Author Topic: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1  (Read 13468 times)

Hammer

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STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« on: 14 February 2017, 20:33:47 »
Hi Everyone,
Going forward we are changing how we handle releases for MegaMek/MegaMekLab/MekHQ. 
You’ll see separate posts for Stable releases and Development Snapshots.

So, what’s the difference?
The Stable branch is simply bug fixes and new data (maps, sprites, unit fixes) pulled into the existing Stable.  As a rule, it should be more stable and less crash prone. The Development Snapshots will have the new toys in them.

So hypothetically we code LAMs in MegaMek, those would appear in the Development Snapshots.  Once we are comfortable the Snapshots are good then we will release a New Stable with those features in that stable. 

As a general rule, we are going to aim for a new Stable on a regular basis, meaning when enough things in the Development Snapshot are bug free and working and ready to be considered Stable.  As a rule we aren’t going to commit to specific timelines as lots of things can impact timelines to a Stable release.

What release should I use?
Depends. If you just want to stay the course have just fixes and no new features, then use this STABLE BRANCH release.  If you want bleeding edge, new features, new stuff to try and play but may end up with crashes and other weirdness then you want the. DEVELOPMENT SNAPSHOT.

Here's the links:
Megamek.
MegaMek v0.42.1 (Stable)
Code: [Select]
Issues #47/#48 from MML Tracker - Critical Slot allocations wrong for BA SRM4(OS) and BA LBX
Issue #467: Princess bot NPEs in physical attacks phase
Issue #427: Firing weapons split across arm/torso while prone
Data: Some unit fixes, and new maps from DancefloorLandmine
Data: Sprite fixes and new Sprites.
Data: More Sprite/Unit/Board Fixe
 

MegaMekLab.
MegaMekLab v0.42.1 (Stable)
Code: [Select]
Printing for conventional infantry record sheets.
New infantry motive types: VTOL and SCUBA.
Set infantry field guns, armor, specializations, and cybernetic implants/prosthetics (only what is currently supported by MegaMek).
Fix #49: Engine Criticals not set correctly in Super Heavy Mixed tech units.
Show correct engine types for mixed tech superheavy Meks (including
Updated MegaMek.jar to 0.42.1


MekHQ:
MekHQ v0.42.1 (Stable)
Code: [Select]
Fix #313: Prisoners counting towards combatants total for defection rolls
Fix #314: Purchasing aerospace sensors via 'purchase parts' are always 0 ton
Updated MegaMek.jar and MegaMekLab.jar to 0.42.1
 

Enjoy everyone.
« Last Edit: 14 February 2017, 20:37:12 by Hammer »
MegaMek Projects Wiki
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New Units and RAT's aren't added until after the 2 month release moratorium is passed.
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Liam's Ghost

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #1 on: 15 February 2017, 00:27:23 »
So megameklab won't print. Or at least it won't work with the print-to-pdf function in windows 10. Any ideas?
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!

neoancient

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #2 on: 15 February 2017, 08:47:48 »
1. What are you trying to print?
2. Attach a log.

Liam's Ghost

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #3 on: 15 February 2017, 18:20:40 »
Mechs, vehicles, conventional infantry, aerofighters. I haven't tried printing battle armor, but I don't expect any different.

Is this the log?

Memory Allocated [518979]
Starting MegaMekLab version: 0.43.0
MMRandom: generating RNG type #1

