UPDATE6 - Game Engine 1.1.21 - BETA - 01/31/2019 (Full Version)

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Peter Fisla -> UPDATE6 - Game Engine 1.1.21 - BETA - 01/31/2019 (7/7/2018 2:21:35 PM)

I have just started working on the next update - UPDATE6. My plan is to fix bugs and further improve the game performance. Thank you all for your patience.

1) Fixed a bug, BRUSH terrain on higher level of elevation was not blocking interdiction as it should. Thanks UP844 for finding the bug! http://www.matrixgames.com/forums/tm.asp?m=4503493

2) Fixed a bug, American M2 Light Mortar now as the correct minimum and maximum range 3 - 45 hexes and American M19 Light mortar now has 2 - 18 hexes. Thanks UP844!

3) Added support for 2560 x 1600 resolution.

4) Fixed blind hexes issues with buildings for Line of Sight processing. In addition, I was able to improve LOS processing by 25% compared to the UPDATE5.

5) AFVs will now properly follow path to get on and off a bridge - Thanks LN59!

6) Fixed a bug, it is now possible to deploy a friendly unit into an enemy controlled hex that does not contain any enemy units; Thanks UP844!

7) Possible improvement in Line of Sight and Fog of War processing up to 50% - I hope.

Well so looks like 1.1.16 build has some issues with my LOS performance improvement - specifically blind hexes logic. Going forward, I have decided to split the LOS processing logic quality into types: FINE (same as before build 1.1.16, including official UPDATE5) and QUICK (which sacrifices a bit of quality for speed). When you start a new scenario in the Scenario Configuration Dialog, you now get to choose the LOS quality. Once you start a new scenario, you can check the current LOS Quality by going to Scenario Attributes dialog - please see the attached picture for details. 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. So thanks to feed back from the users as well as Jorgen, I notice there is an issue with blind hexes logic using the QUICK LOS type. I'm currently looking into it but I wanted to release a version of a build that also allows the users to play with the default FINE LOS quality. - December 12, 2018 update: I'm having hard time to properly tune the LOS engine to make QUICK LOS feature to work properly. Some important drawbacks have been identified which I can't currently address so for now I'm disabling the feature in the build 1.1.18. I will look at this feature in the future as I'm always trying to improve the performance of the LOS engine.

8) December 12, 2018: - Fixed a LOS bug found by Ticonderoga60 here: http://www.matrixgames.com/forums/tm.asp?m=4563085 - December 12, 2018:

9) December 13, 2018: - Fixed some text string issue when a a friendly Ordnance/AFV was firing vs an enemy AFV, thanks UP844.

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

11) January 31, 2019: - Fixed a bug, AI AFV checking for available targets that are in /our of LOS. Thanks Ticonderoga60.

IMPORTANT: make sure you install UPDATE5 first, then overwrite the game executable with the 1.1.21 version attached in this message.




Peter Fisla -> RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 (7/7/2018 7:08:08 PM)

fixed Mortar ranges




Peter Fisla -> RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 (7/7/2018 7:26:57 PM)

Added support for 2560 x 1600 resolution.




UP844 -> RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 (7/7/2018 9:02:34 PM)

Thanks for your dedication, Peter! [&o]

I am afraid the American 60mm mortars still require a bit of tweaking. ROF values should be "High" for the M2 and "Medium" for the M19.

I made a test scenario placing one mortar of each type and fired on a bunch of infantry squads for 10 turns (20 fire phases).

The M2 fired 27 shots over 17 fire phases (it was broken for three fire phases), with an average value of 1.58 shots per fire phase.

The M19 fired 46 shots over 18 fire phases (it was broken for two fire phases), with an average value of 2.70 shots per fire phase.

In my opinion, even though the test was carried out on a limited number of fire phases, the divergence between the two mortars is quite marked and it looks like the ROF values also need switching like the ranges did.

P.S. On a marginal note, the icons are still reverses, but this is a very minor point.




Peter Fisla -> RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 (7/7/2018 9:31:04 PM)

Ok, I have changed the ROF (just uploaded updated 1.1.12 build), however I will not be changing the graphics.




UP844 -> RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 (7/7/2018 10:11:08 PM)

Thanks Peter! [&o]

Graphics are a very minor issue with no game impact.




