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RE: Release 1.7 now available! - 12/30/2010 6:23:22 PM   
mitor


Posts: 4
Joined: 12/4/2009
From: FRANCE
Status: offline

quote:

ORIGINAL: floydg

I have a little script that can fix up the database to turn PDU on. Send an e-mail to witptracker @ gmail.com and I'll send it.

Floyd


Cool!
I send an e-mail right now

Thanks!

_____________________________


(in reply to floydg)
Post #: 2071
Tracker resource history gone - 12/30/2010 7:21:53 PM   
seille

 

Posts: 2134
Joined: 6/19/2007
From: Germany
Status: offline
I just runned into a strange problem. Most is self explaining or explained in the attached
screenshot.
The resource history works only for the home islands correct. Or better said the areas Japan had under control at game start.
At least i have definitely that problem for Luzon, Burma and Java and Malaya.
Very strange thing. I´m using the latest (beta) patch and tracker version 1.70.
Maybe you can tell me what is wrong here.




Attachment (1)

(in reply to gajdacs zsolt)
Post #: 2072
RE: Release 1.7 now available! - 12/30/2010 10:47:22 PM   
n01487477


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

ORIGINAL: Zsolo007

No, when a new version comes I usually copy everything except the .properties file. So far it worked fine.

I tried creating a new DB, but I cannot as it throws an exception.
(picture attached)

I tried replacing the pwsdll.dll, but it's the same. But now I see that there is an exception when I press the read turn button. So far I had tracker in full screen and did not notice it (sorry, I'm stupid, should have checked the command line). It's the same exception with the original tracker pwsdll.dll, and with the new beta exe's dll.
(I'll attach the other exception in the next post)


Ok well the unsatisfied Link error is the problem to all your worries and why the game won't load a turn too. So at least we know what is wrong.

This is cause iirc from not having the 32 bit C++ redistributable installed correctly. Uninstall it and reinstall (if it's installed) ... both the 95 C++ and sometimes the 98 C++ Redistributable are fickle.



_____________________________


(in reply to gajdacs zsolt)
Post #: 2073
RE: Tracker resource history gone - 12/30/2010 10:49:45 PM   
n01487477


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

quote:

ORIGINAL: seille

I just runned into a strange problem. Most is self explaining or explained in the attached
screenshot.
The resource history works only for the home islands correct. Or better said the areas Japan had under control at game start.
At least i have definitely that problem for Luzon, Burma and Java and Malaya.
Very strange thing. I´m using the latest (beta) patch and tracker version 1.70.
Maybe you can tell me what is wrong here.



OK - this is a real problem now (others have seen it too) - seems to be a memory display problem from what I can tell. I'll have to do some testing and see what can be done.
Sorry.

_____________________________


(in reply to seille)
Post #: 2074
RE: Tracker resource history gone - 12/31/2010 12:33:27 AM   
n01487477


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

ORIGINAL: n01487477


quote:

ORIGINAL: seille

I just runned into a strange problem. Most is self explaining or explained in the attached
screenshot.
The resource history works only for the home islands correct. Or better said the areas Japan had under control at game start.
At least i have definitely that problem for Luzon, Burma and Java and Malaya.
Very strange thing. I´m using the latest (beta) patch and tracker version 1.70.
Maybe you can tell me what is wrong here.


OK - this is a real problem now (others have seen it too) - seems to be a memory display problem from what I can tell. I'll have to do some testing and see what can be done.
Sorry.

Tested a little and this is a real problem with Tracker calculating the Raw Material histories - it is not a Display problem. It doesn't effect the Base histories but does for the Production screen histories. Floyd and I changed some things here ... I'll see what I can do this weekend to find a fix.
[edit] Seems to be specifically with bases newly ... and the histories seem to be incorrectly showing region histories where bases aren't even captured (no you're not seeing the opposing side) - just the ordering is wrong.
Regards and Happy New Year

< Message edited by n01487477 -- 12/31/2010 12:59:50 AM >


_____________________________


(in reply to n01487477)
Post #: 2075
RE: Tracker resource history gone - 12/31/2010 5:23:03 AM   
n01487477


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

ORIGINAL: n01487477

quote:

ORIGINAL: n01487477


quote:

ORIGINAL: seille

I just runned into a strange problem. Most is self explaining or explained in the attached
screenshot.
The resource history works only for the home islands correct. Or better said the areas Japan had under control at game start.
At least i have definitely that problem for Luzon, Burma and Java and Malaya.
Very strange thing. I´m using the latest (beta) patch and tracker version 1.70.
Maybe you can tell me what is wrong here.


