Author Topic: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1  (Read 13384 times)

Liam's Ghost

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #30 on: 10 March 2017, 06:30:42 »
Is that an option within MML? I did not see it as an option.

It's an option within windows 10. Don't know if that helps.
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

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arlith

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #31 on: 10 March 2017, 09:13:13 »
Is that an option within MML? I did not see it as an option.

There is a checkbox for printing to a file.  It's not really explicit, but this file will be a PDF.
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Liam's Ghost

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #32 on: 11 March 2017, 06:04:27 »
Out of curiosity, are booby traps functioning in megamek? I have an exploding charger I'd like to try out.
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

(indirect accessory to the) Slayer of Monitors!

arlith

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #33 on: 11 March 2017, 08:32:22 »
Out of curiosity, are booby traps functioning in megamek? I have an exploding charger I'd like to try out.

They are not.  It's been requested a few times over the past several years, but they haven't gotten any attention yet.
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silverback

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #34 on: 17 March 2017, 13:21:47 »
A couple of observations on using 0.42.1, one cosmetic, one maybe not.

In the home (start) window, the label says "MegaMek 43.1-git".

When configuring infantry (but not vehicles or mech), the "next" and "OK" sometimes do not work.  The changes are correctly applied when I manually close the window.

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #35 on: 17 March 2017, 14:17:29 »
In the home (start) window, the label says "MegaMek 43.1-git".
Known issue on this guy

When configuring infantry (but not vehicles or mech), the "next" and "OK" sometimes do not work.  The changes are correctly applied when I manually close the window.
We would need to see the log for any errors.
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silverback

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #36 on: 17 March 2017, 17:06:56 »
Log??  This occurs long before the game starts.  And it is not wrong, it just does not perform the action when expected.  The data are correct, after I use the red X to close the window.

I will note that the infantry window appears in a different place than the one for vehicles and mechs.  I suspect that the recent updates for infantry left a small problem in the control software.

neoancient

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #37 on: 17 March 2017, 17:20:58 »
Yes, the log file. The symptoms you are describing are consistent with a fatal error that causes the user interface to stop processing events generated by the controls in the window. If the is the case, the error will be in the log file the is generated every time the program runs, and can be found in the logs folder.

Shin Ji

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #38 on: 18 March 2017, 10:53:38 »
Is anyone else having the problem of being unable to modify mechs in the meklab in mekHQ?  Whenever I click the button to begin refit, nothing happens.  Even with something as simple as just making a weapon rear-facing.

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #39 on: 18 March 2017, 11:38:47 »
Is anyone else having the problem of being unable to modify mechs in the meklab in mekHQ?  Whenever I click the button to begin refit, nothing happens.  Even with something as simple as just making a weapon rear-facing.

Know bug and is being worked on/resolved.
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Shin Ji

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #40 on: 18 March 2017, 11:41:46 »
Thanks very much!  Appreciate all the hard work the team puts into this.

neoancient

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #41 on: 18 March 2017, 15:52:13 »
It's fixed for the next release. We're now busy breaking other stuff.

Feign

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #42 on: 18 March 2017, 20:19:07 »
Any ETA on when printing Tripod record sheets will be finished?
Also, fighters with Silver Bullet Gauss Rifles cannot validate because it thinks all SBGR ammo is specialty ammo.
Just little things, but they'd be nice to have.
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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #43 on: 18 March 2017, 21:36:29 »
Any ETA on when printing Tripod record sheets will be finished?
Also, fighters with Silver Bullet Gauss Rifles cannot validate because it thinks all SBGR ammo is specialty ammo.
Just little things, but they'd be nice to have.

No ETA for RS but we are in the early stages of a project that would hopefully allow better printing for our supported units.

For the Gauss I just pushed a fix for that and should be in the next release.  Not normally a coder so Arlith or Neoancient should check my work :)
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silverback

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #44 on: 20 March 2017, 15:35:18 »
The requested log file

Hammer

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #45 on: 20 March 2017, 15:46:05 »
The requested log file

Thanks can you provide the steps you are doing when this happens.
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silverback

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #46 on: 20 March 2017, 16:16:56 »
Having created a group of units, I was adding armor or ECM to some of the platoons.

The first unit demonstrated the freeze, but updated correctly when I red-Xed the window.  The second and following units would sometimes update with the
"next" or "OK" buttons, or sometimes freeze.  I could not see a pattern.

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #47 on: 20 March 2017, 16:59:24 »
Having created a group of units, I was adding armor or ECM to some of the platoons.

The first unit demonstrated the freeze, but updated correctly when I red-Xed the window.  The second and following units would sometimes update with the
"next" or "OK" buttons, or sometimes freeze.  I could not see a pattern.

Do you know what platoons where getting what? Helps us trouble shoot the issue.  Assuming you where adding Manei Domini equipment?
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silverback

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #48 on: 20 March 2017, 17:27:54 »
No Manei.  Just upgrading armor from 1.0 to 2.0, and adding ECM sneak suits to a few.

The key is that it was in the "configure" window.

silverback

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #49 on: 20 March 2017, 17:33:57 »
Followup:

The first five platoons in the second group of Infantry each got armor upgrades, and one of them( the fourth) also got the sneak suits.

Hope that helps.

pheonixstorm

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #50 on: 20 March 2017, 21:23:05 »
This error was fixed last month. You can update your daily build (not the best solution), build new infantry from MML, or wait for the next stable/dev release.

If you DO update to the latest daily post your bugs in a separate thread. This is for bugs found in the stable release. Or at the very least post what version you are using and when its from.

silverback

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #51 on: 22 March 2017, 17:56:51 »
Thanks.

I will wait for the next build.  It is a time-consuming annoyance, not a real problem.


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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #52 on: 10 April 2017, 20:17:22 »
Did the Primitives get included in the build?  I tried to find them for pickup game with a friend but they didn't come up.  Is it a Development only thing?
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Liam's Ghost

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #53 on: 10 April 2017, 20:38:19 »
Primitive Mechs are in there. Maybe fighters too?
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

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Hammer

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #54 on: 10 April 2017, 20:49:11 »
Primitives are in, they are Tech Level 5 or Unofficial.
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Liam's Ghost

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #55 on: 10 April 2017, 22:49:48 »
Building them in megamek lab is somewhat unintuitive. There's no dialogue or check box, but if you switch the cockpit to "Primitive", it adjusts everything else.

Primitives are in, they are Tech Level 5 or Unofficial.

They can be created using the experimental rules level.
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

(indirect accessory to the) Slayer of Monitors!

Wrangler

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #56 on: 11 April 2017, 06:34:20 »
Why are they unofficial?
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"How do you defeat a Dragau? Shoot the damn thing. Lots." - Jellico 
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Hammer

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #57 on: 11 April 2017, 09:17:53 »
Why are they unofficial?

Unofficial is our poorly worded area for Primitive rules or other niche rules.  They can be made to Experimental but when I added the units I did them as Level 5 so that they can be grouped in one tech level.
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Liam's Ghost

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #58 on: 17 April 2017, 21:56:31 »
Quick question, how many units can you load in the megamek lobby before it crashes the game?

I'm thinking about a scenario that would involve around 112 units. Not all on the map at once, mind you. Most of them would come in waves of twelve spaced out well enough that they're not likely to survive long enough to build up.
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

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pheonixstorm

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #59 on: 17 April 2017, 22:29:45 »
that would not be enough. Pretty sure one of the other MM players has had regimental sized battles.

 

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