Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Hints on using #48 combined with #67

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> RE: Hints on using #48 combined with #67 Page: <<   < prev  1 2 [3] 4 5   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Hints on using #48 combined with #67 - 10/10/2006 6:46:38 PM   
Przemcio231


Posts: 1901
Joined: 10/11/2005
From: Warsaw,Poland,EU:)
Status: offline
Great work with the sync Bug any way's good job with the Pool options... could it also be added to the Jap shipping menu to show with ships currently consume Naval Shipyard Points

_____________________________



Pinky: Hey Brain what are we goeing to do this evening?
Brain: The Usual Pinky we will try to take over the World;)

(in reply to VSWG)
Post #: 61
RE: Hints on using #48 combined with #67 - 10/10/2006 6:51:21 PM   
rroberson

 

Posts: 2050
Joined: 5/25/2004
From: Arizona
Status: offline
The synch bug has been squashed?  Let the straffing of American PT boats begin!



_____________________________


(in reply to VSWG)
Post #: 62
RE: Hints on using #48 combined with #67 - 10/10/2006 6:56:58 PM   
Andrew Brown


Posts: 5007
Joined: 9/5/2000
From: Hex 82,170
Status: offline
quote:

ORIGINAL: Andrew Brown

Hi Don,

Out of interest, are you using that old map style due to lethargy or preference?

Andrew


How forgetful of me not to have added a big thanks to the WitP team for the new patch as well:

Thanks!!

(in reply to Andrew Brown)
Post #: 63
RE: Hints on using #48 combined with #67 - 10/10/2006 7:27:01 PM   
Rob Brennan UK


Posts: 3685
Joined: 8/24/2002
From: London UK
Status: offline
Just pitching in to say many many thanks.

nuff said

_____________________________

sorry for the spelling . English is my main language , I just can't type . and i'm too lazy to edit :)

(in reply to Andrew Brown)
Post #: 64
RE: Hints on using #48 combined with #67 - 10/10/2006 7:44:34 PM   
Przemcio231


Posts: 1901
Joined: 10/11/2005
From: Warsaw,Poland,EU:)
Status: offline
Well i upgraded the game... and i never experienced something like this before... i moved a fully operational Air unit with 27 flyable plane and that is what was left




Attachment (1)

_____________________________



Pinky: Hey Brain what are we goeing to do this evening?
Brain: The Usual Pinky we will try to take over the World;)

(in reply to Rob Brennan UK)
Post #: 65
RE: Hints on using #48 combined with #67 - 10/10/2006 7:56:24 PM   
Don Bowen


Posts: 8183
Joined: 7/13/2000
From: Georgetown, Texas, USA
Status: offline

quote:

ORIGINAL: Przemcio231

Well i upgraded the game... and i never experienced something like this before... i moved a fully operational Air unit with 27 flyable plane and that is what was left




Now that is something I've never seen before! Did your 27 planes arrive safely at the destination??



(in reply to Przemcio231)
Post #: 66
RE: Hints on using #48 combined with #67 - 10/10/2006 7:57:17 PM   
Przemcio231


Posts: 1901
Joined: 10/11/2005
From: Warsaw,Poland,EU:)
Status: offline
nope one crashed but the unit losses were replaced...

_____________________________



Pinky: Hey Brain what are we goeing to do this evening?
Brain: The Usual Pinky we will try to take over the World;)

(in reply to Don Bowen)
Post #: 67
RE: Hints on using #48 combined with #67 - 10/10/2006 7:58:25 PM   
Don Bowen


Posts: 8183
Joined: 7/13/2000
From: Georgetown, Texas, USA
Status: offline

quote:

ORIGINAL: Andrew Brown

Hi Don,

Out of interest, are you using that old map style due to lethargy or preference?

Andrew


Yes - a combination of lethargy and preference. I've made some changes to my copy of the map and am loath to redo them. Also, I am used to this version and you know how us old farts hate change.







Attachment (1)

(in reply to Andrew Brown)
Post #: 68
RE: 1.8.0.2 Notes - 10/10/2006 8:09:20 PM   
Graycompany


Posts: 511
Joined: 8/19/2004
Status: offline

quote:

ORIGINAL: RevRick

Holy Moley! Not only do we have the patch, the team has coined a new word in the English lexicon...Fixified. I love it!!!!