OK - this is a real problem now (others have seen it too) - seems to be a memory display problem from what I can tell. I'll have to do some testing and see what can be done.
Sorry.

Tested a little and this is a real problem with Tracker calculating the Raw Material histories - it is not a Display problem. It doesn't effect the Base histories but does for the Production screen histories. Floyd and I changed some things here ... I'll see what I can do this weekend to find a fix.
[edit] Seems to be specifically with bases newly ... and the histories seem to be incorrectly showing region histories where bases aren't even captured (no you're not seeing the opposing side) - just the ordering is wrong.
Regards and Happy New Year

OK - I think I've fixed this. Comes from one of us cleaning up the base histories when they are not owned and then the program thinks that turn 1 is the first history found...

Once New Year is over I think we might have to make a 1.7.1 - might push a little extra in too

[edit] Also fixed a null pointer for airPool's that some people have been experiencing with IronMan.

_____________________________


(in reply to n01487477)
Post #: 2076
RE: Tracker resource history gone - 12/31/2010 5:48:21 AM   
seille

 

Posts: 2134
Joined: 6/19/2007
From: Germany
Status: offline
You guy´s are great. Many thanks.
As i wrote to my opponent without tracker i´m dead

Will there be a way to restore my resource history with the new version or do i have to reset the database ?

(in reply to n01487477)
Post #: 2077
RE: Tracker resource history gone - 12/31/2010 5:51:07 AM   
n01487477


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

ORIGINAL: seille

You guy´s are great. Many thanks.
As i wrote to my opponent without tracker i´m dead

Will there be a way to restore my resource history with the new version or do i have to reset the database ?

No need - It's not a DB problem - it's an internal coding problem. You could use 1.6.1 as a backup for now.

Cheers and have a good New Year's


_____________________________


(in reply to seille)
Post #: 2078
RE: Tracker resource history gone - 12/31/2010 5:56:15 AM   
seille

 

Posts: 2134
Joined: 6/19/2007
From: Germany
Status: offline
That are good news Damian. I´ll use the base history then for now to
reconfigure my resource convoys. After the last patches they need some adjustments..


(in reply to n01487477)
Post #: 2079
RE: Tracker resource history gone - 12/31/2010 5:57:54 AM   
n01487477


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

quote:

ORIGINAL: seille

That are good news Damian. I´ll use the base history then for now to
reconfigure my resource convoys. After the last patches they need some adjustments..



Yep - I reported the resource problems in the Beta ... MichealM just posted about it in the tech section ;-)

_____________________________


(in reply to seille)
Post #: 2080
sharp resource and fuel drop within one turn - 1/1/2011 12:18:43 PM   
seille

 

Posts: 2134
Joined: 6/19/2007
From: Germany
Status: offline
Another problem i just found.
No idea what this can be. Even with new rules after patching the fuel and resources can´t simply disappear
within one turn, or ? Moving yes, but not disappear.
For me this is a bit too much...

I did not lose convoys with the res/fuel in question in this turn. So where is it ?




Attachment (1)

(in reply to n01487477)
Post #: 2081
RE: sharp resource and fuel drop within one turn - 1/1/2011 12:22:49 PM   
seille

 

Posts: 2134
Joined: 6/19/2007
From: Germany
Status: offline
Forgot to wish you guys a HAPPY NEW YEAR !

(in reply to seille)
Post #: 2082
RE: sharp resource and fuel drop within one turn - 1/1/2011 1:43:37 PM   
n01487477


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

ORIGINAL: seille

Another problem i just found.
No idea what this can be. Even with new rules after patching the fuel and resources can´t simply disappear
within one turn, or ? Moving yes, but not disappear.
For me this is a bit too much...

I did not lose convoys with the res/fuel in question in this turn. So where is it ?




This is linked the the other problem with the res histories... to make sure can you send me the two saves please... I want to test it thanks

[edit] Oh and Happy New Year - although I've got a really bad hangover today

_____________________________


(in reply to seille)
Post #: 2083
RE: sharp resource and fuel drop within one turn - 1/1/2011 2:04:57 PM   
seille

 

Posts: 2134
Joined: 6/19/2007
From: Germany
Status: offline
Sent the two files to your mail adress. Pls confirm you got them.

