Author Topic: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0  (Read 10055 times)

Hammer

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Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« on: 14 February 2017, 20:36:00 »
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 please read carefully.

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.  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 the STABLE BRANCH.  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 SNAPSHOTs below

Here's the links:
Megamek.

DO NOT USE THE MEGAMEK VERSION OF THIS RELEASE. IT HAS A PACKAGING ERROR.

If you want to get this version of MegaMek without the error please download the MekHQ release.

Code: [Select]
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 Fixes
Infantry armor kits.
Mechanized VTOL infantry.
Infantry specializations: SCUBA, TAG.
Conventional infantry augmentations (e.g. Manei Domini) can be set in unit file. Note that not all options are implemented.
Random generation using formation building rules from Campaign Operations.
Adding some references to missing MD Infantry stuff. Names only not implemented for play.
 

MegaMekLab.
MegaMekLab v0.43.0

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.
Updated MegaMek.jar to 0.43.0
 

MekHQ:
MekHQ v0.43.0

Code: [Select]
Improve Mass Repair/Mass Salvage technician selection by providing additional configuration options
Fix #313: Prisoners counting towards combatants total for defection rolls.
Fix #314: Purchasing aerospace sensors via 'purchase parts' are always 0 ton.
Planetary Data Update 39
Updated MegaMek.jar and MegaMekLab.jar to 0.43.0
 

Enjoy everyone.


« Last Edit: 09 March 2017, 22:58:03 by Hammer »
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pheonixstorm

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #1 on: 14 February 2017, 22:31:29 »
This release *should* also include (based off merge commits)

MegaMek - Weather bug fixes and new weather conditions

MekHQ - Add/Remove Pregnancy

For those using this release: Stress test the new infantry and weather features. Need bug reports  O0

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #2 on: 14 February 2017, 23:51:53 »
you had me at field guns

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pheonixstorm

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #3 on: 15 February 2017, 03:27:31 »
Didn't like creating Field Gun infantry by hand I take it? They've always been around, just not in MML ;D

Stormforge

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #4 on: 16 February 2017, 05:15:17 »
Much appreciate the hard work that goes into this program.  O0

Don't suppose there is a way to modify the AtB scenario generator without knowing Java? Familiar with most of the text based file types associated with this program and did not see anything. Was looking specifically to modify what terrain it selects and increase the map sizes.

Messing around with the AtB Noble rules and currently manually rolling on the AtB .xls table that corresponds to that land type for Landholds, such as flatland or hills, when setting up in MM. Also I tend to add 10 hexes to each map dimension and thinking going to 20 hexes.

Reading the Against_the_bot.txt it mentions selecting unit organization in the campaign options and selecting Level II or Star. I have not seen this option, am I just blind?
Quote
"3.3 Playing non-mercenary units
The AtB rules are built around mercenary units, with optional rules for pirates and minor nobles. AtB campaigns in MekHQ can also play units from other factions, treating them effectively as permanent retainer contracts (including the bonus to each contract clause) that always have access to a hiring hall (per IOps Beta). This will suffice for most Inner Sphere factions.

ComStar/Word of Blake units should set the unit organization in the campaign options to Level II, which increases the limit on lance size and weight by 50%.
To run a ComStar campaign properly would required rules for covert missions, but ComStar is still a usable faction under the existing rules. It works best if played after the ComGuard was officially made public in 3030 and before they were disbanded in 3081. Opponents will include pirates, bandit kingdoms, rebels, independent worlds, Clans (after Tukayyid) and Word of Blake (after the loss of Terra). ComStar will also occasionally appear as an employer for mercernaries.

Clan units should set the unit organization to Star, which not only increases the limits by 25%, but counts points rather than individual units.
Players can also form novas (either standard 'Mechs and Battlearmor or vehicle+conventional infantry novas fielded by Hell's Horses) without crossing the limits."

