Author Topic: New releases MegaMek 0.41.19, MegaMekLab 0.1.55, MekHQ 0.3.29  (Read 13794 times)

Hammer

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Hey everyone,

Scary times continue (AKA I got Volun-told to do a release).  As usual blame any errors on Ral since he’s not supervising me doing these things  >:D

Megamek
We have a lots of bug fixes, some new SPA's (courtesy of PheonixStorm), some new maps and speaking of maps….





See here - Hi-Res Backgrounds for more information.

EDIT - here is the key post

I've merged this in, so it should be in the next dev release so people can test it out.

To get it to work, here's what I did. Take the Carver V - Airraid.board Carver V Example Map

add the following line to it:

background "CarverVAirstrip.jpg"

Then, extract the CarverVAirstrip.jpg to data/images/board_backgrounds (you will have to create the directory).

Then, start a new game with that board, and once the game has begun click on View>Change Tileset Theme and select the transparent theme.

Themes can also be set individually for hexes via the board editor.


MegaMekLab.
Nothing new.

MekHQ
Got a chunk of bugs addressed and some tweaks to the map.

Here's the links:
MegaMek 0.41.19
Code: [Select]
Issue #233: NPE Displaying Client Options when no skins present
Issue #21: SPAs and Unit Quirks not displaying after loading saved game
Issue #208: Incorrect color when reversing a mech with lateral shifts
Issue #224: Backup MP cost possibly incorrect when mech is prone
Issue #217: Zip Line Dialog sometimes displayed when it shouldn't be
Issue #182: For display, overlapping friendly ECM/ECCM could cancel out
Issue #232: Bloodwolf IS House Skins added
Issue #210: VTOLs incorrectly able to lateral shift, can shift and flank
Issue #220: TO vehicle crew rule counts # of targets incorrectly
PR #222 & # #229: New SPAs: Shaky Stick and Oblique Artilleryman
Issue #176: Real Blind Drop: unit customization messages reveal how many units a player has
Issue #234: Mechbuster & Protector CF's Not Using Their Images
Issue #230: Axel Heavy Tank IIC (XL) has incorrect name and stats
New Maps - Thanks Razorback (via Facebook)
New Sprites.
Issue #156: Graphical To-Hit Modifiers ('firing solutions') in Indirect Phase
Bug: MiniMap selected unit highlighting persists after turn ends
Issue #149: IS Small Laser firing at LOS Range
Issue #152: MGs, Flamers, AMS firing at LOS Range
Issue #151: Flamers can't Strafe
Issue #144: Feature: Hi-Res Backgrounds

MegaMekLab 0.1.55
Code: [Select]
Updated MegaMek.jar to 0.41.19

MekHQ 0.3.29
Code: [Select]
Adding a simple view option to the interstellar map (show/hide "empty" planets)
Code cleanup/refactor of the interstellar map panel
Issue #96: Null Pointer Exception from Special Mission (Prison Break)
Issue #91: Can't assign patients to doctors
PR #92: Cleanup of the infirmary panel
PR #94: Conception and Birth messages now have names hyperlinked.
Issue #88: Current location displayed as "null"
Fixed IO Reputation rating value for experience.
Fixed an NPE in hasChildren() when trying to hire new personnel
Issue #64: Coolant failures not reset between missions.
Issue #63: Unable to edit mission - error about duplicate mission name.
Issue #89: AtB - NPE Setting Planetary Conditions
Interstellar map panel QoL improvements: Zooming at the middle of the screen
PR #95 - AtB Uses Int Ops Reputation Factor when IO rating is used
Updated MegaMek.jar to 0.41.19
Updated MegaMekLab.jar to 0.1.55

Enjoy everyone.
« Last Edit: 05 June 2016, 20:20:46 by Hammer »
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Kojak

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Re: New releases MegaMek 0.41.19, MegaMekLab 0.1.55, MekHQ 0.3.29
« Reply #1 on: 05 June 2016, 19:43:59 »
That hi-res map looks amazing. Where do I find it?


