BattleTech - The Board Game of Armored Combat

Other BattleTech Games => MechWarrior and BattleTech Computer | Console Games => MegaMek Games => Topic started by: Hammer on 31 July 2016, 19:17:14

Title: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: Hammer on 31 July 2016, 19:17:14
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.

(http://i.imgur.com/eassZkwl.png)

(http://i.imgur.com/V2Iy6Gvl.png)

(http://i.imgur.com/cozZ1r4l.png)

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 (https://github.com/MegaMek/megamek/releases/tag/v0.41.21)
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 (https://github.com/MegaMek/megameklab/releases/tag/v0.1.57)
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 (https://github.com/MegaMek/mekhq/releases/tag/v0.3.31)
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.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: elf25s on 31 July 2016, 19:51:12
JOY! ;D
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: PurpleDragon on 31 July 2016, 20:47:38
downloaded.   :)
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: Vampire_Seraphin 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.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: scJazz on 31 July 2016, 21:58:10
happy dance!

Thanks so much guys!

So much yummy in this new release! [drool]
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: BlueThing 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.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: arlith 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.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: Xenon54z 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. :)
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: BLOODWOLF on 01 August 2016, 23:55:07
(https://cloud.githubusercontent.com/assets/16950832/17283506/f1dda836-5776-11e6-822a-87d1e713801f.png)
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: Wrangler on 02 August 2016, 06:35:31
!Tag!
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: Sir Chaos on 02 August 2016, 08:17:23
Sweet...

Found a (trivial) issue with mass training interface, though: "eligable" should be "eligible".
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: 2ndAcr 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.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: PurpleDragon 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? 
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: 2ndAcr 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.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: 2ndAcr on 04 August 2016, 14:16:28
Oh well, back to 3.27 I can battle in that one at least.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: arlith 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.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: BLOODWOLF 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?
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: 2ndAcr 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
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: BLOODWOLF 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)
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: 2ndAcr 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
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: BLOODWOLF 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.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: pheonixstorm 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.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: PurpleDragon 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.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: pheonixstorm 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.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: mikecj on 05 August 2016, 21:00:40
Thank you!
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: glw431 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.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: pheonixstorm 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.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: glw431 on 05 August 2016, 23:02:56
No Victory condition set. Must be really bad luck. Thanks
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: PurpleDragon 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? 
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: pfarland 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?
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: Hammer on 07 August 2016, 17:35:44
Made a Default Key Binds text file that show the current key bindings for Megamek cause I have a lousy memory.  :)

I'll be adding it to the next release but wanted to post it here first.

Feedback and improvements very welcome.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: BLOODWOLF on 07 August 2016, 20:34:00
That prev/next weapon mode is awesome ;) I use it all the time now.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: MoleMan on 08 August 2016, 08:08:22
I've had another MHQ idea, huzzah! I mentioned previously about a minimum level reorder, so when I go below 100t armor another 100t is automatically ordered etc.

My alternative to this, which might be simpler to implement, is to have a 'units remaining' field, so when I'm replacing a leg, it pulls the number remaining in my warehouse, so that if I notice it's the last one, I can order a few more, instead of not realising, and having the mech out of action for a good few weeks at least.

Any good? Make sense?
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: trtw on 08 August 2016, 08:17:10
That prev/next weapon mode is awesome ;) I use it all the time now.

*slaps forehead*

I have no idea of why I didn't look for this before........................
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: arlith on 08 August 2016, 11:37:24
*slaps forehead*

I have no idea of why I didn't look for this before........................

It didn't exist prior to this release, which may explain a thing or two.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: Shin Ji on 08 August 2016, 13:05:41
Very much enjoying this release!  I have noticed one issue, tho.  Since MekHQ 3.30, sometimes it skips Mondays.  It will be Sunday, I click next day and nothing happens.  I click next day again, and it's Tuesday.

Has anyone else encountered this?
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: PurpleDragon on 08 August 2016, 13:34:16
Very much enjoying this release!  I have noticed one issue, tho.  Since MekHQ 3.30, sometimes it skips Mondays.  It will be Sunday, I click next day and nothing happens.  I click next day again, and it's Tuesday.

Has anyone else encountered this?

