TonyE Posted March 11, 2009 Author Report Share Posted March 11, 2009 HCE - 2009.018 ============== - Chg:0000 GE Made a new critical hit distribution table for mobile land units. In other words, you should no longer see land units with flooding. - Chg:B084 GE ASW helicopters want to (errantly)close after firing last torpedo. The fix isn't ideal but it does address the issue. Now after that last torpedo is fired there is no prompt. If the player cancels the attack, the prompt will appear since the game thinks the target is actually North another 8nm. (thanks ReoTeo) http://harpgamer.com/harpforum/index.php?a...&showbug=84 - Chg:B100 GE Planes missing from Divide Group command. The CombatFlags value should have been reset when the landing command was given but it was not being reset. In 2009.018 it is being reset so the group doesn't get confused. (thanks Herman) http://harpgamer.com/harpforum/index.php?a...amp;showbug=100 - Chg:0000 SE Enabled time editing dialog for staff notes so that they can be shown to the player after the specified elapsed time. Also added the side chooser dialog when in the SE to dictate which side will see the message. Quote Link to comment Share on other sites More sharing options...
TonyE Posted March 12, 2009 Author Report Share Posted March 12, 2009 HCE - 2009.020 ============== - Chg:0000 GE Upon scenario load, the raw event side is no longer checked for MESSAGE_EVENT events which was resulting in staff message events being ignored. In sum, this should now allow the Red side to see staff messages from the scenario file. - Chg:0000 GE Here is a bit more explanation on the behavior of the Staff Messages as entered by the scenario designer. * Message length should not exceed 63 characters * If you have a group selected when you enter the Staff Message, that group will be referenced by the message when viewed in the GE. What that means is you could enter a message for the Blue side with a Red submarine selected. When the Blue player receives that message in the game, the Show or Select buttons of the dialog will show the position of the Red sub, even if it hasn't been detected. That could be useful but is also a caution to be cognizant that the message stores the selected group, if any. HCE - 2009.019 ============== - Chg:0000 GE Extended demo timeout until March 15, 2010. - Chg:0000 GE Added marketing glitz and links to the Demo. - Chg:0000 GE Delayed dllexInitDLLs until after DoIntroScreen so that if a DLL establishes a window, it won't cancel the intro screen drawing. - Chg:0000 GE Changed the window handle passed to DLLs from hwndFullScreen to hwndMDIClient to allow more proper parentage. Quote Link to comment Share on other sites More sharing options...
TonyE Posted April 2, 2009 Author Report Share Posted April 2, 2009 HCE - 2009.021 ============== - Chg:0000 GE Updated list of beta testers. - Chg:B092 GE When a surface/sub group is given a stop order, keep it stopped. Previously group speed could be restored to the last known non-zero speed. This was a side effect of the code that returns a group to the ordered speed once units reach their newly assigned formation patrol positions (i.e. group slowed down as a whole after new formation assignments, when the ships got to their new stations, the group would return to the ordered speed). Added code to say that if the group speed is zero, no formation patrol event will be able to set the group to a non-zero speed. This does not prevent the player or AI from giving the group an order to move again. (thanks Herman) http://harpgamer.com/harpforum/index.php?a...&showbug=92 - Chg:B079 GE Fixed wrapping of moderate length classnames. Very long classnames however will still wrap. (thanks Herman) http://harpgamer.com/harpforum/index.php?a...&showbug=79 - Chg:B071 GE Dipping sonars and sonobuoy dropping can once again happen from Low or VLow, not just VLow. This is the quick fix, not the right fix. Larry is correct that the documentation states VLow for dipping. However, finding and changing the code in all of the right places poses a danger not currently worth the risk (the danger of making more and new problems). (thanks Herman) http://harpgamer.com/harpforum/index.php?a...&showbug=71 - Chg:B103 SE More properly disable the "Set Air Patrol" button when zooming into and out of the main body of the formation editor. (thanks Herman) http://harpgamer.com/harpforum/index.php?a...amp;showbug=103 - Chg:0000 SE Fixed a bug I (TonyE) created in 2009.015 that resulted in aircraft ending up on the wrong ships when editing a group. (thanks Akula) http://harpgamer.com/harpforum/index.php?showtopic=3697 Quote Link to comment Share on other sites More sharing options...