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Hammer

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Re: New releases MegaMek 0.41.19, MegaMekLab 0.1.55, MekHQ 0.3.29
« Reply #2 on: 05 June 2016, 19:49:29 »
That hi-res map looks amazing. Where do I find it?

The Hi-Rez maps are a work in progress.  Arlith can explain more.
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arlith

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Re: New releases MegaMek 0.41.19, MegaMekLab 0.1.55, MekHQ 0.3.29
« Reply #3 on: 05 June 2016, 20:03:01 »
There are some poor directions in the ticket that Hammer linked.  Right now, VictorMorson was kind enough to upload a satellite image he had been using along with a map.  Those are on the ticket and you can download them there and set it up with the directions in the ticket.  If I get permission from VictorMorson to include the board and image (and it's something that can be included), I will add them to the releases as an example.
« Last Edit: 05 June 2016, 20:05:39 by arlith »
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pheonixstorm

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Re: New releases MegaMek 0.41.19, MegaMekLab 0.1.55, MekHQ 0.3.29
« Reply #4 on: 05 June 2016, 20:16:25 »
Poor Hammer.. got suckered into another release  :o

Hammer

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Re: New releases MegaMek 0.41.19, MegaMekLab 0.1.55, MekHQ 0.3.29
« Reply #5 on: 05 June 2016, 20:22:02 »
Poor Hammer.. got suckered into another release  :o

I lost last night to Arlith so I get to do the release.  If I'd ER PPC'd him in the head he'd have to do it!
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Wrangler

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Re: New releases MegaMek 0.41.19, MegaMekLab 0.1.55, MekHQ 0.3.29
« Reply #6 on: 05 June 2016, 21:32:26 »
Thanks for your hard work, Hammer.  These new maps are pretty cool.
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PurpleDragon

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Re: New releases MegaMek 0.41.19, MegaMekLab 0.1.55, MekHQ 0.3.29
« Reply #7 on: 06 June 2016, 00:47:41 »
Downloaded.  Thank you guys.  Wish I could be of help with these projects. 
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pheonixstorm

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Re: New releases MegaMek 0.41.19, MegaMekLab 0.1.55, MekHQ 0.3.29
« Reply #8 on: 06 June 2016, 01:26:17 »
You can though, its called bug reports, feature requests, and data verification (Intro dates, record sheet matching, etc.).

You can also help by creating new maps for inclusion into megamek. Plenty of ways to help besides coding. Though the biggest help would be bug reports.

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Re: New releases MegaMek 0.41.19, MegaMekLab 0.1.55, MekHQ 0.3.29
« Reply #9 on: 06 June 2016, 06:43:58 »
Some intro date corrections

3130 Warhammer IIC 12

3107 Gray Death Strike Armor (HarJel)
3123 Grenadier Battle Armor (Hunter-Killer) [C3/HRR]
3123 Grenadier Battle Armor (Hunter-Killer) [SVSP/Magshot]
3092 Infiltrator Mk. II Battle Armor (Marine)
3097 Ironhold Assault Battle Armor (Anti-Tank)
3094 Kobold Battle Armor IIC
3090 Kopis Assault Battle Armor (AI Mk II)
3120 Kopis Assault Battle Armor (Mortar)
3117 Kopis Assault Battle Armor (AI Mk IIr)
3132 Phalanx Battle Armor (D)
3123 Raiden II Battle Armor (Flamer)
3123 Raiden II Battle Armor (MG) [is MG, not HMG]
3101 Ravager Assault Battle Armor (LRM) [MH]
3108 Rogue Bear Heavy Battle Armor (Upgrade)
3093 Sloth Battle Armor "Huntsman"
3089 Thunderbird Battle Armor [Upgrade] (ER Laser)
3089 Thunderbird Battle Armor [Upgrade] (LBX)
3089 Thunderbird Battle Armor [Upgrade] (Pulse Laser)
3122 Warg Assault Battle Armor (Reactive)
 

