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RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018

 
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RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 - 10/24/2018 2:01:17 PM   
Peter Fisla


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Great, like I said LOS/FOW processing up to 50% - depending on specific situation. So I’m some cases it could be around 40% in some cases it could be up to 50% ;) Also, this processing also depends on what your OS is doing, so you might want to test a case few times and then you can come up with average average number.

(in reply to UP844)
Post #: 31
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 - 10/27/2018 5:10:55 AM   
technikzauberer


Posts: 33
Joined: 8/13/2018
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Ran through test twice with small and large saved scenarios. Yes, LOS speed improvement...30-40%.



(in reply to UP844)
Post #: 32
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 - 10/27/2018 1:57:39 PM   
Peter Fisla


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From: Canada
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quote:

ORIGINAL: technikzauberer

Ran through test twice with small and large saved scenarios. Yes, LOS speed improvement...30-40%.





Awesome, thank you technikzauberer for your testing feedback :) I appreciate it!!!

(in reply to technikzauberer)
Post #: 33
RE: UPDATE6 - Game Engine 1.1.16 - BETA - 10/23/2018 - 10/28/2018 8:30:55 AM   
fierman

 

Posts: 16
Joined: 12/3/2013
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can't install update.
'missing audiere.dll'

Apart from that: I would like to report problems in map scrolling. The input keys are completely unresponsive when trying to scroll the map. Sometimes there is no reaction at all, at other times the keypress 'overshoots' and the map scrolls in one time several hexes distance. It's very hard to make the map scroll the way you would expect it to be.
And yes, I tried it on different setups, with different graphics cards.


(in reply to Peter Fisla)
Post #: 34
RE: UPDATE6 - Game Engine 1.1.16 - BETA - 10/23/2018 - 10/28/2018 11:09:13 AM   
Paullus

 

Posts: 1058
Joined: 6/9/2015
From: Sweden
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quote:

ORIGINAL: fierman

can't install update.
'missing audiere.dll'



You need to unzip the exe-file and then paste it into the Tigers on the Hunt folder replacing the existing Tigers on the Hunt.exe file.

quote:

ORIGINAL: fierman
Apart from that: I would like to report problems in map scrolling. The input keys are completely unresponsive when trying to scroll the map. Sometimes there is no reaction at all, at other times the keypress 'overshoots' and the map scrolls in one time several hexes distance. It's very hard to make the map scroll the way you would expect it to be.
And yes, I tried it on different setups, with different graphics cards.



This is more likely to be you CPU being the problem. Try to free up CPU resources. I use Razer Cortex on my Laptop and it helps me a lot. I know others also has been helped by using this free program




< Message edited by Paullus -- 10/28/2018 11:10:02 AM >


_____________________________

For my part, I shall do my duty as a general; I shall see to it that you are given the chance of a successful action. /Lucius Aemilius Paullus

(in reply to fierman)
Post #: 35
RE: UPDATE6 - Game Engine 1.1.16 - BETA - 10/23/2018 - 10/28/2018 12:22:30 PM   
fierman

 

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quote:

ORIGINAL: Paullus

You need to unzip the exe-file and then paste it into the Tigers on the Hunt folder replacing the existing Tigers on the Hunt.exe file.


That helped. thanks.

quote:

ORIGINAL: Paullus
quote:

ORIGINAL: fierman
Apart from that: I would like to report problems in map scrolling. The input keys are completely unresponsive when trying to scroll the map. Sometimes there is no reaction at all, at other times the keypress 'overshoots' and the map scrolls in one time several hexes distance. It's very hard to make the map scroll the way you would expect it to be.
And yes, I tried it on different setups, with different graphics cards.



This is more likely to be you CPU being the problem. Try to free up CPU resources. I use Razer Cortex on my Laptop and it helps me a lot. I know others also has been helped by using this free program



I have a quad core current-gen i7, 16GB of ram. There is absolutely no sign of excessive cpu usage while the game runs. Apart from that: bitmap scrolling + overlays is something that can be done smooth on a pentium3. Commodore Amiga

Also: the machine I play on is more than capable of handling huge image files. I use the same machine for GIS work, sometimes working with several geotiff files of more than 1GB each. Never a problem scrolling and zooming those.


