Author Topic: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1  (Read 10581 times)

Hammer

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Hi Everyone,
Its time for a new Development release. As always this is the cutting edge stuff and will likely have some bugs. But their is some great new stuff in here.

Megamek.
Continued work on Infantry with Infantry units now validated against the construction rules. Lots of bug fixes and most importantly OmniMeks are now OmniMeks.  If you look at the Mech Viewer you can see what equipment is Fixed versus Omni Pods.  Within MegaMek this doesn’t do much but has big implications for MegaMekLab and MekHQ.



Oh…and lots of bug fixes some new SPA’s and a new Start menu (if you change the skin in the Client Settings.)

                   
MegaMekLab.
Improve the validator for Super Heavy Mechs. But as mentioned above when building an Omni Mek equipment will need to be defined as Fixed or Pod mounted.  It also allows for a ‘Base’ Chassis to be defined.



MekHQ.
MekHQ has had some pesky bugs killed. But the most important new feature and really a game changer for campaign play is Omni’s can refit per the rules in Strategic Operations. As the screen shots show a Mad Cat H to Mad Cat D in 120 minutes. Makes for some interesting game play options.

BEFORE                                                                          PLANNING                                                                    AFTER
                       


There is also some cool stuff slowly coming down the pipe as the screen shot below shows.




BUT no ETA on that interesting feature.  ^-^

Here's the links:
Megamek.
MegaMek v0.43.1 Development
Code: [Select]
+ Feature: Added checks for null crew when checking for MD enhancements
+ Feature: Merge pull request #486 from pheonixstorm/SPA-Update
+ Issue #476: VTOL armor diagram changes color incorrectly?
+ Feature: Added checks for illegal superheavy mech equipment.
+ Feature: Added specialized infantry to verifier.
+ Feature: Added infantry specializations to cost calculation.
+ Feature: Fixed max platoon size test in verifier.
+ Feature: Show BV calculations for conventional infantry.
+ Feature: Added infantry BV calculations from TacOps.
+ Feature: Added infantry specializations to weight calculations.
+ Feature: Added anti-mek equipment back to infantry weight calculations.
+ Data: New Sprites and New Maps (Thanks DancefloorLandmine)
+ Issue #494 - Updated Princess Behaviors (Thanks pfarland and xStormforgex)
+ Issue #484 and fixes to image names.
+ Issue #490: Fixed princess documentation.
+ Feature: Princess will now respond with "You are not my boss." if a player
attempts to issue a command to an enemy Princess instance.
+ Issue #198: Long tom cannons cannot switch to indirect firing mode
+ Issue #456: Cannot cancel hotloading of LRMs during battle
+ Issue #457: Hot loaded LRMs not working properly
+ Issue #499: Map Editor Theme Broken
+ Issue #487: Issues with startup.sh
+ Issue #464: Incorrect titles for ASF and BA in the end-of-battle text
+ Issue #421: Toughness Text In Pilot Tab Spacing Issue
+ Issue #442: Tooltip colors still not quite right for firing vectors
+ Issue #507: Image atlas map has cross-platform issues
+ Corrected BV calculations for HarJel II/III, coolant pods, and interface
cockpit.
+ Issue #511: Fall height is wrong for falls when moving into a higher hex
+ Bug: Cannot fire arm-mounted weapons while prone.
+ Bug: ASF can use Silver Bullet Gauss Rifles/Ammo
+ Bug: Attack sprites/arrows no longer shown for sensor returns
+ Feature: Unit files distinguish between fixed and pod-mounted equipment in
omni units.
+ Issue #510: Reports related to geysers weren't marked public
+ Issue #440: Explosions greater than 1 hex ring away not affecting all hexes
+ Issue #488: Chat window not disabling some hotkeys in targeting phase
+ Issue #466: Themed hexes can revert to no theme on explosions
+ Bug: Fuel tank magnitude terrain type not removed from collapsed buildings
+ Issue #473: Vehicle threshold report erroneously added for VTOLs
+ Issue #430: Smoke artillery only affecting center hex
+ Issue #458: Map selection changes when loading generated map settings
+ Issue #471: TacOps zip-lining didn't factor in elevation
+ Issue #454: Physical attacks and friendly units
+ Data: Unit fixes and new Sprites.
+ Data: Fixing some unit validation errors.
+ Issue #513: Infantry killed by Inferno ammo not giving kill credit
+ PR #515: Show %BV remaining in round reports
+ Issue #385: Freeze When Zooming Out with LargeTexture.tileset
+ Issue #70: Engine explosions not igniting center hex
+ Issue #348: Selecting lance move options does not disable individual init
+ Issue #225: Bad String in Round Report for Thunder LRMs
+ Deploying doomed units now nags the user (ie, infantry in a vacuum)
+ Issue #408: Offboard units not checked for planetary conditions (ie, vacuum)
+ Issue #394: No location exposure check on deployment
+ Data: Turret Rats pt1 Thanks Bloodwolf. New Maps.

