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v1.101b Public Beta Now Available! - 2/16/2010 10:07:18 PM   
Erik Rutins

 

Posts: 37503
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From: Vermont, USA
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Hi Everyone,

Major kudos to the WITP-AE development team. This public beta includes the long-awaited Wide Screen resolution support many have wished to see. It also has a ton of other great improvements and fixes. We need your help to test this as thoroughly as possible before declaring it official. We believe it's ready, but we can't be as thorough as all of you can in making sure of that. Please take a look in the Members Club, give it a try and let us know if it meets with your approval.

Here's the full change list:

Wide Screen Support

New for Patch 03, build 1101 and above:
-px –py
To have any effect x must be greater than 1024 and y must be greater than 768. If values less than or equal to px=1024 and py=768 are used the original values of 1024 and 768 will be substituted.
For small map scenarios use of the original sizes is recommended. Set up a separate icon, with an appropriate name, for these cases, for example for Coral Sea.

Spanning mode is not supported and user should ensure that both the video adapter and monitor support the px and py values.
We were unable to test on all possible monitor combinations, if you experience issues you should immediately remove the –px –py from your command line switches to revert to standard display behavior.
Examples:
-px1920 –py1200 for a 1920x1200 monitor in full screen mode
–px1680 –py1050 for windowed mode, so that the window is within desktop

Change History:

V1.01.01b – February 14, 2010

• Patch Three – Beta – This release is comprehensive, thus updating all previous versions to v1.01.01b.

• Code Changes



1. Fixed - Only show army units of the current player; in base hex it was possible to get the units from the owner of the base to show.
2. Fixed - Cross-assignment of land units grabbing air/sea leaders.
3. Fixed - Jumbled line on Industry Management Screen when sorting.
4. Fixed - City attack not working when using 'Commander Discretion'.
5. Correction - Allow reforming groups to use the HQ nationality if normal group national bases are not available.
6. Correction - Wrong location variable used in checking for Soviet airgroups, causing random carrier groups to appear Soviet for missions
7. Corrected inconsistency in low-level altitude determination.
8. Fixed - Don't show 'manage repairs' if no ships can be repaired. Otherwise the repair screen can be shown with a phantom ship.
9. Gameplay Change: Allow Seaplane tenders with organic air groups to fly day patrols even if disbanded in a port 1-3. The port restriction is not in affect for the AI.
10. Changed - Suppress 'Done' on change of command screen until change is chosen – caused Political Points leak.
11. Changed - When PGM is used, it will be reported as "missile". The actual name of the device will appear on the combat report under the plane's weapons.
12. Fixed - When planes aborted missions, the mines and missiles did not get returned to the pool as 'unexpended'.
13. Adjusted repair and conversion time when a ship is concurrently undergoing both Temp AP conversion and regular Upgrade/Conversion.
14. Corrected TF selection display on TF screen when in "in this hex" mode.
15. Suppress Upgrade Yes/No option when repair controls are expanded on Ship Screen to prevent overwrite.
16. Corrected distance calculation for TFs that arrive at off map bases and then return to onmap bases.
17. Correcteded mis-spelling "Withdrawalls".
18. Prevented improper destination/follow setting for off map TF from teleporting the TF onto the map.
19. Prevented overflow in capacity calculations during TF Load Allocation, add cross load capacity shortfall and load safety factor messages.
20. Gameplay Change: Torpedo accuracy reduced a bit in general and a bit more against escorts.
21. Gameplay Change: ASW bombing experience effects altered to increase effects of ASW aircraft over time.
22. Major Interface Improvement: Added wide-screen, high resolution support.
23. Fix for AI not repairing captured industry.
24. Fixed TOE not upgrading devices which was causing units not to get replacements due to mismatch.
25. Fixed units in strat mode not waiting for packing up when following.
26. Fixed reducing TOE delay when delay is invalid (9999).
27. Fixed convoy units with invalid delay.
28. Fixed units not able to get replacements when device does not match TOE.
29. Made add supply button literal based, the unit will try to get only the amount listed.
30. Fixed partisan check, some units not being counted at base due to faulty 'on ship' check.
31. Gameplay Change: Fast transports were using a different 'coast hex' check to every other instance. This stopped places surrounded by water hexsides from showing.
32. Fixed issues affecting fast transport pickups.
33. Tweaked Ship bombardment affecting port base.
34. Fixed - Don't allow transport ships to be removed from TF in the "Verify Load" if only one ship or not in a friendly base. Detaching ship in this case causes it to disappear from game.
35. Suppressed some of the 'leader reassigned' messages.
36. Fixed - Variable reinforcement was incorrectly setting leader delay if the delay changed to before game started.
37. Fixed - Changed blanks in Air Unit Organization to use 'unknown' so sorting doesn't mangle lines in list.
38. Fixed - Choose TF leader screen was displaying some details on map rather than in text box.
39. Changed - Clear 'followed by' data from TF being dropped - TF following a removed TF attaches itself to the new TF# if used in same turn.
40. Fixed - Change of ship (prev/next) in the ship lists is not setting global original repair values for that ship.
41. Gameplay Change: Added PB to list of ships eligible for Auto Convoy.
42. Fixed issue to ensure Jeep carriers don't count towards a/c operational in TF.
43. Improved AI use of CVE.
44. Fixed Loop in viewing TF list.
45. Fixed issue causing wrong nationality of TF leader.
46. Fixed issues where CV sunk in same phase as planes land, they might not divert.
47. Tweaked AI replenishment TFs to stop them from switching back and forth between different TFs.
48. Interface Improvement: Added a mouse over on aircraft upgrades giving clues as to why upgrade in not possible.
49. Interface Improvement: Added a P next to the withdraw data (Withdraw by dd/mm/yy *P) on the Group screen. This indicates a most likely permament lost of the group when withdrawn.
50. Gameplay Change: Change to river assault – reversion to original rule - when crossing a river into a hex all units entering should shock attack in the turn they cross, unless 1/3 of the unmodified AV of the defenders has already crossed from that hex side in a previous turn.
51. Rationalized supply draw rules.
52. Reset movement direction and miles if enemy in the way.
53. Put in tracking for all bases, a bit is set to indicate which industry slot failed to produce due to lack of some industry required material.
54. Replaced Supply Required column with Failed in Industry Management screen as there are no supply requirements for industry.
55. Put in Stop and Start industry repairs and reset add supply to zero in base list screen.
56. Fixed land unit recombine from editor - not using upgraded devices.
57. Fixed Issue with ship weapon repairs.

