BattleTech - The Board Game of Armored Combat

Other BattleTech Games => MechWarrior and BattleTech Computer | Console Games => MegaMek Games => Topic started by: Hammer on 18 November 2018, 20:04:38

Title: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer on 18 November 2018, 20:04:38
Hi Everyone,
Next release in this development cycle.  It's been a couple of months since our last releases and we've got a lot of stuff in this one. So friendly reminder, there will likely be bugs under the hood here.  The biggest additions in this release are addition of TRO style summary and Protomek construction.

TRO Style Summary
For years we've had people tell us one of the biggest issues they have with MegaMekLab is it's inability to give good outputs.  So we've launched a new summary and TRO tab.  We've got a new template library to format unit stats in the official TRO format. The primary motivation for this was to make a more complete unit summary available for exporting unit designs from MML in plain text.

Each unit type has both an HTML and a plain text template. The HTML template is used to add an alternate unit display in the unit selector dialog:
(http://i.imgur.com/pMA1rJil.png) (https://imgur.com/pMA1rJi)

We've also expanded the fluff fields and show them in the TRO tab. In MegaMekLab there is a new tab for editing fluff. It still has a couple things left to do.  Here is an example of what the display looks like with the fluff filled in:
(http://i.imgur.com/GkpzjMpm.png) (https://imgur.com/GkpzjMp) (http://i.imgur.com/iS8pZw0m.png) (https://imgur.com/iS8pZw0)

Looking ahead plans include adding support for assigning manufacturers and models for individual pieces of mounted equipment and an option to integrate it with factory data in MekHQ. With a template library in place a rework of the BV and cost summaries is also in order.

Megamek.
In addition to the TRO Style summary, we've some of the missing Protomek equipment (Melee weapon, Quad melee system, Fusillade, and Magnetic clamps). Princess continues to go to flight school, with the ability to handle aerospace units with non-advanced flight rules. We also have fixes for the force generator, Zweihander SPA, tons of new sprites, and added the ability to have system wide equipment

MegaMekLab.
In addition to the Protomek construction there are lots of bug fixes. Protomek completions allows us to start planning the Support Vee construction in the new year.

MekHQ.
Lots of bug fixes and some new stuff.  We've added the Tech SPA, Planet-Based Acquisition, improvements to awards, and more historical data.  Looking down the road we've got improvements to scenario generation coming, canon generated data for all systems in all eras.

Also a reminder to drop into the Slack channel (http://megamek.org:3000/) to meet other players and harass the devs that drop in and out. 

As a reminder when moving between versions:
1)   Make backups of your campaigns and customs.
2)   Always treat each release as a stand alone release and only copy your data forward from older versions.

There is a good chance you’ll have issues in MekHQ with unit name changes.  If you get errors loading your campaign as result of unit name errors please see this post.
Name Issues with units (https://github.com/MegaMek/megamek/wiki/Name-Issues-with-Units)
The change log below lists all the changes in this release from the previous stable.

CHANGE LOGS AND DOWNLOAD LINKS
Megamek.
Download Here (https://github.com/MegaMek/megamek/releases/tag/v0.45.2)
Code: [Select]
-Switched build system from ant to gradle.
-Issue #1122: Piloting/gunnery skills generated from the wrong tables [Force Generator]
-PR #1132: Zweihander
-Issue #1149: Force Generator switching from Mechs to Protomechs for Clans that deploy them
-Data: Various fixes to unit names as a result of the Large Craft changes.
-Data: New Sprites
-PR #1152: Refactor of methods for getting pilot SPAs
-Issue #1127: Fix for units not applying camo in certain circumstances
-PR #1164: System wide equipment [Support for aerospace equipment in a generic, non-firing arc location]
-Issue #1172: Game Non-Responsive
-Data: New Sprites
-PR #1170: Bullet-proofing various edge cases for space maps; weather related info no longer displayed in space
-Issue #1177: Rocket Launcher bug after configuring unit
-PR #1185: Protomech validation, updates to protomech unit files from errata and addition of Wars of Reaving units.
-PR #1186: Protomech equipment (implentation of melee weapon, quad melee system, fusillade, and magnetic clamps)
-PR #1184: Bot handling for aerospace units on low-atmospheric maps and on space maps using non-advanced flight rules
-PR #1193: TRO style summary
-Data: New Sprites

