2.0.12 update? (Full Version)

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Deathtreader -> 2.0.12 update? (1/16/2017 11:07:07 PM)

Hi,

Just curious as to what will be in the next update........

Rob.[:)]




CapnDarwin -> RE: 2.0.12 update? (1/17/2017 12:56:02 AM)

Rob,

We are fixing six or so bugs reported after the release of 2.0.11. I'll be post more info in a few days on what those are. Nothing earth shattering, but worth a fix while we are working on Southern Storm.




Deathtreader -> RE: 2.0.12 update? (1/17/2017 10:15:54 PM)

Hi,

Thanks for the info....good stuff!

Would you be willing to consider scenario corrections in the update? Specifically the Reforged scenario Spartans at Nordenfelt -- the NATO player does not get the 5 improved positions he's told he will, and in the alternate version the improved positions are changed to 5 obstructions but NATO does not get those either. Small potatoes I know, but should be an easy fix/addition for you folks.
Just a thought.

Rob.[:)]




CapnDarwin -> RE: 2.0.12 update? (1/20/2017 11:54:54 PM)

As promised, here is a little something-something about the 2.0.12 Update as we are calling it.

Looking at fixing the following bugs/issues:
1. Unit black hole bug: A condition where units in a hex with wrecks and cover disappear from LOS. We know what is wrong and working on a fix and also a small performance boost (we hope).
2. HQ Radio message spam bug: A player ran into a case where radio messages for the same event were popping up constantly. Test the fix.
3. FP9/Image Map Values Edit crash: Trying to load images in the Map Values editor was causing a crash. Fixed and being tested.
4. PBEM Load fail: Still being investigated, but not looking repeatable. Hard fix what you can't find. [;)]
5. Intel Screen Glitch: In some cases, enemy groups are getting double reported. I would say that's a great real life feature, but something weird is going on. Investigating.
6. Teleporting HiHQ at Setup: Some real Harry Potter stuff here. A weird combo of group orders at setup and moving units. Rob thinks we have it nailed down and we are checking it out.
7. Way Point Editor Timing Glitch: We are looking it to this again and the latest attempt did not fix and broke something else as well. This is a minefield section of code. Working it, but may revert and live with the original issue in Red Storm (Southern Storm will have a revamp of this code and deal with any remaining issues). Sometimes you have to punt. We are getting close on this one.

That's the long and short of it for now. No ETA just as yet as many of us have been dealing with other RL issues this month. We will keep you posted. [8D]




CapnDarwin -> RE: 2.0.12 update? (1/21/2017 12:10:09 AM)

Rob,

Are you sure about that scenario issue. Both Charles and I looked at those scenarios and there is no mention of IPs or Obstacles in the missions. There are 5 minefields on the map. We are confused. [&:]




Deathtreader -> RE: 2.0.12 update? (1/21/2017 9:14:34 PM)

quote:

ORIGINAL: Capn Darwin

Rob,

Are you sure about that scenario issue. Both Charles and I looked at those scenarios and there is no mention of IPs or Obstacles in the missions. There are 5 minefields on the map. We are confused. [&:]


Hi,

Yup, I'm sure.
When you close the TOC at the very beginning of a new scenario thus starting the pregame setup phase a little window pops up recapping your force numbers by type, and the number of improved positions and/or obstacles and/or minefields the player has (if any) then it goes on to tell you they are placed by the scenario designer and cannot be changed by the player. In both instances the 5 minefields are mentioned and present but the 2 scenario versions also mention 5 IP's in one and 5 OBS in the other.
Honest!! [:)]

Rob.

edited to correct sequence.




cbelva -> RE: 2.0.12 update? (1/21/2017 10:11:58 PM)

Ok, I see what you are talking about. That window is wrong and appears to be due to a bug from many years ago. When I first built the scenario I included 5 improved positions and 5 minefields, but I took them out early on for play balance. They have not been in the scenario for a long time (since the beginning) and won't be in the scenario. For now, don't trust that window regarding IPs and minefields, trust your eyes on the map. There are no improved positions or minefields. I spot checks a few other scenarios in Red Storm and they have the same problem, if the designer placed them initially in the game and then deleted them, they are still being listed in that window and that window alone.

I did built a test scenario to see if it is still occurrring, and it doesn't appear to be in new scenarios. This just appears to be a bug affecting older scenarios going back to at least those created for FPG.




Deathtreader -> RE: 2.0.12 update? (1/23/2017 10:54:03 PM)


quote:

ORIGINAL: cbelva

Ok, I see what you are talking about. That window is wrong and appears to be due to a bug from many years ago. When I first built the scenario I included 5 improved positions and 5 minefields, but I took them out early on for play balance. They have not been in the scenario for a long time (since the beginning) and won't be in the scenario. For now, don't trust that window regarding IPs and minefields, trust your eyes on the map. There are no improved positions or minefields. I spot checks a few other scenarios in Red Storm and they have the same problem, if the designer placed them initially in the game and then deleted them, they are still being listed in that window and that window alone.