I have seen this in previous releases.  It does not actually skip the day as much as it does not refresh the screen.  next time you get to a monday and it seems to do nothing, try save game and reload.  See if it then shows having advanced to the next day. 

Granted, this is a work around and if there is a bug it needs to be reported with all the attachments requested and everything.  But, I think, we can help them by trying to narrow down to exactly what it is doing. 
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: neoancient on 08 August 2016, 14:02:36
Very much enjoying this release!  I have noticed one issue, tho.  Since MekHQ 3.30, sometimes it skips Mondays.  It will be Sunday, I click next day and nothing happens.  I click next day again, and it's Tuesday.

Has anyone else encountered this?
What's happening is that there is an error that keeps it from finishing the new day process. If it only happens on Mondays is probably AtB related. I will need to see a log file when it happens to determine the cause and fix it.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: Crow Splat on 08 August 2016, 23:20:48
Very much enjoying this release. Only issue I've come across is that MekHQ wouldn't let me add in GM mode half tons of machine gun ammo when I tried to get them from the "parts in use" screen.

I was able to buy them with no issues so it is a pretty minor thing and I haven't been able to replicate it reliably.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: MoleMan on 10 August 2016, 02:52:17
Hi all, I've had MekHQ die on me for the first ever time :(

I was playing it into the wee hours last night, had just come off a Routed contract, made my way back to Outreach and was just exploring the joys of upgrading half my hangar (double heat sinks all around!), accepted my next contract, then saved and exited. I came to run MekHQ this morning, it loaded up fine, but when I went to load my save, it got around halfway through then said 'Unable to load xxx, check log file' or words to that effect, I'm at work now and can't check again.

I've attached the log file, but I have no idea what I'm looking for.

Hope you can help!
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: MoleMan on 10 August 2016, 02:54:29
Oh, and I think I *may* have just gone into the new year, 3067? I'm not sure
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: MoleMan on 10 August 2016, 07:02:22
The only thing I can see with my extremely limited skills is the clan mechs not being found in the RAT, could that be the problem? Has the RAT I'm using (I think it's XOTL and the other one that are on as standard) got no data for 3067 or something?
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: neoancient on 10 August 2016, 11:15:11
No,  it will use the closest date available. I didn't see anything in the log file.  We'll need the campaign file (with any custom units) to find the cause.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: Hammer on 10 August 2016, 11:38:08
@Moleman

Where did you get those RATs?  I don't recognize the file names on them.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: scJazz on 10 August 2016, 11:58:10
From Molemans log... it is deep in the middle and I missed it a few times myself :)

java.lang.ArrayIndexOutOfBoundsException: -2
   at mekhq.campaign.unit.Unit.initializeParts(Unit.java:1805)
   at mekhq.campaign.Campaign.createCampaignFromXMLFileInputStream(Campaign.java:4004)
   at mekhq.gui.dialog.DataLoadingDialog$Task.doInBackground(DataLoadingDialog.java:184)
   at mekhq.gui.dialog.DataLoadingDialog$Task.doInBackground(DataLoadingDialog.java:113)
   at javax.swing.SwingWorker$1.call(Unknown Source)
   at java.util.concurrent.FutureTask.run(Unknown Source)
   at javax.swing.SwingWorker.run(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Starting load of faction data from XML...
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: MoleMan on 10 August 2016, 13:46:21
The rats came with the latest release of mekhq, I've not altered them from the Atb simple setup. I've just had a play and gone back to an old save from Jan 3066 and simply advanced time deep into 3067 and been able to load it up fine. I've not got any modified files, the only thing like that is I upgraded a lot of mechs (right click on them in the hangar tab, then something like alter/amend/customise, the one where you can change it to a different model, awesome 8Q > awesome 9Q etc
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: Hammer on 10 August 2016, 14:44:20
The rats came with the latest release of mekhq, I've not altered them from the Atb simple setup. I've just had a play and gone back to an old save from Jan 3066 and simply advanced time deep into 3067 and been able to load it up fine. I've not got any modified files, the only thing like that is I upgraded a lot of mechs (right click on them in the hangar tab, then something like alter/amend/customise, the one where you can change it to a different model, awesome 8Q > awesome 9Q etc

Weird when I download the current release none of the RATs mentioned in your log are there.

