Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Tech Support >> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) Page: <<   < prev  17 18 [19] 20 21   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/4/2011 11:04:04 AM   
medicff

 

Posts: 710
Joined: 9/11/2004
From: WPB, Florida
Status: offline

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: medicff

While we are chasing bugs. While updating New Zealand INF groups the Dunedin base force was set to upgrade from the militia, changed from beta P9 to Q1 and made moves and ran turn. Next turn Dunedin BF shows lost the infantry/milita to an additional Aviation group and also additional Engineer line.

Ran next turn and upgraded another BF without any issues so either with Dunedin BF or changing betas??

Pic below, I have saves if you want.



Looking at the Dunedin BF in editor, the active weapons are slightly askewed with the TOE.
However I would have expected it to correct itself by merging the duplicated slots, and taking the normal TOE replacements, after a few days.


I will keep checking but so far three two day turns with no corrections. I do have the replacements off however I will try with them on. The TOE is correct when you click on it.


(in reply to michaelm75au)
Post #: 541
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/4/2011 11:21:07 AM   
michaelm75au


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

ORIGINAL: medicff


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: medicff

While we are chasing bugs. While updating New Zealand INF groups the Dunedin base force was set to upgrade from the militia, changed from beta P9 to Q1 and made moves and ran turn. Next turn Dunedin BF shows lost the infantry/milita to an additional Aviation group and also additional Engineer line.

Ran next turn and upgraded another BF without any issues so either with Dunedin BF or changing betas??

Pic below, I have saves if you want.



Looking at the Dunedin BF in editor, the active weapons are slightly askewed with the TOE.
However I would have expected it to correct itself by merging the duplicated slots, and taking the normal TOE replacements, after a few days.


I will keep checking but so far three two day turns with no corrections. I do have the replacements off however I will try with them on. The TOE is correct when you click on it.



Wrong post

_____________________________

Michael

(in reply to medicff)
Post #: 542
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/4/2011 11:22:39 AM   
michaelm75au


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

quote:

ORIGINAL: medicff


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: medicff

When Yorktown appeared her airgroup VF42 appeared with bug in pilots. When first open pilot screen you see a blank line (first pic). After clicking or adjusting the blank line goes away and in its place you get the pilot with a 194 delay showing up in a different line (second pic next post). This happens every time you check on the air group pilots after several turns of checking. Note tracker doesn't show either pilot.

graphical glitch?


No. A Japanese pilot has been assigned to the group. Which scenario is it?


It is scenario two.



Can't see any bad data in the editor.
Can you post the save and I'll see if it is that or just a 'glitch'?

_____________________________

Michael

(in reply to medicff)
Post #: 543
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/4/2011 11:35:54 AM   
SgtSwanson


Posts: 212
Joined: 5/15/2005
From: Long Branch, NJ
Status: offline
quote:

Quixote is correct with getting it to run full screen. However, if you want to take full advantage of your obviously large monitor, also add the following to the command line (use the resolution of YOUR monitor here...)
-px1920 -py1080


Sorry, but how would it go in the command line? And in Target? or Start in?

_____________________________

Sgt Swanson
87-93 5/502 Inf. Berlin Bde
93-95 2/502 Inf. 101st Airborne Div.
Freedom is never free!!

Patch of the Week: 6th Infantry Division

(in reply to medicff)
Post #: 544
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/4/2011 12:26:03 PM   
bk19@mweb.co.za

 

Posts: 258
Joined: 7/26/2011
Status: offline
This is an example as recommended.

"E:\Matrix Games\War in the Pacific AE\War in the Pacific Admiral Edition.exe" -skipVideo -archive -autosave -px1920 -py1080

This is captured in the 'Target' field.