Reading unit files:
  Reading from unit cache file...
  Looking in data\mechfiles...
  Looking in zip file data\mechfiles\battlearmor.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\convfighter.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\dropships.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\fighters.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\ge.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\infantry.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\jumpships.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\mechs.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\protomechs.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\smallcraft.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\spacestation.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\unofficial.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\vehicles.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\warship.zip...
  ...loaded 0 files.
  ...loaded 0 files.
8132 units loaded.
Parsing customWeaponOrder.xml
...Parsing finished.
   Total number of custom weapon order entries: 0
java.lang.NullPointerException
   at megameklab.com.ui.Mek.Printing.PrintMech.print(PrintMech.java:89)
   at sun.print.RasterPrinterJob.printPage(Unknown Source)
   at sun.print.RasterPrinterJob.print(Unknown Source)
   at megameklab.com.ui.Mek.Printing.PrintMech.print(PrintMech.java:612)
   at megameklab.com.util.UnitPrintManager.printAllUnits(UnitPrintManager.java:228)
   at megameklab.com.util.UnitPrintManager.printEntity(UnitPrintManager.java:89)
   at megameklab.com.util.MenuBarCreator.jMenuPrintCurrentUnit(MenuBarCreator.java:1019)
   at megameklab.com.util.MenuBarCreator.access$1600(MenuBarCreator.java:66)
   at megameklab.com.util.MenuBarCreator$27.actionPerformed(MenuBarCreator.java:428)
   at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
   at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
   at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
   at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
   at javax.swing.AbstractButton.doClick(Unknown Source)
   at javax.swing.plaf.basic.BasicMenuItemUI.doClick(Unknown Source)
   at javax.swing.plaf.basic.BasicMenuItemUI$Handler.mouseReleased(Unknown Source)
   at java.awt.Component.processMouseEvent(Unknown Source)
   at javax.swing.JComponent.processMouseEvent(Unknown Source)
   at java.awt.Component.processEvent(Unknown Source)
   at java.awt.Container.processEvent(Unknown Source)
   at java.awt.Component.dispatchEventImpl(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Window.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$500(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
   at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue$4.run(Unknown Source)
   at java.awt.EventQueue$4.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
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!

Hammer

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #4 on: 15 February 2017, 18:44:05 »
Mechs, vehicles, conventional infantry, aerofighters. I haven't tried printing battle armor, but I don't expect any different.

Is this the log?

Code: [Select]
Memory Allocated [518979]
Starting MegaMekLab version: 0.43.0
MMRandom: generating RNG type #1

Reading unit files:
  Reading from unit cache file...
  Looking in data\mechfiles...
  Looking in zip file data\mechfiles\battlearmor.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\convfighter.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\dropships.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\fighters.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\ge.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\infantry.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\jumpships.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\mechs.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\protomechs.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\smallcraft.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\spacestation.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\unofficial.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\vehicles.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\warship.zip...
  ...loaded 0 files.
  ...loaded 0 files.
8132 units loaded.
Parsing customWeaponOrder.xml
...Parsing finished.
Total number of custom weapon order entries: 0
java.lang.NullPointerException
at megameklab.com.ui.Mek.Printing.PrintMech.print(PrintMech.java:89)
at sun.print.RasterPrinterJob.printPage(Unknown Source)
at sun.print.RasterPrinterJob.print(Unknown Source)
at megameklab.com.ui.Mek.Printing.PrintMech.print(PrintMech.java:612)
at megameklab.com.util.UnitPrintManager.printAllUnits(UnitPrintManager.java:228)
at megameklab.com.util.UnitPrintManager.printEntity(UnitPrintManager.java:89)
at megameklab.com.util.MenuBarCreator.jMenuPrintCurrentUnit(MenuBarCreator.java:1019)
at megameklab.com.util.MenuBarCreator.access$1600(MenuBarCreator.java:66)
at megameklab.com.util.MenuBarCreator$27.actionPerformed(MenuBarCreator.java:428)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.AbstractButton.doClick(Unknown Source)
at javax.swing.plaf.basic.BasicMenuItemUI.doClick(Unknown Source)
at javax.swing.plaf.basic.BasicMenuItemUI$Handler.mouseReleased(Unknown Source)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$500(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)

Can you try redownloading it, it seems like it might be missing files? Also was their a specific unit you where trying to print?
MegaMek Projects Wiki
Bug Trackers
MegaMek Tracker
MekHQ Tracker
MegaMekLab Tracker
New Units and RAT's aren't added until after the 2 month release moratorium is passed.
Join the official MegaMek Discord

Liam's Ghost

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #5 on: 15 February 2017, 19:31:13 »
Can you try redownloading it, it seems like it might be missing files? Also was their a specific unit you where trying to print?

Downloading. I started with a custom infantry unit. From there I tried a variety of other units.
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!

Liam's Ghost

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  • Miss Chitty finds your honor rules quaint.
Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #6 on: 15 February 2017, 20:10:16 »
Downloaded both Megameklab as a standalone and MekHQ all over again. So far, the standalone megameklab prints fine, except the queue to print function does not appear to work with conventional infantry. The entire program freezes and has to be closed from the task manager.