The following items were also included in the three hot fixes for patch 02
58. Resolve supply/fuel/resource/oil overflow issues causing loss of same.

59. Fixed issue that was preventing some bases from being resupplied.

60. Gameplay Change: Added terrain and fort effects against artillery attacks.

61. Gameplay Change: Artillery when used offensively use 2x amount of supplies.

62. Fixed save not reading properly issue.

63. Fixed overflow issue with air skills going backwards .

64. Fixed some display issues caused by Transfer Ships.

65. Fixed CTD issue with Clouds.

66. Fixed issue displaying LCUs at enemy base.

67. Fixed issue with groups that are on withdrawn ships.

68. Adjust ASW/Escort/Submarine attack issue.

69. Fixed group totals were not correct always during Air Phase.

70. Fixed overflow that was stopping new ships in TF from a Base screen.

71. Fixed ASW combat to stop multiple popouts from opening which could cause CTD when drawing map.

72. Changed cloud drawing to eliminate cases where it could be trying to draw invalid locations.

73. Fixed Surface TF wants to fight.

74. Fixed Task Force Loading/Unload Check.

75. Fixed "Sunk by".

76. Allow para-troops to drop on damaged enemy bases.

77. Fixed Group withdraw check where group does not return but still had a withdraw date; could allow 'gaining' of PPs.

78. Fixed Returning groups on delayed ships not correctly account for.

79. Fixed No bonus PPs if withdrawing on the actual withdraw date.

80. Fixed patrol levels when complement less than 10.

81. Fix aerial mining missions not working.

82. Fixed issue causing ships to carry wrong land unit.

83. Fixed AVD AVP Problem.

84. Fixed Industry Management Screen - was allowing free expansion of industry.

85. Gameplay Change: Submarine reaction range toned down for human players and historical difficulty AI players.

86. Gameplay Change: LCU given fort and concealment protection based on terrain from air to ground bombs. Protection will reduce casualties a lot and disruption a bit.

87. Minor adjustment to upgrade land devices.

88. Gameplay Change: Changed disbands to must be in national home base and can not be permanently restricted then disband is free (no vp cost), in all other situations it is not allowed.

89. Fixed bug wherein resources and oil were still being deleted/not produced above 999,999. There is no production cap for resources however there is still a production cap for oil.

