valid loadout for the assigned mission, the SE will default to the first loadout in the list.
  8. 2009.099 Posted to deal with names not showing up. I'm not understanding the 8 character thing so if you run into that, please provide more detail.
  9. Thank you Enrique! I'll take a look at the blank later today (so probably tomorrow for you). I figured you might like this feature after reading your orders files with renamed bases in them.
  10. Mark, I agree with Grumble and broncepulido . Those of us behind HG probably represent the people the HHQ/Warfaresims guys would second-least like to have hosting files relating to their game. They aren't fans of anything being anywhere but their own forum, allowing stuff to accumulate at Matrix and some other fan sites must chafe mightily already. Certainly Harpoon and in turn HG will lose many users and sadly core contributors but that's how things work sometimes. Feel free to ask me any further details on IRC, or e-mail, or PM here. We used to have a welcome page separate from the forum that summarized why HG exists. That mission statement is missing from the current site and needs updating anyway. The old one said:
  11. Hi Guys, I added a long-sought capability to 2009.098, the ability to rename units in the SE. It needs testing. To change a name, select the unit in the Unit window and press Ctrl U or go to the Misc menu and rename unit. Please reply with your findings on the following test cases: 1. Change a ship name in a EC2003 scenario. Load the scenario in the GE and also in the SE. The custom name should be present in all instances. 2. Change a ship name in a EC2003 scenario. Load the scenario in the GE then save the game. Load the saved game, the custom name should still be present. 3. Change a submarine name in a EC2003 scenario. Load the scenario in the GE and also in the SE. The custom name should be present in all instances. 4. Change a submarine name in a EC2003 scenario. Load the scenario in the GE then save the game. Load the saved game, the custom name should still be present. 5. Change a airfield name in a EC2003 scenario. Load the scenario in the GE and also in the SE. The custom name should be present in all instances. 6. Change a airfield name in a EC2003 scenario. Load the scenario in the GE then save the game. Load the saved game, the custom name should still be present. 7. Change a ship name in a HDSI scenario. Load the scenario in the GE and also in the SE. The custom name should be present in all instances. 8. Change a ship name in a HDSI scenario. Load the scenario in the GE then save the game. Load the saved game, the custom name should still be present. 9. Change a submarine name in a HDSI scenario. Load the scenario in the GE and also in the SE. The custom name should be present in all instances. 10. Change a submarine name in a HDSI scenario. Load the scenario in the GE then save the game. Load the saved game, the custom name should still be present. 11. Change a airfield name in a HDSI scenario. Load the scenario in the GE and also in the SE. The custom name should be present in all instances. 12. Change a airfield name in a HDSI scenario. Load the scenario in the GE then save the game. Load the saved game, the custom name should still be present. Thank you
  12. Cool, thanks for sharing. Hopefully Harpoon will get some more mentions in the future.
  13. I think Sal forgets that this is just a stepping-stone for the Chinese.
  14. TonyE replied to donaldseadog's topic in General
    It was great taking your latest version for a spin today and "Taking over" a base in Norway, with aircraft in-tact nonetheless! Very fun, thanks again Don.
  15. You can't deactivate the messages but they will not appear in the release variant of the patch. I'll probably add a command line option or something for debug builds at some point.
  16. TonyE posted a topic in Shore Leave
    Is anyone going to NAVCON this year? http://www.navcongames.com/ We're going to try to organize a meet there in 2014. The organizers and H4 Paper game master were easy to contact and have patiently answered my questions while giving me crap for being excited about a convention over a year away. If you aren't going this year, reserve your early October 2014 to come and enjoy watching or participating in some paper Harpoon as well as meet some of the faces behind forum posts.
  17. Yes, this is Red Pill. I have played it and it goes a long way towards bridging the gap between HC and H3. I expect you can find all the information you want at the Matrix Games site, we won't be entertaining much of any discussion here, primarily because the discussion brings my enjoyment of visiting our site right near zero and anyone who still wants HC probably doesn't want that.
  18. TonyE replied to TonyE's topic in General
    Demo version 2009.097 has been uploaded. Expiration extended to January 1, 2015.
  19. There is no guarantee of how many times the map is rebuilt per real life second. It may be rebuilt 1000 times per second or zero (when you have a modal dialog open).
  20. Please see http://harpgamer.com/harpforum/index.php?/topic/2395-hce-release-notes/?p=43826 and give 2009.097 a try. Hopefully it is the best of both worlds and could lead to eventual removal of other map updates (they happen in many places in the game, this only affects the one spot changed in 2009.082, in the main game loop, so much more optimization is possible).
  21. TonyE replied to TonyE's topic in General
    HCE - 2009.097 - 2013/09/25 =========================== - Chg:0000 GE Redrawing the map windows every game second (see 2009.082 release notes) was making the game fairly slow on many machines. The logic is now changed to redraw the map windows if the game clock ticks to a new second and the map windows haven't been redrawn in the last 100ms of real life time. So at 30min:1sec time compression the maps will be redrawn at least 10 times per real life second and at worst every 180 seconds of game time. (thanks Grumble, Enrique) - Chg:0000 GE ExportDLL function CreateVictoryCondition wasn't previously returning any value even though it was declared to return a VictoryConditionsPtr. This has been fixed.
  22. That would be the change so that the map is updated every game second. It was an intentional change that I haven't seen reason to back out. Please do make an argument though with your opinion.
  23. TonyE replied to TonyE's topic in General
    HCE - 2009.096 - 2013/09/11 =========================== - Chg:0000 GE Updated game credits. - Chg:0000 GE "Submarine Stopping Noted" message will only appear in debug builds from now on. - Chg:0000 GE Updated version in other components, preparing for patch. - Chg:0000 GE Fixed crash in AirAttacker when looking for Air records on a unit that doesn't have aircraft. Found during autoplay testing. - Chg:0000 GE Fixed situation where AirAttacker returned no value. - Chg:0000 GE Fixed crash when launching a plane with an invalid loadout AnnexID (EC2000 MEDC 11.0 as Red).
  24. That is a sad development. I think there is a lot of value in the capabilities the F-15SE brings to the table.
  25. Actually a whole lot seems backwards about group joining to me now that we've gone through the exercise of making it happen from a DLL. It feels like the wrong group entirely gets absorbed.

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