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HCE Release Notes

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  • Author

HCE - 2009.078 - 2013/05/27

===========================

- Chg:I015 GE Allow loading of larger scenarios. (thanks eeustice)

http://harpgamer.com/harpforum/index.php?/tracker/issue-15-unable-to-add-additional-groups-blue-or-red-in-2009072-se/

- Chg:I015 SE Allow loading of larger scenarios. (thanks eeustice)

http://harpgamer.com/harpforum/index.php?/tracker/issue-15-unable-to-add-additional-groups-blue-or-red-in-2009072-se/

  • Replies 339
  • Views 125.9k
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  • HCE - 2025.011 - 2025-02-28 =========================== - Chg:32850 GE Non-air groups could have up to 30 minute delays in turning to                 an intercept course.  Fixed by checking if a

  • HCE - 2022.007 - 2022-04-30 =========================== - Chg:00000 GE Minor change to give ExportDLLs the opportunity to process                  Harpoon Events as part of the scenario loading

  • HCE - 2022.009 - 2022-07-29 =========================== - Chg:00000 PE Added reference to Microsoft Scripting Runtime so that               FileSystemObject can be used for reading .csv files.

  • Author

HCE - 2009.079 - 2013/06/01

===========================

- Chg:0000 PE Modified qOMultiMountCopy query to do its join on a Memo field

instead of a text field. Changed field type of the tExportArray

table's Array field from Text(255) to Memo. Changed export and

import specifiers for the following annexes to use Memo instead

of Text(255): Ship, Sub, Plane, Installation for Magazine Array,

Mount Array and Sensor Array. Well, except that Submarines

don't have magazine's in the game so it wasn't changed there.

All of this is to allow more items in the related arrays. The

case that led to these changes was a ship having 51 magazine

entries. The GE limit is set at 127 magazine entries, an

artificial limit with no technical basis. However, the array

of AnnexIDs for the Magazine's weapons went over the max

255 characters in the Array field in the PE. Changing to Memo

type removes that restriction. The PE is now good to 170

entries but the GE will continue to cap it at 127. (thanks Brad)

  • Author

HCE - 2009.080 - 2013/06/04

===========================

- Chg:0000 PE Two more queries modified to join on a Memo field so that large

arrays can be exported. (thanks eeustice)

  • 4 weeks later...
  • Author

HCE - 2009.081 - 2013/06/10
===========================
- Chg:I023 GE Likely fixed the crash, hopefully without other side effects.
Error was ProcessAttackEvent not being rigged to handle guns
against air units. (thanks eeustice)
http://harpgamer.com/harpforum/index.php?/tracker/issue-23-getannex-error-annex-shift12325-0x3025-3-annex5/

  • Author

HCE - 2009.082 - 2013/06/28

===========================

- Chg:0000 GE Extended expiration date to 2015.

- Chg:0000 GE Show expiration in title bar.

- Chg:I012 GE The GE will now recognize and process the IR flag for platforms in

the Ship annex (a1). Previously it ignored the flag and depended

upon the ship carrying a sensor with the SPIR flag. (thanks Miller7219)

http://harpgamer.com/harpforum/index.php?/tracker/issue-12-low-level-light-ir-ship-flags-working/

- Chg:I020 GE Added the ability to fire air to surface guns. This was a capability

in the unstable 2010+ builds and now also the stable 2009 series of

builds. (thanks Enrique)

http://harpgamer.com/harpforum/index.php?/tracker/issue-20-has-been-deleted-the-air-to-ground-capacity-of-aircrafts-guns/

- Chg:I021 GE Removed the ability for Neutrals to detect other units and as a

result they will no longer report detections to the player.

(thanks Enrique)

http://harpgamer.com/harpforum/index.php?/tracker/issue-21-neutral-green-truck-detects-red-katiuska-site/

- Chg:I013 GE ASuW weapons can now be fired at surfaced subs. (thanks mavfin)

http://harpgamer.com/harpforum/index.php?/tracker/issue-13-cant-fire-asuw-at-surfaced-sub/

- Chg:I009 GE AI Gunnery ROF limits enforced (thanks Miller7219)

http://harpgamer.com/harpforum/index.php?/tracker/issue-9-ai-gunnery-doesnt-adhere-to-rof/

- Chg:0000 GE Show function key shortcuts for common actions [F1] Attack, ...

- Chg:0000 GE Version/Build added to header line of ge.log and MessageLog.txt

(ported from 2010.014)

- Chg:0000 GE Checked that Infrared detections are attempted and they are.

However, periscope, snorkeling, and surfaced subs had broken

flags that prevented detection by IR, that has been fixed.