90. Interface Improvement: Added supply and fuel spoilage limit to base screen if there is a limit (af + port < 9).

91. Fixed bug in checking AI cbt TFs (CV,NGFS,SAG) for damage and or lack of a/c and if severe enough TF will RTB.



_____________________________

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CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

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Post #: 1
RE: v1.101b Public Beta Now Available! - 2/16/2010 10:24:10 PM   
Canoerebel


Posts: 21100
Joined: 12/14/2002
From: Northwestern Georgia, USA
Status: offline


20. Gameplay Change: Torpedo accuracy reduced a bit in general and a bit more against escorts.
21. Gameplay Change: ASW bombing experience effects altered to increase effects of ASW aircraft over time.



17. Correcteded mis-spelling "Withdrawalls".

#17 is an indication of how far these guys will go to get things right and how much attention they give to detail (but now they have to correct "Correcteded")

Now if I could just write some kind of script to recover some of my ASW ships that lie at the bottom of the sea.

Thanks, guys!

(in reply to Erik Rutins)
Post #: 2
RE: v1.101b Public Beta Now Available! - 2/16/2010 10:41:52 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
Way to go guys. We'll knock it around.

(in reply to Erik Rutins)
Post #: 3
RE: v1.101b Public Beta Now Available! - 2/16/2010 10:50:24 PM   
Mozo

 

Posts: 96
Joined: 7/28/2009
Status: offline
Thank you SO MUCH for the widescreen support (my only complaint).

[Never mind - I found the download page - thanks again!]

thanks,

Mozo

< Message edited by Mozo -- 2/16/2010 10:51:11 PM >

(in reply to Canoerebel)
Post #: 4
RE: v1.101b Public Beta Now Available! - 2/16/2010 10:51:21 PM   
jwilkerson


Posts: 10525
Joined: 9/15/2002
From: Kansas
Status: offline

quote:

ORIGINAL: Canoerebel

17. Correcteded mis-spelling "Withdrawalls".

#17 is an indication of how far these guys will go to get things right and how much attention they give to detail (but now they have to correct "Correcteded")



Thanks - we'll get that fixeded right away!!!


_____________________________

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New Game Project Lead

(in reply to Canoerebel)
Post #: 5
RE: v1.101b Public Beta Now Available! - 2/16/2010 11:07:30 PM   
Grollub


Posts: 6674
Joined: 10/9/2005
From: Lulea, Sweden
Status: offline
You guys are too good to be true ... hugs to all devs!

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Post #: 6
RE: v1.101b Public Beta Now Available! - 2/16/2010 11:09:18 PM   
sventhebold


Posts: 360
Joined: 12/22/2006
From: From MN now AZ Prescott Valley
Status: offline
Well if it aint brokededed dont fixededed ait! Thanks Guys for your hard work!

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(in reply to jwilkerson)
Post #: 7
RE: v1.101b Public Beta Now Available! - 2/16/2010 11:14:52 PM   
tocaff


Posts: 4781
Joined: 10/12/2006
From: USA now in Brasil
Status: offline
Great stuff!

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Todd

I never thought that doing an AAR would be so time consuming and difficult.
www.matrixgames.com/forums/tm.asp?m=2080768

(in reply to sventhebold)
Post #: 8
RE: v1.101b Public Beta Now Available! - 2/16/2010 11:23:51 PM   
Twotribes


Posts: 6929
Joined: 2/15/2002
From: Jacksonville NC
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Have to start a new game or can play already started one when we add patch?

(in reply to tocaff)
Post #: 9
RE: v1.101b Public Beta Now Available! - 2/16/2010 11:29:55 PM   
n01487477


Posts: 4779
Joined: 2/21/2006
Status: offline
quote:

54. Replaced Supply Required column with Failed in Industry Management screen as there are no supply requirements for industry.
... really ?




[edit]

quote:

53. Put in tracking for all bases, a bit is set to indicate which industry slot failed to produce due to lack of some industry required material.
... Ok, so who do I contact about finding this for Tracker ? MichealM ?

Attachment (1)

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(in reply to Twotribes)
Post #: 10
RE: v1.101b Public Beta Now Available! - 2/16/2010 11:46:54 PM   
jwilkerson


Posts: 10525
Joined: 9/15/2002
From: Kansas
Status: offline

quote:

ORIGINAL: Twotribes
Have to start a new game or can play already started one when we add patch?


Patch 03 beta contains no data changes - so a re-start will not be of advantage.