To understand what all of these command line parameters do read the document WhatsNew.pdf that you will find in the root of your WITP AE installation

(in reply to SgtSwanson)
Post #: 545
RE: Patch 06 - Public Beta - Build 1108q2 updated 4 Sep... - 9/4/2011 12:41:54 PM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline

quote:

ORIGINAL: michaelm

[1108q2]
Fixed Fast Transport not updating cargo/troop capacity in creation of TF screen [DCB]
Tweak Show next resize on groups in lists [MEM]
Tweak Allow ships to refuel small amount from port without excessive Ops expenditure [MEM]
Fixed AutoConvoy TF should retain their Home Base as a supply hub base [MEM]
Fixed AutoConvoy TF home base is not supply hub base [MEM]
Tweak Add Political Cost to withdraw group screen [MEM]

Thanks Michael!!



_____________________________

Pax

(in reply to michaelm75au)
Post #: 546
RE: Patch 06 - Public Beta - Build 1108q2 updated 4 Sep... - 9/4/2011 3:26:44 PM   
mikkey


Posts: 3142
Joined: 2/10/2008
From: Slovakia
Status: offline
michaelm, thanks for update!

_____________________________


(in reply to PaxMondo)
Post #: 547
RE: Patch 06 - Public Beta - Build 1108q2 updated 4 Sep... - 9/4/2011 3:32:35 PM   
SgtSwanson


Posts: 212
Joined: 5/15/2005
From: Long Branch, NJ
Status: offline
Wow, nice we can do that now for the more up to date vid cards and monitors.

Thanks for all the help. Got the beta running this morning. Now I have to learn the do's and don'ts of stockpileing.

_____________________________

Sgt Swanson
87-93 5/502 Inf. Berlin Bde
93-95 2/502 Inf. 101st Airborne Div.
Freedom is never free!!

Patch of the Week: 6th Infantry Division

(in reply to mikkey)
Post #: 548
RE: Patch 06 - Public Beta - Build 1108q2 updated 4 Sep... - 9/4/2011 9:00:33 PM   
dorjun driver


Posts: 641
Joined: 4/20/2006
From: Port Townsend: hex 210,51
Status: offline
What, no Labour Day weekend down under?

_____________________________

x - ARPAnaut
x - ACM
x - AES
Current - Bum



The paths of glory may lead you to the grave, but the paths of duty may not get you anywhere.
JT

(in reply to SgtSwanson)
Post #: 549
RE: Patch 06 - Public Beta - Build 1108q2 updated 4 Sep... - 9/5/2011 9:04:29 AM   
Chris21wen

 

Posts: 6249
Joined: 1/17/2002
From: Cottesmore, Rutland
Status: offline
Stockpiling question

Inland bases are always running short of resources/oil/fuel etc to run there industry dispite oodles of the stuff in a port say 10 hexes away. If I turn on stockpiling for the bases will that prevent this help prevent this from happening?

Actually I'm going to find out shortly as I'm going to turn it on for all bases reported by tracker as being short.

(in reply to michaelm75au)
Post #: 550
RE: Patch 06 - Public Beta - Build 1108q2 updated 4 Sep... - 9/5/2011 10:16:21 AM   
michaelm75au


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

quote:

ORIGINAL: dorjun driver

What, no Labour Day weekend down under?

Next month, IIRC. Means twice the work???

_____________________________

Michael

(in reply to dorjun driver)
Post #: 551
RE: Patch 06 - Public Beta - Build 1108q2 updated 4 Sep... - 9/5/2011 5:06:39 PM   
joey


Posts: 1408
Joined: 5/8/2004
From: Johnstown, PA
Status: offline
I do like the beta. Thanks much!
I have one question about the beta, under each base and taskforce is "range is ..." What is this refering to? Range to what?

(in reply to michaelm75au)
Post #: 552
RE: Patch 06 - Public Beta - Build 1108q2 updated 4 Sep... - 9/5/2011 6:16:22 PM   
Theages

 

Posts: 167
Joined: 2/16/2007
From: Austria
Status: offline

quote:

ORIGINAL: joey

I do like the beta. Thanks much!
I have one question about the beta, under each base and taskforce is "range is ..." What is this refering to? Range to what?


Range to currently selected hex.

(in reply to joey)
Post #: 553
AI turn is processing at warp speed - 9/6/2011 12:07:12 AM   
Tyler

 

Posts: 4
Joined: 9/18/2010
Status: offline
Installed the latest update from previous beta p2. Now the AI turn is going super fast. This did not happen with the official patch. This would sometimes happen with p2 on the first AI turn after I loaded the save game but it would go back to normal on following turns. With the latest update it happens every AI turn. I don't see any other posts with people having this problem. Any ideas?