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Hammer

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Re: New releases MegaMek 0.41.19, MegaMekLab 0.1.55, MekHQ 0.3.29
« Reply #10 on: 06 June 2016, 15:06:27 »
Some intro date corrections

3130 Warhammer IIC 12

3107 Gray Death Strike Armor (HarJel)
3123 Grenadier Battle Armor (Hunter-Killer) [C3/HRR]
3123 Grenadier Battle Armor (Hunter-Killer) [SVSP/Magshot]
3092 Infiltrator Mk. II Battle Armor (Marine)
3097 Ironhold Assault Battle Armor (Anti-Tank)
3094 Kobold Battle Armor IIC
3090 Kopis Assault Battle Armor (AI Mk II)
3120 Kopis Assault Battle Armor (Mortar)
3117 Kopis Assault Battle Armor (AI Mk IIr)
3132 Phalanx Battle Armor (D)
3123 Raiden II Battle Armor (Flamer)
3123 Raiden II Battle Armor (MG) [is MG, not HMG]
3101 Ravager Assault Battle Armor (LRM) [MH]
3108 Rogue Bear Heavy Battle Armor (Upgrade)
3093 Sloth Battle Armor "Huntsman"
3089 Thunderbird Battle Armor [Upgrade] (ER Laser)
3089 Thunderbird Battle Armor [Upgrade] (LBX)
3089 Thunderbird Battle Armor [Upgrade] (Pulse Laser)
3122 Warg Assault Battle Armor (Reactive)

Thanks got these fixed.  Let me know if you find others.
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mikecj

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Re: New releases MegaMek 0.41.19, MegaMekLab 0.1.55, MekHQ 0.3.29
« Reply #11 on: 07 June 2016, 01:50:28 »
You can though, its called bug reports, feature requests, and data verification (Intro dates, record sheet matching, etc.).

You can also help by creating new maps for inclusion into megamek. Plenty of ways to help besides coding. Though the biggest help would be bug reports.

Here's a map I did a while back.  I don't seem to get bugs, except when I fat finger something myself.
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scJazz

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Re: New releases MegaMek 0.41.19, MegaMekLab 0.1.55, MekHQ 0.3.29
« Reply #12 on: 08 June 2016, 14:08:52 »
I'm currently playing on a 1.1 G world... wanted to double check the PSRs for Hi-G fighting and found this...

TO Errata
Under “Potential Damage From Jumping”, first sentence
“Make a Piloting Skill Roll, adding the appropriate modifiers for low gravity; a standard Piloting Skill Roll is made in high gravity, with no modifiers.”
Change to:
“Make a standard Piloting Skill Roll, applying a modifier for every full 0.5 gravities above or below 1. For example .2 would apply a +1 modifier, while a 2.6 would apply a +3 modifier.”

Code: [Select]
Grasshopper GHR-5H #2 (Devil Dogs) must make a piloting skill check (jumped in high gravity).
); needs 4, rolls 3 (Base piloting skill) + 1 (high/low gravity) + 0 (jumped in high gravity) Fumble!: falls.

Crusader CRD-3DW (Devil Dogs) must make a piloting skill check (jumped in high gravity).
Needs 4 [3 (Base piloting skill) + 1 (high/low gravity) + 0 (jumped in high gravity)], rolls 6 : succeeds.

Crusader CRD-3DW #2 (Devil Dogs) must make a piloting skill check (jumped in high gravity).
Needs 5 [4 (Base piloting skill) + 1 (high/low gravity) + 0 (jumped in high gravity)], rolls 11 : succeeds.

Griffin GRF-1S (Devil Dogs) must make a piloting skill check (jumped in high gravity).
Needs 4 [3 (Base piloting skill) + 1 (high/low gravity) + 0 (jumped in high gravity)], rolls 3 : fails.