Definiation :


Fixified: To permanently correct. (even if you dont know how it was broke or how you fixed it.)

Cheers Rev

"and unto this day the great snyc bug was slayed, and all shall know this man as Saint MichaelM.

_____________________________

I thought this place was a empire, now im the last, I can't be sure...


(in reply to RevRick)
Post #: 69
RE: Hints on using #48 combined with #67 - 10/10/2006 8:24:47 PM   
ny59giants


Posts: 9869
Joined: 1/10/2005
Status: offline
KUDOS to all the software geeks!!!

Hopefully this will result in less of this...

_____________________________


(in reply to Przemcio231)
Post #: 70
RE: Hints on using #48 combined with #67 - 10/10/2006 8:31:18 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
I am NOT a geek. Who's been talking to the GF unit again??!!!

I am studly.



_____________________________


(in reply to ny59giants)
Post #: 71
RE: Hints on using #48 combined with #67 - 10/10/2006 8:32:57 PM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline
Face it, you're a geek... Acknowledgement is the first path to living with the problem...

_____________________________

We are all dreams of the Giant Space Butterfly.

(in reply to Nikademus)
Post #: 72
RE: Hints on using #48 combined with #67 - 10/10/2006 8:34:38 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
Horsemen ain't geeks.

We are studly.

When you include the attachable laptop desk to the saddle, we're downright sexy.



_____________________________


(in reply to Terminus)
Post #: 73
RE: Hints on using #48 combined with #67 - 10/10/2006 8:53:36 PM   
Ursa MAior

 

Posts: 1416
Joined: 4/20/2005
From: Hungary, EU
Status: offline
Przem, this fragment should disappear in the next turn. Happened to me before.

_____________________________


Art by the amazing Dixie

(in reply to Przemcio231)
Post #: 74
RE: 1.8.0.2 Notes - 10/10/2006 9:06:43 PM   
dpazuk


Posts: 119
Joined: 2/25/2002
From: Ottawa, Canada
Status: offline
"Item 17 - Restructure end-of-turn processing for efficiency"

I had bought and played the original 'Pac War,' loved it.  Uncommon Valour, ditto.

War in the Pacific was a no brainer, or so I thought.

I bought it and tried to play it, only to be put off by the processing time between turns.   I figured with an AMD XP2400 processor and a gig of ram (at the time I purchased the game), a 2D strategy title, even one this detailed, shouldn't take 'forever and a day' for a turn to process.  Call me funny, but this has always been a game breaker for me with this title (I am a single player strategy/war gamer and am not one for PBEM games).

I am hoping that now that they have finally addressed this issue, the programmers have removed, for me, the single worst aspect of this title.  I eagerly await downloading this patch and getting through a turn without my hair turning grey. *crosses fingers*

_____________________________

Blah Blah Blah

(in reply to fabertong)
Post #: 75
RE: Hints on using #48 combined with #67 - 10/10/2006 9:11:40 PM   
Ron Saueracker


Posts: 12121
Joined: 1/28/2002
From: Ottawa, Canada OR Zakynthos Island, Greece
Status: offline

quote:

ORIGINAL: Andrew Brown

quote:

ORIGINAL: Ron Saueracker
Then Andrew Brown came along and CHS attracted loads of volunteers and now it is the big boy.


You mean "Andrew Brown didn't back away quickly enough..."


Yes, you have a noble side and grabbed the regimental colours and charged forward. I lost a contact lens and wandered around the battlefield in a confused daze.


_____________________________





Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan

(in reply to Andrew Brown)
Post #: 76
RE: 1.8.0.2 Notes - 10/10/2006 9:13:08 PM   
Ron Saueracker


Posts: 12121
Joined: 1/28/2002
From: Ottawa, Canada OR Zakynthos Island, Greece
Status: offline

quote:

ORIGINAL: dpazuk

"Item 17 - Restructure end-of-turn processing for efficiency"

I had bought and played the original 'Pac War,' loved it.  Uncommon Valour, ditto.

War in the Pacific was a no brainer, or so I thought.

I bought it and tried to play it, only to be put off by the processing time between turns.   I figured with an AMD XP2400 processor and a gig of ram (at the time I purchased the game), a 2D strategy title, even one this detailed, shouldn't take 'forever and a day' for a turn to process.  Call me funny, but this has always been a game breaker for me with this title (I am a single player strategy/war gamer and am not one for PBEM games).

