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HCE Release Notes


TonyE

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10 hours ago, donaldseadog said:

In fact the work was TonyD, I was the messenger

ReleaseNotes.txt updated for the next release.  As for far more rounds than needed, that is a pervasive issue with missiles in general.  If someone is willing, post up an issue with a saved game from a few seconds before the AI launches its first Silex/ASROC-style weapon.  

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Tested and now the ASW Stand-off weapons work fine, just in top of the target {to compensate I have reduced the PH of all homing torpedoes a 17%, but that is other long story).

About  the far more rounds than needed fired, suspect is not only in the case of ASW Stand-off weapons, but in case of any multitube ASW torpedo launchers employed by the AI, but I dont see as research it in a test scenario. 

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17 hours ago, TonyE said:

ReleaseNotes.txt updated for the next release.  As for far more rounds than needed, that is a pervasive issue with missiles in general.  If someone is willing, post up an issue with a saved game from a few seconds before the AI launches its first Silex/ASROC-style weapon.  

we might first work on asroc seeming to know exact position of sub when it shouldn't

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HCE - 2023.007 - 2023-04-20
===========================
- Chg:00000 GE Removed the extra parameter on free_Unit and free_Group since I
                intend to make them available to ExportDLLs and the parameter 
                was only there for historical debugging purposes, not needed
                anymore.
- Chg:00000 GE  Incremented DLL interface version to 35 for the newly added 
                dllFuncRefs below for the ExportDLLs.
- Chg:00000 GE  ExportDLL interface now makes the unit_Free function
                 available to ExportDLLs void unit_Free(UnitPtr pUnit)
                 This does not add the unit to the unit kill counts.
                 This will free the group if you are freeing the final
                  unit in the group. 
- Chg:00000 GE  ExportDLL interface now makes the group_Free function
                 available to ExportDLLs void group_Free(GroupPtr pGroup) 
- Chg:00000 GE  Updated RESRSRStructureVersion to 6 from 5 then back to 5
- Chg:00000 SE  Updates to handle RESRSRStructureVersion == 6
- Chg:00000 GE  BSStrings BroadVicType array added
- Chg:32936 GE Game crashed in ProcessSinkingShipEvent when the unit to sink 
                could not be found.  This is a more likely occurrence since
                uuids were added to HarpoonEvents.  The code has been
                modified to first look for the unit in the specified group,
                then fall back to finding the unit irrespective of the
                group, then if the unit is still not found, fail
                gracefully by not trying to sink the already gone
                unit.
               


                (thanks eeustice)
- Chg:00000 GE Changed NM_DU() to have a long int parameter instead of
                short int.  Changed DU_NM() to have a long int result
                instead of short int.
- Chg:00000 GE Tons of other code changes to slowly work toward speeds
                > 32768 kts working in the game.
- Chg:33042 GE There was a bug in the safe string copy routine.  Fixed
                that ;).  Anyway, those older scenarios with MessageEvents
                open correctly again.
                (thanks TonyD, donaldseadog)
               


- Chg:00000 SE MessageEvents are now converted from old to new format
                upon loading scenarios.n back to 5

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  • 2 weeks later...

HCE - 2023.008 - 2023-05-02
===========================
- Chg:33053 GE Attempt again to fix type_aa != INVALID_ATTACK_CODE in Combat5.c
                assertion.  See also I32923 from 2023.003.
                https://harpgamer.com/harpforum/topic/33053-type-aa-invalid-attack-code-assertion-error/
                (thanks donaldseadog)
- Chg:33032 GE Split guidance of ANNEX_E (standoff ASW) weapons from the 
                monolithic eff100 to a new eff100E function to make it easier
                to understand the state machine.  Annex E weapons are by
                definition inertially guided so very simple navigation.  This
                seems to have resulted in far more desirable results.  Also
                set the resultant torpedo to start at Snorkel depth instead of
                target depth.
                (thanks TonyD)
                https://harpgamer.com/harpforum/topic/33032-asroc-behavior/

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the type_aa != INVALID_ATTACK_CODE  has never been reproducible so I can't test but will keep an eye out and report back if seen.
First impressions re the standoff ASW are good. I'm now seeing in the situation where the target is not near the centre of it's uncertainty region (for a soft fix detection) that the missile morrphs to torpedo near the uncertainty region centre then starts to seek the target while before it would always drop right next to the target no matter it's depth of location. Only tested for player being the surface ship/ attacker but that was where it showed up the previous deficiency.

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  • 2 weeks later...

HCE - 2023.009 - 2023-05-15
===========================
- Chg:00000 GE Incremented DLL interface version to 36.
- Chg:00000 GE ExportDLL SaveGame function now has an AutoSave parameter which
                is only true when ITER_SAVE_GAMETIME saves are active.  The
                differentiation will allow the ExportDLLs to know whether the
                SaveGame call was for that debugging purposes or more of a 
                user-triggered saved game.

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  • 4 weeks later...