(ported from 2012.002)

- Chg:0000 GE Checked that LLTV flag has an effect and it does. It makes

visual detections as if they always happen in broad daylight

even in the dead of night.

(ported from 2012.002)

- Chg:0000 GE ge.log now shows both the database version the scenario was

created with and the current database version.

(ported from 2012.001)

- Chg:0000 GE Fixed sensor code so that TCS can actually have a successful

detection. Modelled after H3 Paper rule 5.4.2.

(ported from 2012.001)

- Chg:0000 GE Changed the -S command line option to add two specifiers

-S123450100 would save the game every 12,345 game seconds and would

go from .001.hp? to .100.hp? before rolling over

and overwriting .001.hp?. Also added the save message to

the message log window.- Chg:0000 GE Group and Unit windows will now refresh every game second.

They may still not get drawn every game second at high time compression

but the Group/Unit displays will jump around even less than they used to.

(ported from 2011.012)

- Chg:0000 GE Debugging aid just for Enrique tells him which save to send in

for analysis on the submarines stopping issue.

(ported from 2011.012)

- Chg:B203 GE Make baka ships, subs, and mobile land units work by killing off

the firing platform. (thanks Don Thomas)

http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=203

(ported from 2011.004)

- Chg:0000 GE It should no longer be possible to drag the Group and Unit

windows tall enough that the game crashes. To make this

happen a verticle resolution > 1080 pixels was needed for

me. I accomplished that by placing dual monitors one above

the other in my Windows screen settings.

(thanks Mr. Faustinelli)

(ported from 2010.020)

- Chg:0000 GE Synchronized alloc_Group() with the Group structure.

(ported from 2010.019)

- Chg:0000 GE Synchronized alloc_Unit() with the Unit structure.

(ported from 2010.019)

- Chg:0000 GE Default window position of message log is now down farther,

potentially almost off screen for 640 x 480 resolutions

(ported from 2010.018)

- Chg:0000 GE Fixed the logic that decided not to count individual planes shot

down towards the related victory conditions and only counted

plane 'Units' shot down instead. (thanks Don Thomas)

(ported from 2010.017)

- Chg:0000 GE Fixed bug that resulted in crash when launching bearing only

missiles with the 'b' hotkey.

(ported from 2010.016)

- Chg:0000 GE Missiles shouldn't be running normal visual detections.

Torpedoes shouldn't be running normal passive sonar detections.

Missiles should be detectable by Vis, IR, and Radar

Torpedoes should be detectable by Sonar

The above four items are addressed in this build

(thanks Don Thomas)

(ported from 2010.016)

- Chg:0000 GE Version/Build added to header line of ge.log and MessageLog.txt

(ported from 2010.014)

- Chg:B176 GE A platform with sonar of type active only could not detect

anything. This has been fixed but the fix impacts all types

of detections so thorough testing would be good. This is a

larger problem as well affecting all detections. The code

uses unit->emit (unit has this sensor type) and unit->detect

(unit can be detected by this sensor type) inconsistently.

(thanks Rene, JMS)

http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=176

(ported from 2010.014)

- Chg:0000 GE AI should now do a better job of defending itself (fighters

in formation should engage, etc.) (thanks Don Thomas)

(ported from 2010.012)

- Chg:0000 GE Nuke SAMs first attempt. They seem to work now but when

more than one plane unit is in a group within range of

the detonating SAM the game may crash.

Give your SAM an AirPH and a SurfDP of the warhead to use.

(ported from 2010.012)

- Chg:0000 GE Alt-t really will cycle between showing no paths, path for the

current group (if frienly), and all friendly groups.

(ported from 2010.010)

- Chg:B179 GE Changed "Radars for AEW, EW, and Recon subtypes are turned on at or

shortly after launch. " to "Radars for AEW, EW, and Recon subtypes

are turned on at the patrol point." per the discussion at

http://harpgamer.com/harpforum/index.php?showtopic=10598

This was in effect in 2010.007, the release notes entry was just

incorrect.

(ported from 2010.008)

- Chg:B179 GE Recon subtype planes will now turn their radars on at or shortly after

launch. It was disabled in 2004 (thanks Akmatov)

(ported from 2010.007)

- Chg:0000 GE Changed logic of Ship vs Sub attack type dialog so that unavailable

attack type won't be chosen. (thanks CV32)

(ported from 2010.006)

- Chg:B169 GE Yet another arc induced crash fixed, was examining group type

instead of unit type. (thanks Divefreak)

http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=169

(ported from 2010.006)

- Chg:B160 GE Code fudged minimum Annex E range to 2.5nm so ease maneuvering for

a shot. The fudge number has been changed to 1.0nm for this build

meaning ASROC, ahead thrown DC, and DC type weapons now can be used

at 1.0nm even if their stated range is less. (thanks miller7219)

http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=160

(ported from 2010.006)

- Chg:0155 GE Let AAA fire even for the player side! It was mistakenly disabled.