You didn't have an older MHQ or MM folder you copied stuff into by chance?
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: MoleMan on 10 August 2016, 14:52:16
Wait, now I think about it I downloaded a xotl3050-obvious file ages ago but never used it, could it be that?
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: Hammer on 10 August 2016, 15:04:10
Wait, now I think about it I downloaded a xotl3050-obvious file ages ago but never used it, could it be that?

Yeah, the Xotl Rats are included with the releases have been updated and fixed to cover all the unit name changes.  The RATs aren't causing your crash but are making the log really long.

Did you unzipped the default.zip folder in the data\rats folder? Or did you just move that xotl file into the RATs folder?
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: MoleMan on 10 August 2016, 15:46:57
I just moved it in, the xotl one looks like it's unzipped, the default one that came with HQ looks zipped still
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: Obvious on 10 August 2016, 15:52:06
Wait, now I think about it I downloaded a xotl3050-obvious file ages ago but never used it, could it be that?

That RAT should be useless now as they fixed the issues it addressed in the relevant RATs a while ago.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: Hammer on 10 August 2016, 16:05:10
I just moved it in, the xotl one looks like it's unzipped, the default one that came with HQ looks zipped still

If you delete everything that isn't zipped those errors should go away.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: MoleMan on 10 August 2016, 16:26:16
Thanks for your help guys! I'm advancing on slowly from my old save, doing a manual weekly autosave! Going to try and upgrade the mechs again and see if the problem occurs again!
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: Hammer on 10 August 2016, 16:40:30
Thanks for your help guys! I'm advancing on slowly from my old save, doing a manual weekly autosave! Going to try and upgrade the mechs again and see if the problem occurs again!

I should clarify...

From Molemans log... it is deep in the middle and I missed it a few times myself :)

java.lang.ArrayIndexOutOfBoundsException: -2
   at mekhq.campaign.unit.Unit.initializeParts(Unit.java:1805)
   at mekhq.campaign.Campaign.createCampaignFromXMLFileInputStream(Campaign.java:4004)
   at mekhq.gui.dialog.DataLoadingDialog$Task.doInBackground(DataLoadingDialog.java:184)
   at mekhq.gui.dialog.DataLoadingDialog$Task.doInBackground(DataLoadingDialog.java:113)
   at javax.swing.SwingWorker$1.call(Unknown Source)
   at java.util.concurrent.FutureTask.run(Unknown Source)
   at javax.swing.SwingWorker.run(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Starting load of faction data from XML...

That error will still exist and would still need to be looked at.  Its the unit errors in the RATs that should be resolved.

I'm advancing on slowly from my old save, doing a manual weekly autosave!

Looking at the error its seems to deal with BattleArmor, depending on how old your campaign was we had issues with BA parts for a while.  But one of the coders would need to see the campaign save and log to find a specific cause.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: arlith on 10 August 2016, 17:57:33
From Molemans log... it is deep in the middle and I missed it a few times myself :)

java.lang.ArrayIndexOutOfBoundsException: -2
   at mekhq.campaign.unit.Unit.initializeParts(Unit.java:1805)
   at mekhq.campaign.Campaign.createCampaignFromXMLFileInputStream(Campaign.java:4004)
   at mekhq.gui.dialog.DataLoadingDialog$Task.doInBackground(DataLoadingDialog.java:184)
   at mekhq.gui.dialog.DataLoadingDialog$Task.doInBackground(DataLoadingDialog.java:113)
   at javax.swing.SwingWorker$1.call(Unknown Source)
   at java.util.concurrent.FutureTask.run(Unknown Source)
   at javax.swing.SwingWorker.run(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Starting load of faction data from XML...

That error is related to a BA part.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: MoleMan on 11 August 2016, 00:58:45
Haha, i came to the same conclusion! I assigned all my refit kits, saved and loaded fine, I then advanced until a refit was completed, saved and then tried to reload that save. The failure to reload occurred after I refitted a IS Standard Battle Armor [MG] into an IS Standard Battle Armor [SRM]!

I will send you guys a copy of the save later today if you wish, I have work first though :(

Thanks for all your help!
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: lucho on 11 August 2016, 06:46:30
Ok, using the new MegaMek and MegaMekLab. So far so good in general. But one thing:

In MegaMekLab when I try to make a Tripod (normal weight, under 100 tons), some things aren't there: The cockpit is only 3 tons; it should be 4 tons. Also, when I mount AES it only weighs 1.5 tons, it should weigh 2 tons ( TacOps states that Tripods follow the rules for bipedal mechs. Was this changed?). Furthermore, MegaMekLab won't let me mount AES in the central leg, only the left and right legs.

