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RE: Patch 07 - Unofficial Public Beta - 1123x9 updated 28 June 2014

 
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RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 11/5/2014 3:45:00 PM   
Skyros


Posts: 1570
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From: Columbia SC
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If you hit the 6 key it should show patrol zones for ships and subs.

(in reply to Sardaukar)
Post #: 1201
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 11/7/2014 7:15:32 AM   
DSwain


Posts: 171
Joined: 9/23/2006
From: United Kingdom
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This is probably a question that has been answered countless times, and I apologise for asking it....but I have scanned this thread, and done a search, and can't find the answer.

For a PBEM game already underway, on the latest official WITPAE patch, what's the procedure for applying this Beta to the existing game? Is it like with a patch? I'm just not sure about the steps (ie, who does what and when).

Many, many thanks

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(in reply to Skyros)
Post #: 1202
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 11/7/2014 8:04:40 AM   
jmalter

 

Posts: 1673
Joined: 10/12/2010
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Hi DSwain, the beta is a bit different. While the patch will replace files in your existing installation, the beta keeps itself to itself, by installing to a separate 'Beta2' subdir. This subdir contains .exe & .dll files & release notes.

When you d/l the beta, you'll get a zipfile containing an installer exe. Run the installer, you'll get the beta WitPAE exe & dll files in the Beta2 dir, & a new desktop shortcut.

You must manually edit this shortcut to add any command-line switches that you might've added to your original shortcut.

Then, rename the shortcuts as needed so you can tell them apart! Add'ly, if you run Tracker, you'll need to replace the pwsdll.dll file in your Tracker dir w/ the new pwsdll.dll file that you get in the Beta2 dir.

AFAIK, either PBEM player can initiate an upgrade to the beta, by saving his 'orders' file while running the beta. The opponent must ensure he's upgraded to the same beta release before he opens the new turn-file. I get an alert msg in the game if I've opened a .pws file that was created under a different exe version than the one I'm running. It's really almost fool-proof, depending on your definitions of 'almost' & 'fool'.

It's important that both players upgrade & run/save their files under the same beta version. Otherwise, the 'sync-bug' will likely show up.

(in reply to DSwain)
Post #: 1203
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 11/7/2014 2:48:30 PM   
DSwain


Posts: 171
Joined: 9/23/2006
From: United Kingdom
Status: offline
Many thanks for taking the time, jmalter - now I just need to get my head around it!


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Post #: 1204
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 11/8/2014 3:42:57 PM   
Miller


Posts: 2226
Joined: 9/14/2004
From: Ashington, England.
Status: offline
Ignore.

< Message edited by Miller -- 11/8/2014 7:03:05 PM >

(in reply to DSwain)
Post #: 1205
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 11/18/2014 8:42:32 PM   
DOCUP


Posts: 3073
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Anybody have beta 1123.4? Can I have it? Please

(in reply to Miller)
Post #: 1206
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 11/18/2014 9:29:37 PM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
Sent.

(in reply to DOCUP)
Post #: 1207
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 11/18/2014 10:40:39 PM   
DOCUP


Posts: 3073
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thanks Yaab

(in reply to Yaab)
Post #: 1208
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 11/26/2014 6:24:21 AM   
miv792

 

Posts: 159
Joined: 4/28/2013
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You can increase the damage on the aircraft on the airfield ? and then the low loss

< Message edited by miv79 -- 11/26/2014 7:29:04 AM >


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Sorry for my english

(in reply to DOCUP)
Post #: 1209
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 12/10/2014 11:13:28 PM   
Lecivius


Posts: 4845
Joined: 8/5/2007
From: Denver
Status: offline
<edit> nm, found the Fix It thread

Attachment (1)

< Message edited by Lecivius -- 12/11/2014 1:00:49 AM >

(in reply to miv792)
Post #: 1210
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 12/11/2014 4:18:16 AM   
michaelm75au


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

quote:

ORIGINAL: General Patton

michaelm, In one of the patches you added( I think it was you) the daily saves to the save game list. These saves are accessable only while you have the game running. Is it possible to have them stay in the save game list, in game, and have them over right the oldest save when it runs out of save slots? For example, when I end the orders phase the game saves in slot 2, and at the end of turn resolution the game saves in the next available slot after 10( I think). But when you exit the game, all of those saves are lost. Can it be setup so they stay in the save game list and just over-write the oldest?
Or is this function there already and I just missed it?....GP

The saves are stored in the 'autosave' sub-directory. The 'load save' function only works off predefined file names...wpae999.pws in the save directory.
You would would need to copy the save from 'autosave' and rename it.