MegaMekLab.
Download Here (https://github.com/MegaMek/megameklab/releases/tag/v0.45.2)
Code: [Select]
-Switched build system from ant to gradle.
-Bug: Aerospace transport tab does not refresh when tech base/year/level changes.
-Issue #195: Multiple Items of One Ammo Type Don't Add to Available Tonnage for Large Craft
-Issue #198: Nova CEWS & heat sinks on vehicles
-Issue #203: Inner Sphere Endo Steel is unavailable to early clan mechs
-Issue #194: Large Aerospace Unit Tonnage Doesn't Update at Bottom of Screen
-Issue #206: Mass Driver Ammo doesn't use up weight
-Issue #208: MMLs don't seem to need gunners
-Issue #207: Warship Crew Accommodation Officer Count/Quarters
-PR #209: System-wide equipment [general location for non-weapon equipment for aerospace units and
ammo in fighters]
-Issue #205: Blue Shield Particle Field Dampener (BSPFD) can't be dragged into ASF slots
-Issue #210: Superheavy printing issue: Armor distribution wrong?
-Issue #211: Warship Cost Breakdown shows BV calculation
-Issue #186: Weapons & Equipment Inventory table content linespacing
-Issue #213: Battle Armor Pop Up Mines way too heavy
-Issue #214: Battle Armour Sorting Equipment by Weight
-Issue #215: Quadvees have issues with Quadvee cockpits and XL/XXL engines
-Issue #218: Heavy Gauss Rifles on Superheavy 'Mechs Triggering Split Crit Dialog
-PR #212: Protomechs
-PR #221: TRO and fluff [Export format defaults to TRO-style, older format available in configuration dialog.
Adds tab for editing unit fluff.]

MekHQ:
Download Here (https://github.com/MegaMek/mekhq/releases/tag/v0.45.2)
Code: [Select]
-Switched build system from ant to gradle.
-Issue #917: Hire Full Compliment Regularly Hires Bondsmen
-Issue #919: Dropship Crewmembers/techs displayed as "Nobody" In Repair Bay
-Issue #860, #911: Remove unusable units after multi-day or mass repairs.
-PR #923: Tech SPA
-PR #928: Allow mothballed units in retirement dialog
-PR #927: Map Colors for Socio-Industrial Level
-PR #926: Planet-based acquisition option
-Issue #946: Some personnel (techs and admins) no longer able to be right clicked.
-Issue #856: Invalid AtB required lances number no longer prevents user from editing contract
-Planets: Added additional data to planets.xml
-PR #956: System-wide equipment [Aerospace system equipment not associated with weapons shows in a fuselage
or hull location when filtering by location in repair tab].
-Issue #852: Support for Award clusters if an award is given multiple times to a person.
-Issue #905: Fixes NPE when a spouse is missing on campaign load or personnel menu click.
-PR #882: Adds support for gzipped Campaign files (*.cpnx.gz).
-Planets: Reunification War data for Outworlds Alliance + start of RWR
-PR #959: Fix for inability to repair damaged VTOL internal structure after loading campaign
-Issue #967: Fix bug where acquired Units could never be bought
-PR #971: Feature allowing grouping personnel by their unit on the Personnel tab
-Issue #865: Changing Award Date Does Not Update Award Tooltip
-Issue #973: No contracts are offered at the start of an AtB campaign.
-Issue #949: Mechwarrior KO'ed at beginning of battle
-Issue #981: Fixed bug where refits overcharged for armor or would perform excess moves
Enjoy everyone.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer on 18 November 2018, 20:04:51
Example of the new cut and paste from MegaMekLab, using the Export to Clipboard function and the CODE tags.