Should I file a bug report, or am I looking at unimplemented features?
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: arlith on 11 August 2016, 08:23:52
Should I file a bug report, or am I looking at unimplemented features?

I would file a report; it's probably unimplemented however it will remain that way unless there's a ticket for it.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: 2ndAcr on 14 August 2016, 18:58:58
 Sorry guys I had a bad load of Java I guess. Re-downloaded Java and can now battle in the newest version.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: Bongfu on 17 August 2016, 12:15:37
Something weird is going on with the latest release for me.

I started a new campaign, AtB. Everyone was going fine, but when I took my first contract I noticed my first lance of my company was not available to assign a role. I could deploy them on missions manually, but they did not appear in the contract screen.

I am doing a civil war era campaign. I am fighting CJF at the moment. When I captured some Clan mechs and repaired them to 100%, I am unable to use them in battle. They appear in the Megamek load screen, but when I go to actually deploy they don't show up. Oddly, the two clan omnis I purchased from the unit market did show up. I have enabled allow invalid designs and everything, but still no luck. Would be really nice to be able to field those because I captured a Kraken 2  ::)

I also have the annoying bug where my campaign file seems to become corrupt and I cannot load it. Meaning I lose, sometimes days, of gameplay. Log is attached.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: kuttsinister7 on 17 August 2016, 15:33:54
Good Afternoon,

Quick question, can SSW (Skunkwork Files) be added to megamek just by dropping the files into the folder?

I haven't played Megamek in 3 years and with my home computer dying I am not sure how to get started.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: 2ndAcr on 17 August 2016, 18:20:10
 Someday I will learn how to put some custom dropships off the fan builds in there. I need some combined arms carriers badly.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: Hammer on 17 August 2016, 18:33:06
Good Afternoon,

Quick question, can SSW (Skunkwork Files) be added to megamek just by dropping the files into the folder?

I haven't played Megamek in 3 years and with my home computer dying I am not sure how to get started.

Simple answer is yes if they are converted to the MTF format.  There is a BUT... SSW is a largely abandoned project so their could be issues with the equipment names between the programs so units made in SSW might not load correctly in MegaMek.

In that case you would have to remake them using MegaMekLab.

Another suggestion is make a Customs folder inside the data\mechfiles folder and keep any customs in their.  It makes it easier to move those units to newer versions of MM as they are released.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: pheonixstorm on 17 August 2016, 18:47:37
first error I see is a bad part
Code: [Select]
java.lang.ArrayIndexOutOfBoundsException: -2
at mekhq.campaign.unit.Unit.initializeParts(Unit.java:1805)
at mekhq.campaign.Campaign.createCampaignFromXMLFileInputStream(Campaign.java:4004)
at mekhq.gui.dialog.DataLoadingDialog$Task.doInBackground(DataLoadingDialog.java:184)
at mekhq.gui.dialog.DataLoadingDialog$Task.doInBackground(DataLoadingDialog.java:113)
at javax.swing.SwingWorker$1.call(Unknown Source)
at java.util.concurrent.FutureTask.run(Unknown Source)
at javax.swing.SwingWorker.run(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Same error the 3 times you tried to load the campaign so you have something in your campaign file that is broken. Upload your campaign and any custom units and someone might be able to figure out what happened.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: Hammer on 17 August 2016, 20:08:36
Something weird is going on with the latest release for me.

I started a new campaign, AtB. Everyone was going fine, but when I took my first contract I noticed my first lance of my company was not available to assign a role. I could deploy them on missions manually, but they did not appear in the contract screen.

I am doing a civil war era campaign. I am fighting CJF at the moment. When I captured some Clan mechs and repaired them to 100%, I am unable to use them in battle. They appear in the Megamek load screen, but when I go to actually deploy they don't show up. Oddly, the two clan omnis I purchased from the unit market did show up. I have enabled allow invalid designs and everything, but still no luck. Would be really nice to be able to field those because I captured a Kraken 2  ::)

I also have the annoying bug where my campaign file seems to become corrupt and I cannot load it. Meaning I lose, sometimes days, of gameplay. Log is attached.