_____________________________

Michael

(in reply to btd64)
Post #: 1211
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 12/25/2014 12:42:14 PM   
btd64


Posts: 9973
Joined: 1/23/2010
From: Mass. USA. now in Lancaster, OHIO
Status: offline

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: General Patton

michaelm, In one of the patches you added( I think it was you) the daily saves to the save game list. These saves are accessable only while you have the game running. Is it possible to have them stay in the save game list, in game, and have them over right the oldest save when it runs out of save slots? For example, when I end the orders phase the game saves in slot 2, and at the end of turn resolution the game saves in the next available slot after 10( I think). But when you exit the game, all of those saves are lost. Can it be setup so they stay in the save game list and just over-write the oldest?
Or is this function there already and I just missed it?....GP

The saves are stored in the 'autosave' sub-directory. The 'load save' function only works off predefined file names...wpae999.pws in the save directory.
You would would need to copy the save from 'autosave' and rename it.


Thanks michael. Have a great holiday....GP

_____________________________

Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330

AKA General Patton

WPO,WITP,WITPAE-Mod Designer/Tester
DWU-Beta Tester
TOAW4-Alpha/Beta Tester

"Do everything you ask of those you command"....Gen. George S. Patton

(in reply to michaelm75au)
Post #: 1212
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 1/23/2015 11:56:25 AM   
Odin


Posts: 1052
Joined: 1/3/2001
From: Germany, Wanne-Eickel
Status: offline
My game has version 1.0.6.1108r9.

Is this still latest patch?

Please advice...is the new patch save-game compatible?

_____________________________


(in reply to btd64)
Post #: 1213
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 1/23/2015 12:43:10 PM   
btd64


Posts: 9973
Joined: 1/23/2010
From: Mass. USA. now in Lancaster, OHIO
Status: offline

quote:

ORIGINAL: Odin

My game has version 1.0.6.1108r9.

Is this still latest patch?

Please advice...is the new patch save-game compatible?


That's the latest "OFFICIAL" patch. Not the latest beta. See the first post in this thread for the latest beta patch. And yes, If you mean you can load it and save your current game....GP

_____________________________

Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330

AKA General Patton

WPO,WITP,WITPAE-Mod Designer/Tester
DWU-Beta Tester
TOAW4-Alpha/Beta Tester

"Do everything you ask of those you command"....Gen. George S. Patton

(in reply to Odin)
Post #: 1214
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 1/23/2015 12:47:02 PM   
btd64


Posts: 9973
Joined: 1/23/2010
From: Mass. USA. now in Lancaster, OHIO
Status: offline
Happy new year Michael.
Question, Or request. We have on the ship screen a "Load Tender" button. Can you add a "Unload Tender" button? At the moment you have to form a TF to unload a ship or group of ships, then disband if you want to convert said ship/ships to another type. Example; A AG to a AKE....GP

_____________________________

Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330

AKA General Patton

WPO,WITP,WITPAE-Mod Designer/Tester
DWU-Beta Tester
TOAW4-Alpha/Beta Tester

"Do everything you ask of those you command"....Gen. George S. Patton

(in reply to btd64)
Post #: 1215
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 1/23/2015 12:55:30 PM   
Odin


Posts: 1052
Joined: 1/3/2001
From: Germany, Wanne-Eickel
Status: offline
Excellent.

Were i can get this patch?

Is this last beta patch enough or are previous ones needed?

Thanks.


quote:

ORIGINAL: General Patton


quote:

ORIGINAL: Odin

My game has version 1.0.6.1108r9.

Is this still latest patch?

Please advice...is the new patch save-game compatible?


That's the latest "OFFICIAL" patch. Not the latest beta. See the first post in this thread for the latest beta patch. And yes, If you mean you can load it and save your current game....GP



_____________________________


(in reply to btd64)
Post #: 1216
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 1/23/2015 1:08:28 PM   
margeorg

 

Posts: 160
Joined: 1/3/2012
Status: offline
The latest beta patch (available from the first post in this thread) contains all previous patches, and is enough to update from the last official patch.