TonyE Posted April 5, 2009 Author Report Share Posted April 5, 2009 HCE - 2009.022 ============== - Chg:0000 GE When prompted to choose a group to land at, highlight the home base of the first plane in the air group by default if the home base still exists. (thanks Akula and others) - Chg:0099 GE Added debug logging to help track down the occasional problem of not being able to click on the map to select an enemy group for attack. The various messages are... 1) Group YWp clicked outside of select Group dialog 2) Group ZCS clicked inside of select Group dialog 3) Group AGU clicked but not valid for this operation 4) No Group was clicked When launching an LR attack, 2) is the proper message and should result in the enemy group being selected. 1) you should get when clicking on a group to give orders. 3) should happen when you are launching a LR attack and click on a friendly group. 4) is pretty self explanatory and will happen in many situations. We're interested in hearing what result you get when the map clicking becomes unresponsive, rather than 2), what happens? http://harpgamer.com/harpforum/index.php?a...&showbug=99 - Chg:0000 BS Integrated the expanded WestPac battleset as seen in the Demo. Quote Link to comment Share on other sites More sharing options...
TonyE Posted April 5, 2009 Author Report Share Posted April 5, 2009 HCE - 2009.023 ============== - Chg:0000 GE Fixed the crash bug Larry found in the prompt to choose a group to land at when ferrying aircraft. (thanks Wombat) Quote Link to comment Share on other sites More sharing options...
TonyE Posted April 5, 2009 Author Report Share Posted April 5, 2009 HCE - 2009.024 ============== - Chg:B099 GE Player should no longer lose the ability to click target groups on the map as a scenario progresses. This bug happened because a variable used in figuring out where the player clicked on the map wasn't being initialized to zero. For the time being the logging of this in the MessageLog has been increased. (thanks Lots of us) http://harpgamer.com/harpforum/index.php?a...&showbug=99 Quote Link to comment Share on other sites More sharing options...
TonyE Posted April 14, 2009 Author Report Share Posted April 14, 2009 HCE - 2009.025 ============== - Chg:0000 GE Alt-t once again will rotate thru three settings for showing paths. a) no paths shown, selected group path shown, c) every friendly group's path shown, unless Show All is activated in which case every group's path is shown. (thanks Miller7219) - Chg:0000 SE Make sure to enable the Orders and Orders2 menus after issuing an Attack command from the course editor. (thanks Akula) - Chg:0000 SE Alt-t once again will rotate thru three settings for showing paths. a) no paths shown, selected group path shown, c) every group's path shown. (thanks Miller7219) Quote Link to comment Share on other sites More sharing options...
TonyE Posted April 21, 2009 Author Report Share Posted April 21, 2009 HCE - 2009.026 ============== - Chg:0000 GE A 'bonus' increment to the number of SAMs to fire at incoming targets was supposed to be applied if the target is moving at > 1300 kts. Unfortunately the code was using a speed not in kts so the bonus was always applied. That has now been fixed and the units match. - Chg:B044 GE In the case where a platform only has surface search radars yet also has SAMs, allow the platform to fire non IR guided SAMs if the platform has surface search radars turned on. (thanks to Reckall for a scen that demonstrated this and to others for coming close) http://harpgamer.com/harpforum/index.php?a...&showbug=44 - Chg:0000 SE When creating an LR Patrol if user clicks Repeat Patrol before adding planes to the patrol, the SE would crash. Fixed by disabling and enabling the button at the appropriate moments. (thanks Brad) Quote Link to comment Share on other sites More sharing options...
TonyE Posted April 26, 2009 Author Report Share Posted April 26, 2009 HCE - 2009.027 ============== - Chg:0106 GE Implementing a new eff115 (Autonomous Sensor Intelligence) that determines when the AI should turn on active sensors and when to prompt the player to do the same. Added a new log type option to the command line for this, emcon_ai . Also added a new command line option to switch back to a fixed version of the old eff115 that will properly notice if a group's radars are already on. The option is -e i.e. c:\games\HCE\Winharp32.exe -e would revert to the fixed old eff115 that is much more apt to turn on radars than the new code. (thanks Lots of People) http://harpgamer.com/harpforum/index.php?a...amp;showbug=106 Quote Link to comment Share on other sites More sharing options...