This is a duplicate of what happened to Moleman above.  I've open a bug report on the tracker for it here - Issue with BattleArmor Parts (https://github.com/MegaMek/mekhq/issues/137)

Do you have a campaign file from before the crash you could attached to that post.

Thanks
 
PS:Moleman if you read this an campaign file from before could you attached also.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: scJazz on 17 August 2016, 20:27:13
That error is related to a BA part.

Same error as Moleman

java.lang.ArrayIndexOutOfBoundsException: -2
   at mekhq.campaign.unit.Unit.initializeParts(Unit.java:1805)
   at mekhq.campaign.Campaign.createCampaignFromXMLFileInputStream(Campaign.java:4004)
   at mekhq.gui.dialog.DataLoadingDialog$Task.doInBackground(DataLoadingDialog.java:184)
   at mekhq.gui.dialog.DataLoadingDialog$Task.doInBackground(DataLoadingDialog.java:113)
   at javax.swing.SwingWorker$1.call(Unknown Source)
   at java.util.concurrent.FutureTask.run(Unknown Source)
   at javax.swing.SwingWorker.run(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: Hammer on 17 August 2016, 20:35:36
Same error as Moleman

java.lang.ArrayIndexOutOfBoundsException: -2
   at mekhq.campaign.unit.Unit.initializeParts(Unit.java:1805)
   at mekhq.campaign.Campaign.createCampaignFromXMLFileInputStream(Campaign.java:4004)
   at mekhq.gui.dialog.DataLoadingDialog$Task.doInBackground(DataLoadingDialog.java:184)
   at mekhq.gui.dialog.DataLoadingDialog$Task.doInBackground(DataLoadingDialog.java:113)
   at javax.swing.SwingWorker$1.call(Unknown Source)
   at java.util.concurrent.FutureTask.run(Unknown Source)
   at javax.swing.SwingWorker.run(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


This is a duplicate of what happened to Moleman above.  I've open a bug report on the tracker for it here - Issue with BattleArmor Parts (https://github.com/MegaMek/mekhq/issues/137)

Do you have a campaign file from before the crash you could attached to that post.

Thanks
 
PS:Moleman if you read this an campaign file from before could you attached also.


Ummm...did you look at the post above yours....
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: Bongfu on 17 August 2016, 21:46:14
Here is the campaign file. (https://drive.google.com/file/d/0B-IIY3JrbkwnRGZFOHdtQnZJNGc/view?usp=sharing)

I am replicating one of my errors in a new campaign. Which makes me wonder if it has something to do with my settings. I am trying to use a capture Hellbringer, but whenever I try to launch the Megamek game (after the lobby) it doesn't show up as a unit to deploy. Is this some kind of block to keep IS from using Clan-tech? I can field some custom designs I have made, but not a stock Clan Omni.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: kuttsinister7 on 18 August 2016, 06:10:45
Is there a how to guide to play through the IP address on YouTube or an instruction manual?
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: Hammer on 18 August 2016, 08:36:09
Is there a how to guide to play through the IP address on YouTube or an instruction manual?

Not sure if this helps. From our forum.

http://megamek.info/forums/index.php?topic=30.0
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: kuttsinister7 on 18 August 2016, 11:42:55
I keep getting errors of mechs being illegal.

Akuma (All Versions)
Half of the IS Omni's
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: Sir Chaos on 18 August 2016, 15:35:04
I keep getting errors of mechs being illegal.

Akuma (All Versions)
Half of the IS Omni's

Something like 80-90% of all mechs are flagged as illegal. IIRC it´s an already known bug that the legal/illegal check isn´t working right.

Switch "Allow illegal units" on in MM options.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: arlith on 18 August 2016, 16:18:17
Something like 80-90% of all mechs are flagged as illegal. IIRC it´s an already known bug that the legal/illegal check isn´t working right.

The changes that made a large number of meks illegal were reverted several releases ago.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: monbvol on 18 August 2016, 16:52:42
Yet it still seems to be cropping up here and there.

As well as issues I know were solved before but for some reason don't seem to be working right again.