Log:
Code: [Select]
Memory Allocated [518979]
Starting MegaMekLab version: 0.43.1-git
MMRandom: generating RNG type #1
Error parsing null!
megamek.common.loaders.EntityLoadingException: secondary weapon Infantry Heavy Machine Gun is not an infantry weapon
at megamek.common.loaders.BLKInfantryFile.getEntity(BLKInfantryFile.java:118)
at megamek.common.MechFileParser.parse(MechFileParser.java:204)
at megamek.common.MechFileParser.<init>(MechFileParser.java:85)
at megamek.common.MechFileParser.<init>(MechFileParser.java:77)
at megamek.common.MechSummaryCache.loadMechsFromDirectory(MechSummaryCache.java:563)
at megamek.common.MechSummaryCache.loadMechData(MechSummaryCache.java:246)
at megamek.common.MechSummaryCache$1.run(MechSummaryCache.java:95)
at java.lang.Thread.run(Unknown Source)
Error parsing null!
megamek.common.loaders.EntityLoadingException: MTF File empty!
at megamek.common.loaders.MtfFile.<init>(MtfFile.java:112)
at megamek.common.MechFileParser.parse(MechFileParser.java:142)
at megamek.common.MechFileParser.<init>(MechFileParser.java:85)
at megamek.common.MechFileParser.<init>(MechFileParser.java:77)
at megamek.common.MechSummaryCache.loadMechsFromDirectory(MechSummaryCache.java:563)
at megamek.common.MechSummaryCache.loadMechData(MechSummaryCache.java:246)
at megamek.common.MechSummaryCache$1.run(MechSummaryCache.java:95)
at java.lang.Thread.run(Unknown Source)

Reading unit files:
  Reading from unit cache file...
  Looking in data\mechfiles...
  Looking in zip file data\mechfiles\battlearmor.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\convfighter.zip...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships...
  Looking in data\mechfiles\dropships\3057r...
  Looking in data\mechfiles\dropships\3057r\Clan...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\3057r\IS...
  ...loaded 0 files.
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\3067 Unabridged...
  Looking in data\mechfiles\dropships\3067 Unabridged\Clan Dropships...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\3067 Unabridged\IS Dropships...
  ...loaded 0 files.
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\3075...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\3085...
  Looking in data\mechfiles\dropships\3085\Cutting Edge...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\3085\ONN...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\3085\Supplemental...
  ...loaded 0 files.
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\3145...
  Looking in data\mechfiles\dropships\3145\Marik...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\3145\Merc...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\3145\NTNU RS...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\3145\Republic...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\3145\Steiner...
  ...loaded 0 files.
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\HBHK...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\HBMPS...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\Hist LOT I...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\Hist Reunification War...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\Hist WOTRA...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\IS...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\JHS Terra...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\JS Blake Documents...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\ProtoTypes...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\XTRs...
  Looking in data\mechfiles\dropships\XTRs\Davion...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\XTRs\Kurita...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\XTRs\Liao...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\XTRs\Marik...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\XTRs\Periphery...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\XTRs\Phantoms...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\XTRs\Pirates...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\XTRs\Primitives II...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\XTRs\Primitives III...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\XTRs\Primitives IV...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\XTRs\Primitives V...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\XTRs\Republic I...
  ...loaded 0 files.
  Looking in data\mechfiles\dropships\XTRs\Steiner...
  ...loaded 0 files.
  ...loaded 0 files.
  ...loaded 0 files.
  Looking in zip file data\mechfiles\dropships.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\fighters.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\ge.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\infantry.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\jumpships.zip...
  ...loaded 0 files.
    Loading from data\mechfiles\Machinegun Squad .blk
***   Unable to load file: megamek.common.loaders.EntityLoadingException: While parsing file Machinegun Squad .blk, secondary weapon Infantry Heavy Machine Gun is not an infantry weapon
at megamek.common.MechFileParser.<init>(MechFileParser.java:91)
at megamek.common.MechFileParser.<init>(MechFileParser.java:77)
at megamek.common.MechSummaryCache.loadMechsFromDirectory(MechSummaryCache.java:563)
at megamek.common.MechSummaryCache.loadMechData(MechSummaryCache.java:246)
at megamek.common.MechSummaryCache$1.run(MechSummaryCache.java:95)
at java.lang.Thread.run(Unknown Source)