Code: [Select]
Thorn THE-S

Mass: 20 tons
Chassis: Chariot Type II
Power Plant: GM 120
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Durallex
Armament:
     2 Medium Laser
     1 LRM 5
Manufacturer: Ford Military Limited
     Primary Factory: Terra
Communication System: Olmstead 30
Targeting & Tracking System: Omicron VII
Introduction Year: 3035
Tech Rating/Availability: D/X-E-D-D
Cost: 1,558,320 C-bills

Overview
 One of the older Terran Hegemony and later Star League light mechs the Thorn originally made it's debut in the late twenty fourth century.  According to survivng records from the period the Thorn was the first to mount Endo Steel II internal structure.  This allowed the design to save significant weight in it's chasis at the expense of increased bulk taking up what would otherwise be valuable space for additional equipment.

Capabilities
 Reviews of the Thorn have always been mixed.  Hefty firepower for a design of the mass range won it many supporters but many commanders and mechwarriors found the lack of jump jets a significant drawback when the Thorn was forced into roles it was ill suited for.  This was compounded with only modest ground mobility for a unit of the Thorn's mass.  During the height of the Star League where there were enough mechs to fill the roles that the Thorn was poorly suited to this drawback was largely overlooked.

Deployment
 Best suited to being a reasonably mobile firesupport design the Thorn was often teamed with Hussars during the Star League era.

Type: Thorn
Technology Base: Inner Sphere (Introductory)
Tonnage: 20
Battle Value: 510

Equipment                                          Mass
Internal Structure                                    2
Engine                        120 Fusion              4
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sink                     10                      0
Gyro                                                  2
Cockpit                                               3
Armor Factor                  64                      4

                          Internal   Armor   
                          Structure  Value   
     Head                    3         8     
     Center Torso            6         8     
     Center Torso (rear)               4     
     R/L Torso               5         6     
     R/L Torso (rear)                  3     
     R/L Arm                 3         6     
     R/L Leg                 4         7     


Right Arm Actuators: Shoulder, Upper Arm
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand

Weapons
and Ammo              Location  Critical   Heat    Tonnage
2 Heat Sinks             CT        2        -       2.0   
LRM 5 Ammo (24)          RT        1        -       1.0   
2 Heat Sinks             RT        2        -       2.0   
Medium Laser             LA        1        3       1.0   
2 Heat Sinks             LT        2        -       2.0   
Medium Laser             HD        1        3       1.0   
LRM 5                    RA        1        2       2.0   
   

Also a quick update on what Princess can currently do.
At this point, the bot can use just about any unit properly, with the following exceptions:

- Cannot fire artillery
- Does not spot or use indirect-fire weapons
- Cannot fly spheroid dropships on ground or low-atmospheric maps
- Does not know how to load units into transports (but will happily unload infantry)
- Probably doesn't know how to launch fighters
- Height management is a little wonky for VTOLs and on low-atmospheric maps, but VTOLs work fine otherwise
- Doesn't know how to lay mines
- Won't reveal hidden units voluntarily
- No support for double blind play
- Units will sometimes get stuck and "hump the wall" in rough or urban terrain
- No support for "advanced vehicle movement" rules
- Submarines will not move, but will fire
- Probably can't use "manually guided" ordnance in space battles
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Stormforge on 18 November 2018, 22:05:22
Megamek.
Code: [Select]
-PR #1184: Bot handling for aerospace units on low-atmospheric maps and on space maps using non-advanced flight rules

 :o

So this means I can have capital scale naval battles on the space map using Warships, Dropships, Space Stations, and Fighters against Princess?
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Iceweb on 18 November 2018, 22:49:58
Example of the new cut and paste from MegaMekLab, using the Export to Clipboard function and the CODE tags.

