Author Topic: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31  (Read 23675 times)

Hammer

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Hey everyone,
The dark times return when the data guy does the release.  This time I actually volunteered for it.  What’s up with that! 
So any errors this time blame’s Ral’s training and notes he left me  }:)

For Megamek, Arlith has been busy with bug fixes and one major feature that a lot of people have wanted for a long time.







yes, its the ability to multi-select units and set certain variables for them.

Finally MegaMekLab gets some attention with a bunch of bug fixes.

MekHQ got some of bugs addressed and a couple of new features.
Automated Skill Purchases and an "Inner Sphere at War" hex map overlay to the interstellar panel
Here's the links:
MegaMek 0.41.21
Code: [Select]
+ Feature: Added "Swarmed" entry to unit tooltips
+ Issue #275: Non-optimal paths planned in certain circumstances
+ Data New Sprites and some unit fixes.
+ Bug: +4 Ice PSR penalty applied to Hover/WiGE instead of not Hover/WiGE
+ Bug: Fixed error in blue shield failure report
+ Issue #280: Adding snow theme to default tileset
+ Bug: Fixing some weight issues causing units to fail.
+ Issue #264: Dropship.isLocationProhibited Error
+ Issue #262: Unloaded ammo in ATMs and MMLs can cause NPEs
+ Issue #261: Host cannot deploy as observer if commander killed victory active
+ Bug: Rounding issues when computing SV engine weights
+ Unit Fixes
+ Bug: Engine missing some engine types when determining if fusion.
+ Feature: Deployment tab in Custom Unit Dialog now works for multiple units
+ Feature: Custom Unit Dialog now saves/loads size (width and height)
+ Issue #132: ASF Altitude Bombing uses incorrect scatter pattern
+ Bug: Manually shutdown units skipped during movement with option turned on
+ Feature: Custom Unit Dialog now remembers selected tab within session
+ Bug: Hotkeys not ignored in some cases (ie: scrolling when save menu is up)
+ Issue #195: Elevation incorrect when collapsing basement in lvl 1 building
+ Searchlights can no longer be removed from units with the searchlight quirk
+ Feature: Added "Equipment" context menu in lounge, for burst MGs, hot loading
    and searchlights (Covers SF features #1399 and #1418)
+ Bug: UnitEditorDialog always sets critical hit on ASF life support
+ Issue #167: EntitySprite drawn at wrong scale when entity becomes visible
+ Issue #284: Null images returned for hexes and mechs
+ Bug: Superheavy meks should halve number of criticals for armor (and weren't)
+ Added Superheavy Gyro type for Superheavy meks
+ Unit fixes and new sprites

MegaMekLab 0.1.57
Code: [Select]
+ PR #8: Adjust position of printed pilot names for Meks
+ Issue #1: Auto-fill would try to mount infantry weapons on BA
+ Issue #11: Bug with changing number of shots for BA SRM ammo
+ Bug: NPE when adding hand with lower arm already present
+ Issue #12: Omnis allowed to add hand/lower armor with Gauss/AC already in arm
+ Bug: Potential issue with Superheavy double-crits and Build Tab Reset button
+ Issue #17: Adding MP also adds heatsinks up to max free
+ Issue #21: Engines/Gyros not always refreshed switching between superheavy
+ Updated MegaMek.jar to 0.41.21
 

MekHQ 0.3.31
Code: [Select]
+ Adding an "Inner Sphere at War" hex map overlay to the interstellar panel
+ Issue #120: Hanger->GM Mode->Restore Unit Issues
+ Bug: Packaging of some images didn't happen
+ Bug: Recruited prisoners don't get their "willing to defect" flag cleared
+ Bug: Skill.improve() didn't check for maximum skill level (SkillType.NUM_LEVELS)
+ Feature Request #80: Automated Skill Purchases
+ Bug: Reset Entity.elevation in Campaign.clearGameData
+ Updated MegaMek.jar to 0.41.21
+ Updated MegaMekLab.jar to 0.1.57
 

Enjoy everyone.
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.
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elf25s

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Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
« Reply #1 on: 31 July 2016, 19:51:12 »
JOY! ;D
you sure cannot out run death...but sure as hell you can make that bastard work for it!