MegaMekLab.
MegaMekLab v0.43.1 Development
Code: [Select]
v0.43.1 (2017-02-13 01:15 UTC)
+ Issue #50: Super heavies shouldn't be allowed to use certain equipment.
+ Feature: Mark fixed equipment in omnis and button to reset base configuration be removing all pod-mounted equipment.
+ Updated MegaMek.jar to 0.43.1
 

MekHQ:
MekHQ v0.43.1 Development
Code: [Select]
+ Change to require GM Mode for the add/remove pregnancy context menu commands
+ Fix #334: Problems purchasing bombs.
+ Fix #326: Cannot use Meklab to customize units from within MekHQ using v43.0
+ PR #344: Separate list item for Prisoners on the personnel tab
+ Omni units: faster salvage/replacement (including whole location at once), separate podded parts in warehouse.
+ Data: These are a series of commits updating MekHQ data (boards, Unit files, and sprites)
to match MM repo as of March 31/2017
+ Updated MegaMek.jar to 0.43.1
+ Updated MegaMekLab.jar to 0.43.1

Enjoy everyone.


« Last Edit: 01 April 2017, 09:57:47 by Hammer »
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Sartris

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1
« Reply #1 on: 31 March 2017, 23:43:54 »
the omni feature in MML is much appreciated

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imperator

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1
« Reply #2 on: 01 April 2017, 01:41:53 »
Its looking good!!  Thanks guys!!
Their is no problem Jump Jets and an assault class auto-cannon can't handle.

Jayof9s

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1
« Reply #3 on: 01 April 2017, 08:21:40 »
Apparently I'm getting too old for all this.
Quote
There is also some cool stuff slowly coming down the pipe as the screen shot below shows.

I can't see what it's supposed to be showing!

Pretty excited for all the omni improvements though! Even if it means I have a bunch of files to update for my customs... But something that's been needed for a long time.
« Last Edit: 01 April 2017, 08:23:18 by Jayof9s »

elf25s

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1
« Reply #4 on: 01 April 2017, 09:44:21 »
HAPPY HAPPY JOY JOY!
did the refit bug got fix in mkhq?
not going to get a chance to take it for a spin till late in the evening
you sure cannot out run death...but sure as hell you can make that bastard work for it!

Wrangler

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1
« Reply #5 on: 01 April 2017, 11:08:55 »
Sweet, thanks guys!
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neoancient

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1
« Reply #6 on: 01 April 2017, 11:35:33 »
HAPPY HAPPY JOY JOY!
did the refit bug got fix in mkhq?
not going to get a chance to take it for a spin till late in the evening
There are a number of refit bugs. The one that got addressed in this snapshot is the calculation of omni reconfiguration times, though within hours it was discovered that reconfigurations that add heat sinks are not being treated as omni refits. I pushed the fix a few minutes ago. This is, of course, why we do development snapshots.

Apparently I'm getting too old for all this.
I can't see what it's supposed to be showing!

Pretty excited for all the omni improvements though! Even if it means I have a bunch of files to update for my customs... But something that's been needed for a long time.
It's this part at the top of the summary:
Archer ARC-2Rb
Base Tech Level: IS TW non-box set
LevelEra
Experimental-
Advanced2752-3044
Standard3045+
Extinct2840-3040
Tech Rating: E/E-F(F*)-E-X

Unit rules levels and tech rating can be calculated based on all components. This will be useful for players that want the flavor of a particular era.

