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RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012

 
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RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/16/2012 10:35:50 PM   
LoBaron


Posts: 4776
Joined: 1/26/2003
From: Vienna, Austria
Status: offline
At what res are you running the game JocMeister? Do you use any command line switches for the .exe?

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Post #: 421
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/17/2012 12:48:39 AM   
Jace11

 

Posts: 87
Joined: 8/23/2012
Status: offline
With reference to my original report, I just noticed the strafing aircraft outside the box only occurs when strafing naval vessels. Seems normal with land units.

It may be different resolutions, it may not be, I run at 1600x1200 but it may also be specific circumstances. Try strafing ships with fighters at 100 alt. Certainly nothing to do with alt-tabbing or whatever for me. Its consistent and reproducible. I would also like to add that in sub v sub combat the top submarine in the combat dialogue box appears off center (to the right).

(in reply to LoBaron)
Post #: 422
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/18/2012 5:47:55 PM   
JocMeister

 

Posts: 8262
Joined: 7/29/2009
From: Sweden
Status: offline
LoBaron,

Here is my command line!

-fd -px1680 -py1050 -altFont -deepColor -skipVideo -dd_sw -cpu4

(in reply to Jace11)
Post #: 423
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/18/2012 7:14:22 PM   
bigred


Posts: 3599
Joined: 12/27/2007
Status: offline

quote:

ORIGINAL: JocMeister

LoBaron,

Here is my command line!

-fd -px1680 -py1050 -altFont -deepColor -skipVideo -dd_sw -cpu4

where do i look for my command line?

_____________________________

---bigred---

IJ Production mistakes--
http://www.matrixgames.com/forums/tm.asp?m=2597400

(in reply to JocMeister)
Post #: 424
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/18/2012 7:17:30 PM   
Quixote


Posts: 773
Joined: 8/14/2008
From: Maryland
Status: offline
Right-click on the WitP AE icon on your desktop, and select "properties" (down towards the bottom). Any commands you have active (or want to add) are in the red box in the picutre.




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(in reply to bigred)
Post #: 425
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/18/2012 7:19:27 PM   
catwhoorg


Posts: 686
Joined: 9/27/2012
From: Uk expat lving near Atlanta
Status: offline
Is there a list of command lines switches anywhere ?

(in reply to JocMeister)
Post #: 426
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/18/2012 7:31:12 PM   
Quixote


Posts: 773
Joined: 8/14/2008
From: Maryland
Status: offline
Look in the file named "readme" in your WitP AE folder. You'll find lists with descriptions.

(in reply to catwhoorg)
Post #: 427
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/18/2012 7:47:30 PM   
catwhoorg


Posts: 686
Joined: 9/27/2012
From: Uk expat lving near Atlanta
Status: offline
Thanks.


(in reply to Quixote)
Post #: 428
RE: Patch 07 - Unofficial Public Beta - 1121 updated 16... - 12/22/2012 7:18:14 AM   
inqistor


Posts: 1813
Joined: 5/12/2010
Status: offline
Filters for mission loadout description could use some shifting. With lots of letters it creeps over bomb type:




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Post #: 429
RE: Patch 07 - Unofficial Public Beta - 1121a updated 2... - 12/23/2012 5:09:24 AM   
michaelm75au


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

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Michael

(in reply to inqistor)
Post #: 430
RE: Patch 07 - Unofficial Public Beta - 1121a updated 2... - 12/23/2012 7:24:46 AM   
btbw

 

Posts: 379
Joined: 11/1/2011
Status: offline
Question:
HQ split bug solved in last patch? I use last official patch and wonder if bug solved in new patch.

It damn annoying bug when i got useless HQs when trying unload HQ with troops. No lost ships or even damage during unload but auto-split HQ on fragments and YES "destroyed" fragment is parent unit.
Current HQ have:
Fragment unloaded - 160 supp, 77 moto supp.
Parent "destroyed" - 60 supp, 30 moto supp.
TOE is 120 supp , 60 moto supp so i dont lost any squads but will got "extra" squads in 32 days.
I will lost 32 days awaiting HQ bonus for 3 IDs which targetted Clark Field. Great advantage for Allies in 1941?

< Message edited by btbw -- 12/23/2012 7:32:22 AM >

(in reply to michaelm75au)
Post #: 431
RE: Patch 07 - Unofficial Public Beta - 1121a updated 2... - 12/23/2012 7:27:11 AM   
n01487477


Posts: 4779
Joined: 2/21/2006
Status: offline

quote:

ORIGINAL: btbw

Question:
HQ split bug solved in last patch?

It damn annoying bug when i got useless HQs when trying unload HQ with troops. No lost ships or even damage during unload but auto-split HQ on fragments and YES "destroyed" fragment is parent unit.
Current HQ have:
Fragment unloaded - 160 supp, 77 moto supp.
Parent "destroyed" - 60 supp, 30 moto supp.
TOE is 120 supp , 60 moto supp so i dont lost any squads but will got "extra" squads in 32 days.
I will lost 32 days awaiting HQ bonus for 3 IDs which targetted Clark Field. Great advantage for Allies in 1941?

It was supposed to be fixed with this beta ... why haven't you uploaded a save ?

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Post #: 432
RE: Patch 07 - Unofficial Public Beta - 1121a updated 2... - 12/23/2012 7:32:42 AM   
btbw

 

Posts: 379
Joined: 11/1/2011
Status: offline
Why need upload save? How it help?

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Post #: 433
RE: Patch 07 - Unofficial Public Beta - 1121a updated 2... - 12/23/2012 7:33:11 AM   
PaxMondo


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

quote:

ORIGINAL: michaelm

Minor update

Thanks for all the support!!