PurpleDragon

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Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
« Reply #2 on: 31 July 2016, 20:47:38 »
downloaded.   :)
give a man a fire, keep him warm for a night. 
Set him on fire, keep him warm for the rest of his life!

The secret to winning the land/air battle is that you must always remain rigidly flexible.

I like tabletop more anyway, computer games are for nerds!  -  Knallogfall

Vampire_Seraphin

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Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
« Reply #3 on: 31 July 2016, 21:50:39 »
Thanks Arlith, that's a feature I've been wanting for a couple years now.

Its going to be really handy for big battles with the bot, where its often faster to set all player units to deploy before round 1, and let princess place all her units in one go.

EDIT:

How do you set up automated skill purchases I'm not seeing it in any of the menus.

Nevermind, found it in the manage campaign drop down.
« Last Edit: 31 July 2016, 22:03:25 by Vampire_Seraphin »

scJazz

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Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
« Reply #4 on: 31 July 2016, 21:58:10 »
happy dance!

Thanks so much guys!

So much yummy in this new release! [drool]

BlueThing

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Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
« Reply #5 on: 01 August 2016, 16:12:43 »
Thanks Arlith, that's a feature I've been wanting for a couple years now.

Its going to be really handy for big battles with the bot, where its often faster to set all player units to deploy before round 1, and let princess place all her units in one go.

EDIT:

How do you set up automated skill purchases I'm not seeing it in any of the menus.

Nevermind, found it in the manage campaign drop down.
I'm also excited about the multi-select options. :)

I have never heard the suggestion of setting my units to deploy before round 1 to speed up Princess. She can take a while with a lot of units and a large deployment zone. I may have to try that.

arlith

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Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
« Reply #6 on: 01 August 2016, 19:38:49 »
Just because I feel like it may have been missed, I suggest people try out a game on the 76x40 Carver V - Airraid map.
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Xenon54z

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Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
« Reply #7 on: 01 August 2016, 20:26:15 »
Just because I feel like it may have been missed, I suggest people try out a game on the 76x40 Carver V - Airraid map.

...and try not to drool too much or fall out of your chair. :)
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BLOODWOLF

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Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
« Reply #8 on: 01 August 2016, 23:55:07 »

Wrangler

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Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
« Reply #9 on: 02 August 2016, 06:35:31 »
!Tag!
"Men, fetch the Urbanmechs.  We have an interrogation to attend to." - jklantern
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Sir Chaos

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Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
« Reply #10 on: 02 August 2016, 08:17:23 »
Sweet...

Found a (trivial) issue with mass training interface, though: "eligable" should be "eligible".
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2ndAcr

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Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
« Reply #11 on: 04 August 2016, 13:49:13 »
 Great to have a new version, but I have not been able to run a battle in the last 3 releases, I keep getting this error message:

ERROR: Bad skin specification file: file doesn't exist!  File name: skins/defaultSkin.xml
ERROR: Bad skin specification file: file doesn't exist!  File name: skins/defaultSkin.xml
ERROR: Bad skin specification file: file doesn't exist!  File name: skins/defaultSkin.xml
ERROR: Bad skin specification file: file doesn't exist!  File name: skins/defaultSkin.xml
ERROR: Bad skin specification file: file doesn't exist!  File name: skins/defaultSkin.xml
ERROR: Bad skin specification file: file doesn't exist!  File name: skins/defaultSkin.xml

 MegaMek just locks up and fails to load at all. So not a clue what is going on.

PurpleDragon

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Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
« Reply #12 on: 04 August 2016, 14:02:48 »
just fought a battle last night with current build no problems.  Do you have some customization that may not have been copied over into the right location? 
give a man a fire, keep him warm for a night. 
Set him on fire, keep him warm for the rest of his life!

The secret to winning the land/air battle is that you must always remain rigidly flexible.

I like tabletop more anyway, computer games are for nerds!  -  Knallogfall

2ndAcr

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Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
« Reply #13 on: 04 August 2016, 14:07:56 »
 Running pure canon and stock everything. Nothing customized at all. I got no clue's. Have tried everything. Created the unit under a fresh install of the previous 3.30 MekHQ and then fresh install of this one. I never copy over each version has it's own install. Tried to post my campaign file but it is too big at 1 meg.

