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RE: Patch 07 - Unofficial Public Beta - 1119e updated 21 October 2012

 
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RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 10/27/2012 11:23:06 PM   
bk19@mweb.co.za

 

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[/quote]
Doesn't do that for my install.
Did something else install like Microsoft patches around same time?
[/quote]

Nope... but I re-ran the install and got the same result...

Note: It is the installer itself that pops up the dialog mentioned not some third party routine.

(in reply to michaelm75au)
Post #: 271
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 10/28/2012 1:12:19 AM   
michaelm75au


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I honestly don't know where that message is. I just ran the installer again and couldn't see anything about a reboot required.
Can you screen shot it??

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Post #: 272
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 10/28/2012 1:27:38 AM   
bk19@mweb.co.za

 

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quote:

ORIGINAL: michaelm

I honestly don't know where that message is. I just ran the installer again and couldn't see anything about a reboot required.
Can you screen shot it??






Attachment (1)

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Post #: 273
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 10/28/2012 1:32:57 AM   
michaelm75au


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That is most strange. I don't get that at all. The AE Installer doesn't even have the option enabled.
Can you attach the EXE as a zip?

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Post #: 274
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 10/28/2012 1:33:27 AM   
michaelm75au


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Updated beta available - 1119f

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Michael

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Post #: 275
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 10/28/2012 1:39:45 AM   
PaxMondo


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Thanks for the ongoing support!!!



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Post #: 276
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 10/28/2012 2:18:35 AM   
michaelm75au


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quote:

ORIGINAL: bk19@mweb.co.za


quote:

ORIGINAL: michaelm

I honestly don't know where that message is. I just ran the installer again and couldn't see anything about a reboot required.
Can you screen shot it??







All I can think of it that within the code for the install engine, it is checking some external parameter, outside of the installation, to determine that a reboot is required.
A reboot is not required to install these Betas.

UNLESS you are playing AE at the time you installed the Beta, then the reboot message does appear - it wants to overwrite the AE EXE which it can't until the file is not in use.

You should not try to install beta if the game is being played. It most likely wont install properly.

< Message edited by michaelm -- 10/28/2012 2:19:46 AM >


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Michael

(in reply to bk19@mweb.co.za)
Post #: 277
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 10/28/2012 11:05:30 AM   
bk19@mweb.co.za

 

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Hi Michaelm,

I have retested this install and ensured that I did not have the AE application running... just to make sure that I was not being totally dumb u c....

Sadly, I still get the dialogue box...

zip file is attached, as requested.

Attachment (1)

(in reply to michaelm75au)
Post #: 278
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 10/28/2012 11:09:21 AM   
bk19@mweb.co.za

 

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Hi Michaelm,

I have just installed *f.exe as well with exactly the same outcome detailed above. I will now reboot my machine an then re-rune both the *e.exe and *f.exe installs and report back.


(in reply to bk19@mweb.co.za)
Post #: 279
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 10/28/2012 11:11:23 AM   
michaelm75au


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Tried it and no reboot.
It must be something internal to the install engine.

I didn't ask before but what O/S and what is the AE install directory?

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Michael

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Post #: 280
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 10/28/2012 12:05:09 PM   
bk19@mweb.co.za

 

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Hi Michaelm,

I have completed a reboot of my machine and then reinstalled *e.exe and *f.exe. The installers no longer request a reboot......

To answer your last questions I am running Win 7 Ultimate 64 bit with an Intel I7 chipset...

The AE Install directory is: "E:\Extended Disk\Matrix Games\War in the Pacific (Admirals Edition)" and has been that ever since the initial release.

Things have sorted themselves out now.. I think there is little point in pressing the issue further... thanks for your help all the same though...

best wishes

(in reply to michaelm75au)
Post #: 281
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 10/29/2012 12:47:24 PM   
Uncivil Engineer

 

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Does the 1119 update run OK with the extended map and RA (or Babes) data? I'm trying to get an RA PBEM game started and we're running into differing install issues. Thanks.

(in reply to bk19@mweb.co.za)
Post #: 282
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 10/30/2012 9:52:21 AM   
michaelm75au


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yes

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Post #: 283
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 10/30/2012 3:08:02 PM   
John 3rd


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I was about the ask the same thing. Both my RA Games have decided to bring forward our update to the current Beta. Will there be another coming out soon or are we good for the immediate future?


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(in reply to michaelm75au)
Post #: 284
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 10/30/2012 3:15:09 PM   
n01487477


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quote:

ORIGINAL: John 3rd

I was about the ask the same thing. Both my RA Games have decided to bring forward our update to the current Beta. Will there be another coming out soon or are we good for the immediate future?


I'd be cautious about that decision John, I know Micheal is doing yeomans work but given the patch is still experiencing some prob's .. (see Movement bug thread http://www.matrixgames.com/forums/tm.asp?m=3204169), well it's up to you mate ...

I've not seen Micheal comment on this issue, nor tested it either.