  Looking in zip file data\mechfiles\mechs.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\protomechs.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\smallcraft.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\spacestation.zip...
  ...loaded 0 files.
    Loading from data\mechfiles\Swamp Fox (upgrade) Light Hovertank.mtf
***   Unable to load file: megamek.common.loaders.EntityLoadingException: While parsing file Swamp Fox (upgrade) Light Hovertank.mtf, MTF File empty!
at megamek.common.MechFileParser.<init>(MechFileParser.java:91)
at megamek.common.MechFileParser.<init>(MechFileParser.java:77)
at megamek.common.MechSummaryCache.loadMechsFromDirectory(MechSummaryCache.java:563)
at megamek.common.MechSummaryCache.loadMechData(MechSummaryCache.java:246)
at megamek.common.MechSummaryCache$1.run(MechSummaryCache.java:95)
at java.lang.Thread.run(Unknown Source)

  Looking in zip file data\mechfiles\unofficial.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\vehicles.zip...
  ...loaded 0 files.
  Looking in zip file data\mechfiles\warship.zip...
  ...loaded 0 files.
  ...loaded 0 files.
8626 units loaded.
  2 units failed to load...


Attempting to print a unit using the megameklab in mekhq still yields no result.

Other log
Code: [Select]
Memory Allocated [518979]
Starting MegaMekLab version: 0.43.0
MMRandom: generating RNG type #1
Parsing customWeaponOrder.xml
...Parsing finished.
Total number of custom weapon order entries: 0