There should be no G penalty at 1.1 Gs

Or have I totally screwed something up?

pheonixstorm

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Re: New releases MegaMek 0.41.19, MegaMekLab 0.1.55, MekHQ 0.3.29
« Reply #13 on: 08 June 2016, 17:23:32 »
This again? IIRC the gravity thing was fixed a long while back. Wonder how it broke again...

scJazz

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Re: New releases MegaMek 0.41.19, MegaMekLab 0.1.55, MekHQ 0.3.29
« Reply #14 on: 08 June 2016, 17:33:37 »
Dunno but that is what is happening.

BLOODWOLF

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Re: New releases MegaMek 0.41.19, MegaMekLab 0.1.55, MekHQ 0.3.29
« Reply #15 on: 08 June 2016, 20:21:11 »
Its been doing this at least since 0.3.25 IRC and I didnt know it was wrong.  Most of the worlds I end up serving a contract on are over 1.0 G.

Hammer

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Re: New releases MegaMek 0.41.19, MegaMekLab 0.1.55, MekHQ 0.3.29
« Reply #16 on: 08 June 2016, 21:25:30 »
I'm currently playing on a 1.1 G world... wanted to double check the PSRs for Hi-G fighting and found this...

TO Errata
Under “Potential Damage From Jumping”, first sentence
“Make a Piloting Skill Roll, adding the appropriate modifiers for low gravity; a standard Piloting Skill Roll is made in high gravity, with no modifiers.”
Change to:
“Make a standard Piloting Skill Roll, applying a modifier for every full 0.5 gravities above or below 1. For example .2 would apply a +1 modifier, while a 2.6 would apply a +3 modifier.”

Code: [Select]
Grasshopper GHR-5H #2 (Devil Dogs) must make a piloting skill check (jumped in high gravity).
); needs 4, rolls 3 (Base piloting skill) + 1 (high/low gravity) + 0 (jumped in high gravity) Fumble!: falls.

Crusader CRD-3DW (Devil Dogs) must make a piloting skill check (jumped in high gravity).
Needs 4 [3 (Base piloting skill) + 1 (high/low gravity) + 0 (jumped in high gravity)], rolls 6 : succeeds.

Crusader CRD-3DW #2 (Devil Dogs) must make a piloting skill check (jumped in high gravity).
Needs 5 [4 (Base piloting skill) + 1 (high/low gravity) + 0 (jumped in high gravity)], rolls 11 : succeeds.

Griffin GRF-1S (Devil Dogs) must make a piloting skill check (jumped in high gravity).
Needs 4 [3 (Base piloting skill) + 1 (high/low gravity) + 0 (jumped in high gravity)], rolls 3 : fails.

There should be no G penalty at 1.1 Gs

Or have I totally screwed something up?

This again? IIRC the gravity thing was fixed a long while back. Wonder how it broke again...

Not broke cause was never fixed.

https://sourceforge.net/p/megamek/bugs/4277/

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Obvious

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Re: New releases MegaMek 0.41.19, MegaMekLab 0.1.55, MekHQ 0.3.29
« Reply #17 on: 08 June 2016, 22:24:37 »
Technically, that's a separate bug.  That bug is about the shooting modifier being wrong in 1.1g. 
floor(abs(1.1-1.0)/.5) = 0

This is about the PSR modifier for not taking damage from jumping being wrong in 1.1g. 
floor(abs(1.1-1.0)/.2) = 0
It is better to be lucky than an idiot.