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Post #: 285
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 10/30/2012 6:05:05 PM   
viberpol


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quote:

ORIGINAL: n01487477


quote:

ORIGINAL: John 3rd

I was about the ask the same thing. Both my RA Games have decided to bring forward our update to the current Beta. Will there be another coming out soon or are we good for the immediate future?


I'd be cautious about that decision John, I know Micheal is doing yeomans work but given the patch is still experiencing some prob's .. (see Movement bug thread http://www.matrixgames.com/forums/tm.asp?m=3204169), well it's up to you mate ...

I've not seen Micheal comment on this issue, nor tested it either.


Glad to see you in here Damian.
I've got an issue while trying to load new save under 19f into Tracker.
Seems like a problem comparing databases...?





------- EDIT --------

quote:

ORIGINAL: n01487477

Hi Arkadiusz (Viperpool),
If you've gone from a save under the patch to the beta within Tracker there will probably be problems. You need to use the new beta dll in the tracker folder and also probably a reinitialising of the database.

Cheers


OK. That .dll movement fixes the issue.
Thanks a lot!

Attachment (1)

< Message edited by viberpol -- 11/1/2012 11:44:13 AM >


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(in reply to n01487477)
Post #: 286
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 10/31/2012 5:45:49 AM   
n01487477


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quote:

ORIGINAL: viberpol


quote:

ORIGINAL: n01487477


quote:

ORIGINAL: John 3rd

I was about the ask the same thing. Both my RA Games have decided to bring forward our update to the current Beta. Will there be another coming out soon or are we good for the immediate future?


I'd be cautious about that decision John, I know Micheal is doing yeomans work but given the patch is still experiencing some prob's .. (see Movement bug thread http://www.matrixgames.com/forums/tm.asp?m=3204169), well it's up to you mate ...

I've not seen Micheal comment on this issue, nor tested it either.


Glad to see you in here Damian.
I've got an issue while trying to load new save under 19f into Tracker.
Seems like a problem comparing databases...?


Hi Arkadiusz (Viperpool),
If you've gone from a save under the patch to the beta within Tracker there will probably be problems. You need to use the new beta dll in the tracker folder and also probably a reinitialising of the database.

Cheers

_____________________________


(in reply to viberpol)
Post #: 287
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 10/31/2012 11:15:19 AM   
LargeSlowTarget


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Request for michaelm (stop me if I say something silly):

In the TF screen > Set Patrol Zone screen there are the "Clear Patrol Zone" and "Restore Patrol Zone" buttons.

They do work fine during the same order phase i.e. patrol zone can be cleared and restored at will during order phase (as long as TF composition remains unchanged after clearing).

However, if a TF spends a turn in port with patrol zone cleared, in the next order phase the option to restore the patrol zone is gone.

Furthermore, if you clear a patrol zone, then transfer a ship out and another ship in, the restore option is gone immediately i.e. in the same order phase.

My request is to make the clear/restore patrol zone option permanent as long as the TF exists, regardless of how long the TF spends at port with patrol zone cleared or whether ships are being transferred from/to the TF while the patrol zone is cleared.

This could make managing patrol zones easier - esp. for submarines and permanent ASW and MSW patrols around ports etc.

I discovered this 'button behavior' when I was tinkering in my mod with the idea of "relief crews" for submarines.

I have created a "relief crew" submarines class with no weapons, minimum endurance etc. which could be transferred at port into a sub TF while the sub is being transferred out - the idea being that the relief crew would act as placeholder for the TF and its cleared patrol zone while the sub spends a few days in port to repair the customary 1-3 points of minor "cruising" damage (or battle damage if any). After repairs finished the sub would be transferred in, the relief crew out and the sub could resume patrol with the restored patrol zone > no need to set the patrol zone "manually" all over again, yippee!

Well, due to the clear/restore button behavior mentioned above this does not work as intended...

Currently, only way I know to avoid setting patrol zones manually over and over again is to catch the patrol TF with the damaged ship in port and have an undamaged ship of same type available for exchange (which is not always the case) which will continue the patrol while the damaged one is being repaired - without touching the clear/restore option.

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Post #: 288
RE: Patch 07 - Unofficial Public Beta - 1119 updated - 11/2/2012 10:59:31 PM   
Kull


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quote:

ORIGINAL: michaelm

02/11/12: 1119g - Discrepancy in base AV on some lists
Switch to mission speed for quick move in a phase (bombardment, near destination) check change.


Excellent! Was getting ready to start my first "spreadsheet driven" Japan game, and was REALLY hoping this would be fixed before the week-end! Many thanks.

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(in reply to michaelm75au)
Post #: 289
RE: Patch 07 - Unofficial Public Beta - 1119 updated - 11/3/2012 1:02:35 AM   
PaxMondo


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quote:

ORIGINAL: Kull

quote:

ORIGINAL: michaelm

02/11/12: 1119g - Discrepancy in base AV on some lists
Switch to mission speed for quick move in a phase (bombardment, near destination) check change.


... was REALLY hoping this would be fixed before the week-end! Many thanks.

+1

Thanks for the ongoing support!