Tiger88_slith -> RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 (7/15/2018 11:54:20 AM)

Peter - thanks for putting this out....using it and the speed is much improved with the processing! Some of the larger scenarios still bog down - I am hoping there are a few more tricks up your sleeve to remedy this?

Thanks again!!




dave68124 -> RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 (7/29/2018 5:10:24 AM)

Possible bug in 1.12 beta - Noticed in a couple of games and doesn't happen every turn, but there seems to be a glitch that you cannot advance fire available units.

I have a game file I can share, but this post doesn't appear to allow me to upload the file.





Paullus -> RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 (7/29/2018 6:46:00 PM)

Try to Zip the file first.




dave68124 -> RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 (7/30/2018 2:32:23 AM)

Thanks. Here you go. The scenario is Le Hemel. You should see some units that just moved and have the ability to Advance Fire.

Edit- you may not be able to replicate. Opened the file after restarting the game, and I was able to Adv Fire. Wondering if the memory runs out and prevents firing. As I said, it happen in another game about 7 turns in as well.




dave68124 -> RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 (7/30/2018 3:46:41 AM)

I think I found another issue. I was able to fire through a building to a high hex. See the attached file. See the tank in hex 21,20 with target to 4,20. Tank is parked adjacent to the building so it isn't an issue where I am firing over the building from a distance back from the building.

The AI has been able to shoot through buildings at infantry in a multi-hex building sitting in the back hexes. It as if the terrain is getting completely ignored.





Paullus -> RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 (7/30/2018 12:34:13 PM)


quote:

ORIGINAL: dave68124

Thanks. Here you go. The scenario is Le Hemel. You should see some units that just moved and have the ability to Advance Fire.

Edit- you may not be able to replicate. Opened the file after restarting the game, and I was able to Adv Fire. Wondering if the memory runs out and prevents firing. As I said, it happen in another game about 7 turns in as well.

I can't replicate this one either. Perhaps you tried to shoot with the HMG? Anyway I'll keep an eye on it.




UP844 -> RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 (7/30/2018 2:39:24 PM)

This is a minor bug that occurs at random intervals, but it is not fatal. Just save and restart playing from the saved game: the units will fire as expected.

I reported the bug, but unfortunately the glitch that prevents the player units from firing gets cleared when the game is saved.




Peter Fisla -> RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 (7/30/2018 7:33:46 PM)


quote:

ORIGINAL: dave68124

I think I found another issue. I was able to fire through a building to a high hex. See the attached file. See the tank in hex 21,20 with target to 4,20. Tank is parked adjacent to the building so it isn't an issue where I am firing over the building from a distance back from the building.

The AI has been able to shoot through buildings at infantry in a multi-hex building sitting in the back hexes. It as if the terrain is getting completely ignored.




I will take a look...




Peter Fisla -> RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 (8/5/2018 4:09:08 PM)


quote:

ORIGINAL: dave68124

I think I found another issue. I was able to fire through a building to a high hex. See the attached file. See the tank in hex 21,20 with target to 4,20. Tank is parked adjacent to the building so it isn't an issue where I am firing over the building from a distance back from the building.

The AI has been able to shoot through buildings at infantry in a multi-hex building sitting in the back hexes. It as if the terrain is getting completely ignored.




Hi Dave,

I have just fixed this issue, please download the latest build 1.1.3 beta and let me know.

Fixed blind hexes issues with buildings for Line of Sight processing. In addition, I was able to improve LOS processing by 25% compared to the UPDATE5.




UP844 -> RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 (8/5/2018 5:24:01 PM)

Thanks, Peter! Your dedication is unbelievable! [&o]




fuselex -> RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 (8/9/2018 2:12:12 PM)

totally agree UP844
It has been ,from day 1 , an incredible effort by Peter




Peter Fisla -> RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 (8/18/2018 1:11:50 PM)

I have just uploaded 1.1.14 build, AI and Player AFVs will now properly follow path to get on and off the bridge - Thanks LN59 for finding the bug!




UP844 -> RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 (8/18/2018 4:52:32 PM)

[X(] I only had time to play once with 1.1.13 [:D] and here we have 1.1.14!

Thanks a lot, Peter!!!