_____________________________

Cheers
Martin

(in reply to Odin)
Post #: 1217
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 1/25/2015 10:25:18 PM   
Coach Zuck

 

Posts: 132
Joined: 12/25/2002
From: Long Island NY
Status: offline
OK Sorry guys have to ask.
What is the procedure to update to a current ongoing game.
Don't want to ruin a Campaign game already in May '42.

Thanks
Seth

(in reply to margeorg)
Post #: 1218
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 1/25/2015 11:08:42 PM   
witpqs


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

quote:

ORIGINAL: Coach Zuck

OK Sorry guys have to ask.
What is the procedure to update to a current ongoing game.
Don't want to ruin a Campaign game already in May '42.

Thanks
Seth


This is a write up that someone did a long time ago.
quote:

For those of you running PBEM games, here is a recommended update procedure*:

(Note: v1079 refers to the game Release version and v1095 refers to the Update version. Your current version may vary.)

1) Japanese player resolves latest turn using current version v1079.
2) Japanese player saves game.
3) Japanese player exits game.
4) Japanese player sends combat replay to Allied player.
5) Japanese player upgrades to new version v1095.
6) Japanese player issues orders and advances turn.
7) Japanese player sends turn to Allied player.

8) Allied player plays combat replay under old version v1079.
9) Allied player upgrades to new version v1095.
10) Allied player issues orders and advances turn.
11) Allied player send turn file back to Japanese player.

The key is that orders must be entered using the same version and then the turn resolved with that version i.e.:
-J Orders v1079, A Orders v1079, J Resolve v1079, A Replay v1079;
-Both update to v1095, J Orders v1095, A Orders v1095, etc.


For Japanese players playing multiple PBEM games, what this means is that you will need to collect all of your opponents' turns and run them before updating.

After you run each turn, send off the replay file to the Allied player, and ask him to play the replay under the old version. Once you have resolved all of your PBEM opponents' turns, you can now upgrade.


What it basically means is that everything having to do with the same turn must be done with the same version by both players. Think about that statement and it will make things clearer.

_____________________________


(in reply to Coach Zuck)
Post #: 1219
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 1/26/2015 3:27:33 PM   
Odin


Posts: 1052
Joined: 1/3/2001
From: Germany, Wanne-Eickel
Status: offline
Hm..this patch messed the game somehwat.

1. On Ships Details Screen the Picture of the ship is flipping up and down.

2. Same with combat window...up and down. Makes me mad.:-)

_____________________________


(in reply to witpqs)
Post #: 1220
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 1/28/2015 5:59:35 AM   
Odin


Posts: 1052
Joined: 1/3/2001
From: Germany, Wanne-Eickel
Status: offline

quote:

ORIGINAL: Odin

Hm..this patch messed the game somehwat.

1. On Ships Details Screen the Picture of the ship is flipping up and down.

2. Same with combat window...up and down. Makes me mad.:-)


Ideas, someone?



_____________________________


(in reply to Odin)
Post #: 1221
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 1/28/2015 3:04:31 PM   
witpqs


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

quote:

ORIGINAL: Odin

quote:

ORIGINAL: Odin

Hm..this patch messed the game somehwat.

1. On Ships Details Screen the Picture of the ship is flipping up and down.

2. Same with combat window...up and down. Makes me mad.:-)


Ideas, someone?



Yup, have had the same problem for years on multiple PCs because I tend not to buy ones with powerful graphics adapters. I just use whatever on-board graphics the motherboard has. The basic problem is that your computer's graphics processing can't keep up. You will see what you described, and during combat resolution you will see part of the screen jump too.

These are the two switches that make the most difference for me. I do use other switches, (like -deepColor on a Windows 8.1 laptop) so the combinations might matter some, but these two are the big ones.

-fixedArt -noFire

-noFire was introduced a long time ago and might be included in -fixedArt (which I think does more). These switches turns off the various animations, for example the wave action on the ship details screen, smoke on that screen, gunfire and explosions in the combat animations screen, and I'm sure others I'm not thinking of. It might be nice to see these things, but believe me, if you like a game like AE you can live without them!