_____________________________

AE Project Lead
New Game Project Lead

(in reply to Twotribes)
Post #: 11
RE: v1.101b Public Beta Now Available! - 2/17/2010 12:03:24 AM   
loyalcitizen


Posts: 241
Joined: 2/9/2004
Status: offline
My eyesight thanks you for the widescreen support!
I'm not at home to try it, but will it automatically adjust or do you set the resolution in the preferences screen?

(in reply to jwilkerson)
Post #: 12
RE: v1.101b Public Beta Now Available! - 2/17/2010 12:11:32 AM   
Zacktar


Posts: 169
Joined: 6/23/2009
Status: offline
Fantastic -- many, many thanks for all the wonderful support!

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(in reply to loyalcitizen)
Post #: 13
RE: v1.101b Public Beta Now Available! - 2/17/2010 12:13:44 AM   
Twotribes


Posts: 6929
Joined: 2/15/2002
From: Jacksonville NC
Status: offline

quote:

ORIGINAL: jwilkerson


quote:

ORIGINAL: Twotribes
Have to start a new game or can play already started one when we add patch?


Patch 03 beta contains no data changes - so a re-start will not be of advantage.



Good cause I saved both Repulse and the other ship, my mind just went blank on her name LOL. Repulse took one single torp hit and that was it for damage. Of course I lost 4 BB at pearl with a 5th likely to sink next turn.

(in reply to jwilkerson)
Post #: 14
RE: v1.101b Public Beta Now Available! - 2/17/2010 12:35:29 AM   
Don Bowen


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

ORIGINAL: jwilkerson


quote:

ORIGINAL: Canoerebel

17. Correcteded mis-spelling "Withdrawalls".

#17 is an indication of how far these guys will go to get things right and how much attention they give to detail (but now they have to correct "Correcteded")



Thanks - we'll get that fixeded right away!!!



Aw Shucks. I gotta admit that was intentional...

(in reply to jwilkerson)
Post #: 15
RE: v1.101b Public Beta Now Available! - 2/17/2010 1:00:47 AM   
SuluSea


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Thanks guys for your continued work on this game!

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Post #: 16
RE: v1.101b Public Beta Now Available! - 2/17/2010 1:07:24 AM   
WLockard


Posts: 183
Joined: 11/13/2005
Status: offline
quote:

ORIGINAL: n01487477

quote:

54. Replaced Supply Required column with Failed in Industry Management screen as there are no supply requirements for industry.
... really ?




[edit]

quote:

53. Put in tracking for all bases, a bit is set to indicate which industry slot failed to produce due to lack of some industry required material.
... Ok, so who do I contact about finding this for Tracker ? MichealM ?


How about a Supply required column? Not a Supply req row.

(in reply to n01487477)
Post #: 17
RE: v1.101b Public Beta Now Available! - 2/17/2010 1:17:41 AM   
fflaguna

 

Posts: 295
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This just made my day! I got off from a looooooooooooooong day of work to see this. Thanks for all the hard work, because I know there is a lot that goes into making a patch like this!

(in reply to Don Bowen)
Post #: 18
RE: v1.101b Public Beta Now Available! - 2/17/2010 1:26:12 AM   
topeverest


Posts: 3376
Joined: 10/17/2007
From: Houston, TX - USA
Status: offline
Thanks to the team for this.

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Post #: 19
RE: v1.101b Public Beta Now Available! - 2/17/2010 2:05:44 AM   
Venividivici10044


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Kudos to the devs!!!!

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Post #: 20
RE: v1.101b Public Beta Now Available! - 2/17/2010 2:13:43 AM   
n01487477


Posts: 4779
Joined: 2/21/2006
Status: offline

quote:

ORIGINAL: WLockard

quote:

ORIGINAL: n01487477

quote:

54. Replaced Supply Required column with Failed in Industry Management screen as there are no supply requirements for industry.
... really ?




[edit]

quote:

53. Put in tracking for all bases, a bit is set to indicate which industry slot failed to produce due to lack of some industry required material.
... Ok, so who do I contact about finding this for Tracker ? MichealM ?


How about a Supply required column? Not a Supply req row.

Oops ... my bad for not reading correctly ... sorry Dev's ...

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Post #: 21
RE: v1.101b Public Beta Now Available! - 2/17/2010 3:31:55 AM   
RyanCrierie


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Joined: 10/14/2005
Status: offline
Um, how do I get the widescreen mode to work?