I don't want to be a gimmie pig (I already know I am a monumental pain in the ***), but is there any chance to see the lack of acquisition when firing on AFVs after moving corrected? [;)]




Peter Fisla -> RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 (8/18/2018 5:02:01 PM)


quote:

ORIGINAL: UP844

I don't want to be a gimmie pig (I already know I am a monumental pain in the ***), but is there any chance to see the lack of acquisition when firing on AFVs after moving corrected? [;)]


That's a WW2 tank design issue, not a programmer issue :)




UP844 -> RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 (8/18/2018 8:12:14 PM)

I forget to specify that the issue affects AFVs firing in the Advancing Fire Segment after moving and stopping in their Movement Segment.

Why do the same moving and stopping AFVs gain acquisition if they fire to infantry units? One of the two kinds of fire is faulty, in my opinion.

In fact, I always fire in the Advancing Fire Segment to enemy infantry as a standard tactic, just to gain acquisition for the next fire phase, unless I have an AFV with limited HE ammo.




LN59 -> RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 (8/18/2018 8:12:17 PM)


quote:

ORIGINAL: UP844
Thanks, Peter! Your dedication is unbelievable! [&o]


quote:

ORIGINAL: Fuselex
Totally agree UP844
It has been, from day 1, an incredible effort by Peter


quote:

ORIGINAL: Peter Fisla - Game Engine 1.1.14 - BETA - 8/18/2018
I have just started working on the next update - UPDATE6. My plan is to fix bugs and further improve the game performance. Thank you all for your patience.


And Peter...

Thank You for your dedication and your great consistency in the development of this brilliant game.
[sm=character0013.gif] The mark of a "Grand Chief"! [sm=character0013.gif]

[sm=happy0065.gif]
LN59




Peter Fisla -> RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 (10/12/2018 1:01:55 PM)

10/12/2018:

6) Fixed a bug, when deploying a unit into an enemy hex (but there are no actual enemy units in that hex); it is now possible to deploy a friendly unit. Thanks UP844!

Next I will look into the "Possible bug: Reinforcement AFV with no MP" issue...




KingHunter3059 -> RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 (10/13/2018 1:59:33 PM)

Peter - I have the last 'Official' version at 1.1.09, should I install this one over that?




Peter Fisla -> RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 (10/13/2018 2:24:17 PM)

quote:

ORIGINAL: KingHunter3059

Peter - I have the last 'Official' version at 1.1.09, should I install this one over that?


yes, you just overwrite the game executable 1.1.09 with the beta version 1.1.15 attached in this thread.

Peter




KingHunter3059 -> RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 (10/13/2018 2:51:06 PM)


quote:

ORIGINAL: Peter Fisla

quote:

ORIGINAL: KingHunter3059

Peter - I have the last 'Official' version at 1.1.09, should I install this one over that?


yes, you just overwrite the game executable 1.1.09 with the beta version 1.1.15 attached in this thread.

Peter


Outstanding! Thanks Peter! [&o]




Peter Fisla -> RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 (10/23/2018 11:47:02 PM)

October 23rd, 2018:

Ok, I think I can further improve my Fog of War and Line of Sight processing by up to 50% with the build 1.1.16, Download it guys and test it for me. How to compare, run your older build and load up a saved game file with many units. Then click on the "Check LOS" button on the game application toolbar. On the bottom of the dialog it will show how much time FOW spent on processing the map. Then Load up the latest 1.1.16 build I just uploaded and run the same test in the new build. You should see up to 50% improvements, hopefully LOS is still the same quality and I didn't mess up anything :)

Thanks guys! Once the build 1.1.16 works great I will focus on debugging and fixing why some arriving AFVs can never move in a scenario that UP844 has discovered.

Cheers!




UP844 -> RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 (10/24/2018 8:19:39 AM)

Thanks Peter! I will test it ASAP (real life issues have their nasty ways to prevent serious dedication to ToTH)




UP844 -> RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 (10/24/2018 1:26:35 PM)

What the hell, work can wait while I do something really important!

LOS check with v.1.15

[image]local://upfiles/53779/A33055DC42B54D1BAE6BB72B9296DE1F.jpg[/image]




UP844 -> RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018 (10/24/2018 1:29:47 PM)

LOS check with v.1.16, after reloading the game saved in v.1.15

If I have carried out the test properly, LOS check time appears to have ben cut by almost 40% [&o]





[image]local://upfiles/53779/27787F1C22CC4C208177D9F30DC15D32.jpg[/image]




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