2ndAcr

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Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
« Reply #14 on: 04 August 2016, 14:16:28 »
Oh well, back to 3.27 I can battle in that one at least.

arlith

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Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
« Reply #15 on: 04 August 2016, 15:14:06 »
This is happening because it can't find the file for the skin.  Once MM starts, go to View > Client Settings, the nchange to the graphics tab and select a different skin.
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BLOODWOLF

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Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
« Reply #16 on: 04 August 2016, 15:30:30 »
I've run into this as well, all the skins are in the MM/HQ folder, its written correctly in the clientsettings.xml under mmconfig but still was giving me that error and drawing all white.  Why is it doing this Arlith?

2ndAcr

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Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
« Reply #17 on: 04 August 2016, 15:35:18 »
 Well tried that, MM seems to hang and the start screen, says waiting on server, been 5 min and counting

BLOODWOLF

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Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
« Reply #18 on: 04 August 2016, 16:48:14 »
So on the start up screen before you click 'start a new game" you went to view/client settings/graphics tab and change the skin or does the dropdown box list no skins at all? (in which case you will have to go into mmconfg/clientsettings.xml and try retyping whatever skin you want to use from the skins folder, is how i was able to get around it)

2ndAcr

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Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
« Reply #19 on: 04 August 2016, 16:58:01 »
I have tried loading from both MekHQ using ATB generated battle and a direct start to MM. I see the skins, I changed from default to Federated Suns, not getting the skin error but MM does not load any further. Just sits there and say's "waiting on server". IIRC using port 2346

BLOODWOLF

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Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
« Reply #20 on: 04 August 2016, 17:24:43 »
Ah ok, there might be another error in your HQ or MM log file since your launching from HQ other than ERROR: Bad skin specification file: file doesn't exist!  File name: skins/defaultSkin.xml which if you can see the skin I would imagine that error is gone.

pheonixstorm

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Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
« Reply #21 on: 04 August 2016, 21:29:43 »
That is an issue with AtB not the skins. Near the bottom right of the AtB settings in Campaign Options there should be something about a timer or timing. Change it from 500 to 1000 and try again.

PurpleDragon

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Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
« Reply #22 on: 04 August 2016, 23:06:59 »
That is an issue with AtB not the skins. Near the bottom right of the AtB settings in Campaign Options there should be something about a timer or timing. Change it from 500 to 1000 and try again.

Got mine run all the way up to maximum, 1500, I think it is.  That may be why I have never seen this issue.
give a man a fire, keep him warm for a night. 
Set him on fire, keep him warm for the rest of his life!

The secret to winning the land/air battle is that you must always remain rigidly flexible.

I like tabletop more anyway, computer games are for nerds!  -  Knallogfall

pheonixstorm

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Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
« Reply #23 on: 05 August 2016, 14:36:01 »
All mine run fine at 500, but I know 500 has caused issues with peoples games in the past. I doubt there is any other issues other than what I posted above but still waiting for a response from the OP on that issue.

mikecj

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Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
« Reply #24 on: 05 August 2016, 21:00:40 »
Thank you!
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glw431

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Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
« Reply #25 on: 05 August 2016, 22:15:05 »
I Dont know if this has been fixed. But is princess still focusing on commanders. I have yet to have a single lance or company commander survive matches using the last build.

pheonixstorm

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Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
« Reply #26 on: 05 August 2016, 22:39:42 »
Depends on if that victory condition is set. Command mechs have a higher target priority, but if the victory condition destroy enemy commander is not on then princess won't know who the commander is.

glw431

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Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
« Reply #27 on: 05 August 2016, 23:02:56 »
No Victory condition set. Must be really bad luck. Thanks

PurpleDragon

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Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
« Reply #28 on: 06 August 2016, 05:47:55 »
No Victory condition set. Must be really bad luck. Thanks

Just out of curiosity, are you putting you commander in the largest, baddest 'mech on the field? 
give a man a fire, keep him warm for a night. 
Set him on fire, keep him warm for the rest of his life!

The secret to winning the land/air battle is that you must always remain rigidly flexible.

I like tabletop more anyway, computer games are for nerds!  -  Knallogfall

pfarland

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Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
« Reply #29 on: 06 August 2016, 09:16:57 »
Just out of curiosity, are you putting you commander in the largest, baddest 'mech on the field?

Or the closest/easiest to hit one on the field?
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