Author Topic: New custom builds of MegaMek, MegaMekLab, and MekHQ - 2014/08/07  (Read 27453 times)

ralgith

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Remember, this is a bleeding edge development release. There may be problems!

New color scheme for the changelog files.
Red should probably not be used except in testing
Green need a lot of testing, but should be pretty close to stability
Blue are nice new features being pointed out, and also need a lot of testing
Plain boring Black is just all the detail messages.

Revisions used:
MegaMek: 0.39.1-r11129 with data added
MegaMekLab: 0.1.30-1425 with data added
MekHQ: 1955-dylan

Important Notes:
Some unit types will always show as undamaged on the Unit Status screen when resolving in MekHQ because only Mechs, Tanks, and their sub-classes are implemented for that so far
This May Now Be Fixed, I would appreciate reports. Thanks.

As always, the downloads are in My Emporium.

Changelogs no longer included. Only extra special things will be highlighted below.
MegaMek:
Map Editor Resizing
NatAp Piloting (Please report anywhere that this doesn't seem to be working)

MekHQ:
New AtB Capabilities
Repair Bay Location Sort Dropdown
New Unofficial Maintenance Option
Option to have assigned tech moved to the top of the list

Fluff names for units, now your dropship can have a name! Yay!

ralgith

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Re: New custom builds of MegaMek, MegaMekLab, and MekHQ - 2014/08/05
« Reply #1 on: 05 August 2014, 15:36:50 »
MekHQ for Windoze is already up (I waited until it was to post the new thread)
MekHQ for Linux is uploading and about 42% (ETA: about 5:10PM Eastern)

Everything else will follow it's queue position:
MML-Win
MML-Lin
MM-Win
MM-Lin

And will all be up in about 3 hours from the completion of the MHQ for Linux.

Wrangler

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Re: New custom builds of MegaMek, MegaMekLab, and MekHQ - 2014/08/05
« Reply #2 on: 05 August 2014, 15:50:31 »
Fantastic, thanks!
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scJazz

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Re: New custom builds of MegaMek, MegaMekLab, and MekHQ - 2014/08/05
« Reply #3 on: 05 August 2014, 15:51:55 »
MekHQ for Windoze is already up (I waited until it was to post the new thread)
MekHQ for Linux is uploading and about 42% (ETA: about 5:10PM Eastern)

Everything else will follow it's queue position:
MML-Win
MML-Lin
MM-Win
MM-Lin

And will all be up in about 3 hours from the completion of the MHQ for Linux.

Thank you again :) You have been a really responsive during this cycle. Thanks!

neoancient

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Re: New custom builds of MegaMek, MegaMekLab, and MekHQ - 2014/08/05
« Reply #4 on: 05 August 2014, 16:15:48 »
Here's a list of AtB changes between the previous build and this one.

+Bug[#548] ATB Shares System do not "stick"
+Bug: base attack scenarios not added to contract and other scenarios not cleared
+Bug: does not always choose best admin for contract negotiation
+added random turret generation to base attack scenarios
+separate reinforcements from the main enemy force
+Bug: overlapping components in campaign options layout
+clarified chase(defender) victory conditions
+Bug: raid and relief duty contracts can have rebels as enemy
+Bug: does not look for generic Clan RATs when specific Clan is not found
+adjustments to Jihad+ era employer/enemy selection
+updated rat metadata to reflect changes in Xotl names

This does not include a fix for the bug in the unit market pricing that was reported earlier today.

TS_Hawk

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Re: New custom builds of MegaMek, MegaMekLab, and MekHQ - 2014/08/05
« Reply #5 on: 05 August 2014, 16:50:12 »
Wow that was fast. Thank you

Thank you Hikage
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Dohon

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Re: New custom builds of MegaMek, MegaMekLab, and MekHQ - 2014/08/05
« Reply #6 on: 05 August 2014, 17:22:22 »
Thank you, Ralgith and team for all your efforts! MM, MHQ and MML keep on getting better and better!

monbvol

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Re: New custom builds of MegaMek, MegaMekLab, and MekHQ - 2014/08/05
« Reply #7 on: 05 August 2014, 17:42:15 »
Well I was just starting to wonder if there was a bug in the system somewhere because for some reason I could not perform physical attacks on bot units and my game froze.