Reading unit files:
  Looking in data\mechfiles...
  Looking in zip file data\mechfiles\battlearmor.zip...
  ...loaded 400 files.
  Looking in zip file data\mechfiles\convfighter.zip...
  ...loaded 60 files.
  Looking in zip file data\mechfiles\dropships.zip...
    Loading from zip file >> XTRs/Primitives V/Saturn Patrol Ship.blk
      Failed to load equipment: ISMG Ammo
  ...loaded 168 files.
  Looking in zip file data\mechfiles\fighters.zip...
  ...loaded 466 files.
  Looking in zip file data\mechfiles\ge.zip...
  ...loaded 838 files.
  Looking in zip file data\mechfiles\infantry.zip...
  ...loaded 215 files.
  Looking in zip file data\mechfiles\jumpships.zip...
  ...loaded 25 files.
  Looking in zip file data\mechfiles\mechs.zip...
  ...loaded 3269 files.
  Looking in zip file data\mechfiles\protomechs.zip...
  ...loaded 71 files.
  Looking in zip file data\mechfiles\smallcraft.zip...
  ...loaded 38 files.
  Looking in zip file data\mechfiles\spacestation.zip...
  ...loaded 18 files.
  Looking in zip file data\mechfiles\unofficial.zip...
    Loading from zip file >> Other/Morpheus MPR-3 LMorte II.mtf
      Failed to load equipment: Claw
      Failed to load equipment: Claw
      Failed to load equipment: Claw
      Failed to load equipment: Claw
      Failed to load equipment: Claw
    Loading from zip file >> _Battletechnology/Clytemnestra AS-CTP-005-BT.mtf
      Failed to load equipment: Claw (THB)
      Failed to load equipment: Claw (THB)
      Failed to load equipment: Claw (THB)
      Failed to load equipment: Claw (THB)
      Failed to load equipment: Claw (THB)
      Failed to load equipment: Claw (THB)
      Failed to load equipment: Claw (THB)
      Failed to load equipment: Claw (THB)
      Failed to load equipment: Claw (THB)
      Failed to load equipment: Claw (THB)
    Loading from zip file >> _Battletechnology/Ventilator VNT-1A-BT.mtf
      Failed to load equipment: Command Console
    Loading from zip file >> _Mechforce NA/CombatMaster CMM-A2-FC-NA.mtf
      Failed to load equipment: CC Sensors
      Failed to load equipment: Command Console
    Loading from zip file >> _Mechforce NA/Odin OD-1-NA.mtf
      Failed to load equipment: Command Console
    Loading from zip file >> _Mechforce UK/Awesome AWS-9MA-UK.mtf
      Failed to load equipment: CC Sensors
      Failed to load equipment: Command Console
    Loading from zip file >> _Mechforce UK/BattleMaster BLR-1C-UK.mtf
      Failed to load equipment: CC Sensors
      Failed to load equipment: Command Console
    Loading from zip file >> _Mechforce UK/BattleMaster BLR-1C2-UK.mtf
      Failed to load equipment: Dual Cockpit
    Loading from zip file >> _Mechforce UK/BattleMaster BLR-2C-UK.mtf
      Failed to load equipment: CC Sensors
      Failed to load equipment: Command Console
    Loading from zip file >> _Mechforce UK/BattleMaster BLR-3C-UK.mtf
      Failed to load equipment: CC Sensors
      Failed to load equipment: Command Console
    Loading from zip file >> _Mechforce UK/FieldMaster FLM-D2-1D-UK.mtf
      Failed to load equipment: CC Sensors
      Failed to load equipment: Command Console
    Loading from zip file >> _Mechforce UK/Leopard LPD-DC-UK.mtf
      Failed to load equipment: Claw (THB)
      Failed to load equipment: Claw (THB)
      Failed to load equipment: Claw (THB)
      Failed to load equipment: Claw (THB)
      Failed to load equipment: Claw (THB)
      Failed to load equipment: Claw (THB)
      Failed to load equipment: Claw (THB)
      Failed to load equipment: Claw (THB)
      Failed to load equipment: Claw (THB)
      Failed to load equipment: Claw (THB)
      Failed to load equipment: Claw (THB)
      Failed to load equipment: Claw (THB)
    Loading from zip file >> _Mechforce UK/Wellington WEL-4T-UK.mtf
      Failed to load equipment: ISCaselessAC10 Ammo
      Failed to load equipment: ISCaselessAC10 Ammo
      Failed to load equipment: ISCaselessAC10
      Failed to load equipment: ISCaselessAC10
      Failed to load equipment: ISCaselessAC10
      Failed to load equipment: ISCaselessAC10
      Failed to load equipment: ISCaselessAC10
      Failed to load equipment: ISCaselessAC10
    Loading from zip file >> _Mechforce UK/Zeus ZEU-X-UK.mtf
      Failed to load equipment: Command Console
    Loading from zip file >> _Solaris VII/Mantis SA-MN-S7.mtf
      Failed to load equipment: Claw (THB)
      Failed to load equipment: Claw (THB)
      Failed to load equipment: Claw (THB)
      Failed to load equipment: Claw (THB)
    Loading from zip file >> _Solaris VII/Ronin SA-RN-S7.mtf
      Failed to load equipment: Claw (THB)
      Failed to load equipment: Claw (THB)
      Failed to load equipment: Claw (THB)
      Failed to load equipment: Claw (THB)
  ...loaded 1191 files.
  Looking in zip file data\mechfiles\vehicles.zip...
  ...loaded 1258 files.
  Looking in zip file data\mechfiles\warship.zip...
  ...loaded 113 files.
  ...loaded 0 files.
Saving unit cache.
8130 units loaded.
java.lang.NullPointerException
at megameklab.com.ui.Mek.Printing.PrintMech.print(PrintMech.java:89)
at sun.print.RasterPrinterJob.printPage(Unknown Source)
at sun.print.RasterPrinterJob.print(Unknown Source)
at megameklab.com.ui.Mek.Printing.PrintMech.print(PrintMech.java:612)
at megameklab.com.util.UnitPrintManager.printAllUnits(UnitPrintManager.java:228)
at megameklab.com.util.UnitPrintManager.printEntity(UnitPrintManager.java:89)
at megameklab.com.util.MenuBarCreator.jMenuPrintCurrentUnit(MenuBarCreator.java:1019)
at megameklab.com.util.MenuBarCreator.access$1600(MenuBarCreator.java:66)
at megameklab.com.util.MenuBarCreator$27.actionPerformed(MenuBarCreator.java:428)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.AbstractButton.doClick(Unknown Source)
at javax.swing.plaf.basic.BasicMenuItemUI.doClick(Unknown Source)
at javax.swing.plaf.basic.BasicMenuItemUI$Handler.mouseReleased(Unknown Source)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$500(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
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 #7 on: 15 February 2017, 21:07:24 »
I think it was posted in the last release thread.. something not getting packaged right if I remember. Could be no one posted a bug report on it.

Hammer

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #8 on: 15 February 2017, 23:16:03 »
What unit where you trying to print that has "Infantry Heavy Machine Gun"?