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Pax

(in reply to Kull)
Post #: 290
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 11/3/2012 6:58:57 PM   
Halsey

 

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Will we be seeing the extra passes exe in these updates?

Great work, really appreciate the EXTRA effort.

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Post #: 291
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 11/3/2012 8:58:21 PM   
Mac Linehan

 

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Michael -

Re 1119g: I can only add my gratitude and appreciation for you excellent work - above and beyond. It is the mark of a professional.

Mac

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Post #: 292
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 11/5/2012 10:50:00 AM   
viberpol


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The new beta handles very nicely reusing/scrapping the unused/unnecesary devices.
For example I am observing very well welcomed increase in armament/vehicle points from scrapping the now unnecessary Type 1 medium tank (see the printscreen).

However, there still are strange devices that have been produced, are not used, but their numbers exploded in the past due to some calculation pattern change in on of the previous betas... (see next post).




Attachment (1)

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Post #: 293
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 11/5/2012 10:55:24 AM   
viberpol


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See those radars or sound detectors.
Type 13 Radar device ID 1701: pool 740, Active: 0, Need: 0.

Notice the strange production before turn no. 1010.
Under current beta those numbers (all unnecesary radars/detectors) are not getting smaller...

This is a PBEM (end of '44) so all armament/vehicle points back in the pool are gold.




Attachment (1)

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Post #: 294
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 11/5/2012 1:33:33 PM   
michaelm75au


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I don't think that the device 1701 has an expiry date so it is not converted.

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Michael

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Post #: 295
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 11/5/2012 2:25:19 PM   
witpqs


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The Betas posted in the first two posts in the thread are a bit confusing now: Post #2 has a note for 1119h, although the attachment is 1119g but a text note says "previous version" so OK clear enough. But Post #1 is modified 4-Nov-2012 and the attachment is version 1117h.

Is there a version 1119h out there yet?

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Post #: 296
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 11/5/2012 2:48:02 PM   
viberpol


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quote:

ORIGINAL: michaelm

I don't think that the device 1701 has an expiry date so it is not converted.


Well, I wonder what made it to be produced in such big quantities?
if it has never been "Active"... never used from the pool etc.

(Please notice the numbers in columns, there maybe some in between changes but still the number from "used from pool" should at least say it had been used)...
Maybe it's just a strange Tracker's glitch?
Or maybe it's a "metaphore" of radar used by ships (after the refits)? (A pure quess...).
Nothing to kill the game but an interesting issue.

[With sound detectors it's quite similar: I mean there's no lowering it's numbers even if they're no needed, nor active devices (since turn no 600).
It even seems that those Sound Detectors are still produced (ID 1473: 434 -> 439) even if not needed and should be upgraded into ID 1474.




Attachment (1)

< Message edited by viberpol -- 11/5/2012 2:54:20 PM >


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Post #: 297
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 11/5/2012 9:14:53 PM   
michaelm75au


Posts: 13500
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quote:

ORIGINAL: witpqs

The Betas posted in the first two posts in the thread are a bit confusing now: Post #2 has a note for 1119h, although the attachment is 1119g but a text note says "previous version" so OK clear enough. But Post #1 is modified 4-Nov-2012 and the attachment is version 1117h.

Is there a version 1119h out there yet?

The first post is the latest beta.
The second post has the previous beta as a backup copy in case it was needed by players.

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Michael

(in reply to witpqs)
Post #: 298
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 11/5/2012 9:30:54 PM   
michaelm75au


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

ORIGINAL: viberpol

quote:

ORIGINAL: michaelm

I don't think that the device 1701 has an expiry date so it is not converted.


Well, I wonder what made it to be produced in such big quantities?
if it has never been "Active"... never used from the pool etc.

(Please notice the numbers in columns, there maybe some in between changes but still the number from "used from pool" should at least say it had been used)...
Maybe it's just a strange Tracker's glitch?
Or maybe it's a "metaphore" of radar used by ships (after the refits)? (A pure quess...).
Nothing to kill the game but an interesting issue.

[With sound detectors it's quite similar: I mean there's no lowering it's numbers even if they're no needed, nor active devices (since turn no 600).
It even seems that those Sound Detectors are still produced (ID 1473: 434 -> 439) even if not needed and should be upgraded into ID 1474.



The only reason I can think of for them to be continually produced is that they has a 'build rate' from the editor, in which case I don't think that it would use any resources to make them.
If you have the turn from when they exploded (game turn or replay), I can try to verify what was happening.

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Michael

(in reply to viberpol)
Post #: 299
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 11/5/2012 10:13:43 PM   
witpqs


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

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: witpqs

The Betas posted in the first two posts in the thread are a bit confusing now: Post #2 has a note for 1119h, although the attachment is 1119g but a text note says "previous version" so OK clear enough. But Post #1 is modified 4-Nov-2012 and the attachment is version 1117h.

Is there a version 1119h out there yet?

The first post is the latest beta.
The second post has the previous beta as a backup copy in case it was needed by players.

Thanks!

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Post #: 300
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