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Pax

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Post #: 434
RE: Patch 07 - Unofficial Public Beta - 1121a updated 2... - 12/23/2012 7:41:10 AM   
n01487477


Posts: 4779
Joined: 2/21/2006
Status: offline
quote:

ORIGINAL: btbw

Why need upload save? How it help?

Logic ...
1. Are using the beta ? - I assume you know that you have posted in the beta thread?
2. The beta has supposed to have fixed this issue. ** If is isn't fixed for all instances then /...

A save would be required to track this down.. Thus a save prior to it happening would give MichealM the chance to look it over and fix it; otherwise he might as well just become a clairvoyant.

Think please.

[edit] P.S if you are not using the beta, then before you post test the bug under the beta and then see if it is an issue or read the fixes on the first page...

< Message edited by n01487477 -- 12/23/2012 7:43:02 AM >


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Post #: 435
RE: Patch 07 - Unofficial Public Beta - 1121a updated 2... - 12/25/2012 2:56:39 PM   
zuluhour


Posts: 5244
Joined: 1/20/2011
From: Maryland
Status: offline
Merry Christmas all. Thank you Michaelm for all your work.

(in reply to n01487477)
Post #: 436
RE: Patch 07 - Unofficial Public Beta - 1121a updated 2... - 12/25/2012 5:31:16 PM   
PaxMondo


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

quote:

ORIGINAL: zuluhour

Merry Christmas all. Thank you Michaelm for all your work.

+1

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Pax

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Post #: 437
RE: Patch 07 - Unofficial Public Beta - 1121a updated 2... - 12/25/2012 6:36:26 PM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
+1

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Post #: 438
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/29/2012 1:09:42 AM   
cfulbright

 

Posts: 2778
Joined: 5/7/2003
Status: offline
Michael,

Great new patch. Thanks for continuing to support this.

One thing to note. When you decoupled the Upgrade function from the Replacement function, I think it defaulted to Upgrades=On for all units. When I loaded a game saved with the prior beta and ran a turn, I saw in the After Action report that hundreds of units upgraded components. As many of these were in backwater outposts, that wasn't desirable. So I reloaded the save game, showed all LCU, and turned off Upgrade on all units. Then I just had to remember which few I wanted Upgrade=On for.

If you do another patch, please change it so Upgrade=Off as default.

< Message edited by cfulbright -- 12/29/2012 1:12:09 AM >

(in reply to LoBaron)
Post #: 439
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/29/2012 1:16:45 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
It didn't 'default' the Upgrade setting, it left it as it was set in the units.

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Michael

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Post #: 440
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/31/2012 11:51:50 AM   
Theages

 

Posts: 167
Joined: 2/16/2007
From: Austria
Status: offline
"29/12/12: 1121b - Extended the ship name on some screens to show the class type description as I was getting confused with some"
This is a great addition.

I think I found a minor display bug with this feature. When mousing over the xAP Kashima Maru (found at Kwajalein) in scenario 1 (using the updated / beta data files) it shows "Transport, conversion". Looking at the ship's info screen, there is no conversion or upgrade possibility listed.

(in reply to michaelm75au)
Post #: 441
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/31/2012 12:50:14 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
The classes starting with 'x' as in xAP of what I am calling 'conversion' should be called "civilian".

Updated description of class type.

< Message edited by michaelm -- 12/31/2012 1:02:00 PM >


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Michael

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Post #: 442
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/31/2012 3:32:08 PM   
Rainer

 

Posts: 1210
Joined: 11/21/2000
From: Neuching, Bavaria, Germany
Status: offline
Thanks Michael.
And thank you for a wonderful year.

After the comprehensive update (Feb?) you released about 30 updates (if I count correctly) making a great game even better.
Heaven knows how many hours of programming, testing, adjusting, releasing went into this.
Thank you so much.
To you and your family a very Happy New Year.


< Message edited by Rainer -- 12/31/2012 3:33:53 PM >


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WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta

(in reply to michaelm75au)
Post #: 443
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 12/31/2012 9:01:54 PM   
Jace11

 

Posts: 87
Joined: 8/23/2012
Status: offline
Ship classes tooltip is nice.

Check APDs tooltip,

Transport Destoyer

(in reply to Rainer)
Post #: 444
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 1/1/2013 2:47:43 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Fixed spelling mistake = same version but may show 1 January

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Michael

(in reply to Jace11)
Post #: 445
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 1/2/2013 5:16:28 AM   
Razz1


Posts: 2560
Joined: 10/21/2007
From: CaLiForNia
Status: offline
delete

< Message edited by Razz -- 1/2/2013 5:25:10 AM >

(in reply to michaelm75au)
Post #: 446
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 1/2/2013 3:30:12 PM   
hades1001

 

Posts: 977
Joined: 12/17/2007
Status: offline
deleted

(in reply to Razz1)
Post #: 447
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 1/3/2013 5:28:03 AM   
bigred


Posts: 3599
Joined: 12/27/2007
Status: offline
Hmmmm,not many bugs lately....

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---bigred---

IJ Production mistakes--
http://www.matrixgames.com/forums/tm.asp?m=2597400

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Post #: 448
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 1/4/2013 5:33:12 AM   
rogerbacon51

 

Posts: 77
Joined: 10/29/2009
Status: offline
I'm running version 1.01.08r9 and I get a C++ runtime error sometimes when I try to save the game (or when the autosave tries to save). It is very frustrating because it kills the save game that was there before the save process began. Is this issue known and/or fixed in the beta patch? I'm running windows 7, quad core cpu with the setting "-SingleCpuOrders".

(in reply to bigred)
Post #: 449
RE: Patch 07 - Unofficial Public Beta - 1120e updated 8... - 1/4/2013 8:16:31 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Screen shot of error?
Last save file?

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Michael

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Post #: 450
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