Will see if I can replicate in the new version.

arlith

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Re: New custom builds of MegaMek, MegaMekLab, and MekHQ - 2014/08/05
« Reply #8 on: 05 August 2014, 19:47:07 »
Well I was just starting to wonder if there was a bug in the system somewhere because for some reason I could not perform physical attacks on bot units and my game froze.

Will see if I can replicate in the new version.

Make sure to check the logfile when you get crashes and odd behavior.  Usually there's an exception and a stack trace and it's much easier to fix bugs with that information.
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Davout73

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Re: New custom builds of MegaMek, MegaMekLab, and MekHQ - 2014/08/05
« Reply #9 on: 05 August 2014, 20:41:12 »
Hrm, I couldn't do melee either, and now I've got four bot mechs sharing the same hex.

I miss a rule change?

Dav
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Zugs

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Re: New custom builds of MegaMek, MegaMekLab, and MekHQ - 2014/08/05
« Reply #10 on: 05 August 2014, 20:46:37 »
Wow man thanks for all this!  I did notice something I wanted to bring up to everyone.  When using infantry and they get "wounded", it seems that they have a retirement roll?  So I get the msg that I have retirements that must be handled before I can advance the day.  It seems they want 50k to retire but when I hit ok and try to advance the day again I pops right back up.  What am I doing wrong and is there one of the options I can uncheck or check to get this to stop for infantry and vechicles?

pheonixstorm

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Re: New custom builds of MegaMek, MegaMekLab, and MekHQ - 2014/08/05
« Reply #11 on: 05 August 2014, 21:20:06 »
Davout, is that with this release?? They fixed the stacking behavior before the last release.. wonder why it came back.

monbvol

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Re: New custom builds of MegaMek, MegaMekLab, and MekHQ - 2014/08/05
« Reply #12 on: 05 August 2014, 21:28:34 »
I can confirm odd stacking/no melee as of the 8/1 release.

If I can replicate I'll be sure to post the relevant logs.

Davout73

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Re: New custom builds of MegaMek, MegaMekLab, and MekHQ - 2014/08/05
« Reply #13 on: 05 August 2014, 21:31:25 »
Yes.  But truth be told, Ichecked my logfile for that game and the only errors I had were socket errors.

Dav
Kiiro no Torii, a Battletech AU, found here:
http://bg.battletech.com/forums/index.php/topic,7316.0.html
Interview with a Mercenary, found here: http://bg.battletech.com/forums/index.php/topic,319.0.html
Every Man Must Be Tempted, a KNT Universe series: https://bg.battletech.com/forums/fan-fiction/every-man-must-be-tempted
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TS_Hawk

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Re: New custom builds of MegaMek, MegaMekLab, and MekHQ - 2014/08/05
« Reply #14 on: 05 August 2014, 22:39:25 »
Hrm, I couldn't do melee either, and now I've got four bot mechs sharing the same hex.

I miss a rule change?

Dav

I have 1 vehicle and 2 Mechs sharing a hex.  Was trying to get a pic to post but its too large. Not used to doing things with Win8

Thank you Hikage
Agent 694 N. Idaho

monbvol

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Re: New custom builds of MegaMek, MegaMekLab, and MekHQ - 2014/08/05
« Reply #15 on: 05 August 2014, 23:12:51 »
Just to make sure it wasn't something about the enemy being a bot I played a round against myself.

TS_Hawk

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Re: New custom builds of MegaMek, MegaMekLab, and MekHQ - 2014/08/05
« Reply #16 on: 06 August 2014, 00:34:26 »
As for physical attacks. The bot was able to do it but it won't let me.

Thank you Hikage
Agent 694 N. Idaho

krazzyharry

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Re: New custom builds of MegaMek, MegaMekLab, and MekHQ - 2014/08/05
« Reply #17 on: 06 August 2014, 05:57:12 »
Hrm, I couldn't do melee either, and now I've got four bot mechs sharing the same hex.

I miss a rule change?

Dav
Same thing for me but the bot can make physicals...

Rogue

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Re: New custom builds of MegaMek, MegaMekLab, and MekHQ - 2014/08/05
« Reply #18 on: 06 August 2014, 06:20:28 »
Replacing /lib/MegaMek.jar with the file from the previous build has restored physical attacks for me.

luiges90

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Re: New custom builds of MegaMek, MegaMekLab, and MekHQ - 2014/08/05
« Reply #19 on: 06 August 2014, 07:15:12 »
I downloaded mekhq-0.3.6-dev-r1955-dylan-source.tar.gz and this doesn't build?  ???