I am hoping that now that they have finally addressed this issue, the programmers have removed, for me, the single worst aspect of this title.  I eagerly await downloading this patch and getting through a turn without my hair turning grey. *crosses fingers*


Good gawd, a fellow Ottawa geek! Heyho.


_____________________________





Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan

(in reply to dpazuk)
Post #: 77
RE: 1.8.0.2 Notes - 10/10/2006 9:18:47 PM   
2ndACR


Posts: 5665
Joined: 8/31/2003
From: Irving,Tx
Status: offline

quote:

ORIGINAL: dpazuk

"Item 17 - Restructure end-of-turn processing for efficiency"

I had bought and played the original 'Pac War,' loved it.  Uncommon Valour, ditto.

War in the Pacific was a no brainer, or so I thought.

I bought it and tried to play it, only to be put off by the processing time between turns.   I figured with an AMD XP2400 processor and a gig of ram (at the time I purchased the game), a 2D strategy title, even one this detailed, shouldn't take 'forever and a day' for a turn to process.  Call me funny, but this has always been a game breaker for me with this title (I am a single player strategy/war gamer and am not one for PBEM games).

I am hoping that now that they have finally addressed this issue, the programmers have removed, for me, the single worst aspect of this title.  I eagerly await downloading this patch and getting through a turn without my hair turning grey. *crosses fingers*


If you go back and re-name your sound folder to NOSOUND, I bet that will speed things up a bunch. I had to do that on my old 800mhz computer when it first came out. It has something to do with the sound codex's they are using.

(in reply to dpazuk)
Post #: 78
RE: 1.8.0.2 Notes - 10/10/2006 9:18:54 PM   
dpazuk


Posts: 119
Joined: 2/25/2002
From: Ottawa, Canada
Status: offline
Greetings Ron! From one Ottawa Geek to another

_____________________________

Blah Blah Blah

(in reply to Ron Saueracker)
Post #: 79
RE: 1.8.0.2 Notes - 10/10/2006 9:29:14 PM   
dpazuk


Posts: 119
Joined: 2/25/2002
From: Ottawa, Canada
Status: offline
[\quote]
If you go back and re-name your sound folder to NOSOUND, I bet that will speed things up a bunch. I had to do that on my old 800mhz computer when it first came out. It has something to do with the sound codex's they are using.
[/quote]

I have a new rig I put together a few months back that I will be re-installing the game onto. (x2 3800, 2 gigs of ram, etc) I cannot recall if I had tried this fix or not at the time. However, I was lead to believe this issue (at least in my case) was not a result of my soundcard (I was using a Soundblaster Live at the time with the latest drivers).

Anyhoo, I don't wish to monopolize this thread with my own sad hardware stories I will install and try it with and without the sound and see how it goes.

Much appreciated!


< Message edited by dpazuk -- 10/10/2006 9:32:01 PM >


_____________________________

Blah Blah Blah

(in reply to 2ndACR)
Post #: 80
RE: Flash: War In The Pacific Updated! - 10/10/2006 10:29:57 PM   
FeurerKrieg


Posts: 3397
Joined: 6/15/2005
From: Denver, CO
Status: offline
Excellent work guys! #35, 50, 63 and OF COURSE 69 are all awesome!

But the one close to my heart is
quote:

Item 21 - Correct processing for floatplane groups on submarines.

The routine that handles aircraft on ships first determines the type of ship. Different processing is used for Airgroups on carriers, Float Plane airgroups on BB, cru, CS, AV, ML, and PG, and Airgroups on AK (as cargo). Submarines were not properly processed since V1.8.0.1. Added submarines to list of float plane ships.




_____________________________


Upper portion used with permission of www.subart.net, copyright John Meeks

(in reply to Alex Fiedler)
Post #: 81
RE: Flash: War In The Pacific Updated! - 10/10/2006 10:46:56 PM   
Monter_Trismegistos

 

Posts: 1359
Joined: 2/1/2005
From: Gdansk
Status: offline
OMG, people are complaining that game on 2,4GHz and 1GB RAM is to slow?

I have 1,3GHz with 256 RAM...