< Message edited by fierman -- 10/28/2018 1:50:02 PM >

(in reply to Paullus)
Post #: 36
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 - 11/15/2018 7:18:10 PM   
Peter Fisla


Posts: 2503
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Currently working on fixing build hexes issue for QUICK LOS type, FINE LOS type is working well...I will update you on once I find the resolution.

(in reply to UP844)
Post #: 37
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 - 12/8/2018 4:21:29 PM   
Peter Fisla


Posts: 2503
Joined: 10/5/2001
From: Canada
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Fixed a LOS bug found by Ticonderoga60 here: http://www.matrixgames.com/forums/tm.asp?m=4563085

(in reply to Peter Fisla)
Post #: 38
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 - 12/13/2018 12:35:32 PM   
Peter Fisla


Posts: 2503
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From: Canada
Status: offline
With build 1.1.19 I have hopefully cleaned up text corruption issue as found by UP844 here: http://www.matrixgames.com/forums/tm.asp?m=4545944

(in reply to Peter Fisla)
Post #: 39
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 - 12/23/2018 1:18:38 PM   
Peter Fisla


Posts: 2503
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10) December 23, 2018: - Fixed a bug, a few open topped AFVs where allowed to fire even though they were buttoned up, thanks UP844.

(in reply to UP844)
Post #: 40
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 - 1/31/2019 3:03:17 PM   
Peter Fisla


Posts: 2503
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11) January 31, 2019: - Fixed a bug, AI AFV checking for available targets that are in /out of LOS. Thanks Ticonderoga60 - http://www.matrixgames.com/forums/tm.asp?m=4586521

< Message edited by Peter Fisla -- 2/1/2019 12:16:48 PM >

(in reply to UP844)
Post #: 41
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 - 1/31/2019 4:18:07 PM   
UP844


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Thanks, Peter!

_____________________________

Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP

(in reply to Peter Fisla)
Post #: 42
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 - 2/1/2019 11:05:45 AM   
Ticonderoga60

 

Posts: 86
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Thank you Peter for the attention!!

(in reply to UP844)
Post #: 43
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 - 2/1/2019 1:24:44 PM   
dox44

 

Posts: 668
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From: the woodlands, texas
Status: offline
Thanks Peter!

(in reply to Ticonderoga60)
Post #: 44
RE: UPDATE6 - Game Engine 1.1.21 - BETA - 01/31/2019 - 3/10/2019 3:46:28 PM   
rmmwilg

 

Posts: 228
Joined: 5/2/2018
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Looks like SW MG's have lost their ability in version .21 to final fire after First Fire during enemy's movement. Have experienced in a couple of different scenarios now that after being labeled with First Fire, LMG, MMG and HMG invoke a prompt saying the weapon is marked with Final Fire and no longer eligible to fire again when, of course it's not. This was against moving units, either the same, expending more than 1MP in LOS or different moving units where, normally we should be able to fire the MG at least twice (First and then Final Fire). Their owner units are not limited and other ordnance, SW's seem unaffected. Haven't had the chance to see if they are similarly restricted in cases of FPF (Final Protective Fire)

(in reply to Peter Fisla)
Post #: 45
RE: UPDATE6 - Game Engine 1.1.21 - BETA - 01/31/2019 - 6/13/2019 9:37:26 PM   
ColRosenberger


Posts: 27
Joined: 6/11/2017
Status: offline
quote:

ORIGINAL: Peter Fisla

The LOS Quality has to be saved in the saved game file so I had to modify the saved game file format, this means you won't be able to load old saved game files...sorry.

If you're gonna break the save file format anyways, can't you avoid this type of problem in the future by switching over to a serialization library which outputs structured binary data and can easily deal with an extra field or missing field (just use default value) when deserializing?
i.e. Protocol Buffers 3: https://developers.google.com/protocol-buffers/docs/proto3 (every field is optional in protobuf v3)
or perhaps Cap'n Proto: https://capnproto.org/cxx.html, by the author of the previous version of protobuf.