Like one of my custom mechs designed in MegaMekLab keeps getting a full ton of machine gun ammo when I only ever put a half ton of ammo on it(part of my what if the half ammo rule for machine guns existed when the original mech was designed series) or not having all the specialty ammunition options I should(current campaign I had a NARC launcher equipped mech with a bunch of missile boats but I couldn't load NARC capable ammo without setting the tech level to Experimental and the era should have allowed NARC capable ammo as Standard tech anyway).

I've got a couple tricks I can try on my end but if they fail I'll be sure to make bug reports.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: arlith on 18 August 2016, 19:27:22
I've got a couple tricks I can try on my end but if they fail I'll be sure to make bug reports.

The primary issue with the illegal units is that the unit files include a code for the tech level of the unit (ie, non-box, standard, advanced, experimental, etc).  The unit validator then compares the TLs of all the equipment to this unit TL.  If the equipment exceeds the unit TL, it's marked as invalid.  We had added TLs for engines, gyros and cockpits, and this ended up causing a lot of units to fail (for example, there's an Archer with an XL engine that's marked as a standard unit, whoever when it was introduced XL engines were advanced tech, so illegal).  The code that checks TLs for engines,  gyros, and cockpits was reverted.  There have since been a lot of equipment TLs/dates updated since then to reflect values in IO.  It's quite possible that this has created some more illegal units.  Reporting specific issues will help get them resolved.

Ultimately, the way things look now is that we will move away from specifying the TL in the unit file, and instead a unit's TL will be derived from the equipment it carries.  This will allow the units TL to adjust based on the game year (so that aforementioned Archer would be advanced when it's introduced, but become standard later).
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: monbvol on 18 August 2016, 19:47:09
Yeah that has got to be one of the worst decisions Catalyst has made(changing rules levels to reflect availabilities instead of using the already existing availability mechanics they had for other things that would have been just as easy to adapt and be more meaningful since you can't change what books are required anyway without re-doing the books).

I know I've suggested before just kicking that nonsense in the teeth and coming up with something more sensible but I know you guys like to stay true to the rules when possible so it is not likely to be heeded advice.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: BlueThing on 19 August 2016, 00:33:26
The primary issue with the illegal units is that the unit files include a code for the tech level of the unit (ie, non-box, standard, advanced, experimental, etc).  The unit validator then compares the TLs of all the equipment to this unit TL.  If the equipment exceeds the unit TL, it's marked as invalid.  We had added TLs for engines, gyros and cockpits, and this ended up causing a lot of units to fail (for example, there's an Archer with an XL engine that's marked as a standard unit, whoever when it was introduced XL engines were advanced tech, so illegal).  The code that checks TLs for engines,  gyros, and cockpits was reverted.  There have since been a lot of equipment TLs/dates updated since then to reflect values in IO.  It's quite possible that this has created some more illegal units.  Reporting specific issues will help get them resolved.

Ultimately, the way things look now is that we will move away from specifying the TL in the unit file, and instead a unit's TL will be derived from the equipment it carries.  This will allow the units TL to adjust based on the game year (so that aforementioned Archer would be advanced when it's introduced, but become standard later).
I missed that rule change. It seems like it will be very confusing. This year the unit is advanced, but next year it is Standard. I see the logic, but I'd rather they didn't change it after doing it differently for so many years, just as I was getting used to it (didn't it used to be Level 1, Level 2, and so forth?).
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: Vampire_Seraphin on 19 August 2016, 04:18:09
Is there a how to guide to play through the IP address on YouTube or an instruction manual?

Pretty easy, all you need to do is fire up MM, and choose "connect to game" instead of "start new game." Then you enter the IP and port of the target computer, which you will get from the host. If you ARE the host, you need to setup port forwarding on your router for Java.

http://megamek.info/forums/index.php?topic=30.0
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: scJazz on 19 August 2016, 13:38:16


Ummm...did you look at the post above yours....

uhhhh I had that written and was still writing for literally hours when I came back across it in one of the MANY Chrome tabs I had open. Stabbed... Post.