Modifying the atbconfig.xml bot lance files and noticed some errors. Posted a bug report. If anyone is interested I added some more opponent force and lance/star/level II options, removed some of the heaviest lances from the Clans and Comstar/WoB, and some other modifications. Going to play test and tweak it in a new campaign. At the heaviest the Clans and Comstar/WoB still field Individual Stars such as HHHHA/MHHAA/MMAAA and Level II's of MMHHHA/MMMHAA/LMMAAA

Copy and past over matching section in atbconfig.xml. Save a copy of the original file somewhere before modifying files.

Bot Forces
Code: [Select]
<botForce org="IS,CLAN,CS">
<weightedTable weightClass="L">
<entry weight="6">L</entry>
<entry weight="4">M</entry>
<entry weight="2">LL</entry>
<entry weight="2">H</entry>
<entry weight="1">ML</entry>
</weightedTable>
<weightedTable weightClass="M">
<entry weight="8">M</entry>
<entry weight="6">LL</entry>
<entry weight="6">H</entry>
<entry weight="4">ML</entry>
<entry weight="1">LLL</entry>
<entry weight="4">A</entry>
<entry weight="2">HL</entry>
<entry weight="2">MM</entry>
</weightedTable>
<weightedTable weightClass="H">
<entry weight="8">H</entry>
<entry weight="6">ML</entry>
<entry weight="3">LLL</entry>
<entry weight="6">A</entry>
<entry weight="4">HL</entry>
<entry weight="4">MM</entry>
<entry weight="2">MLL</entry>
<entry weight="3">AL</entry>
<entry weight="3">HM</entry>
<entry weight="1">HLL</entry>
<entry weight="1">MML</entry>
<entry weight="2">HH</entry>
<entry weight="2">AM</entry>
</weightedTable>
<weightedTable weightClass="A">
<entry weight="8">A</entry>
<entry weight="6">HL</entry>
<entry weight="6">MM</entry>
<entry weight="4">MLL</entry>
<entry weight="5">AL</entry>
<entry weight="5">HM</entry>
<entry weight="3">HLL</entry>
<entry weight="3">MML</entry>
<entry weight="4">HH</entry>
<entry weight="4">AM</entry>
<entry weight="2">HML</entry>
<entry weight="2">MMM</entry>
<entry weight="3">AH</entry>
<entry weight="1">AML</entry>
<entry weight="1">HHL</entry>
<entry weight="1">HMM</entry>
<entry weight="2">AA</entry>
</weightedTable>
</botForce>

Bot Lance
Code: [Select]
<botLance org="IS">
<weightedTable weightClass="L">
<entry weight="4">LLLL</entry>
<entry weight="3">LLLM</entry>
<entry weight="2">LLMM</entry>
<entry weight="1">LLLH</entry>
</weightedTable>
<weightedTable weightClass="M">
<entry weight="4">LMMM</entry>
<entry weight="4">LLMH</entry>
<entry weight="2">LLLA</entry>
<entry weight="3">MMMM</entry>
<entry weight="3">LMMH</entry>
<entry weight="1">LLHH</entry>
<entry weight="1">LLMA</entry>
<entry weight="2">MMMH</entry>
<entry weight="2">LMHH</entry>
<entry weight="1">LMMA</entry>
<entry weight="1">LLHA</entry>
</weightedTable>
<weightedTable weightClass="H">
<entry weight="4">MMHH</entry>
<entry weight="2">MMMA</entry>
<entry weight="2">LHHH</entry>
<entry weight="4">LMHA</entry>
<entry weight="2">LLAA</entry>
<entry weight="3">MHHH</entry>
<entry weight="3">MMHA</entry>
<entry weight="1">LHHA</entry>
<entry weight="1">LMAA</entry>
<entry weight="2">HHHH</entry>
<entry weight="2">MHHA</entry>
<entry weight="1">MMAA</entry>
<entry weight="1">LHAA</entry>
<entry weight="1">HHHA</entry>
<entry weight="2">MHAA</entry>
<entry weight="1">LAAA</entry>
</weightedTable>
<weightedTable weightClass="A">
<entry weight="3">HHAA</entry>
<entry weight="2">MAAA</entry>
<entry weight="2">HAAA</entry>
<entry weight="1">AAAA</entry>
</weightedTable>
</botLance>