(Protobuf even supports an alternate output to plain JSON, which can be useful for debugging purposes.)

Not saying it would be trivial, but since protobuf can generate your C++ classes for you based on your message/file definition a part of the grunt work is automated.

< Message edited by ColRosenberger -- 6/13/2019 9:40:35 PM >

(in reply to Peter Fisla)
Post #: 46
RE: UPDATE6 - Game Engine 1.1.21 - BETA - 01/31/2019 - 9/1/2019 7:22:26 PM   
BShade

 

Posts: 1
Joined: 9/1/2019
Status: offline
I have obtained TotH recently along with the two modules. Current version is 1.1.09. Thread shows a version of 1.1.21 which I have downloaded but not installed. What steps and files do I do/use to get from 1.1.09 to 1.1.21? I have been looking but not finding this information.

With 1.1.09, the game goes into a non-responsive mode with the two modules.

Looking forward to receiving guidance,

Bill

(in reply to Peter Fisla)
Post #: 47
RE: UPDATE6 - Game Engine 1.1.21 - BETA - 01/31/2019 - 9/2/2019 4:44:32 AM   
Paullus

 

Posts: 1058
Joined: 6/9/2015
From: Sweden
Status: offline
BShade eyou unzip the file then paste the files into the Tigers on the Hunt directory

_____________________________

For my part, I shall do my duty as a general; I shall see to it that you are given the chance of a successful action. /Lucius Aemilius Paullus

(in reply to BShade)
Post #: 48
RE: UPDATE6 - Game Engine 1.1.21 - BETA - 01/31/2019 - 9/2/2019 2:52:04 PM   
rmmwilg

 

Posts: 228
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For anyone else looking:

1.1.21 file is in this forum:

https://www.matrixgames.com/forums/tm.asp?m=4504508

(in reply to BShade)
Post #: 49
RE: UPDATE6 - Game Engine 1.1.21 - BETA - 01/31/2019 - 5/10/2020 8:05:42 PM   
Kerg


Posts: 81
Joined: 6/20/2000
From: Joliet IL
Status: offline
Hi,

Where can I find the link for update 5?
Thanks


_____________________________

Field Marshal Kerg, Combat Command Stats-> Games Played = 141, Points/game = 4179, <br />Average Placing = 3.4, W% = 28%, L% = 29%, D% = 44%, Total Points 589,232, Leagues Entered = 10, Top Three Finish % = 80

(in reply to Peter Fisla)
Post #: 50
RE: UPDATE6 - Game Engine 1.1.21 - BETA - 01/31/2019 - 5/11/2020 4:35:43 AM   
Paullus

 

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Joined: 6/9/2015
From: Sweden
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You click on the "Check for Update" button in the Game Menu. The small window you get before you start Tigers on the Hunt game.

_____________________________

For my part, I shall do my duty as a general; I shall see to it that you are given the chance of a successful action. /Lucius Aemilius Paullus

(in reply to Kerg)
Post #: 51
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 - 5/11/2020 9:10:01 AM   
nikdav


Posts: 895
Joined: 3/9/2008
From: Italy
Status: offline
Hi,
There is a chance for the 2560x1080 resolution?
I can only use the left part of my new monitor!

Thanks!

Nikdav

(in reply to UP844)
Post #: 52
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 - 5/11/2020 6:00:12 PM   
Paullus

 

Posts: 1058
Joined: 6/9/2015
From: Sweden
Status: offline
Not on the near future I'm afraid. Perhaps Windowed 1920 x 1080 is the best solution for you.

_____________________________

For my part, I shall do my duty as a general; I shall see to it that you are given the chance of a successful action. /Lucius Aemilius Paullus

(in reply to nikdav)
Post #: 53
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 - 5/16/2020 3:49:54 PM   
Hailstone


Posts: 666
Joined: 1/19/2016
From: Phoenix, AZ
Status: offline

quote:

ORIGINAL: nikdav

Hi,
There is a chance for the 2560x1080 resolution?
I can only use the left part of my new monitor!