(in reply to n01487477)
Post #: 2084
RE: sharp resource and fuel drop within one turn - 1/1/2011 4:39:17 PM   
seille

 

Posts: 2134
Joined: 6/19/2007
From: Germany
Status: offline
After loading a new turn into tracker the gaps moved.
I have now a 170.000 fuel gap between turn 81 and 82.
For resources i have now a gap of 60.000 between turn 85 and 86.

It seems these values are changing with every new turn i load. Maybe this helps in finding the problem.

(in reply to seille)
Post #: 2085
RE: sharp resource and fuel drop within one turn - 1/4/2011 2:24:15 PM   
fcharton

 

Posts: 1112
Joined: 10/4/2010
From: France
Status: offline
Two small ones

In version 1.7.1, I believe the new ship loading calculation (in the base display, bottom detail) is incorrect for resources. On the opening turn of for scenario 2, as Japan, I get 19600 in Matsuyama. Now the port is three (ie 1200 / day), there are 225 naval point (ie 2250 more) and is produces 460 resources (ie 2300 more). Result should be around 5500-6000, I believe.

For Ominato, I get 4400, whereas I have 443 naval support (which already represent more than that...)
For Hakodate 5600, whereas it should be a bit under 4000 (6 port = 2400, 80 resources = 400, 112 Naval support = 1120)

In the Industry Redional Ind repair tab, the "lower table" data only gets updated if you change line and column selected. If you click on another line on the same column, the update does not fire.

Francois

(in reply to seille)
Post #: 2086
RE: sharp resource and fuel drop within one turn - 1/4/2011 11:02:33 PM   
n01487477


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

quote:

ORIGINAL: fcharton

Two small ones

In version 1.7.1, I believe the new ship loading calculation (in the base display, bottom detail) is incorrect for resources. On the opening turn of for scenario 2, as Japan, I get 19600 in Matsuyama. Now the port is three (ie 1200 / day), there are 225 naval point (ie 2250 more) and is produces 460 resources (ie 2300 more). Result should be around 5500-6000, I believe.

For Ominato, I get 4400, whereas I have 443 naval support (which already represent more than that...)
For Hakodate 5600, whereas it should be a bit under 4000 (6 port = 2400, 80 resources = 400, 112 Naval support = 1120)

I think you might be partially right here and I'll do some checking too...

Resource load rates are not affected by Naval support iirc. Matsuyama for example 1200 / day Port size +
460*20 = 9200 so LR = (9200 + 600) *2; In my testing I think I found the half requirement or Res was not how it was calculated (the manual). Anyway I'll have a retest
quote:


In the Industry Redional Ind repair tab, the "lower table" data only gets updated if you change line and column selected. If you click on another line on the same column, the update does not fire.
Francois

Yeah - this is Working as designed at present as I couldn't get it to do both when I first did it. It should work on the same row, but then when you change column you need to select another row to make it fire.

_____________________________


(in reply to fcharton)
Post #: 2087
RE: sharp resource and fuel drop within one turn - 1/5/2011 12:41:42 AM   
fcharton

 

Posts: 1112
Joined: 10/4/2010
From: France
Status: offline
Hi Damian,

quote:

ORIGINAL: n01487477
Resource load rates are not affected by Naval support iirc. Matsuyama for example 1200 / day Port size +
460*20 = 9200 so LR = (9200 + 600) *2; In my testing I think I found the half requirement or Res was not how it was calculated (the manual). Anyway I'll have a retest


Here are the results of a more precise test. You are right that naval support has no effect, but the formula above overestimates the effect of resources.

Ominato : Port size 5, 60 resources : 3200, naval support or not, so that would be 1000*2 + 60*20, ie the halving of resources would be per phase (over a day, it is just the resources produced, not multiplied by 2)

Muroran : Port size 3, 60 resources : 2400, 600*2 + 60*20

So I guess Matsuyama would be 1200 + 9200 = 10400, but this cannot be tested for lack of large enough cargoes...

It would be interested to see whether unloading is strictly symmetrical, or will be helped by naval support (the manual suggests so).