(thanks Don Thomas)

http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=155

(ported from 2010.003)

- Chg:0154 GE Make point defense guns (to be generalized elsewhere eventually)

adhere to mount arc limitations. The code needed to be and

wasn't using relative bearing between firing unit and target.

(thanks miller7219)

http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=154

(ported from 2010.003)

- Chg:0000 GE Modified Is_Crossing function to match PointDefense. This means the

only targets marked as crossing are missiles with the SNAP_UP_DOWN

flag.

(ported from 2010.003)

- Chg:0000 GE Point defense missiles now also adhere to arcs.

(ported from 2010.003)

- Chg:0000 GE Surface and air guns now adhere to arc limitations (again).

Unfortunate side effect is player may be presented with empty

weapon allocation screens and will be allowed to allocate weapons

outside of valid arcs (they won't fire, the allocation is quickly

undone).

(ported from 2010.003)

- Chg:0000 GE Message Log window will show when standard gunnery engagements are

abandoned due to: target submerging, target going out of range,

and target going out of valid arc.

(ported from 2010.003)

- Chg:0000 GE Player ships may now fire SSMs and Guns at surfaced submarines.

Added UI elements and logic.

(ported from 2010.003)

- Chg:0151 GE Point defense allow max of 15-seconds worth of ROF to be used

in each point defense engagement. (thanks Miller7219)

http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=151

(ported from 2010.002)

- Chg:B206 SE Modified the Edit Group dialog in the hopes of aircraft list only

resetting to the top when it should.

http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showbug=206

(ported from 2011.012)

- Chg:0000 BB Allow adding of saved games in progress to a battleset. This allows the

Scenario/BattleSet author to get planes in the air and such before embedding

the save into the battleset. (the GE does not yet properly load said scenarios)

- Chg:0000 OW Cleanse the orders of upper and lower ASCII characters before

saving to file.

  • 3 weeks later...
  • Author

HCE - 2009.084 - 2013/07/16
===========================
- Chg:0000 GE Group positions will teleport less frequently now. There was a
integer overflow bug possible in groups with many units. The
integer in question has been changed from a 'long int' to a
'long long int' and the test scenario no longer has the
teleporting group. (thanks eeustice)

  • Author

HCE - 2009.085 - 2013/07/20

===========================

- Chg:0000 GE Fixed a similar issue to 2009.084, except in ResetGroupCenter

this time. (thanks eeustice)

  • 2 weeks later...
  • Author

HCE - 2009.086 - 2013/07/29

===========================

- Chg:0000 GE Fixed a crash that happened when all units of a group were

moved into a new group. The crash happened when planes

expected to land on now non-existent units from the source

group. (thanks eeustice)

- Chg:0000 GE More efficient calling of ExportDLLs. The GE now interrogates

every DLL for every possible exported function when the

GE is loaded. Once a scenario is running only the DLLs that

implement a particular function are called. This vastly

improves performance when multiple ExportDLLs are used and

moderately improves performance in the single ExportDLL case.

- Chg:0000 GE Fixed a couple of the ExportDLL functions that assumed the

newest ExportDLL interface version was 2. They now use an

arrangement of verInterface > 1 so that any future interface

version will still call the older DLLs. Note that this only

affected a couple of the calls, NukeRelease being one of them.

- Chg:0000 SE -l command line option now works.

- Chg:I031 SE Added a helper function for reading structs during scenario

load. This should eliminate some of the Out of Memory

errors on large scenarios. (thanks eeustice, Brains)

  • Author

HCE - 2009.087 - 2013/08/05
===========================
- Chg:0000 GE ExportDLL Interface version is now 4. The change from version 3
is that StartGroup will now be called with a null group pointer
where it would not have before.
- Chg:0000 GE ExportDLL call "HarpoonEventHead" that sends a pointer to the
top of the Harpoon Events linked list when that pointer changes.
- Chg:0000 GE ExportDLL call "SonobuoyRegionHead" that sends a pointer to the
top of the Sonobuoy linked list when that pointer changes.
- Chg:0000 GE ExportDLL call "AllDeadUnitsPtr" that sends a pointer to the
top of the linked list of killed units used for victory
condition analysis.
- Chg:0000 GE ExportDLL call "WeatherGroups" that sends a pointer to the
top of the linked list of weather groups.
- Chg:0000 GE ExportDLL call "VictoryConditionsList" that sends a pointer
to the top of the linked list of Victory Conditions.
- Chg:0000 GE Fixed an integer overflow when reporting the number of missile
hits when missile hits > 127. (thanks eeustice)

  • 2 weeks later...
  • Author

HCE - 2009.088 - 2013/08/16

===========================

- Chg:0000 GE ExportDLL Interface version is now 5. The changes from version

4 are adding two more parameters to the DLLInit call.