(in reply to michaelm75au)
Post #: 554
RE: AI turn is processing at warp speed - 9/6/2011 12:32:02 AM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline
Sorry, all I can say is that I am NOT seeing any problem. Have run several/many turns against the AI with the latest beta today.

_____________________________

Pax

(in reply to Tyler)
Post #: 555
RE: AI turn is processing at warp speed - 9/6/2011 1:35:26 AM   
Tyler

 

Posts: 4
Joined: 9/18/2010
Status: offline
I went into preferences, clicked each message delay up one click and turned the show animations switch off and then back on again. I then loaded the pre turn save from my last turn and the game ran at normal. No more AI turn in a blur.?????????????? Weird.

(in reply to PaxMondo)
Post #: 556
RE: AI turn is processing at warp speed - 9/6/2011 8:54:27 AM   
cantona2


Posts: 3749
Joined: 5/21/2007
From: Gibraltar
Status: offline
quote:

ORIGINAL: Tyler

I went into preferences, clicked each message delay up one click and turned the show animations switch off and then back on again. I then loaded the pre turn save from my last turn and the game ran at normal. No more AI turn in a blur.?????????????? Weird.



Hoplosternum and I are getting the same issue in our PBEM as well, despite preference changes on both sides.

< Message edited by cantona2 -- 9/6/2011 9:08:52 AM >


_____________________________

1966 was a great year for English Football...Eric was born


(in reply to Tyler)
Post #: 557
RE: AI turn is processing at warp speed - 9/6/2011 10:54:59 AM   
michaelm75au


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

ORIGINAL: Tyler

Installed the latest update from previous beta p2. Now the AI turn is going super fast. This did not happen with the official patch. This would sometimes happen with p2 on the first AI turn after I loaded the save game but it would go back to normal on following turns. With the latest update it happens every AI turn. I don't see any other posts with people having this problem. Any ideas?

Check the message delays in the preferences. The first 2 - map scroll and message delay - are the main ones used during the turn which are not animation-related. Increase them - IIRC the normal defaults are about 2 for each.

Also hitting the space bar during the turn will turn the general message delay OFF/ON - message is displayed when this happens to say which way it went.

< Message edited by michaelm -- 9/6/2011 10:56:04 AM >


_____________________________

Michael

(in reply to Tyler)
Post #: 558
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/6/2011 1:11:08 PM   
michaelm75au


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

ORIGINAL: michaelm


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: jmalter

hi michaelm,

could you check out this prob? it occurs in all the stock & beta releases.

when a TF arrives or is created in a port, & gets refueled/rearmed (either automatically or manually), it uses a certain # of Ops points. But if that TF is just left to sit (not disbanded or sent somewhere), its TF display doesn't clear the Ops back to 0 on succeeding turns.

In the attached file, TF 42 in San Francisco has been sitting there for weeks, displaying the same 80 Ops.

The ship Ops gets reset twice a turn.

I would say it spending them on something. I'll have a look and see what.


The TF is being refuelled at the end of each turn. All ships show 100% fuel.


The reason for the Ops expenditure is that the group on the Long Island is executing training missions for the group and using up Ops points, and thus is being refuelled.
However the expenditure shouldn't really be passed to all ships in the TF unless it was at sea. As it is docked, the expenditure should really be limited to the LI as the source of the training flights.

More I think of it, training flights shouldn't count in this case as the planes are not "really" flying from the carrier, but is the method of how pilots are trained.

The other side of the coin is that we allow strikes from groups that are on ships that are in a 'docked' TF.