Francois

< Message edited by fcharton -- 1/5/2011 12:42:59 AM >

(in reply to n01487477)
Post #: 2088
RE: sharp resource and fuel drop within one turn - 1/6/2011 11:18:14 AM   
d0mbo

 

Posts: 592
Joined: 8/21/2009
From: Holland
Status: offline
Hi Trackers,

Wondering if someone can help me out on this.

When using the upgrade to (path) function, I am wondering how I can discover what type(s) of plane i have to upgrade to, before this "path"opens?

Cheers,

d0mbo.

(in reply to fcharton)
Post #: 2089
CV capable ? - 1/8/2011 10:56:33 AM   
seille

 

Posts: 2134
Joined: 6/19/2007
From: Germany
Status: offline
This screen i get when i choose avalable,cv capable planes (choosing "CV capable" first then "available")
I have no idea why Sally II is in that display for example ? Do i something wrong here or is it a tracker problem ?

Hope to get a hotfix soon for the resource history problem. Together with the ingame problem of new resource flow it makes
resource convoy setup not easier for japan.




Attachment (1)

(in reply to d0mbo)
Post #: 2090
RE: CV capable ? - 1/8/2011 3:42:42 PM   
floydg

 

Posts: 2052
Joined: 6/27/2004
From: Middletown, NJ
Status: offline

quote:

ORIGINAL: seille

This screen i get when i choose avalable,cv capable planes (choosing "CV capable" first then "available")
I have no idea why Sally II is in that display for example ? Do i something wrong here or is it a tracker problem ?

Hope to get a hotfix soon for the resource history problem. Together with the ingame problem of new resource flow it makes
resource convoy setup not easier for japan.



Looks like when you select the checkbox and anything else is set to filter, it doesn't work. If you set the Status back to "All", it should work. Damian needs to look at this section of code, since I'm having trouble figuring out what he's doing here.

As for the resource issue, I think we have a fix and I'm working on it now.

Floyd

(in reply to seille)
Post #: 2091
RE: CV capable ? - 1/8/2011 6:51:07 PM   
seille

 

Posts: 2134
Joined: 6/19/2007
From: Germany
Status: offline
Great What would i do without you guy´s and this great tool ?

(in reply to floydg)
Post #: 2092
WitPTracker AE Release 1.7.1 Available! - 1/8/2011 9:03:53 PM   
floydg

 

Posts: 2052
Joined: 6/27/2004
From: Middletown, NJ
Status: offline
A few of the more important bugs were fixed, so here is Release 1.7.1.

Download from the regular place: here.

New Features:
  • none

    Bugs Fixed:
  • Resource histories properly aligned
  • Liquid (oil and fuel) load rates corrected
  • Null pointer exception fixed in Air Production panel

    Known Issues:
  • nothing new

    Enjoy!

    Floyd and Damian

    (in reply to seille)
  • Post #: 2093
    RE: WitPTracker AE Release 1.7.1 Available! - 1/8/2011 11:48:46 PM   
    VSWG


    Posts: 3432
    Joined: 5/31/2006
    From: Germany
    Status: offline
    Thank you very much! 

    Replacing the .jar file with the new version will update my 1.7 tracker databases, right?


    _____________________________


    (in reply to floydg)
    Post #: 2094
    RE: WitPTracker AE Release 1.7.1 Available! - 1/9/2011 12:25:14 AM   
    floydg

     

    Posts: 2052
    Joined: 6/27/2004
    From: Middletown, NJ
    Status: offline
    quote:

    ORIGINAL: VSWG

    Thank you very much! 

    Replacing the .jar file with the new version will update my 1.7 tracker databases, right?



    Yes, just replace the .jar file. The 1.7 database is completely compatible with 1.7.1 and no updates are needed.

    (in reply to VSWG)
    Post #: 2095
    RE: WitPTracker AE Release 1.7.1 Available! - 1/9/2011 2:19:43 AM   
    vonTirpitz


    Posts: 511
    Joined: 3/1/2005
    From: Wilmington, NC
    Status: offline
    All the resource histories seem to be working fine now. Thank you!

    _____________________________


    (in reply to floydg)
    Post #: 2096
    RE: WitPTracker AE Release 1.7.1 Available! - 1/9/2011 8:45:11 AM   
    seille

     

    Posts: 2134
    Joined: 6/19/2007
    From: Germany
    Status: offline
    First many thanks for the new version.