<botLance org="CLAN">
<weightedTable weightClass="L">
<entry weight="4">LLLLL</entry>
<entry weight="3">LLLLM</entry>
<entry weight="2">LLLMM</entry>
<entry weight="1">LLLLH</entry>
</weightedTable>
<weightedTable weightClass="M">
<entry weight="4">LLMMM</entry>
<entry weight="4">LLLMH</entry>
<entry weight="2">LLLLA</entry>
<entry weight="3">LMMMM</entry>
<entry weight="3">LLMMH</entry>
<entry weight="1">LLLHH</entry>
<entry weight="1">LLLMA</entry>
<entry weight="2">MMMMM</entry>
<entry weight="2">LMMMH</entry>
<entry weight="2">LLMHH</entry>
<entry weight="1">LLMMA</entry>
<entry weight="1">LLLHA</entry>
</weightedTable>
<weightedTable weightClass="H">
<entry weight="4">MMMMH</entry>
<entry weight="4">LMMHH</entry>
<entry weight="2">LMMMA</entry>
<entry weight="2">LLHHH</entry>
<entry weight="4">LLMHA</entry>
<entry weight="2">LLLAA</entry>
<entry weight="3">MMMHH</entry>
<entry weight="1">MMMMA</entry>
<entry weight="3">LMHHH</entry>
<entry weight="3">LMMHA</entry>
<entry weight="1">LLHHA</entry>
<entry weight="1">LLMAA</entry>
<entry weight="2">MMHHH</entry>
<entry weight="2">MMMHA</entry>
<entry weight="1">LHHHH</entry>
<entry weight="2">LMHHA</entry>
<entry weight="1">LMMAA</entry>
<entry weight="1">LLHAA</entry>
</weightedTable>
<weightedTable weightClass="A">
<entry weight="4">MHHHH</entry>
<entry weight="4">MMHHA</entry>
<entry weight="2">MMMAA</entry>
<entry weight="2">LHHHA</entry>
<entry weight="4">LMHAA</entry>
<entry weight="2">LLAAA</entry>
<entry weight="3">HHHHH</entry>
<entry weight="3">MHHHA</entry>
<entry weight="3">MMHAA</entry>
<entry weight="1">LHHAA</entry>
<entry weight="1">LMAAA</entry>
<entry weight="2">HHHHA</entry>
<entry weight="2">MHHAA</entry>
<entry weight="1">MMAAA</entry>
<entry weight="1">LHAAA</entry>
</weightedTable>
</botLance>

<botLance org="CS">
<weightedTable weightClass="L">
<entry weight="4">LLLLLL</entry>
<entry weight="3">LLLLLM</entry>
<entry weight="2">LLLLMM</entry>
<entry weight="1">LLLLLH</entry>