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Re: New releases MegaMek 0.41.19, MegaMekLab 0.1.55, MekHQ 0.3.29
« Reply #18 on: 09 June 2016, 08:05:51 »
Thanks got these fixed.  Let me know if you find others.

these should round out the vast majority of the 3145/50 units that had placeholder dates

3095 Zugvogel F

3099 Jengiz F
3134 Mogenstern MR-1SE
3100 Ostrogoth D
3133 Sagittarii SGT-4R
3138 Scytha F
3132 Stingray F-96R
3108 Sulla F
3100 Tatsu MIK-OF
3134 Troika CMT-7T
3121 Wusun D

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Hammer

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Re: New releases MegaMek 0.41.19, MegaMekLab 0.1.55, MekHQ 0.3.29
« Reply #19 on: 09 June 2016, 09:02:21 »
these should round out the vast majority of the 3145/50 units that had placeholder dates

3095 Zugvogel F

3099 Jengiz F
3134 Mogenstern MR-1SE
3100 Ostrogoth D
3133 Sagittarii SGT-4R
3138 Scytha F
3132 Stingray F-96R
3108 Sulla F
3100 Tatsu MIK-OF
3134 Troika CMT-7T
3121 Wusun D

Found those when I check on the last batch.  Those fixes should be in for the next release.

Thanks for the double check.  So many units so many dates :)
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Re: New releases MegaMek 0.41.19, MegaMekLab 0.1.55, MekHQ 0.3.29
« Reply #20 on: 09 June 2016, 17:26:30 »
It's been awhile since I've used the MM suite of programs, so I apologize if this issue has come up and been resolved for people using prior versions.  I'm trying to run MegaMekLab 0.1.55 on Java 8 (8u74 on win7, 8u91 on Win10).  On both, MM runs fine.  On both, MML loads up with the following silent errors (from the log):

Code: [Select]
Memory Allocated [477626]
MMRandom: generating RNG type #1
WARN: Could not load custom weapon orders from customWeaponOrder.xml
Starting MegaMekLab version: 0.1.55
Exception in thread "Mech Cache Loader" java.lang.NoClassDefFoundError: com/thoughtworks/xstream/converters/Converter
at megamek.common.EquipmentType.getGameOptions(EquipmentType.java:1005)
at megamek.common.weapons.ACWeapon.getDamage(ACWeapon.java:107)
at megamek.common.Entity.hasViableWeapons(Entity.java:844)
at megamek.common.Entity.initMilitary(Entity.java:832)
at megamek.common.MechFileParser.postLoadInit(MechFileParser.java:895)
at megamek.common.MechFileParser.parse(MechFileParser.java:205)
at megamek.common.MechFileParser.<init>(MechFileParser.java:118)
at megamek.common.MechSummaryCache.loadMechsFromZipFile(MechSummaryCache.java:648)
at megamek.common.MechSummaryCache.loadMechsFromDirectory(MechSummaryCache.java:548)
at megamek.common.MechSummaryCache.loadMechData(MechSummaryCache.java:245)
at megamek.common.MechSummaryCache$1.run(MechSummaryCache.java:94)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.thoughtworks.xstream.converters.Converter
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)

But the program continues (seemingly) to operate fine.  The problem occurs when I attempt to access the Equipment tab.  I get the following, in addition to the above in the log:

Code: [Select]
Exception in thread "AWT-EventQueue-0" java.lang.NoClassDefFoundError: com/thoughtworks/xstream/converters/Converter
at megamek.common.EquipmentType.getGameOptions(EquipmentType.java:1005)
at megamek.common.weapons.ISERLargeLaser.getLongRange(ISERLargeLaser.java:67)
at megameklab.com.util.EquipmentTableModel.getValueAt(EquipmentTableModel.java:314)
at javax.swing.JTable.getValueAt(Unknown Source)
at javax.swing.JTable.prepareRenderer(Unknown Source)
at javax.swing.plaf.basic.BasicTableUI.paintCell(Unknown Source)
at javax.swing.plaf.basic.BasicTableUI.paintCells(Unknown Source)
at javax.swing.plaf.basic.BasicTableUI.paint(Unknown Source)
at javax.swing.plaf.ComponentUI.update(Unknown Source)
at javax.swing.JComponent.paintComponent(Unknown Source)
at javax.swing.JComponent.paint(Unknown Source)
at javax.swing.JComponent.paintChildren(Unknown Source)
at javax.swing.JComponent.paint(Unknown Source)
at javax.swing.JViewport.paint(Unknown Source)
at javax.swing.JComponent.paintChildren(Unknown Source)
at javax.swing.JComponent.paint(Unknown Source)
at javax.swing.JComponent.paintChildren(Unknown Source)
at javax.swing.JComponent.paint(Unknown Source)
at javax.swing.JComponent.paintChildren(Unknown Source)
at javax.swing.JComponent.paint(Unknown Source)
at javax.swing.JComponent.paintChildren(Unknown Source)
at javax.swing.JComponent.paint(Unknown Source)
at javax.swing.JComponent.paintChildren(Unknown Source)
at javax.swing.JComponent.paint(Unknown Source)
at javax.swing.JComponent.paintToOffscreen(Unknown Source)
at javax.swing.BufferStrategyPaintManager.paint(Unknown Source)
at javax.swing.RepaintManager.paint(Unknown Source)
at javax.swing.JComponent._paintImmediately(Unknown Source)
at javax.swing.JComponent.paintImmediately(Unknown Source)
at javax.swing.RepaintManager$4.run(Unknown Source)
at javax.swing.RepaintManager$4.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
at javax.swing.RepaintManager.prePaintDirtyRegions(Unknown Source)
at javax.swing.RepaintManager.access$1200(Unknown Source)
at javax.swing.RepaintManager$ProcessingRunnable.run(Unknown Source)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$500(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.thoughtworks.xstream.converters.Converter
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)

It's been about a year or so, but I've run MML on both machines just fine in the past.  Any ideas?


Edit: looks like I picked the exact wrong release to come back and test things out.  0.1.54 works fine.  Hopefully the above helps you squash a bug anyhow.

Edit2: It seems like about half the prototype weapons are given the suffix "p" (PPCp, AC/10p) while the other half are given "Prototype" (Medium Laser Prototype, LB 10-X AC Prototype).  I suggest unifying the format.

Edit3: I think this one is a bug.  The Large Laser Prototype is only available under Unofficial Rules, no matter the year.

Thanks for your time.
« Last Edit: 11 June 2016, 18:36:40 by SandMan »

silverback

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Re: New releases MegaMek 0.41.19, MegaMekLab 0.1.55, MekHQ 0.3.29
« Reply #21 on: 13 June 2016, 12:34:12 »
Is anyone else seeing major anomalies in MegaMek 0.41.19?  I have seen 3:
a: after a turn or three, moving the mouse leads to black areas on the map;
b: after moving a unit, the icon disappears, but not the name;
c: when starting to move a unit, the map resists going back to the area the unit is in.

Sometimes moving the map via the keyboard hot keys will reset the map display, sometimes not.  Sometimes minimizing MegaMek will recover it, sometimes not.  Very annoying.

I have gone back to 0.41.16 for now.  It is working on the same computer, with the same units.

robert

Hammer

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Re: New releases MegaMek 0.41.19, MegaMekLab 0.1.55, MekHQ 0.3.29
« Reply #22 on: 13 June 2016, 13:33:40 »
Is anyone else seeing major anomalies in MegaMek 0.41.19?  I have seen 3:
a: after a turn or three, moving the mouse leads to black areas on the map;
b: after moving a unit, the icon disappears, but not the name;
c: when starting to move a unit, the map resists going back to the area the unit is in.

Sometimes moving the map via the keyboard hot keys will reset the map display, sometimes not.  Sometimes minimizing MegaMek will recover it, sometimes not.  Very annoying.