< Message edited by michaelm -- 9/6/2011 1:51:18 PM >


_____________________________

Michael

(in reply to michaelm75au)
Post #: 559
RE: AI turn is processing at warp speed - 9/6/2011 1:16:04 PM   
cantona2


Posts: 3749
Joined: 5/21/2007
From: Gibraltar
Status: offline

quote:

ORIGINAL: michaelm

quote:

ORIGINAL: Tyler

Installed the latest update from previous beta p2. Now the AI turn is going super fast. This did not happen with the official patch. This would sometimes happen with p2 on the first AI turn after I loaded the save game but it would go back to normal on following turns. With the latest update it happens every AI turn. I don't see any other posts with people having this problem. Any ideas?

Check the message delays in the preferences. The first 2 - map scroll and message delay - are the main ones used during the turn which are not animation-related. Increase them - IIRC the normal defaults are about 2 for each.

Also hitting the space bar during the turn will turn the general message delay OFF/ON - message is displayed when this happens to say which way it went.



Michael

We have tried all manner of settings and no hitting of escape or space bar involved. No matter whatever setting I put the turn runs at warp speed and the message default is at 0.1 speed

_____________________________

1966 was a great year for English Football...Eric was born


(in reply to michaelm75au)
Post #: 560
RE: AI turn is processing at warp speed - 9/6/2011 1:31:08 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Attach a mid-turn save and let me look at it. If I find something, I'll update it and attach here again.

_____________________________

Michael

(in reply to cantona2)
Post #: 561
RE: AI turn is processing at warp speed - 9/6/2011 2:26:46 PM   
gradenko2k

 

Posts: 935
Joined: 12/27/2010
Status: offline
Are there any commands that have been added by these patches besides the '5' key for tracing supply?

(in reply to michaelm75au)
Post #: 562
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/7/2011 5:07:29 AM   
DeriKuk


Posts: 359
Joined: 8/2/2005
From: Alberta
Status: offline
How does one get audio with 1108q ?

(in reply to michaelm75au)
Post #: 563
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/7/2011 8:20:12 AM   
Chris21wen

 

Posts: 6249
Joined: 1/17/2002
From: Cottesmore, Rutland
Status: offline

quote:

ORIGINAL: Chris H

There's an odd problem with some TF where no track is being shown on the map. The TFs do move and if you select the TF the track appears.but disappears if you scroll the screen. Odd because it only appears to happen to TFs from Aden, I think to Aden as well. Changing the waypionts further from a Japanese air threat does appear to work but changing the routing doesn't. This appeared some time ago in the Beta history but it does not occur in the last stock.

The Cargo TF 120 (hex 35,17) to Diamond Harbour and SS TF 580 (hex26,11) to Colombo are both suffering from it.

quote:

ORIGINAL: michaelm

I have noticed that a few times myself but can't see why.






This problem seems to have gone away. Don't know if it's something I've done or something you have. But if it has gone, good.

(in reply to Chris21wen)
Post #: 564
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/7/2011 6:01:33 PM   
DeriKuk


Posts: 359
Joined: 8/2/2005
From: Alberta
Status: offline
Answering my own "problem" . . . solved.


It was the folder placement. Somehow - during the Beta installation - the SOUND folder got bumped into the SAVE folder, or was deleted entirely. (I keep a copy of SOUND under SAVE, because I've modified the horrible bomb-whiste "collection".) The whole thing was probably the result of my own clumsiness, but - in case it wasn't - you may want to see if it replicates during a Beta installation.


Thanks MichaelM.

(in reply to Chris21wen)
Post #: 565
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/8/2011 2:53:56 AM   
medicff

 

Posts: 710
Joined: 9/11/2004
From: WPB, Florida
Status: offline

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: medicff


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: medicff

When Yorktown appeared her airgroup VF42 appeared with bug in pilots. When first open pilot screen you see a blank line (first pic). After clicking or adjusting the blank line goes away and in its place you get the pilot with a 194 delay showing up in a different line (second pic next post). This happens every time you check on the air group pilots after several turns of checking. Note tracker doesn't show either pilot.

graphical glitch?


No. A Japanese pilot has been assigned to the group. Which scenario is it?


It is scenario two.



Can't see any bad data in the editor.
Can you post the save and I'll see if it is that or just a 'glitch'?


Here is a save. It is scenario two that I only changed force z coordinates nothing else.

Thanks.

