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RE: Known Bugs

 
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RE: Known Bugs - 10/24/2015 5:14:27 PM   
abulbulian


Posts: 1047
Joined: 3/31/2005
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I posted this netplay bug and thought I'd share here in hopes somebody had any thoughts or ideas on what happened.

http://www.matrixgames.com/forums/tm.asp?m=3954264

thanks

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- Beta Tester WitE and ATG
- Alpha/Beta Tester WitW and WitE2

"Invincibility lies in the defence; the possibility of victory in the attack." - Sun Tzu

(in reply to Zorachus99)
Post #: 31
RE: Known Bugs - 10/25/2015 3:59:30 AM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline
I have fixed several bugs in version 2.0.2.4.

I am undecided when to make version 2.0.2.5 available. On the one hand I would like to give the code that fixes these bugs to players. On the other hand, I want to give the beta testers (and myself) some more time for testing NetPlay: naval movement sequences in particular.

===

Changes Since Version 2.0.2.3
(as of October 15, 2015)


1. October 15, 2015 - Enabled debug features.

Changes Since Version 2.0.2.4
(as of October 17, 2015)


2. October 15, 2015 - Added a line of code to avoid a rare non-fatal error when restoring a saved game during strategic bombing.

3. October 15, 2015 - Fixed the error where it was possible to reuse shore bombardment points simply by undoing and redoing the shore bombardment by naval units.

4. October 15, 2015 - Fixed the problem with not being able to Undo moves into the hex adjacent to Hongkong.

5. October 15, 2015 - Fixed an obscure problem where German Peacekeepers could not be attacked in Rumania by USSR units from South Dobruja.

6. October 17, 2015 - Fixed a problem with deleting a unit from a land attack when multiple major powers were attacking, whether multiple major powers were attacking was not being recalculated. For example, if both German and Italian units were attacking a hex while still in the Declaration of Land Attack phase the attacking player decided to not use the Italian units in the attack, the program was incorrectly still inflicting the -1 Die Roll Modifier on the 2D10 table for multiple major powers participating in the attack.

7. October 17, 2015 - Fixed a problem with deciding which side goes first when the Axis gets to reroll and decides not to reroll.

8. October 17, 2015 - Fixed a problem with the end-of-phase buttons sometimes being disabled during the Naval Movement phase (e.g., after skipping some major powers).

9. October 17, 2015 - Fixed a problem when if no organized unit on the non-phasing side is capable of initiating combat in a sea area, the fact that an enemy unit has attempted an interception in the sea area was being ignored. Now units on the non-phasing side that have attempted an interception can initiate combat in a sea area, provided that a non-sub unit on the phasing side has moved into or within the sea area. Note that if a unit on the phasing side has merely moved through a sea area, then combat cannot be initiated in that sea area by the non-phasing side.

10. October 17, 2015 - Fixed several problems with complete conquest to avoid a fatal error when determining whether a previously valid supply path for a captured unit is still valid.

11. October 17, 2015 -Fixed a problem with complete conquest when deciding disposition of convoys and other units that are created dynamically (e.g., forts, partisans).

12. October 17, 2015 - Fixed a dozen problems with the complete conquest of Germany where Germany still has numerous units on the map. The saved game with which I was testing still had Vichy France intact, with no one at war with Vichy France,

13. October 18, 2015 - Fixed a problem so a unit loaded from a coastal hex onto a naval unit moving to a lower section box in a sea area no longer becomes disorganized.

14. October 19, 2015 - Modified the message about saving build points so the player knows that the location for where each build point is saved isn’t made until after all major powers complete production.

15. October 19, 2015 - For NetPlay, fixed a problem in the DOW subphase Setup Attacked Minor when a major powers on one side DOW’d a major power and also a minor country such that the DOW’ing major power needed to set up its reserves and the attacked minor country needed to setup its units. Under these precise conditions, the program was halting with the minor country unit Setup Tray not appearing.

16. October 19, 2015 - Fixed a problem with Anti-Aircraft Fire aborting a Ground Support bomber during the phasing side’s AA Fire subphase.

17. October 21, 2015 - For NetPlay, fixed a problem where naval interceptions were halting the game.

18. October 21, 2015 - For NetPlay, made a couple dozen changes for processing unique decisions: New Home Country, Surrender, Claims, Hex Control (after liberation), and other places where one major power decides Yes/No in the middle of other processing.

19. October 23, 2015 - Fixed a problem with Use Oil where the program was searching for a path through all of the USSR trying to connect hexes in United Kingdom to oil in Kuwait. My solution was to limit the path to 10,000 hexes or less. After that the program assumes there is no path. This should also improve the search time (marginally) for the Use Oil phase calculations.

20. October 24, 2015 - For NetPlay, fixed a problem with intercepting naval units causing future interceptions to not be processed correctly.


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Steve

Perfection is an elusive goal.

(in reply to abulbulian)
Post #: 32
RE: Known Bugs - 10/25/2015 5:06:59 PM   
nilssone85

 

Posts: 57
Joined: 5/29/2015
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Well bug nr7 is more or less a gamestopper as far as im concerned, so a patch as fast as possible would be nice...

(in reply to Shannon V. OKeets)
Post #: 33
RE: Known Bugs - 10/25/2015 5:58:35 PM   
Numdydar

 

Posts: 3211
Joined: 2/13/2004
Status: offline
And here I was going to ask to wait longer for a patch so netplay would be better

(in reply to nilssone85)
Post #: 34
RE: Known Bugs - 10/26/2015 10:59:30 PM   
rkr1958


Posts: 23483
Joined: 5/21/2009
Status: offline

quote:

ORIGINAL: Shannon V. OKeets

I have fixed several bugs in version 2.0.2.4.

I am undecided when to make version 2.0.2.5 available. On the one hand I would like to give the code that fixes these bugs to players. On the other hand, I want to give the beta testers (and myself) some more time for testing NetPlay: naval movement sequences in particular.
For me netplay is not a possibility, only solitaire play is. I don't know if there are others like me in that situation, but for me (and any others like me), an updated public beta with the fixes you listed would be nice. I don't know how much trouble that would be and if it would be worth the benefit of the "potential" bugs in solitary we could find?

_____________________________

Ronnie

(in reply to Shannon V. OKeets)
Post #: 35
RE: Known Bugs - 10/27/2015 4:58:52 AM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline
I am planning on a Hot Patch for version 2.0.2.3 on Wednesday, October 28th (Hawaii time). I want to give the beta testers a couple of days to run it through its paces.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to rkr1958)
Post #: 36
RE: Known Bugs - 10/27/2015 9:52:21 PM   
rkr1958


Posts: 23483
Joined: 5/21/2009
Status: offline

quote:

ORIGINAL: Shannon V. OKeets

I am planning on a Hot Patch for version 2.0.2.3 on Wednesday, October 28th (Hawaii time). I want to give the beta testers a couple of days to run it through its paces.

Cool!

_____________________________

Ronnie

(in reply to Shannon V. OKeets)
Post #: 37
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