_____________________________


(in reply to Odin)
Post #: 1222
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 1/28/2015 3:18:59 PM   
blueatoll


Posts: 157
Joined: 3/28/2013
Status: offline

quote:

ORIGINAL: Odin

Hm..this patch messed the game somehwat.

1. On Ships Details Screen the Picture of the ship is flipping up and down.

2. Same with combat window...up and down. Makes me mad.:-)

Are the ships, by any chance, in the Southern Hemisphere?

(in reply to Odin)
Post #: 1223
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 1/28/2015 4:26:31 PM   
Odin


Posts: 1052
Joined: 1/3/2001
From: Germany, Wanne-Eickel
Status: offline

quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Odin

quote:

ORIGINAL: Odin

Hm..this patch messed the game somehwat.

1. On Ships Details Screen the Picture of the ship is flipping up and down.

2. Same with combat window...up and down. Makes me mad.:-)


Ideas, someone?



Yup, have had the same problem for years on multiple PCs because I tend not to buy ones with powerful graphics adapters. I just use whatever on-board graphics the motherboard has. The basic problem is that your computer's graphics processing can't keep up. You will see what you described, and during combat resolution you will see part of the screen jump too.

These are the two switches that make the most difference for me. I do use other switches, (like -deepColor on a Windows 8.1 laptop) so the combinations might matter some, but these two are the big ones.

-fixedArt -noFire

-noFire was introduced a long time ago and might be included in -fixedArt (which I think does more). These switches turns off the various animations, for example the wave action on the ship details screen, smoke on that screen, gunfire and explosions in the combat animations screen, and I'm sure others I'm not thinking of. It might be nice to see these things, but believe me, if you like a game like AE you can live without them!


Well thank you, but this Problem Shows up when i tried to install the new beta patch...when i start with my former shortcut, it was ok.



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(in reply to witpqs)
Post #: 1224
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 1/28/2015 4:28:26 PM   
Odin


Posts: 1052
Joined: 1/3/2001
From: Germany, Wanne-Eickel
Status: offline
Ok i have Problems to install the patch correctly.

Shortcut target is:

"C:\Spi\WITPAE\Beta2\War in the Pacific Admiral Edition.exe" -w -deepcolour -altfont -cpu4 -px1680 -py1050 -skipintro

But it says "Error: PW data not found"

Whats wrong?:-(((

_____________________________


(in reply to Odin)
Post #: 1225
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 1/28/2015 4:56:23 PM   
Odin


Posts: 1052
Joined: 1/3/2001
From: Germany, Wanne-Eickel
Status: offline
Problem solved...it works now!

But one Problem left:

The game runs in window, not full size, despite i copied the shortcut commands from my old one, which works perfectly...?



_____________________________


(in reply to Odin)
Post #: 1226
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 1/28/2015 5:08:49 PM   
witpqs


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

ORIGINAL: Odin

Problem solved...it works now!

But one Problem left:

The game runs in window, not full size, despite i copied the shortcut commands from my old one, which works perfectly...?



Don't know what the copy you made looks like, but that's no matter. This pic might help.




Attachment (1)

_____________________________


(in reply to Odin)
Post #: 1227
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 1/28/2015 5:09:43 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
And the pics come as a pair because the stupid Microsoft box cannot be expanded to show the whole command line with the switches.




Attachment (1)

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(in reply to witpqs)
Post #: 1228
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 1/28/2015 5:11:36 PM   
witpqs


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

quote:

ORIGINAL: Odin

Problem solved...it works now!

But one Problem left:

The game runs in window, not full size, despite i copied the shortcut commands from my old one, which works perfectly...?



So you notice in the above pics that the "Start in" is what tells it where to looks for stuff (the programs 'starting folder', so to speak), but I think you already fixed that.

Second is the "Run" option, making it "Maximized" should do what you are asking about.

_____________________________


(in reply to Odin)
Post #: 1229
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 1/28/2015 5:13:04 PM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
Odin, try dropping the -w switch and run the game in the full screen mode. I get lots of graphical glitches (white text gets black backgrounds, then disappears completely under white foreground etc) in windowed mode from alt-tabbing.

(in reply to witpqs)
Post #: 1230
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