I have gone back to 0.41.16 for now.  It is working on the same computer, with the same units.

robert

Anything in the log when these happen?
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silverback

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Re: New releases MegaMek 0.41.19, MegaMekLab 0.1.55, MekHQ 0.3.29
« Reply #23 on: 13 June 2016, 16:55:39 »
In the log( which is on another computer): multiple occurrences of
"Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException
       at megamek.client.ui.swing.BoardView1.drawHex(BoardView1.java:2382)
       at megamek.client.ui.swing.BoardView1.drawHexes(BoardView1.java:2228)
       at megamek.client.ui.swing.BoardView1.drawHexes(BoardView1.java:2160)
       at megamek.client.ui.swing.BoardView1.paintComponent(BoardView1.java:1174)"

followed by a large number of paint and paintChildren (Unkown Source) and other javax.swing and java.awt  (Unkown Source) lines.

all of the fifty or more exceptions I checked on (in the middle of the log) start with the same five lines.  I did not check the many swing and java lines between.

Hopefully this will pinpoint the problem.

robert

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Re: New releases MegaMek 0.41.19, MegaMekLab 0.1.55, MekHQ 0.3.29
« Reply #24 on: 13 June 2016, 17:03:49 »
In the log( which is on another computer): multiple occurrences of
"Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException
       at megamek.client.ui.swing.BoardView1.drawHex(BoardView1.java:2382)
       at megamek.client.ui.swing.BoardView1.drawHexes(BoardView1.java:2228)
       at megamek.client.ui.swing.BoardView1.drawHexes(BoardView1.java:2160)
       at megamek.client.ui.swing.BoardView1.paintComponent(BoardView1.java:1174)"

followed by a large number of paint and paintChildren (Unkown Source) and other javax.swing and java.awt  (Unkown Source) lines.

all of the fifty or more exceptions I checked on (in the middle of the log) start with the same five lines.  I did not check the many swing and java lines between.

Hopefully this will pinpoint the problem.

robert

Can you post the log with a bug report and steps mentioned above to our bug tracker.  The link is in my sig.
MegaMek Projects Wiki
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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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silverback

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Re: New releases MegaMek 0.41.19, MegaMekLab 0.1.55, MekHQ 0.3.29
« Reply #25 on: 13 June 2016, 17:40:31 »
The log is 68.7 megabytes.  I don't think it will fit, even if I try to compress it.  Is there some part of it that would be useful? 


BLOODWOLF

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Re: New releases MegaMek 0.41.19, MegaMekLab 0.1.55, MekHQ 0.3.29
« Reply #26 on: 13 June 2016, 18:29:38 »
In Hammer's signature the Meagmek tracker which is https://github.com/MegaMek/megamek/issues can load very large files when you create an issue and upload your zipped up MegaMek log file.  They need that to diagnose your problem and preferably a zipped up saved game with your player name provided as the bug is occurring so they can pin-point the cause of the error in the code.  Will make things get fixed faster on both sides trust me.

pheonixstorm

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Re: New releases MegaMek 0.41.19, MegaMekLab 0.1.55, MekHQ 0.3.29
« Reply #27 on: 13 June 2016, 19:18:16 »
Zipped that 68mb file shouldn't be larger than 10mb, probably less than 5

Jayof9s

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Re: New releases MegaMek 0.41.19, MegaMekLab 0.1.55, MekHQ 0.3.29
« Reply #28 on: 14 June 2016, 07:14:04 »
Zipped that 68mb file shouldn't be larger than 10mb, probably less than 5

Yep. Text files tend to compress pretty well compared to other documents.

silverback

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Re: New releases MegaMek 0.41.19, MegaMekLab 0.1.55, MekHQ 0.3.29
« Reply #29 on: 14 June 2016, 13:00:29 »
OK.  Created a GitHub account, figured out how to zip in new OS (windows 10), and uploaded 3 files (gamelog, log and savegame) to a newly created issue. "#251" appeared at the end of my issue statement in a greyed out font, so I guess that is the assigned tracking number.

And yes, it came down to a bit more than 1.5 megabytes.

robert

 

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