Thank you so much for this. 
Being able to put customs on this forum easily will be such a nice thing. 

I wonder if you can add an output mode for Reddit next?
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: NickAragua on 18 November 2018, 23:14:41
:o

So this means I can have capital scale naval battles on the space map using Warships, Dropships, Space Stations, and Fighters against Princess?

Correct. Let us know how she does!

The only caveat is that she doesn't "do" spheroid dropships in low atmo or on ground maps yet, as those use entirely different rules from all other aircraft.  ::)
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: BikeRacks on 18 November 2018, 23:55:16
Always thrilled to see a new release thread. Your work is appreciated  :thumbsup:
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Stormforge on 19 November 2018, 02:09:35
Correct. Let us know how she does!

The only caveat is that she doesn't "do" spheroid dropships in low atmo or on ground maps yet, as those use entirely different rules from all other aircraft.  ::)

Only Aerotech I have really played so far is AtB scenarios ever since dropships, then aerospace and conventional fighters were introduced there, and a few experimental games before that. Has to be better than the capital game I tried after aerospace was first introduced to Princess. Bot just seemed to spin in place.  ;D

Just in time for the unit I began putting together for AtB night before last. Starting with just the LAM Lance and the Union then building from there.

Custom Union with 4 Fighter, 4 Mech, 8 Light Vehicle, and 4 Jump Infantry Bays, leftover tonnage went to cargo.
4 LAMs - PHX-HK2, PHX-HK2M, STG-A5, and WSP-105M (Experimenting using these as Recon or a QRF reinforcement in AtB)
4 Undecided 5/8/5+ Mechs
4 VTOL Gunships
4 VTOL Transports
4 Jump Infantry Platoons

I already know the LAMs are going to be "fun" after a few games I have tried them in. Just trying to maneuver in on Princess, with it using conventional fighters is a pain. After having used Corsairs, Hellcat I and IIs, and Stingrays for AtB CAS/CAP, I have found those thrust points are life. The more you can spend on the ground maps without PSRs the better you can position yourself.

Need to find a good thread or article on planetary defenses for various worlds. Most seem to likely only have aerospace fighters or orbital defenses looking at the Space Station list in Megamek. Even if they have that much for some of the more backwater worlds.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: neoancient on 19 November 2018, 12:43:32
FYI as of this release it is no longer necessary to use --add-modules java.se.ee" on the command line with Java 9+. Also this is the first release that works with Java 11.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: beachhead1985 on 19 November 2018, 19:21:40
You guys rock
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Dohon on 20 November 2018, 13:28:41
You guys rock

Seconded!
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Cenalt on 21 November 2018, 19:58:43
Excellent work!
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Stormforge on 21 November 2018, 20:57:41
FYI as of this release it is no longer necessary to use --add-modules java.se.ee" on the command line with Java 9+. Also this is the first release that works with Java 11.

Clueless on Java versions. I am currently running Java 8 Update 191. Should I or do I need to switch to another newer version? Any advantage to it? Right now I believe MegaMek and its other programs are all I use it for. Most searches I do point me to Version 8's download.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer on 21 November 2018, 21:14:33
Clueless on Java versions. I am currently running Java 8 Update 191. Should I or do I need to switch to another newer version? Any advantage to it? Right now I believe MegaMek and its other programs are all I use it for. Most searches I do point me to Version 8's download.
For now your good to stay.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: neoancient on 21 November 2018, 23:03:15
Clueless on Java versions. I am currently running Java 8 Update 191. Should I or do I need to switch to another newer version? Any advantage to it? Right now I believe MegaMek and its other programs are all I use it for. Most searches I do point me to Version 8's download.
My comment only applies to people who are running Java 9 or later. MegaMek, etc. requires at least Java 8, and that's not likely to change any time soon.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: mikecj on 22 November 2018, 03:10:01
Thanks for the update!
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Stormforge on 22 November 2018, 07:02:16
For now your good to stay.

