2.0.11.5 Open Beta Released!!! (Full Version)

All Forums >> [New Releases from Matrix Games] >> Flashpoint Campaigns Series



Message


CapnDarwin -> 2.0.11.5 Open Beta Released!!! (5/21/2016 2:17:27 PM)

Even More Red Storm Goodness!

Please read the included What's New PDF to see all the fixes, enhancements and additions made for this release and the others in the 2.0.11 Beta.

This release comes in two flavors, Production and Debug. The Production version removes all the debug support and should run smoother.

You can find the files here on our Website: 2.0.11.5 Beta Update
The package will go to Matrix for Steam Beta and Members Club downloads on Monday (should be seen later in the week).

Check it out and let us know what you think! Some more tweaks to pathing AI, checking for gun duels, and a new marker for radio intercepts to name a few!!

Enjoy!! [X(]




zakblood -> RE: 2.0.11.5 Open Beta Released!!! (5/21/2016 2:35:30 PM)

thanks for the update as always
[&o][&o][&o]




Deathtreader -> RE: 2.0.11.5 Open Beta Released!!! (5/21/2016 9:53:52 PM)



Woohoo!!

Thanks! [sm=00000436.gif]

Rob.




Stimpak -> RE: 2.0.11.5 Open Beta Released!!! (5/22/2016 3:36:14 AM)

Version seems to have put the balance back towards where it was meant to be. Good job!
I'll keep playing and see if that horrendous lag is gone as well...




CapnDarwin -> RE: 2.0.11.5 Open Beta Released!!! (5/22/2016 4:43:08 AM)

Stimpak, I am interested in hearing if the production version lags on you. The Debug stuff has some overhead and there are a lot of debug info we process in that mode. As for the AI and combat we feel pretty good too. Thanks for the thumbs up.




clodhellmer -> RE: 2.0.11.5 Open Beta Released!!! (5/23/2016 11:50:32 AM)

I think I found a bug. Click on a unit an set the first waypoint. If you want to set the second or third waypoint right on the place were the unit is located at the present time the pop up for screen/hold/on call will appear. So its not possible to place a waypoint over the chosen unit.




CapnDarwin -> RE: 2.0.11.5 Open Beta Released!!! (5/23/2016 12:43:14 PM)

Clodhellmer, if you go back into the hex with the unit to place a waypoint, you need to click in the hex but not on the counter. Clicking on the counter sets the order and will pop the dialogs. While not pretty, it is working as intended.




battlerbritain -> RE: 2.0.11.5 Open Beta Released!!! (5/23/2016 1:44:00 PM)

Played with this a bit last night. Seems OK so far.

The paths problem over bridges seems fixed.

Haven't found any other problems yet either.

I like the new 'Radio Location' icon as well - quite useful.




CapnDarwin -> RE: 2.0.11.5 Open Beta Released!!! (5/23/2016 2:06:15 PM)

The radio location is cool. I like the hover over the weather panel to get the time of day changes. AI pathing is a twitchy minefield. We broke things a number of times before getting all the pieces balanced again.




clodhellmer -> RE: 2.0.11.5 Open Beta Released!!! (5/23/2016 4:56:55 PM)

Ups, my mistake! Sorry!




CapnDarwin -> RE: 2.0.11.5 Open Beta Released!!! (5/23/2016 5:36:58 PM)

No problem. I don't recall half of the nuisance UI bits anymore. [:D]




Ginetto -> RE: 2.0.11.5 Open Beta Released!!! (5/23/2016 7:33:37 PM)

Capn, I installed 2.0.11.5 Beta (production version) in both my Windows XP and Windows 10 machines. Loading the game and having it start in the XP PC is quick and smooth. Instead, in the Windows 10 machine to load the game and start it takes forever. When you click on the desktop icon you have a few long minutes of no response at all. then halfway through the opening jingle it again takes a long breather. With all the earlier upgrades, Windows 10 behaved faultlessly.
Would it be possible to restore the status quo ante in your next upgrade, as far as Windows 10 is concerned?




CapnDarwin -> RE: 2.0.11.5 Open Beta Released!!! (5/23/2016 9:22:22 PM)

Ginetto, I'll let folks know in our Dev call tonight on this issue and see if we can pin it down. Any chance you can try the debug exe in both and see if there are any differences in either?

Thanks.




Ginetto -> RE: 2.0.11.5 Open Beta Released!!! (5/24/2016 12:04:44 AM)

Ok. By that you mean download the debug version of 2.0.11.5 and install it on both computers or only on the Windows 10 one?
I suppose it'll just overwrite on the production version.
I'll do it tomorrow. It's 1 a.m. here. A bit tired.




CapnDarwin -> RE: 2.0.11.5 Open Beta Released!!! (5/24/2016 12:30:02 AM)

Gino,
Thanks. Both would give us a comparison and you can just reapply the production version back on the XP machine.




Ginetto -> RE: 2.0.11.5 Open Beta Released!!! (5/24/2016 10:34:53 AM)

Capn, good morning. I did the test as we agreed. In the PC with Windows XP the "debug" update, once installed, makes no difference. The game loads quickly and smoothly as with the "production" version.
In the PC (actually a laptop) with Windows 10, the "debug" update made all the difference. Now the game loads fast and smoothly.
The only difference I noticed is that in the Windows XP machine with "debug" installed the map scrolls very slightly slower. But I hesitate to really call this a problem because the difference with before is hardly detectable.
Anyway, I guess I'll just leave both machines with Flashpoint running on debug.
Thanks for your suggestion. Excellent.




CapnDarwin -> RE: 2.0.11.5 Open Beta Released!!! (5/24/2016 11:23:28 AM)

Gino, other than the loading, does the game itself play the same (speed and response) on the win10 machine for both exes? Also, are you getting both animations at the start of the game for both exes in win10?