Is that a custom unit made by hand or from an older version of Megamek?
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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #9 on: 15 February 2017, 23:35:58 »
I didn't try to print (or even open) that unit, but yes, it's an infantry unit I made in a previous version of megamek lab. I thought I had cleaned all of those old guys out when I moved my unit files to the new version, but I guess I missed one.

The infantry I've tried to print out were newly generated in this version of megamek lab, and they ranged from just basic units with assault rifles and no support weapons, to ones with support weapons, field guns, special armor, and implants.

I also noticed that when you add light autocannon 5s as field guns it allocates light autocannon 2 ammo to them.

How do I do this bug submission thing?
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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Liam's Ghost

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #10 on: 16 February 2017, 00:07:45 »
Update: The queue to print function actually is working with conventional infantry. It just takes a bit of time (like go in the kitchen and get a drink kind of time).

Still way more convenient than making my own sheets by hand.  ;D
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!

BlueThing

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #11 on: 16 February 2017, 01:19:03 »
Update: The queue to print function actually is working with conventional infantry. It just takes a bit of time (like go in the kitchen and get a drink kind of time).

Still way more convenient than making my own sheets by hand.  ;D
So, what you're saying is that MegaMek is encouraging you to go get a tasty beverage?

Liam's Ghost

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #12 on: 16 February 2017, 01:45:12 »
So, what you're saying is that MegaMek is encouraging you to go get a tasty beverage?

Doc says I need to hydrate more anyway.  ;)
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!

Simon Landmine

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #13 on: 16 February 2017, 08:31:45 »
So, what you're saying is that MegaMek is encouraging you to go get a tasty beverage?

Now, that's quality programming I can get behind! [grin]
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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #14 on: 16 February 2017, 18:01:34 »

I also noticed that when you add light autocannon 5s as field guns it allocates light autocannon 2 ammo to them.

How do I do this bug submission thing?
You submit bugs by selecting the correct project here https://github.com/megamek and clicking on the issues tab. No need for this one as I just fixed it. I also noticed that LBX ACs were missing from the field gun list and fixed that, too.

But most importantly: infantry record sheets are part of the development snapshot and this is the stable release thread. Please discuss development testing options in the correct thread.

Liam's Ghost

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #15 on: 16 February 2017, 18:05:42 »
 ??? The infantry record sheets are in the stable release. I haven't touched the dev snapshot. Your admonishment is confusing to me.
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!

neoancient

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #16 on: 16 February 2017, 23:18:50 »
No, I'm the one that's confused. Either some new features were added to what was sup posed to be a bugfix release or the development snapshot was uploaded in place of the stable. I'm not in a position right now to determine which. I apologize.

ralgith

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #17 on: 17 February 2017, 00:43:53 »
No, I'm the one that's confused. Either some new features were added to what was sup posed to be a bugfix release or the development snapshot was uploaded in place of the stable. I'm not in a position right now to determine which. I apologize.

It's possible I accidentally cherry-picked something that wasn't supposed to be.

EDIT: Per the commit log, I did exactly that. Whups.:
Quote
Set infantry field guns, armor, specializations, and cybernetic implants/prosthetics (only what is currently supported by MegaMek).

Liam's Ghost

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #18 on: 17 February 2017, 19:47:58 »
So with this in mind, if I have bugs to report concerning the Infantry sheets, should I be submitting them for the snapshot? Or is this a "well it's here now, might as well run with it" thing? I'm guessing snapshot.
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!

Hammer

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #19 on: 17 February 2017, 20:42:07 »
So with this in mind, if I have bugs to report concerning the Infantry sheets, should I be submitting them for the snapshot? Or is this a "well it's here now, might as well run with it" thing? I'm guessing snapshot.

If you report them to the tracker on Github we can figure out where to apply the fix.

Give this a read it explains what we need for a bug report.

https://github.com/MegaMek/megamek/wiki/Making-a-Bug-Report

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ralgith

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #20 on: 19 February 2017, 09:28:41 »
If you report them to the tracker on Github we can figure out where to apply the fix.

Give this a read it explains what we need for a bug report.

https://github.com/MegaMek/megamek/wiki/Making-a-Bug-Report

And to follow up... we would fix it in both. Development first, and then cherry-pick the fix into stable.