 [drool] ::) So uhhhhh no actually but I did read before yours hours earlier :)  O0
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: necromancer579 on 19 August 2016, 20:12:17
I don't know where to file suggestions, so I'll put this here:  Sometime in the past few major updates (it's been a while since I last played AtB with MekHQ), the "disallow extinct units and parts" option was added.  I don't suppose it's too much to ask for that to be separated into "disallow extinct units" and "disallow extinct parts"?  I like the idea of not being able to purchase extinct units, but I'd like to be able to maintain the few I still have (or acquire through special missions).
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: PurpleDragon on 19 August 2016, 20:24:32
would it be possible, without a lot of work, to take the insignia/banners being created here  http://bg.battletech.com/forums/index.php?topic=47591.msg1106386;topicseen#new and make them available in the MekHQ TO&E unit insignia files?  I mean, if I create a Sword of Light unit for example, I think I would like to be able to use the insignia meant for it while I'm playing the game as OPFOR to any players I might be running a local game for. 
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: mchapman1970 on 19 August 2016, 21:51:30
I have tons of personal insignia/banners that I use I just put them in the folder and boom it is there


camo folder
and also force folder
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: Hammer on 19 August 2016, 22:36:53
would it be possible, without a lot of work, to take the insignia/banners being created here  http://bg.battletech.com/forums/index.php?topic=47591.msg1106386;topicseen#new and make them available in the MekHQ TO&E unit insignia files?  I mean, if I create a Sword of Light unit for example, I think I would like to be able to use the insignia meant for it while I'm playing the game as OPFOR to any players I might be running a local game for.

I'm up for adding them.  But we would need the artists permission first.  We would need a zip file of them and then ensure they are properly sized.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: pheonixstorm on 19 August 2016, 23:08:32
I have tons of personal insignia/banners that I use *snip*

Anything you mind sharing?

@PurpleDragon
Looking at a few of the files on the first page they are all 400x4?? png files so they would need work most likely. HQ does resize them but they often don't look as good as if they had been resized by someone who knows photoshop/gimp style programs.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: BlueThing on 19 August 2016, 23:58:58
Speaking of force images, wasn't someone working on more options for force images a while back? Will that be getting in at some point?
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: pheonixstorm on 20 August 2016, 00:03:09
I had several in the works but ralgith decided to add an extra dialog that would custom build toe icons from different template parts. He started work on it 6 months ago but RL kinda sucked him away from HQ. Not sure what he has planned for next weekend but I hope its a completed icon editor.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: BlueThing on 20 August 2016, 00:35:30
I had several in the works but ralgith decided to add an extra dialog that would custom build toe icons from different template parts. He started work on it 6 months ago but RL kinda sucked him away from HQ. Not sure what he has planned for next weekend but I hope its a completed icon editor.
While I'm happy for any improvements, I have to admit that the icon editor is more exciting to me the it has any rational reason to be. :)
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: pheonixstorm on 20 August 2016, 04:24:10
The editor is based off another program called MilSketch. A tutorial for the editor starts https://youtu.be/BMqkzUeedgw?t=13m

The entire milsketch program is pretty neat and I wish we could have something like it (beyond the icon editor) for MekHQ. It would be a rather large task though and there are far more important items that need to be finished first.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: mchapman1970 on 20 August 2016, 11:31:23
Speaking of force images, wasn't someone working on more options for force images a while back? Will that be getting in at some point?


here is one
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: BLOODWOLF on 20 August 2016, 11:38:31
Me too

(http://bg.battletech.com/forums/index.php?action=dlattach;topic=42533.0;attach=34693;image)
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: mchapman1970 on 20 August 2016, 13:01:10
just like with the force icon in which I added to what another person made for the icons  I do the same with old army patches.  This is why I love MekHQ because I can make any pic into a camo, fluff, force icon, profile pic, mech pic 
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: kuttsinister7 on 20 August 2016, 13:13:35
Can princess handle a battalion on Battalion battle compared to fthe regular AI?

Also will it respond faster with movement?

What is the optimum number of units for it to handle?
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: pheonixstorm on 20 August 2016, 15:03:22
the company marker is supposed to be above the main graphic not inside it though  :P Other than that nice job! O0

Can princess handle a battalion on Battalion battle compared to fthe regular AI?