My comment only applies to people who are running Java 9 or later. MegaMek, etc. requires at least Java 8, and that's not likely to change any time soon.

Good to know, thank you. When I googled Java to make sure I had the latest it brought me to the download of 8. Googling the others brought me to what looked like development kits, and I'm not really savvy with programming or its languages.

Cannot say it enough, but thank you for making so much Awesomeness.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Andras on 22 November 2018, 16:16:42
Can disposable weapons for infantry platoons be corrected? Right now you can only add them like support weapons. But you should be able to add them to every member of the platoon.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer on 22 November 2018, 16:29:09
Can disposable weapons for infantry platoons be corrected? Right now you can only add them like support weapons. But you should be able to add them to every member of the platoon.

Currently not implemented.  We still have some things to finish off with infantry, likely not until next year.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Kitsune413 on 22 November 2018, 16:58:41
Correct. Let us know how she does!

The only caveat is that she doesn't "do" spheroid dropships in low atmo or on ground maps yet, as those use entirely different rules from all other aircraft.  ::)

Woo I asked for this awhile back trying to run a Star League Warship Campaign for my friend. :)
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: bblaney on 23 November 2018, 07:08:57
All I have to say is thank you and keep up the awesome work guys and gals.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: 2ndAcr on 23 November 2018, 09:30:40
 Issue with space stations, Olympus recharge, habitats, all factories are using patchwork armor and you are unable to even select and view the items. Confirmed still in .45.2.

 
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: BlueThing on 25 November 2018, 23:14:59
Only Aerotech I have really played so far is AtB scenarios ever since dropships, then aerospace and conventional fighters were introduced there, and a few experimental games before that.
I hadn’t realized that fighters were included in AtB now.

Is there a write up somewhere of how that is implemented? For example, if I want air battles, do I need 3+ fighters in my air lances?
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: NickAragua on 26 November 2018, 00:42:18
Currently, all you need to do to get fighters to show up is to go to the AtB tab in your campaign options and select the "allow enemy Aeros" checkbox. Then, they'll have the potential to show up on any scenario. It'll either be mostly conventional fighters when you're fighting against the planet owner, or ASFs (with 1/2 the configured odds) when the guys you're fighting don't own the planet.

Turn the infantry on while you're there. They're still not that great, but may become annoying in certain scenarios (and also may be deploy hidden).
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Stormforge on 26 November 2018, 04:35:27
Messing with Princess in Space has been interesting to say the least.

First time trying it I went all out, and set up the first Tactics of Desperation scenario with the LCS Invincible. Some units moved, but it froze on the Warships.  :'(

So I did a little testing. For the record I have no real Space Aerotech experience. Saying that Princess beat me into a bloody pulp when I could get it to work.  xp

It seems to not like Warships. At least not the Samarkand Carrier Block II and Tharkad Battlecruiser I used. Sometimes they would move, or not. Would not fire weapons sometimes either. I could not determine what would get them to move or not.

Would not move the Achilles Dropship for me, but I did have an interesting duel with Behemoths. ::)

It seems that the bot is limited by speed and too many options freeze it up. It had no trouble at first with anything Dropship or smaller that was 5/8 or below. That is until I would accelerate away. When it happened I was at Velocity 7 and Princess at Velocity 2.

Fighters were about the same as Dropships. Princess would move Squadrons too, though still limited to the above.