    I just found another possible problem. At least i cannot explain myself.

    I just studied the details of two air groups in tracker that had high losses during the last turn.

    Ingame Zero unit:
    KIA: 6
    WIA:2
    MIA:3

    Tracker airgroups->history (for the current turn):
    -11 pilots (right)

    Tracker air groups->pilots (for the turn in question):
    KIA: 1
    WIA:2
    MIA:3

    The top row for pilot details shows:
    Pilots: Active:49 Delayed (1 Day):9(1) WIA:2 MIA:7 KIA:1

    As you see that pilot history can´t be true. Overall that Zero unit lost 30+ pilots so far.
    Why i don´t get the real numbers looking at air groups->"pilots" ?
    Do tracker delete/ignore pilots and their faith ?


    (in reply to vonTirpitz)
    Post #: 2097
    RE: WitPTracker AE Release 1.7.1 Available! - 1/9/2011 10:24:40 AM   
    n01487477


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

    quote:

    ORIGINAL: seille

    First many thanks for the new version.

    I just found another possible problem. At least i cannot explain myself.

    I just studied the details of two air groups in tracker that had high losses during the last turn.

    Ingame Zero unit:
    KIA: 6
    WIA:2
    MIA:3

    Tracker airgroups->history (for the current turn):
    -11 pilots (right)

    Tracker air groups->pilots (for the turn in question):
    KIA: 1
    WIA:2
    MIA:3

    The top row for pilot details shows:
    Pilots: Active:49 Delayed (1 Day):9(1) WIA:2 MIA:7 KIA:1

    As you see that pilot history can´t be true. Overall that Zero unit lost 30+ pilots so far.
    Why i don´t get the real numbers looking at air groups->"pilots" ?
    Do tracker delete/ignore pilots and their faith ?

    Yeah the ingame record is different from ours as we only look at current pilots still in the DB. We don't take the game history which counts deceased pilots as a whole even after they are removed. Once the game deletes pilots we don't have those records anymore.

    We are only trying to include DB points now that we feel are essential as the DB struggles with too many records.

    _____________________________


    (in reply to seille)
    Post #: 2098
    RE: WitPTracker AE Release 1.7.1 Available! - 1/9/2011 11:06:52 AM   
    seille

     

    Posts: 2134
    Joined: 6/19/2007
    From: Germany
    Status: offline
    Ok Damian, i already expected something like this.

    But there is still something i can´t follow.
    When i look into air groups->pilots for the unit in question it shows only
    1 of the 6 killed pilots. Same time it shows some pilots MIA in earlier turns.
    Do you delete just killed pilots ??
    And if yes, why even the killed ones from curreent turns ?

    Can´t you allow a time window for deleting of let´s say 20 turns ?
    Show the killed pilots for 20 more turns and then remove them ?
    Hard to believe that the killed pilots of 20 turns make the DB exploding.

    I simply wanted to check which of my high XP pilots died this turn and it was not possible since only
    one KIA was shown instead of the 6 that died. Another good question is why he was still there and the other 5 weren´t

    (in reply to n01487477)
    Post #: 2099
    RE: WitPTracker AE Release 1.7.1 Available! - 1/9/2011 11:15:37 AM   
    n01487477


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

    quote:

    ORIGINAL: seille

    Ok Damian, i already expected something like this.

    But there is still something i can´t follow.
    When i look into air groups->pilots for the unit in question it shows only
    1 of the 6 killed pilots. Same time it shows some pilots MIA in earlier turns.
    Do you delete just killed pilots ??
    And if yes, why even the killed ones from curreent turns ?

    Can´t you allow a time window for deleting of let´s say 20 turns ?
    Show the killed pilots for 20 more turns and then remove them ?
    Hard to believe that the killed pilots of 20 turns make the DB exploding.

    I simply wanted to check which of my high XP pilots died this turn and it was not possible since only
    one KIA was shown instead of the 6 that died. Another good question is why he was still there and the other 5 weren´t

    AE deletes the pilots each turn if they have no kills iirc (or there maybe a min kill no)... we just refresh the pilots list deleting those that no longer have a record... if we didn't do this then if a new pilot uses that number we'd be inaccurate.

    _____________________________


    (in reply to seille)
    Post #: 2100
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