</weightedTable>
<weightedTable weightClass="M">
<entry weight="4">LLLMMM</entry>
<entry weight="4">LLLLMH</entry>
<entry weight="2">LLLLLA</entry>
<entry weight="3">LLMMMM</entry>
<entry weight="3">LLLMMH</entry>
<entry weight="1">LLLLHH</entry>
<entry weight="1">LLLLMA</entry>
<entry weight="2">LMMMMM</entry>
<entry weight="2">LLMMMH</entry>
<entry weight="2">LLLMHH</entry>
<entry weight="1">LLLMMA</entry>
<entry weight="1">LLLLHA</entry>
</weightedTable>
<weightedTable weightClass="H">
<entry weight="4">MMMMMM</entry>
<entry weight="4">LMMMMH</entry>
<entry weight="4">LLMMHH</entry>
<entry weight="2">LLMMMA</entry>
<entry weight="2">LLLHHH</entry>
<entry weight="4">LLLMHA</entry>
<entry weight="2">LLLLAA</entry>
<entry weight="3">MMMMMH</entry>
<entry weight="3">LMMMHH</entry>
<entry weight="1">LMMMMA</entry>
<entry weight="3">LLMHHH</entry>
<entry weight="3">LLMMHA</entry>
<entry weight="1">LLLHHA</entry>
<entry weight="1">LLLMAA</entry>
<entry weight="2">MMMMHH</entry>
<entry weight="1">MMMMMA</entry>
<entry weight="2">LMMHHH</entry>
<entry weight="2">LMMMHA</entry>
<entry weight="1">LLHHHH</entry>
<entry weight="2">LLMHHA</entry>
<entry weight="1">LLMMAA</entry>
<entry weight="1">LLLHAA</entry>
</weightedTable>
<weightedTable weightClass="A">
<entry weight="4">MMMHHH</entry>
<entry weight="4">MMMMHA</entry>
<entry weight="4">LMHHHH</entry>
<entry weight="4">LMMHHA</entry>
<entry weight="2">LMMMAA</entry>
<entry weight="2">LLHHHA</entry>
<entry weight="4">LLMHAA</entry>
<entry weight="2">LLLAAA</entry>
<entry weight="3">MMHHHH</entry>
<entry weight="3">MMMHHA</entry>
<entry weight="1">MMMMAA</entry>
<entry weight="1">LHHHHH</entry>
<entry weight="3">LMHHHA</entry>
<entry weight="3">LMMHAA</entry>
<entry weight="1">LLHHAA</entry>
<entry weight="1">LLMAAA</entry>
<entry weight="2">MHHHHH</entry>
<entry weight="2">MMHHHA</entry>
<entry weight="2">MMMHAA</entry>
<entry weight="1">LHHHHA</entry>
<entry weight="2">LMHHAA</entry>
<entry weight="1">LMMAAA</entry>
<entry weight="1">LLHAAA</entry>
</weightedTable>
</botLance>
If the enemy is in range most likely so are you.

Stormforge

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #5 on: 17 February 2017, 05:44:25 »
In MekHQ, after an AtB scenario is generated, it appears that each individual unit can be modified including bot behavior. (Right click) Though when modifying each individual unit it opens with the last bot parameters selected for a unit it owns. Question is am I actually changing the bot behavior for each unit, or just modifying the bot as a whole, that those units are attached to, as it appears?
If the enemy is in range most likely so are you.

pheonixstorm

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #6 on: 17 February 2017, 07:10:51 »
Bot as a whole. AtB generates (normally) a single bot unless the opfor gets reinforcements, then it sets up 2 bots.

If your allies  are not attached they will also get their own bot as do civilian units (either side) or allied reinforcements. In other words, 1 bot per force not per unit.

JenniferinaMAD

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #7 on: 17 February 2017, 08:39:28 »
I got this download and looked around for a bit to check out any new buttons in mekhq (haven't played a game yet, soon). I didn't see any add/remove pregnancy options, am I blind or are they not in yet after all?

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #8 on: 17 February 2017, 08:50:35 »
I got this download and looked around for a bit to check out any new buttons in mekhq (haven't played a game yet, soon). I didn't see any add/remove pregnancy options, am I blind or are they not in yet after all?

I'm guessing GM Mode has to be on, and then it should be on the right click context menu for personnel rather than a button. Though, I haven't actually verified any of that, it's what I would do.

pheonixstorm

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #9 on: 17 February 2017, 15:13:51 »
Select the female you want pregnant then right click. No need for GM mode.

BLOODWOLF

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #10 on: 17 February 2017, 19:42:30 »
Select the female you want pregnant then right click. No need for GM mode.

Dozens of inappropriate comments come to mind.

JenniferinaMAD

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #11 on: 17 February 2017, 21:19:33 »
Right, so my problem was that my shortcut was still pointing to my older MekHQ install. Oops.

The new one won't start, though :( All I get is 'A java exception has occurred' with no save or log files being created that I can find.

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #12 on: 17 February 2017, 21:29:59 »
Right, so my problem was that my shortcut was still pointing to my older MekHQ install. Oops.

The new one won't start, though :( All I get is 'A java exception has occurred' with no save or log files being created that I can find.