TonyE Posted April 27, 2009 Author Report Share Posted April 27, 2009 HCE - 2009.028 ============== - Chg:0000 GE Similar changes to eff115 except for sonar this time. There will be no suggestion to turn on active sonars until an approaching torp/sub/ship is detected within active sonar range. For incoming torps, the range is always the max active sonar range, for ships and subs there is a random factor. (thanks Brad) - Chg:B109 GE Removed BOL ASM/SSM PH modifiers since the related data fields are also used for other purposes. We also have no idea in more recent battlesets (since EC2000) whether the Red side is using. (thanks Miller7219) http://harpgamer.com/harpforum/index.php?a...amp;showbug=109 Quote Link to comment Share on other sites More sharing options...
TonyE Posted April 28, 2009 Author Report Share Posted April 28, 2009 HCE - 2009.029 ============== - Chg:0000 GE ASMs/SSMs with the Snap Up/Down flag can now be shot at by point defense weapons. (thanks Miller7219) - Chg:0000 GE Fixed wacky characters in the "Please turn on your radar" messages. (thanks Miller7219) Quote Link to comment Share on other sites More sharing options...
TonyE Posted April 29, 2009 Author Report Share Posted April 29, 2009 HCE - 2009.030 ============== - Chg:B111 GE Radar, ESM, and many other detections weren't happening at the right ranges since 2009.026, fixed up the problems leading to that situation. This may reinforce the performance penalty alluded to in 2009.027. (thanks Reckall) http://harpgamer.com/harpforum/index.php?a...amp;showbug=111 - Chg:0000 GE Fixed the wacky/absent explanation in the "Please turn on your sonar" messages. Quote Link to comment Share on other sites More sharing options...
TonyE Posted May 2, 2009 Author Report Share Posted May 2, 2009 HCE - 2009.031 ============== - Chg:0000 GE Changed formatting of new detection messages a bit so there are fewer missing spaces (i.e. no more lack of space before the "Method Radar" part of the message and such. - Chg:0000 GE Minor performance tweak to eff115. - Chg:0000 GE Fixed formatting issue of command line switch reporting in the log file. - Chg:0000 BS Stripped photos/graphics from EC2000 battlesets while restoring the correct strategic maps for said battlesets. Quote Link to comment Share on other sites More sharing options...
TonyE Posted May 3, 2009 Author Report Share Posted May 3, 2009 HCE - 2009.032 ============== - Chg:0000 GE EMCON messages for sonar weren't always appearing as a result of a utility function returning 0 as the active sonar range when active sonar wasn't on. Wrote a new function to give theoretical active sonar range if it were on. (thanks Akula) Quote Link to comment Share on other sites More sharing options...
TonyE Posted May 4, 2009 Author Report Share Posted May 4, 2009 HCE - 2009.033 ============== - Chg:0000 GE Refined the EMCON situations for turning on Active Sonar... If detected unfriendly unit is: A torpedo within friendly unit Active Sonar range, turn it on. OR Using Active Sonar and is within friendly unit Active Sonar range, turn it on. OR if friendly unit is a surface craft AND friendly group meets an aggressiveness factor AND enemy unit is within friendly ASW weapon range AND within friendly Active Sonar range. The respective Message Log entries in debug builds are: torpedoes at %dnm are within active sonar range contact at %dnm is within active sonar range and using active sonar contact at %dnm is within ASW range (thanks to Brad for puzzling this out) - Chg:0000 GE Fixed a bug in the radar function that wasn't telling radar at what altitude the target was residing. - Chg:0000 GE New command line options to enable a launcher program later on. -b 1 (would load battleset 1 which is original GIUK) -c 1 (would load scenario 1.0 of the selected battleset) -c "C:\Matrix Games\HCE\MyScen.SCp" (would load MyScen.SCp) -v "C:\Matrix Games\HCE\MySave.hpp" (would load saved game MySave.hpp) -d C:\Games\HCE\hcdb-090427.res (would load hcdb-090427 as the commondb) -r C:\Games\HCE\commondb.rsr (would load commondb.rsr as the commondb resource file) -g 11111111 (explained below from left to right) 1st digit is player side in the scen 0 = Blue, 1 = Red 2nd digit is Nuke Release Enabled 1=yes, 0=no 3rd digit is Snorkeling subs 1=yes, 0=no 4th digit is Real Weather 1=yes, 0=no 5th digit is Maintenance Failures 1=yes, 0=no 6th digit is Full Ordnance 1=yes, 0=no 7th digit is Auto Formation Patrols 1=yes, 0=no 8th digit is whether to exit the game at scen end 1=yes, 0=no Quote Link to comment Share on other sites More sharing options...
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