HCE - 2023.010 - 2023-06-08
===========================
- Chg:00000 GE Added Jansson C Library for JSON interactions.
                https://github.com/akheron/jansson
                CMake command for building Jansson with VS2022
                1. At a x86 native Visual Studio command prompt run the 
                    following from C:\Prog\Projects\HC\Util\jansson\build>
                2. cmake -A Win32 -G "Visual Studio 17 2022" ..
- Chg:33089 GE Group Id will now show on Group map for Neutral groups when 
                Group Id showing is enabled.  (thanks donaldseadog)
                https://harpgamer.com/harpforum/topic/33089-group-id-not-showing-for-neutrals/

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  • 2 months later...

HCE - 2023.011 - 2023-08-12
===========================
- Chg:00000 GE Let missiles go into Terminal guidance phase against land units.
                This was a regression for a prior fix to BoL missiles that
                 were going into Terminal guidance mode immediately upon
                 launch.  (thanks eeustice)

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  • 7 months later...

HCE - 2024.001 - 2024-03-29
===========================
- Chg:00000 GE Somewhere along the line, the differentiation between ATA
   and DATA was muddled (Defensive Air to Air rating).  Fixed up the code to
   straighten them out again.
- Chg:00000 GE Code cleanup
- Chg:00000 GE Extended beta expiration to 2030
- Chg:00000 GE Added submarine flag UF_A2_nonmagnetic.  If a submarine has 
                this flag then it is not valid for MAD detection
- Chg:00000 GE Added submarine flag UF_A2_nocavitate.  It was in the PE but
                not in the game.  There is no logic to take advantage of this
                flag yet (unused).
- Chg:00000 PE Export magazines to annex_mags.csv again instead of the errant
                annex_magsEx.csv.
- Chg:00000 PE Re-numbering of magazines uses a more logical sort now so
                that it is easier to compare annex_mags.csv files between
                exports.  Appended SORT BY clause tPlatformMagazine.SortID to
                qOMagazineRenumberList. (thanks donaldseadog, eeustice, enrique)
                https://harpgamer.com/harpforum/topic/33209-ships-magazines-error/
- Chg:00000 PD Add Submarine/A2 annex flag Non-magnetic hull by adding a row to
                tPlatformCodes.  Annex=3, ID=11, Description=Non-magnetic hull
- Chg:00000 DU db_make changed header row capitalization for annex_mags.csv
                field Wepid to wepid.

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HCE - 2024.002 - 2024-04-02
===========================
- Chg:00000 GE When splitting a group by splitting aircraft from a single unit
                into two units (one in donating group, one in destination group)
                the destination unit would have the unique id (uuid) of the 
                donating unit making it no longer unique.  This messed up
                further processing of Harpoon Events for those units, such
                as landing.  Fixed to not overwrite the uuid generated for
                the new unit. (thanks donaldseadog and others)

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  • 3 months later...

HCE - 2024.003 - 2024-07-10
===========================
- Chg:00000 GE Very beginnings of adding unit type SATELLITE which equates to
                unit and group type of 'P'.  Probably should have used 'O' for
                orbital.  's' and 'S' were already taken. (thanks WalterE)
- Chg:32081 GE Added more code to prevent selecting an invalid formation
                patrol area. (thanks donaldseadog and others)
                https://harpgamer.com/harpforum/topic/32081-game-freezes-if-bad-patrol-sector-made-in-group-formation-editor/
- Chg:00000 GE Finally, after decades, removed two race conditions in the
                FindRandomPatrol function where once in a while the game
                would get stuck in an infinite loop hoping that a random
                number would match a set of formation zones and sectors.

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  • 5 weeks later...

HCE - 2024.004 - 2024-08-08
===========================
- Chg:33561 GE Make sure to notify ExportDLLs of ActGroupPtr changes.  Five
                places were added that were previously missed. 
                (thanks donaldseadog)
                https://harpgamer.com/harpforum/topic/33561-actgroupptr-not-firing-when-airgroup-is-split-to-form-a-new-group-which-takes-active-status-in-game/
- Chg:00000 GE A group is now considered 'showing' as long as any unit in the
                group is showing.  Previously the group 'showing' determination
                only used the first unit in the group.  (thanks donaldseadog)
- Chg:33554 GE When splitting less than all of the planes in a plane unit from
                a formation patrol, the remaining plane(s) in the formation
                patrol were having their formation event deleted which left
                the aircraft orphaned to eventually run out of fuel and crash.
                At least one case (donaldseadog's Patrol-good.hpq) should be
                fixed.  (thanks donaldseadog)
                https://harpgamer.com/harpforum/topic/33554-base-air-patrols-loosing-their-base/  
- Chg:00000 GE Fixed a few more spots where moving > 127 aircraft in a unit
                resulted in an integer overflow (limit is really 255)                

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  • 3 weeks later...

HCE - 2024.005 - 2024-08-27
===========================
- Chg:00000 GE Tinkering with listviews to try to get rid of masked out item.
                This affected the game when run with WINE. (thanks DAQ)
 

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HCE - 2024.006 - 2024-09-04
===========================
- Chg:33611 GE Let AI submarine groups fire missiles against player ships again.
                AI should be able to fire missiles at 3/4 max range now instead
                 instead of a range similar to their torpedo range. 
                  (thanks Enrique)
               https://harpgamer.com/harpforum/topic/33611-ia-submarines-dont-launch-anti-ship-missiles/

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