The error reads:

Code: [Select]
Description Resource Path Location Type
The type BoardView1 must implement the inherited abstract method IBoardView.getChatterBoxActive() BoardView1.java /MegaMek/src/megamek/client/ui/swing line 157 Java Problem
The type BoardView1 must implement the inherited abstract method IBoardView.setChatterBoxActive(boolean) BoardView1.java /MegaMek/src/megamek/client/ui/swing line 157 Java Problem
The operator ! is undefined for the argument type(s) int BoardView1.java /MegaMek/src/megamek/client/ui/swing line 1625 Java Problem

The code does build when I use the source code from SF
« Last Edit: 06 August 2014, 07:30:34 by luiges90 »

arlith

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Re: New custom builds of MegaMek, MegaMekLab, and MekHQ - 2014/08/05
« Reply #20 on: 06 August 2014, 09:27:00 »
I have found the source of the issue with stacking violations and not being able to make physical attacks.  There was a bug in one of the changes I made since the last release.  This bug will make the version of MM that ships with this release unplayable.  Sorry about that. 
Member of the MegaMek Team.

ralgith

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Re: New custom builds of MegaMek, MegaMekLab, and MekHQ - 2014/08/05
« Reply #21 on: 06 August 2014, 10:12:03 »
Replacing /lib/MegaMek.jar with the file from the previous build has restored physical attacks for me.

How many times do we have to tell you people: NEVER EVER EVER manually modify the jar files included with the software. This causes all sorts of issues.

Jayof9s

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Re: New custom builds of MegaMek, MegaMekLab, and MekHQ - 2014/08/05
« Reply #22 on: 06 August 2014, 10:15:29 »
This causes all sorts of issues.

Which then get reported as real issues and time is wasted trying to track them down.

ralgith

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Re: New custom builds of MegaMek, MegaMekLab, and MekHQ - 2014/08/05
« Reply #23 on: 06 August 2014, 10:16:44 »
Which then get reported as real issues and time is wasted trying to track them down.

This make Dylan angry. You not like Dylan when he's angry.

arlith

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Re: New custom builds of MegaMek, MegaMekLab, and MekHQ - 2014/08/05
« Reply #24 on: 06 August 2014, 10:30:30 »
This make Dylan angry. You not like Dylan when he's angry.

Huh, I'm not sure if I've ever seen a not-angry Dylan....  :P
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ralgith

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Re: New custom builds of MegaMek, MegaMekLab, and MekHQ - 2014/08/05
« Reply #25 on: 06 August 2014, 10:31:36 »
Huh, I'm not sure if I've ever seen a not-angry Dylan....  :P

Not Dylan fault you break things right before his releases!

monbvol

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Re: New custom builds of MegaMek, MegaMekLab, and MekHQ - 2014/08/05
« Reply #26 on: 06 August 2014, 10:35:46 »
I have found the source of the issue with stacking violations and not being able to make physical attacks.  There was a bug in one of the changes I made since the last release.  This bug will make the version of MM that ships with this release unplayable.  Sorry about that. 

Well I wouldn't say it is unplayable but certainly has limited functionality.

Either way it seems I need to wait for another release before I can rebuild my AU version of MekHQ.

TS_Hawk

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Re: New custom builds of MegaMek, MegaMekLab, and MekHQ - 2014/08/05
« Reply #27 on: 06 August 2014, 11:09:28 »
I am just going to transfer my campaign to the previous build.

Thank you Hikage
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Makinus

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Re: New custom builds of MegaMek, MegaMekLab, and MekHQ - 2014/08/05
« Reply #28 on: 06 August 2014, 11:50:19 »
It is not unplayable - only all player mechwarriors are now clanners  ;)
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arlith

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Re: New custom builds of MegaMek, MegaMekLab, and MekHQ - 2014/08/05
« Reply #29 on: 06 August 2014, 12:27:15 »
Well I wouldn't say it is unplayable but certainly has limited functionality.

Either way it seems I need to wait for another release before I can rebuild my AU version of MekHQ.

Yes, it is unplayable.  There is a very major issue (that I've now fixed), that will manifest itself in various ways.  One of the ways you have seen so far is not being able to make physical attacks.  Stacking violations are also effected.  There are going to be a lot of other issues, to the point where MM won't behave how it's supposed to, and will make it unplayable.  I would highly recommend not playing the version of MM shipped in this release, and we won't support any bugs reported with this version.
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