PGEClosing: Pointer; PDLLBusy: Pointer which are each pointers

to an 1-byte unsigned integer (so values 0..255).

The GE will set the value of GEClosing to 1 just before the

GE exits (currently not useful).

The DLL sets DLLBusy to 1 (the integer, not the pointer!) when

the GE should pause execution of Harpoon Events but should

still process Windows Messages. In other words, when the

DLL wants to work on the game data structures in a mostly

consistent state while keeping the UI responsive.

- Chg:0000 GE Fixed an integer overflow when reporting the number of missile

hits when missile hits > 127. (thanks eeustice)

  • Author

HCE - 2009.089 - 2013/08/19

===========================

- Chg:I035 GE Drop sonobuoy key will no longer turn on the active sonars of

ships. (thanks Grumble)

- Chg:I039 GE TCS now does Exact detections like Visual.

(thanks Grumble)

- Chg:0000 GE Effect00 through Effect20 functions are now available to the

ExportDLL interface. These are the main processing functions

of the game. By overriding them all you can replace the

entirety of the game logic.

- Chg:0000 GE Effect00 through Effect20 stock functions can now be called by

ExportDLLs. The pointers to the functions are in the

funcRefs: PHCDLL_FUNC_REF linked list sent by DLLInit.

- Chg:0000 GE ExportDLL Interface version is now 6 to accommodate the Effect

exports.

  • 3 weeks later...
  • Author

HCE - 2009.091 - 2013/09/04

===========================

- Chg:I040 GE Further work on IsSomebodyAttacking. It was usually returning

the wrong value in 2009.090 resulting in the AI sending too

many assets against the player.

 

HCE - 2009.090 - 2013/09/03

===========================

- Chg:I036 GE Yet another in a long line of GetAnnex Error fixes. This one

was a result of the save game process counting the number of

units in the scenario via two different methods. When the

numbers didn't agree it could result in a corrupt save game

which when re-loaded would crash most often with a GetAnnex

error. (thanks eeustice)

- Chg:0000 GE SplitGroup Events were limited to splitting 127 units from a

group. That limit should now be 255 (a full group).

- Chg:0000 GE When the GE automatically combines PlaneRecs (i.e. when you

have the same class of plane with same loadout in two bunches

at a base/carrier and they turn into one bigger bunch) it will

now make sure that PatrolFlag also matches before combining

and will not combine if the resulting number of planes is

> 255 since that would be a buffer overflow (thanks eeustice)

- Chg:I040 GE Attempt to un-Tame the AI. In other words, keep it attacking

over the entire scenario length, previously planes were

getting stuck in a state where they couldn't be used for new

attacks and that made the AI peter out as scenarios

progressed. This is a first attempt at fixing that.

(thanks Grumble)

- Chg:0000 GE Fixed Effect00-Effect20 ExportDLL calls, some of them were

previously inaccessible.

  • Author

HCE - 2009.092 - 2013/09/04

===========================

- Chg:0000 GE Added a once-per-game-minute check for AI aircraft that have no

target and no path and are not loitering. These tend to be air

groups that were intercepting a target that no longer exists.

Done in eff116();

- Chg:0000 GE Added a once-per-game-minute check for AI aircraft that only

have ATA weapons and are set to attack a surface target. If

found, these planes with RTB. Helps to prevent suicidal ATA

aircraft. Done in eff116();

  • Author

HCE - 2009.093 - 2013/09/06

===========================

- Chg:0008 GE Added a hack to prevent submarine stopping issues at the start

of scenarios (symptom is submarines stopping after 20 game

minutes). AI groups with submarines and a path will now be

given a start speed of the slowest Creep speed in the group.

Hopefully we can find and fix the root issue someday...

http://harpgamer.com/harpforum/index.php?/tracker/issue-8-stopping-submarines-problem/

- Chg:0000 GE Tweaked once per game minute checks from 2009.092 to not

apply if the air group is currently landing or launching.

This could prevent empty AI air groups.

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