GoldBishop

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1
« Reply #7 on: 01 April 2017, 14:51:30 »
I attempted to load MML from the 0.43.1 MHQ download and ran into a problem -- the MML program never prompted me for printing.

Troubleshooting led me towards trying a non-mech unit, and when the print window engaged (finally) it generated this for the Von Luckner. (attachment)

I currently run Windows 7 OS
(Canon printer works just fine when attempting to print models from other Java-script programs such as Solaris Skunk Werks. )
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Hammer

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1
« Reply #8 on: 01 April 2017, 15:54:45 »
Need to see the Megameklab log.txt from the logs folder.
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Simon Landmine

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1
« Reply #9 on: 01 April 2017, 17:22:15 »
Shiny. Thanks for all of the work!
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mikecj

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1
« Reply #10 on: 01 April 2017, 17:44:29 »
Thank you guys!
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zulf

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1
« Reply #11 on: 01 April 2017, 23:16:25 »
wow was planing on starting a new campaign and you give us a new toy!  you all rock!  i wish i could code so i could help out.

i have a couple questions.

for MMHQ (42.0) if you do a internal structure replacement (ex. stand->endo) is future modification after a "BIG" refit permanently increased in difficulty level? Because equipment refits before the endo swap were "D" level, the endo refit was "F". and after the endo swap i noticed when i sent the mek to the lab in HQ  the difficulty level is F and there was time on the lab refit clock even though i hadn't made any changes. So i'm not sure if it's rules or a bug?

I have quirks turned off in the campaign set up. I'm not sure if "Difficulty to maintain" would have an effect of refits or not, or even if that quirk gets auto added.

honestly i don't how quirks work with HQ. they seem to work in mission i found that out when a jenner wouldn't twist and i proceeded to shout lol.


As for MegaMek is there a way to do some version single blind rules? so the bot can see everything but i have to find the bot?

thanks for everything!
chris

arlith

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1
« Reply #12 on: 02 April 2017, 05:54:10 »
As for MegaMek is there a way to do some version single blind rules? so the bot can see everything but i have to find the bot?

There is an open feature request for this, but it hasn't been completed yet.
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JenniferinaMAD

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1
« Reply #13 on: 02 April 2017, 20:26:16 »
I'm having some trouble in 4.30 and 4.31. Specifically, it appears that for me the old bug about Battle Armour breaking the save file has returned.

I.e. taking BA into  mission and recovering it, or salvaging it, and then saving results in a save file that can't be loaded again. According to a search of the bug tracker, this was meant to be resolved years ago.

Does anyone else have a similar experience in 4.3/4.31?

 

Hammer

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1
« Reply #14 on: 02 April 2017, 22:20:20 »
I'm having some trouble in 4.30 and 4.31. Specifically, it appears that for me the old bug about Battle Armour breaking the save file has returned.

I.e. taking BA into  mission and recovering it, or salvaging it, and then saving results in a save file that can't be loaded again. According to a search of the bug tracker, this was meant to be resolved years ago.

Does anyone else have a similar experience in 4.3/4.31?
We would need to see the log file.
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JenniferinaMAD

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1
« Reply #15 on: 03 April 2017, 00:02:29 »
We would need to see the log file.

I try to upload it later (different computer). I was just wondering if anyone else had a similar observation. If not, it's probably just my own install again.

JenniferinaMAD

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1
« Reply #16 on: 03 April 2017, 00:29:16 »
Is this the right log file?

arlith

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1
« Reply #17 on: 03 April 2017, 05:53:12 »
Just an FYI, it looks like this release is going to be broken for Linux and Mac.  This is related to the same issue that scuttled the last development release.  There are issues packaging up the image files, and essentially none of the images will load for Linux & Mac.  I guess if you're feeling adventurous, you could replace the data/images directory with a version from v42.1.  Things will work fine for windows however.
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SandMan

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1
« Reply #18 on: 03 April 2017, 12:36:33 »
The development download links are still 43.0 on megamek.org, is that no longer a good place to point a page monitor?  I could do the three separate github pages if need be, but watching just one is cleaner on the client end.

Hammer

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1
« Reply #19 on: 03 April 2017, 14:45:15 »
The development download links are still 43.0 on megamek.org, is that no longer a good place to point a page monitor?  I could do the three separate github pages if need be, but watching just one is cleaner on the client end.