Giovanni Blasini

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #21 on: 01 March 2017, 11:30:42 »
I'm not sure if I'm doing something wrong, but I noticed in MekHQ with this release that, when trying to add lances/subunits to my unit structure, they don't end up in the left-hand pane, and when trying to add Mechs or other combat units to them, they get added to the parent unit, and I'm unable to add them to the lance. End result is that they're not in a unit that can then be deployed.

Any idea what I'm doing wrong?
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Jayof9s

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #22 on: 01 March 2017, 11:50:51 »
Double click on the parent unit...

Giovanni Blasini

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #23 on: 01 March 2017, 19:17:52 »
D'oh!  Yep, that worked. Thanks.
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StoneRhino

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #24 on: 07 March 2017, 21:56:21 »
I am having an issue with printing. I have only attempted to print an infantry sheet since I downloaded this version. I am attempting to print the AA jump infantry, but when I do it prints out in a very small format. I did not mess with any settings. I have had a similar problem with SSW printing tiny record sheets, but with that program there is an option to modify the print, not so with MML.

Is there anything that I need to do to get MML to print the proper size?

Hammer

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #25 on: 07 March 2017, 23:00:45 »
I am having an issue with printing. I have only attempted to print an infantry sheet since I downloaded this version. I am attempting to print the AA jump infantry, but when I do it prints out in a very small format. I did not mess with any settings. I have had a similar problem with SSW printing tiny record sheets, but with that program there is an option to modify the print, not so with MML.

Is there anything that I need to do to get MML to print the proper size?

Sounds like an issue with the printer.  Have you tried printing to PDF and seeing what happens?
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charred faith

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #26 on: 08 March 2017, 09:27:13 »
You might want to check your print settings on your printer. Don't ask me why, but at least I, myself have had issues with small printing formats when the zoom setting in Firefox was off.

Also, somewhere, I ran into a problem with printing because there was a packaging problem with HQ and MM. Certain files were missing.
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Wrangler

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #27 on: 08 March 2017, 10:21:07 »
Marking this, Thanks Guys!
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Foxx Ital

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #28 on: 09 March 2017, 01:22:37 »
I see glowing mechs still haven't made a appearance.... *looks at Arlith*
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StoneRhino

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #29 on: 10 March 2017, 06:24:17 »
Sounds like an issue with the printer.  Have you tried printing to PDF and seeing what happens?

Is that an option within MML? I did not see it as an option.

However, I decided to test out the idea that it was the printer and picked out an Awesome, which printed properly. I then switched to the infantry and queued up 4 platoons. It printed properly. I did look over the settings, as I did before, and found nothing that was different and changed nothing. I have only had this issue with MML and SSW, never from a word file or pdf. Perhaps its something to do with java? ???

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.

(indirect accessory to the) Slayer of Monitors!

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.
Member of the MegaMek Team.

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.
Member of the MegaMek Team.

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.

robert

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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.

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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.

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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.

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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.

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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

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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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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.

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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.

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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.

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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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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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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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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!

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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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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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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.

(indirect accessory to the) Slayer of Monitors!

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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.

Southernskies

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #60 on: 18 April 2017, 07:34:25 »
Depends upon the age of your machine, memory, how many separate bots and whether you have "Individual Initiative" turned on.

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #61 on: 18 April 2017, 07:46:35 »
Ralgith and I have had more than a few games with well over 100 units. Definitely shouldn't crash the lobby by any stretch. May want to bump up how much memory MM can use but I'm not sure it is actually necessary.

silverback

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #62 on: 21 April 2017, 15:25:53 »
I have run games with over 100 units on the 9 map board all at once.  Things may slow down, but the system does not break.  This in an old small netbook, with 5 to 7 bots running against me.

robert

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #63 on: 21 April 2017, 17:01:34 »
Am I doing something wrong? I went to the main site and hit what looked like the v0.42.1 stable download link for MegaMek, but when I unpack and run it, it says v0.43.1 on the splash screen. To be clear, I'm going to the megamek.info home page, clicking on the 'Downloads' tab, and selecting the Windows: Version 0.42.1 link under Stable Branch. The ZIP file that downloads says 0.42.1, but I've tried grabbing it twice now, and every time I unpack it and run it, I get 0.43.1 on the splash screen.