Thanks.




Ginetto -> RE: 2.0.11.5 Open Beta Released!!! (5/24/2016 2:35:50 PM)

Cap'n Darwin. Yes to both questions. The game itself plays normally with both exes and the animations come with both exes. The difference is that in the W10 machine each animation takes eons to appear on the screen. Once it does, it plays normally. Also, when you choose a scenario, it loads quickly in both machines and with both exes.




CapnDarwin -> RE: 2.0.11.5 Open Beta Released!!! (5/24/2016 4:38:58 PM)

Thanks for the details, win10 has been a pain with these odd issues. Most are related to the number of codices MS dropped or doesn't load on the OS. We will see what we can do.




OldSarge -> RE: 2.0.11.5 Open Beta Released!!! (5/27/2016 10:50:14 PM)

I've had a similar loading issue with both Win7 and WinX. It looks like something is triggering the Anti-mlalware service as it starts to consume a huge amount of CPU time.

It also takes a significant amount of time to even look at the executable's properties in order to unblock it.

Once loaded, everything appers to run well. [8D]




CapnDarwin -> RE: 2.0.11.5 Open Beta Released!!! (5/28/2016 1:08:38 AM)

Oldsarge, was that with the debug build or the production build?




OldSarge -> RE: 2.0.11.5 Open Beta Released!!! (5/28/2016 1:47:34 AM)

The release build.

Er, sorry, production build.




CapnDarwin -> RE: 2.0.11.5 Open Beta Released!!! (5/28/2016 2:16:32 AM)

Thanks for the information. We will be looking into why this is going on.




OldSarge -> RE: 2.0.11.5 Open Beta Released!!! (5/28/2016 3:10:47 AM)

I found a solution that works for me.

I have added the path to FCRS to the exclusion list for Windows Defender. So far, I've only tested this on Win7. I'll try WinX a little later.




harry_vdk -> RE: 2.0.11.5 Open Beta Released!!! (5/28/2016 8:51:08 AM)

There is something odd on a win10.

If I copy the FPRS.exe from the release 11.5 over the 10d version. Its takes more then a minute to right-click on the exe before the context menu popup. And opening the properties takes also a large amount of time.

right-click on the steam 10d version reacts as normal. The steam version have a digital signatures. The 11.5 exe don't. Can this create the problem.





CapnDarwin -> RE: 2.0.11.5 Open Beta Released!!! (5/28/2016 3:15:35 PM)

We will check it out and see if the signature thing is something we can fix.




IronManBeta -> RE: 2.0.11.5 Open Beta Released!!! (5/31/2016 12:58:25 AM)

I think OldSarge is on to something here. Recently when Windows is used to unzip a file it will "Block" it if it detects it coming from another computer. This could explain the extreme slowness. To see if your program exe is affected by this, find "fprs.exe" in Windows Explorer, right click and select Properties and then look at the bottom of the tab. If it complains that it is from another computer and offers a checkbox to unblock it then check it. That part of the dialog in boxed in red below.
Check the unblock checkbox and that should help!

Also, do the exact same thing for each .DLL file just to make sure that none of them are blocked. If you find that any are then please post that here so that I can be aware of it.

This is a problem that is limited to zip files currently. The proper Matrix installers avoid these problems because they do things the long, hard and proper way.

Thanks, Rob C


[image]local://upfiles/5809/CEB6401F3BC54321B2E7837389170712.jpg[/image]




Stimpak -> RE: 2.0.11.5 Open Beta Released!!! (6/25/2016 5:05:30 PM)

[image]http://puu.sh/pFw4P/57c3e13d58.png[/image]

Though I still won a decisive victory, this single Panzergrenadier squad (The fallen out one) managed to kill almost all of one of my MRCs, even with heavy casualties, little ammo, and very low readiness. The irony is this: Two MRCs were sent against this platoon, one moving deliberately, and one assaulting. The deliberately moving MRC dismounted and inflicted heavy casualties on the PzP, sustaining little casualties from the Panzergrenadiers itself... but not before supporting Leopard 2 fire cleaned it up.

The assaulting MRC entered the hex dismounted, suffering only 1 BMP lost...
And shut down. They became stuck within the hex, and seemed unable to damage the Panzergrenadier platoon despite losing upwards of 2-3 BMPs and their infantry every shot the Panzergrenadiers made. By the time the squad was finally fallen out, the MRC had been reduced from 30 subunits to 4.

At the same time I've been testing the effects of preparatory fires and different movement types. Artillery is working well as intended, but again I notice that a deliberate attack remains much more effective than an assaulting attack. The assaulting units typically fire less often, hit less often, and take twice the losses thanks to their "exposed" posture, whereas deliberate moving units hit more often and take only half the losses. I've made a point since 2.0.11.4 to never use the Assault command in the attack, and only use it when I want recon units to continue their course instead of screening away, or to forcefully contest a VP point.


In other, bad news, the CPU leak is back. It is not as severe as before, but now it still appears about 6 turn resolutions in, causing the FX to slow to a crawl. The only fix I have for it at the moment is saving the battle, closing the game, and re-opening both the game and save.




CapnDarwin -> RE: 2.0.11.5 Open Beta Released!!! (6/25/2016 6:58:44 PM)

Stimpak, I'll pass the leak along to Rob when we chat Sunday. I will also look at assaulting movement and see if there is any obvious issue with combat when it get in hex with the enemy. Thanks for the report!




Stimpak -> RE: 2.0.11.5 Open Beta Released!!! (6/25/2016 7:33:00 PM)

Regarding the MRC incident, pre and post battle .savs are linked here: 23 is pre-battle, 28 is after. Don't mind the gibberish I filled the operational briefing with... [sm=Crazy-1271.gif]




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
1.203125