Make sure you have Java 8 installed.
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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #13 on: 18 February 2017, 00:21:55 »


Working on re-doing these.

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #14 on: 18 February 2017, 08:28:52 »
Make sure you have Java 8 installed.

I know I do on the other machine, I thought I did on this one too, but I guess not. Will fix that.

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #15 on: 18 February 2017, 23:08:10 »


Yall's new infantry sprites

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #16 on: 19 February 2017, 09:30:16 »
Select the female you want pregnant then right click. No need for GM mode.

This needs changed to require GM mode then, because that is a Godlike power.

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #17 on: 19 February 2017, 21:35:24 »
Ok, i have java 8 installed, but i get this error popup...

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The registry refers to a nonexistent Java Runtime Environment installation or the runtime is corrupted. The system cannot find the file specified

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #18 on: 19 February 2017, 22:04:24 »
Ok, i have java 8 installed, but i get this error popup...

Sounds like a bad java install. Try uninstalling it and downloading a fresh copy and installing.
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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #19 on: 19 February 2017, 22:38:21 »
Sounds like a bad java install. Try uninstalling it and downloading a fresh copy and installing.

Wow, that actually fixed the problem, thanx Hammer O0

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #20 on: 20 February 2017, 01:49:38 »
This needs changed to require GM mode then, because that is a Godlike power.

Most couples do just fine without a deity to help. And so does 31st century medical technology.

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #21 on: 20 February 2017, 03:30:11 »
Yeah, but if the GM/God knocks up the girlfriend/wife is that considered adultery? :D

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #22 on: 20 February 2017, 07:20:25 »
Yeah, but if the GM/God knocks up the girlfriend/wife is that considered adultery? :D

And is the GM obliged to pay child support?
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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #23 on: 20 February 2017, 08:04:54 »
Wow, that actually fixed the problem, thanx Hammer O0

That error about the registry referring to a non-existent JRE has been surprisingly common.
Member of the MegaMek Team.

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #24 on: 20 February 2017, 08:36:18 »
Part of it has to do with an outdated launch4j that can't count correctly when multiple version of the same java version are installed on the system and the registry is cluttered with entries. Its something to do with no counting correctly past 100 I believe. The rest are most likely just bad java installs in general.

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #25 on: 20 February 2017, 13:37:10 »
Yeah, but if the GM/God knocks up the girlfriend/wife is that considered adultery? :D

Not in Mary's case, it's just divine conception.  O:-)
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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #26 on: 20 February 2017, 17:34:56 »
Thanks for all the hard work guys!
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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #27 on: 21 February 2017, 11:18:16 »
this adds a new level to that 'act of god' clause in your insurance policy

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Southernskies

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #28 on: 23 February 2017, 05:25:05 »
Don't forget you can also get solo procreation.

First pregnancy in the game... was my female commander 6 months after starting.  Single, in a major operation and pregnant.

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #29 on: 23 February 2017, 06:10:50 »
The male mech jocks aren't going to stop having fun while on deployment, why should she?

(Still haven't gotten it to work, my java is...unique it seems) So question, are marriages still straight only in MekHQ?

pheonixstorm

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #30 on: 23 February 2017, 07:30:12 »
Yes

ckessel

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #31 on: 26 February 2017, 17:12:58 »
There was a MekHQ feature request thread at one point, but since this thread is active I figured I'd post it here.

Related to the "tweaking princess" thread, it'd be nice to be able to assign AI behaviors to specific units rather than to a side as a whole. That'd give the ability to do the tweaking without having to go through the steps to create several small "sides" that are required to give different behavior to different mechs.

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #32 on: 26 February 2017, 17:29:18 »
There was a MekHQ feature request thread at one point, but since this thread is active I figured I'd post it here.

Related to the "tweaking princess" thread, it'd be nice to be able to assign AI behaviors to specific units rather than to a side as a whole. That'd give the ability to do the tweaking without having to go through the steps to create several small "sides" that are required to give different behavior to different mechs.