Pat

Attachment (1)

(in reply to michaelm75au)
Post #: 566
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/8/2011 10:55:38 AM   
Chris21wen

 

Posts: 6249
Joined: 1/17/2002
From: Cottesmore, Rutland
Status: offline

quote:

ORIGINAL: Chris H


quote:

ORIGINAL: Chris H

There's an odd problem with some TF where no track is being shown on the map. The TFs do move and if you select the TF the track appears.but disappears if you scroll the screen. Odd because it only appears to happen to TFs from Aden, I think to Aden as well. Changing the waypionts further from a Japanese air threat does appear to work but changing the routing doesn't. This appeared some time ago in the Beta history but it does not occur in the last stock.

The Cargo TF 120 (hex 35,17) to Diamond Harbour and SS TF 580 (hex26,11) to Colombo are both suffering from it.

quote:

ORIGINAL: michaelm

I have noticed that a few times myself but can't see why.






This problem seems to have gone away. Don't know if it's something I've done or something you have. But if it has gone, good.


I was wrong, just came back.

(in reply to Chris21wen)
Post #: 567
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/8/2011 2:19:47 PM   
michaelm75au


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

quote:

ORIGINAL: medicff


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: medicff


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: medicff

When Yorktown appeared her airgroup VF42 appeared with bug in pilots. When first open pilot screen you see a blank line (first pic). After clicking or adjusting the blank line goes away and in its place you get the pilot with a 194 delay showing up in a different line (second pic next post). This happens every time you check on the air group pilots after several turns of checking. Note tracker doesn't show either pilot.

graphical glitch?


No. A Japanese pilot has been assigned to the group. Which scenario is it?


It is scenario two.



Can't see any bad data in the editor.
Can you post the save and I'll see if it is that or just a 'glitch'?


Here is a save. It is scenario two that I only changed force z coordinates nothing else.

Thanks.

Pat

Loaded save and the blank slot showed a name. So it doesn't appear to be a bug, just some glitch.




Attachment (1)

_____________________________

Michael

(in reply to medicff)
Post #: 568
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/8/2011 2:33:15 PM   
michaelm75au


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

quote:

ORIGINAL: Chris H


quote:

ORIGINAL: Chris H


quote:

ORIGINAL: Chris H

There's an odd problem with some TF where no track is being shown on the map. The TFs do move and if you select the TF the track appears.but disappears if you scroll the screen. Odd because it only appears to happen to TFs from Aden, I think to Aden as well. Changing the waypionts further from a Japanese air threat does appear to work but changing the routing doesn't. This appeared some time ago in the Beta history but it does not occur in the last stock.

The Cargo TF 120 (hex 35,17) to Diamond Harbour and SS TF 580 (hex26,11) to Colombo are both suffering from it.

quote:

ORIGINAL: michaelm

I have noticed that a few times myself but can't see why.






This problem seems to have gone away. Don't know if it's something I've done or something you have. But if it has gone, good.


I was wrong, just came back.


Okay. I can see why it doesn't show one - the destination X,Y is 0,0.
How that is happening, I am not sure though.

I have made the TF path re-appear on the sub TF by setting the destination again. It must fix up whatever happen to the X,Y.

_____________________________

Michael

(in reply to Chris21wen)
Post #: 569
RE: Patch 06 - Public Beta - Build 1108q2 updated 4 Sep... - 9/10/2011 4:22:08 PM   
rader


Posts: 1238
Joined: 9/13/2004
Status: offline
Hi Michael,

Thanks for all your updates!!

Could you please put in a feature where you could turn off Japanese ship construction even when you aren't spending points on them yet (i.e. they are more days out than 10x their durability)? They would of course still progress until they reached 10x their durability, and at that point they would halt.

It is very annoying to check my ships every turn to turn off new ones that I'm now spending points on. Would be so much better if I could just turn off all the ships I didn't ever want to build at the start of the game and be done with it.

Thanks!!

(in reply to michaelm75au)
Post #: 570
Page:   <<   < prev  17 18 [19] 20 21   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Tech Support >> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) Page: <<   < prev  17 18 [19] 20 21   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.000