I did built a test scenario to see if it is still occurrring, and it doesn't appear to be in new scenarios. This just appears to be a bug affecting older scenarios going back to at least those created for FPG.


OK, thanks !!

Good to know....for awhile I thought I couldn't see the forest because of the trees.

Rob.[:)]




Jo van der Pluym -> RE: 2.0.12 update? (3/3/2017 11:52:55 AM)

Is there all more news about it?




CapnDarwin -> RE: 2.0.12 update? (3/3/2017 12:48:13 PM)

We are packing up the files for the update this weekend so we can ship it off to Matrix on Monday for the installer build. So it is making its way out. We will keep you posted on where it is in the system. [8D]




MikeJ19 -> RE: 2.0.12 update? (3/3/2017 8:30:26 PM)

Awesome! Thanks for the good work and support!




Jo van der Pluym -> RE: 2.0.12 update? (3/4/2017 8:56:01 AM)


quote:

ORIGINAL: Capn Darwin

We are packing up the files for the update this weekend so we can ship it off to Matrix on Monday for the installer build. So it is making its way out. We will keep you posted on where it is in the system. [8D]


That's good news. Thanks




Jagger2002 -> RE: 2.0.12 update? (3/24/2017 2:28:24 AM)

I am about to do turn 1 on a new PBEM. Will we be able to continue with the new patch?




CapnDarwin -> RE: 2.0.12 update? (3/24/2017 3:06:35 AM)

I'm going to say there may be a problem if you update mid PBEM. I'd go for better safe than sorry. We sent up a couple file tweaks this evening and with any luck we'll see an update soon.




Jagger2002 -> RE: 2.0.12 update? (3/24/2017 2:00:39 PM)

Thanks. I just sent an email to my email partner and we are mulling over whether to start or wait.




Ginetto -> RE: 2.0.12 update? (3/25/2017 3:27:44 PM)

Quousque tandem? When it's finally released PLEASE make the installation user-friendly, like your CMANO colleagues do.




CapnDarwin -> RE: 2.0.12 update? (3/25/2017 6:38:55 PM)

Gino, it should be the same installer as all other Matrix Games. What have you seen that is different? The game on Steam will auto-update when the official release is pushed out.




Ginetto -> RE: 2.0.12 update? (3/26/2017 12:50:10 AM)

Thanks, Cap'n. I don't have Steam, but if you're going to use the standard MG installer it's no sweat. The reason I brought this up is that I remember a while ago having a tense time with 2 or 3 update installations. Unfortunately I can't remember the game. I do remember, though, having to follow a large number of incompletely explained steps before succeeding in having the update up and running.




Lowlaner2012 -> RE: 2.0.12 update? (3/30/2017 4:57:19 PM)

Hi Capn, I am eagerly awaiting the new patch... is there any news from Matrix?

Thanks :-)




CapnDarwin -> RE: 2.0.12 update? (3/30/2017 7:17:49 PM)

We are working to get the last file into the installer packages and checked out. As soon as we get a clean build for both installers we will let you guys know.




Lowlaner2012 -> RE: 2.0.12 update? (3/31/2017 3:09:32 PM)

Cheers for the info :)




CapnDarwin -> RE: 2.0.12 update? (4/6/2017 4:52:36 PM)

The latest on the update. We have been working on an issue with the What's New doc and the launcher showing the right version of the file. We just figured out why the wrong file was showing this morning and will need to fix a few things to get everything right. As soon as we get both builds approved, the ball can start rolling on releasing to you guys. [8D]




Jo van der Pluym -> RE: 2.0.12 update? (4/8/2017 8:18:00 AM)

Is there all a Estimate Time & Date of Release (ESDR)?




CapnDarwin -> RE: 2.0.12 update? (4/8/2017 11:27:19 AM)

We okayed both installers Friday. I would guess next week, but I have not heard a firm date yet. As soon as I do I will let you guys know.




Jo van der Pluym -> RE: 2.0.12 update? (4/8/2017 4:07:27 PM)


quote:

ORIGINAL: Capn Darwin

We okayed both installers Friday. I would guess next week, but I have not heard a firm date yet. As soon as I do I will let you guys know.


Then it's mayby a Eastern Present




CapnDarwin -> RE: 2.0.12 update? (4/12/2017 5:41:04 PM)

I was hoping, but alas, the word handed down from on high is Tuesday the 18th for the update to release on both Steam and Matrix. Assuming all goes well in between. [;)]




Enigma6584 -> RE: 2.0.12 update? (4/12/2017 8:32:33 PM)

Thanks for the information.




Tophat1815 -> RE: 2.0.12 update? (4/13/2017 11:24:12 PM)

Well glad its close.......




Lowlaner2012 -> RE: 2.0.12 update? (4/19/2017 6:07:21 PM)

Capn I am happy to report that the waypoint timing bug is gone, thanks for all your support :)




CapnDarwin -> RE: 2.0.12 update? (4/19/2017 6:11:53 PM)

I'm glad to hear that too. [:D]




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