For princess to handle this sized game the forces should really be no larger than a company if I remember correctly which would end up being 3 on 3. High move jumping units should also be limited if your game is over lance on lance. Princess can handle a lot more than testbot but still has its limitations with jumpers and larger formations.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: BlueThing on 20 August 2016, 19:08:34
The editor is based off another program called MilSketch. A tutorial for the editor starts https://youtu.be/BMqkzUeedgw?t=13m

The entire milsketch program is pretty neat and I wish we could have something like it (beyond the icon editor) for MekHQ. It would be a rather large task though and there are far more important items that need to be finished first.
Interesting. I'll check out MilSketch and see if I can make the couple of icons I'm missing for my current OOB. :)

EDIT: Danged typoes!
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: kuttsinister7 on 21 August 2016, 16:29:58
Thanks
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: monbvol on 21 August 2016, 21:43:22
Still a tech level bug in MekHQ's MegaMek options in that I just tried to save my current campaign with Experimental tech level allowed but when I re-loaded my campaign reset it to Standard.

Does it with my template campaign too.  It is the only MegaMek option that doesn't get correctly saved/loaded.  If I save then reload it doesn't even have the specialty ammunition it should.

Just a quick setup then to the tracker.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: monbvol on 21 August 2016, 22:26:47
And also figured out why I still got an invalid design showing up.

On the unit market I picked up a Phoenix Hawk -1 no bloody alphabet soup.  Refit it to my custom -1M variant that trades half the machine gun ammo for more armor.  For some reason it still shows a full ton of ammo so I created a new test campaign and sure enough if I just buy the -1M it has the correct half ton of ammo but if I refit a -1 into a -1M it comes out with a full ton of ammo.

Put it on the tracker as well.

It only seems to do it on custom designs as well as it will do a 1V Locust to a 3V Locust without issue.  So far though any of my half machine gun ammo for something more useful custom designs seem to come out with full ton ammo bins.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: Southernskies on 22 August 2016, 06:48:14
have you tried unloading the ammo and running it empty for a game?  It might not be emptying the bin during the refit (breaking who knows how many OHS rules on the factory floor...)
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: monbvol on 22 August 2016, 07:10:44
It is a little more problematic than that.  It's coming out overweight by half a ton.  So even if I unload the correct amount of ammo it is still a full sized bin.  So MekHQ will complain that the ammo bin needs filled and since MekHQ doesn't support partial reloading I'd have to adjust it in the MegaMek lobby every time I wanted to use it in a scenario.

It is an odd problem, one that can actually be worked around pretty easily as it only seems to crop up when refitting from an official variant that has full ton machine gun ammo bins to one of my custom variants that reduces machine gun ammunition for something more useful.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: scJazz on 23 August 2016, 09:44:43
Having a problem opening this save game.

Logs show errors in self destruct feature for a VTOL.

Can anyone help mod the save so that the self destruct doesn't happen?
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: Sir Chaos on 26 August 2016, 14:25:14
Has anyone had it happen to them that MM simply decides to ignore the client settings?

I´ve always had "show wrecks" turned off, it´s still turned off, it says in the client settings file AND in the menu that it´s turned off... but wrecks still show on the board and there´s not way to get rid of them.

Same with the tileset. I´m using the simplified tileset, but while the graphics themselves (in particular the woods) are the simplified ones, the board is displayed in isometric and there´s no way to turn that off.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: arlith on 27 August 2016, 08:10:22
Same with the tileset. I´m using the simplified tileset, but while the graphics themselves (in particular the woods) are the simplified ones, the board is displayed in isometric and there´s no way to turn that off.

Just in case there's any confusion, there's a difference between the "isometric rendering" and an "isometric tileset".  The isometric tilesets are draw to have an isometric perspective (to look kind of 3d-ish).  The "isometric view" will draw the hexes at different heights, based on their level.  The isometric view is toggled on/off by going to View > Toggle Isometric.  There's also a keybind for it, which I believe is defaulted to T.  This setting has nothing to do with what tileset you have selected.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: Danai Falknir on 17 September 2016, 12:31:04
I just updated Java to see if that's why I can't join a fight (it was telling me my version was out of date) Now I can't run any of the MegaMek clients at all
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: pheonixstorm on 17 September 2016, 16:28:06
If you upgraded to Java 9 then that is the reason. If not... try the current release or reinstall Java in the unlikely event something went wrong with the installation.
Title: Re: New releases MegaMek 0.41.21, MegaMekLab 0.1.57, MekHQ 0.3.31
Post by: Danai Falknir on 17 September 2016, 17:30:56
Either I accidently did that, or I didn't install correctly because now my clients work correctly.  Thanks for the response!