I already have that data in MM, and it's used in the formation builder that's in the newest dev snapshot. The problem with putting it the unit files is that the role is only available for official units (and not all of those), leaving a large number of unofficial units out. I've done a fair amount of work on an algorithm to determine most likely role for a unit which generally narrows it down to three or four possibilities out of the eight. That's probably as good as it's going to get. I haven't decided whatnto do with that data yet.

The best way to make sure this happens to open a RFE on the MegaMek Github tracker (see my sig).  Forum posts get lost and forgotten easily.

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #33 on: 08 March 2017, 07:40:52 »
Standalone MegaMek 0.43.0 is not working correctly for me. Once I get into the game lobby and open the add units screen, it will not add units or close, and I have to kill the process from the task manager. 0.43.0 as included with MekHQ is working normally.
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pheonixstorm

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #34 on: 08 March 2017, 08:06:13 »
Any errors in the log file?

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #35 on: 09 March 2017, 22:28:05 »
Getting the same thing. Looks like something with drawing the unit sprites is throwing NPE.

edit: Actually...what the buck did you do to the unit images folder!?
« Last Edit: 09 March 2017, 22:31:43 by Shatara »

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #36 on: 09 March 2017, 22:51:26 »
edit: Actually...what the buck did you do to the unit images folder!?

Yep...looks like the packaging scripts have NOT added all the sprites which is causing the crash.

The quick fix for now is to download an use the MekHQ download which is complete.
« Last Edit: 09 March 2017, 22:56:58 by Hammer »
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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #37 on: 10 March 2017, 09:12:13 »
edit: Actually...what the buck did you do to the unit images folder!?

All of the images that are included in the release are now packed into an image atlas.  So instead of having 1,000's of 40KB files, we have several much larger image atlases.  The mechset files haven't changed at all, as there's an XML file that keeps track of the which image files where packaged this way, and that path can get translated into a location in the image atlas.  This moderately reduces the size of the releases, but also makes it much easier for your filesystem to handle.
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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #38 on: 21 March 2017, 10:11:14 »
found one of those weird discrepancies that only really happens by accident.

LB-10X prototype intro date - 2590
LB-10X ammo intro date - 2595

this means that you can't load LB10 ammo on a design with an intro date during those five years. my current campaign is set in 2591  :))

This is a problem (if you want to call it a problem) with all prototype ballistic weapons where there's a fiveish year gap between when the gun prototyped and the production model (and attending ammo) are introduced.

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #39 on: 21 March 2017, 13:44:44 »
found one of those weird discrepancies that only really happens by accident.

LB-10X prototype intro date - 2590
LB-10X ammo intro date - 2595

this means that you can't load LB10 ammo on a design with an intro date during those five years. my current campaign is set in 2591  :))

This is a problem (if you want to call it a problem) with all prototype ballistic weapons where there's a fiveish year gap between when the gun prototyped and the production model (and attending ammo) are introduced.

These are all being addressed in the IO branch and when IO is complete the only issue will be ones CGL has missed.
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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #40 on: 22 March 2017, 08:18:41 »
When you think about it, that gap is not necessarily a bug.  Stealing a weapon doesn't mean the ammo to go with it is in commercial production.

During prototyping, they're probably making each round by hand and then expending all of them on the weapon range.

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #41 on: 22 March 2017, 15:52:18 »
These are all being addressed in the IO branch and when IO is complete the only issue will be ones CGL has missed.

cool

When you think about it, that gap is not necessarily a bug.  Stealing a weapon doesn't mean the ammo to go with it is in commercial production.

During prototyping, they're probably making each round by hand and then expending all of them on the weapon range.

from the perspective of using a design program, i want to be able to load ammunition for weapons that require ammunition

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.0
« Reply #42 on: 22 March 2017, 20:07:48 »
cool

from the perspective of using a design program, i want to be able to load ammunition for weapons that require ammunition

So i'll get the dates set to match in the short term.  For the record, I hate the ~ thing on dates.  But if/when I ever get IO finished these issues will go away.  Best part people can start fighting over tech progression on units.
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