Thanks!

Nikdav


quote:

ORIGINAL: Peter Fisla

Added support for 2560 x 1600 resolution.



Maybe Peter's previous fix to 2560 x 1600 might work. Maybe the latest version is not being used?

Just saying...

(in reply to nikdav)
Post #: 54
RE: UPDATE6 - Game Engine 1.1.21 - BETA - 01/31/2019 - 8/14/2020 3:57:25 PM   
rmmwilg

 

Posts: 228
Joined: 5/2/2018
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Peter, Paullus:

Had to reinstall the game on a new machine, but the 1.1.21 update is not installing. I get an error that it can't find the file: audiere.dll

Is that available elsewhere, that I can just copy/paste from, or is it more complicated than that? For now, I'm stuck with 1.1.09


**Given that we're well beyond the release of this 'beta' update6 without any real problems noted, can we just make this the next official update that can be updated from the splash screen?

< Message edited by rmmwilg -- 8/14/2020 9:14:29 PM >

(in reply to Peter Fisla)
Post #: 55
RE: UPDATE6 - Game Engine 1.1.21 - BETA - 01/31/2019 - 8/14/2020 9:06:37 PM   
roeddog

 

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rmmwilg,

This may help. It is the link to the audiere sourceforge page

(in reply to rmmwilg)
Post #: 56
RE: UPDATE6 - Game Engine 1.1.21 - BETA - 01/31/2019 - 8/14/2020 9:13:12 PM   
rmmwilg

 

Posts: 228
Joined: 5/2/2018
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quote:

ORIGINAL: roeddog

rmmwilg,

This may help. It is the link to the audiere sourceforge page

Thanks. Checked on it, and the file is already in the ToTH installation. I wonder if it's somehow gotten removed from the instal file?

(in reply to roeddog)
Post #: 57
RE: UPDATE6 - Game Engine 1.1.21 - BETA - 01/31/2019 - 8/16/2020 8:00:52 AM   
Paullus

 

Posts: 1058
Joined: 6/9/2015
From: Sweden
Status: offline
Strange but that is computers for you . I'm glad it helped.

_____________________________

For my part, I shall do my duty as a general; I shall see to it that you are given the chance of a successful action. /Lucius Aemilius Paullus

(in reply to rmmwilg)
Post #: 58
[BUG] Enemy defensive fired twice during friendly movem... - 9/19/2021 2:27:56 PM   
sanderson_slith

 

Posts: 12
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From: PRC
Status: offline
Game version is 1.1.21.

Scenario is Retaking Vierville (adapted from ASL S1) posted in the scenario thread.

As shown in the screenshot, the german personel squad got defensively fired twice by the same american airbrone (without any sw) squad just in one segment. And that american personel squad is even pinned in the last segment.

Edit: Sorry I didn't read the rules about residual firepower. It seems like the german squad is still affected by the residual firepower when they moved off the hex, in which the american squad left a residual firepower. So the residual firepower not only affect the unit moves into that hex, but also unit moves off the hex?

The rules in ASL do state that "A unit expending MF/ MP to leave a Location is not subject to Residual FP attack in the Location it is leaving". Nor did the moving german squad satisfy the condition to be subsequently fired, cuz its not the closest target to that american squad. So I wonder what was going on here in this instance?

Attachment (1)

< Message edited by sanderson_slith -- 9/19/2021 3:46:50 PM >

(in reply to Peter Fisla)
Post #: 59
RE: [BUG] Enemy defensive fired twice during friendly m... - 9/19/2021 5:20:55 PM   
UP844


Posts: 1662
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From: Genoa, Republic of Genoa (occupied by Italy)
Status: offline
As repeatedly stated, TOTH is not a 100% clone of ASL. Peter will undoubtedly be more knowledgeable about the game mechanics, but I think the American squad simply made a first fire and then a subsequent fire on the FJ squad because of the relative high chance of inflicting casualties, without taking into account whether it was the closest unit or not.

_____________________________

Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP

(in reply to sanderson_slith)
Post #: 60
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