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #64 on: 21 April 2017, 18:12:06 »
Am I doing something wrong? I went to the main site and hit what looked like the v0.42.1 stable download link for MegaMek, but when I unpack and run it, it says v0.43.1 on the splash screen. To be clear, I'm going to the megamek.info home page, clicking on the 'Downloads' tab, and selecting the Windows: Version 0.42.1 link under Stable Branch. The ZIP file that downloads says 0.42.1, but I've tried grabbing it twice now, and every time I unpack it and run it, I get 0.43.1 on the splash screen.

There was a packaging error on that guy and it got labelled 0.43.1 when it should 0.42.1.

Also we've moved domains to megamek.org and I would update your bookmarks to reflect that.  We are in the process of shutting down megamek.info but it will take some time.
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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #65 on: 23 April 2017, 08:46:17 »
I posted this on another thread and then I read this.

"I have now completed three contracts, paid off my debts and decided to spend some time refitting my company and repairing some captured mechs. I decided to try and customise a captured Wolverine (mostly just to play around with customisation). 
I selected the mech in Hangar and sent it to customize in MekLab.  I made all the changes, I have the spare parts in hand, then I hit the begin refit button (which was previously greyed out). Advance the day and nothing happens.  I tried again with just a minor change (I moved one point of armour) and hit the begin refit button again.  Once again nothing is happening.
The mech is a spare mech (fully repaired) and not assigned to anyone. I tried assigning it before trying to customise and still its a no go.
Please advise which step I am missing out on. Thanks lots."

Another poster told me that in MekHQ 0.42.1, the customising option in the MekLab tab is not working and the solution was to load up the campaign in 0.42.0, make the changes there and then reload in 0.42.1.  Is this the only way or am I missing some step/ solution?

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #66 on: 23 April 2017, 10:08:23 »
I posted this on another thread and then I read this.

"I have now completed three contracts, paid off my debts and decided to spend some time refitting my company and repairing some captured mechs. I decided to try and customise a captured Wolverine (mostly just to play around with customisation). 
I selected the mech in Hangar and sent it to customize in MekLab.  I made all the changes, I have the spare parts in hand, then I hit the begin refit button (which was previously greyed out). Advance the day and nothing happens.  I tried again with just a minor change (I moved one point of armour) and hit the begin refit button again.  Once again nothing is happening.
The mech is a spare mech (fully repaired) and not assigned to anyone. I tried assigning it before trying to customise and still its a no go.
Please advise which step I am missing out on. Thanks lots."

Another poster told me that in MekHQ 0.42.1, the customising option in the MekLab tab is not working and the solution was to load up the campaign in 0.42.0, make the changes there and then reload in 0.42.1.  Is this the only way or am I missing some step/ solution?

At this point the only way. We have it fixed for the next release which *should* be in a couple of weeks.
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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #67 on: 23 April 2017, 10:16:57 »
No worries. :) And thank you for all the great work you and the other programmers have done  O0 . Looking forward to the next release. Are the campaign saves backwards compatible in the next release?

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #68 on: 23 April 2017, 10:38:09 »
No worries. :) And thank you for all the great work you and the other programmers have done  O0 . Looking forward to the next release. Are the campaign saves backwards compatible in the next release?

We always try to maintain backward compatibility. But sometimes fixes or adding new stuff breaks that.  Which then makes us go back and fix it.

Always a work in progress :)
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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #69 on: 24 April 2017, 02:50:48 »
We always try to maintain backward compatibility. But sometimes fixes or adding new stuff breaks that.  Which then makes us go back and fix it.

Always a work in progress :)

LOL Thanks once again. By the way, I had my first Star League cache mission yesterday. I saved just prior to starting the mission to see what happens if I turn the mech over. As it turns out, if I did not claim the downed mech as salvage, it just disappears and I get nothing in return.  When I decided to claim the mech, it didn't seem that there was any minor breach or my employer being mad at me. 
I did some googling and found a thread where it was mentioned that the mechanics of turning the mech over were not implemented. I guess for now, I can treat these missions as a way to get free mechs (assuming I win that is)? 

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Re: STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.42.1
« Reply #70 on: 24 April 2017, 19:34:49 »
I would.  It looks like it would be cool.
Their is no problem Jump Jets and an assault class auto-cannon can't handle.

 

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