This is my current setup; no dice:

"C:\Matrix Games\War in the Pacific Admiral's Edition\War in the Pacific Admiral Edition.exe" -cpu1 -dd_sw –px1680 –py900 -w

nor this for fullscreen:

"C:\Matrix Games\War in the Pacific Admiral's Edition\War in the Pacific Admiral Edition.exe" -cpu1 –px1920 –py1080

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Post #: 22
RE: v1.101b Public Beta Now Available! - 2/17/2010 3:48:36 AM   
RyanCrierie


Posts: 1461
Joined: 10/14/2005
Status: offline
Could it be related to this error I get in the Beta installer?




Attachment (1)

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Post #: 23
RE: v1.101b Public Beta Now Available! - 2/17/2010 4:20:31 AM   
comte


Posts: 2358
Joined: 2/4/2009
From: Be'eri, Hadarom, Israel
Status: offline
Thanks guys

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Post #: 24
RE: v1.101b Public Beta Now Available! - 2/17/2010 5:44:05 AM   
Kull


Posts: 2625
Joined: 7/3/2007
From: El Paso, TX
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Didn't see the "Shipyards & System Damage" bug in the "fixed" list. Some nasty exploit potential there (to say nothing of the frustration when you inadvertantly trigger it in the "wrong" direction!), so it would be nice if you could plug the hole in the final release.

(in reply to comte)
Post #: 25
RE: v1.101b Public Beta Now Available! - 2/17/2010 5:46:45 AM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline

quote:

ORIGINAL: RyanCrierie

Um, how do I get the widescreen mode to work?

This is my current setup; no dice:

"C:\Matrix Games\War in the Pacific Admiral's Edition\War in the Pacific Admiral Edition.exe" -cpu1 -dd_sw –px1680 –py900 -w

nor this for fullscreen:

"C:\Matrix Games\War in the Pacific Admiral's Edition\War in the Pacific Admiral Edition.exe" -cpu1 –px1920 –py1080


Must be four digits long - include a leading zero:

quote:

–px1680 –py0900


As for your second example, I don't know but someone mentioned do not cut and paste from the release notes because those are not real dashes! They are a different ASCII character.

Hope this helps.

(in reply to RyanCrierie)
Post #: 26
RE: v1.101b Public Beta Now Available! - 2/17/2010 5:57:52 AM   
Judykator


Posts: 182
Joined: 7/28/2009
From: Poland
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"D:\Gry\War in the Pacific - Admiral's Edition\War in the Pacific Admiral Edition.exe" -px1680 - py1050 -SingleCpuStart –cpu2 –multiaudio -altfont -deepColor

not work The whole time I have a standard resolution.


OK -> "space"

< Message edited by Judykator -- 2/17/2010 5:58:14 AM >

(in reply to witpqs)
Post #: 27
RE: v1.101b Public Beta Now Available! - 2/17/2010 7:32:23 AM   
Admiral Scott


Posts: 625
Joined: 1/8/2001
From: Syracuse, NY USA
Status: offline

quote:

ORIGINAL: Judykator

"D:\Gry\War in the Pacific - Admiral's Edition\War in the Pacific Admiral Edition.exe" -px1680 - py1050 -SingleCpuStart –cpu2 –multiaudio -altfont -deepColor

not work The whole time I have a standard resolution.


OK -> "space"


There is a space before your py1050
it should be -py1050 not - py1050

I'm running 1680x1050 just fine. Easier to read than my native 1920x1080

(in reply to Judykator)
Post #: 28
RE: v1.101b Public Beta Now Available! - 2/17/2010 7:55:42 AM   
Kumppi


Posts: 209
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From: Somewhere between Sweden and Russia
Status: offline
Thank you. You guys rock and roll! 

(in reply to Admiral Scott)
Post #: 29
RE: v1.101b Public Beta Now Available! - 2/17/2010 7:59:25 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
quote:

ORIGINAL: Kull

Didn't see the "Shipyards & System Damage" bug in the "fixed" list. Some nasty exploit potential there (to say nothing of the frustration when you inadvertantly trigger it in the "wrong" direction!), so it would be nice if you could plug the hole in the final release.


There was some rationalization to the list as the problems were related.
40. Fixed - Change of ship (prev/next) in the ship lists is not setting global original repair values for that ship.

I tried your attached save and steps, and nothing went wrong.

< Message edited by michaelm -- 2/17/2010 8:06:16 AM >


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Post #: 30
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