I still need to update the links on Megamek.org. Looking at doing that tonight.
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SandMan

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1
« Reply #20 on: 03 April 2017, 15:51:44 »
I still need to update the links on Megamek.org. Looking at doing that tonight.

No worries, I was just checking it was still the place to check.  I remember missing a few updates after the switch from the previous site (.info I think?) because going to the home page redirected users to the current site, but I was specifically checking the download page, which remained a valid link but wasn't getting updates.

Carry on, good sir.

bblaney

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1
« Reply #21 on: 03 April 2017, 15:53:14 »
So there I was modifying mechs while in MekHQ and well it doesn't exactly work correctly.

Changing tech and engines doesn't actually change a thing, which is weird.

Quote from: Nanaki
Realism is not going to cut it, Battletech is not a realistic universe by any stretch of the imagination, so please stop using it in an argument.

Quote from: HABeas2
That's debatable, but let's face it; some folks gave them a pass because they were big and claimed to be Scottish.

Hammer

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1
« Reply #22 on: 04 April 2017, 10:59:35 »
So there I was modifying mechs while in MekHQ and well it doesn't exactly work correctly.

Changing tech and engines doesn't actually change a thing, which is weird.

Need way more details.  What unit? What tech?   Is there a campaign file you can attached.  You can submit that information to the Github tacker in my sig.

Thanks
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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1
« Reply #23 on: 04 April 2017, 11:25:51 »

bblaney

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1
« Reply #24 on: 04 April 2017, 12:12:40 »
Need way more details.  What unit? What tech?   Is there a campaign file you can attached.  You can submit that information to the Github tacker in my sig.

Thanks

Sorry

Hope this helps a bit

Opening the Wolf and Blake campaign, I choose Stacy's Zeus, and change the tech to mixed IS Tech, changing the IS Light engine to Clan XL, the tonnage under statistics stays the same.

Next I change the armor to Clan Ferro-Fibrous, and am unable to auto-allocate the armor, as pressing the button does nothing.

Next I remove all the equipment, the tonnage stays the same.

Then I go to assign criticals, and everything is still there.

From what I can tell, changing to mixed tech is the problem, but I would highly suggest try a few changes and look into it

Thanks

« Last Edit: 04 April 2017, 12:15:48 by bblaney »
Quote from: Nanaki
Realism is not going to cut it, Battletech is not a realistic universe by any stretch of the imagination, so please stop using it in an argument.

Quote from: HABeas2
That's debatable, but let's face it; some folks gave them a pass because they were big and claimed to be Scottish.

Hammer

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1
« Reply #25 on: 04 April 2017, 12:57:17 »
Looks like its been fixed here -
https://github.com/MegaMek/mekhq/issues/369

Which will be in the next release.
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bblaney

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1
« Reply #26 on: 04 April 2017, 13:55:41 »
Looks like its been fixed here -
https://github.com/MegaMek/mekhq/issues/369

Which will be in the next release.

Excellent

Thanks

Love what y'all do

Thanks again
Quote from: Nanaki
Realism is not going to cut it, Battletech is not a realistic universe by any stretch of the imagination, so please stop using it in an argument.

Quote from: HABeas2
That's debatable, but let's face it; some folks gave them a pass because they were big and claimed to be Scottish.

zulf

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1
« Reply #27 on: 04 April 2017, 15:49:07 »
I'm having problems with the mech lab in MMHQ. Its not recognizing changes to the internal structure.  it wont list the new locations in the parts needed list. the crits for endo don't show in the assignment tab, and no time is added for refit time.

any ideas?

chris

Hammer

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1
« Reply #28 on: 04 April 2017, 15:59:19 »
I'm having problems with the mech lab in MMHQ. Its not recognizing changes to the internal structure.  it wont list the new locations in the parts needed list. the crits for endo don't show in the assignment tab, and no time is added for refit time.

any ideas?

chris

Have a read a few posts above ;)
« Last Edit: 04 April 2017, 22:32:31 by Hammer »
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JenniferinaMAD

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Re: Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1
« Reply #29 on: 04 April 2017, 16:45:49 »
Is there anything informative in the log file I posted? Do you need other files? Did I post the wrong file?

I love MegaMek and MekHQ, and I'm super grateful for the work you are all putting into this!