_____________________________

Nec Temere Nec Timide
Bez strachu ale z rozwagą

(in reply to FeurerKrieg)
Post #: 82
RE: Flash: War In The Pacific Updated! - 10/10/2006 10:55:07 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
the need for speed is an odd thing at times.

I'm starting to enjoy SP:WAW alot more slowed down so that i can actually read the msgs properly even if it does make the bigger battles take a long time. I had to finally ask myself..."whats my hurry to get to the end of the battle? Isn't the battle the fun part? Is there a marching band at the end of the battle? Or Patton ready to either pin a medal on me if i win or slap me across the face with a glove if i lose?



(ok i do understand the desire for speed during the AI planning phase....and am blessed in that department)



_____________________________


(in reply to Monter_Trismegistos)
Post #: 83
RE: Flash: War In The Pacific Updated! - 10/10/2006 10:57:38 PM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline
So you're saying you're getting old?

_____________________________

We are all dreams of the Giant Space Butterfly.

(in reply to Nikademus)
Post #: 84
RE: Flash: War In The Pacific Updated! - 10/10/2006 10:58:50 PM   
Speedysteve

 

Posts: 15998
Joined: 9/11/2001
From: Reading, England
Status: offline
Oh why oh why does the download time out..I assume it's too busy for me to get on the ftp.......curses

_____________________________

WitE 2 Tester
WitE Tester
BTR/BoB Tester

(in reply to Terminus)
Post #: 85
RE: Flash: War In The Pacific Updated! - 10/10/2006 11:02:34 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline

quote:

ORIGINAL: Terminus

So you're saying you're getting old?


NEVER


_____________________________


(in reply to Terminus)
Post #: 86
RE: 1.8.0.2 Notes - 10/10/2006 11:09:40 PM   
Graycompany


Posts: 511
Joined: 8/19/2004
Status: offline

quote:

ORIGINAL: dpazuk

"Item 17 - Restructure end-of-turn processing for efficiency"

I had bought and played the original 'Pac War,' loved it.  Uncommon Valour, ditto.

War in the Pacific was a no brainer, or so I thought.

I bought it and tried to play it, only to be put off by the processing time between turns.   I figured with an AMD XP2400 processor and a gig of ram (at the time I purchased the game), a 2D strategy title, even one this detailed, shouldn't take 'forever and a day' for a turn to process.  Call me funny, but this has always been a game breaker for me with this title (I am a single player strategy/war gamer and am not one for PBEM games).

I am hoping that now that they have finally addressed this issue, the programmers have removed, for me, the single worst aspect of this title.  I eagerly await downloading this patch and getting through a turn without my hair turning grey. *crosses fingers*



I had never played PBEM before, now I would never go back. You should try it. Heck Play Ron, I heard he is easy


_____________________________

I thought this place was a empire, now im the last, I can't be sure...


(in reply to dpazuk)
Post #: 87
RE: Flash: War In The Pacific Updated! - 10/10/2006 11:13:56 PM   
Speedysteve

 

Posts: 15998
Joined: 9/11/2001
From: Reading, England
Status: offline

quote:

ORIGINAL: Speedy

Oh why oh why does the download time out..I assume it's too busy for me to get on the ftp.......curses


Could one of you guys e-mail it to me this timing out thing is peeving.. Nik, T, Faber?

_____________________________

WitE 2 Tester
WitE Tester
BTR/BoB Tester

(in reply to Speedysteve)
Post #: 88
RE: Flash: War In The Pacific Updated! - 10/10/2006 11:15:37 PM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline
I've uploaded the patch to my SendSpace account. Here's ze link:

http://www.sendspace.com/file/ey54x4


_____________________________

We are all dreams of the Giant Space Butterfly.

(in reply to Speedysteve)
Post #: 89
RE: Flash: War In The Pacific Updated! - 10/10/2006 11:19:44 PM   
Speedysteve

 

Posts: 15998
Joined: 9/11/2001
From: Reading, England
Status: offline
Thank you Amigo............

_____________________________

WitE 2 Tester
WitE Tester
BTR/BoB Tester

(in reply to Terminus)
Post #: 90
Page:   <<   < prev  1 2 [3] 4 5   next >   >>
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> RE: Hints on using #48 combined with #67 Page: <<   < prev  1 2 [3] 4 5   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.484