I did try Newtonian Physics a couple times and the bot will move all units. I know it is not supported, but I was trying different things to see if i could get it to move. Warships caused the game to freeze in the end turn after you hit the done button. Other units would move and shoot, but it was like playing a game of Atari Combat or Asteroids as it would fly off the map and return with Return Flyovers Enabled.  ;D

Also I am noticing an error on lobby load for this version. "Client Checksum is null. Client may not have a jar file" Including my Megameklog.txt. I downloaded MegaMek and MekHQ multiple times to be sure I had a good download.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: NickAragua on 26 November 2018, 09:42:21
Thanks for the feedback re: warships, especially the specific types, I'll take a look at those.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: BlueThing on 26 November 2018, 16:08:28
Currently, all you need to do to get fighters to show up is to go to the AtB tab in your campaign options and select the "allow enemy Aeros" checkbox. Then, they'll have the potential to show up on any scenario. It'll either be mostly conventional fighters when you're fighting against the planet owner, or ASFs (with 1/2 the configured odds) when the guys you're fighting don't own the planet.

Turn the infantry on while you're there. They're still not that great, but may become annoying in certain scenarios (and also may be deploy hidden).
It sounds like enemy aerospace will show up in regular missions if the option is enabled.

Will there be any aerospace only missions? If not, I’d like to lobby for them to be added at some point. I’d love to see dropship escort missions, contested drops/landings, and aerospace superiority engagements (both in space and in atmo).
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: NickAragua on 26 November 2018, 17:45:48
We (but it'll probably be me) will need to fix up some of the bugs people have found with bot handling of aerospace units first before putting such battles into AtB. But keep an eye out, as I'm working on a major overhaul of the AtB scenario generation system, which will include aerospace-only missions. It will also allow much greater scenario variety and interaction between scenarios. Hopefully I didn't bite off more than I can chew.

This is the working document, if you want to get an early peek at the mechanics.

https://www.dropbox.com/s/eej6999zlq0nmz5/AtB-Scenario-Stratcon.html?dl=0
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Zellbringen on 26 November 2018, 18:38:30
Not sure if I'm missing something.   I started a new game last night.  I changed the option to spend money to get a MechWarrior.  I ran through 2 months on Outreach, got several mechanics but never a MechWarrior and it never deducted money from my account.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: yukamichi on 26 November 2018, 21:05:43
Did you select "Mechwarrior" from the dropdown but forgot to click the radio button for making a paid roll? Because I do that a lot.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: BlueThing on 26 November 2018, 21:33:21
We (but it'll probably be me) will need to fix up some of the bugs people have found with bot handling of aerospace units first before putting such battles into AtB. But keep an eye out, as I'm working on a major overhaul of the AtB scenario generation system, which will include aerospace-only missions. It will also allow much greater scenario variety and interaction between scenarios. Hopefully I didn't bite off more than I can chew.

This is the working document, if you want to get an early peek at the mechanics.

https://www.dropbox.com/s/eej6999zlq0nmz5/AtB-Scenario-Stratcon.html?dl=0
Thanks. I’ll check that out later on my PC because it doesn’t want to play nicely with my iPad.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Stormforge on 27 November 2018, 04:19:27
We (but it'll probably be me) will need to fix up some of the bugs people have found with bot handling of aerospace units first before putting such battles into AtB. But keep an eye out, as I'm working on a major overhaul of the AtB scenario generation system, which will include aerospace-only missions. It will also allow much greater scenario variety and interaction between scenarios. Hopefully I didn't bite off more than I can chew.

This is the working document, if you want to get an early peek at the mechanics.

https://www.dropbox.com/s/eej6999zlq0nmz5/AtB-Scenario-Stratcon.html?dl=0

Oh, sweet! You're adding your ruleset. Looking forward to running it in MekHQ.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: MoleMan on 27 November 2018, 08:09:59
Hi, I'm trying to start a MekHQ game, am I the only one having issues with Opfor having a BV, weight and cost of 9999?

I have undertaken a contract, move to the star, MHQ rolls a scenario, then when I start it, I get a pop up window saying unit loading failures: infantry/inner sphere infantry/motorised combat engineers.blk and the same for their clan colleagues (neither of which are in mine or the opfors lances) It also says it cannot find their squad size.

Following this, as the forces are being set up in MM, i have the above 9999 problem. I will put together a github thing, what info do you need from me?
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: MoleMan on 27 November 2018, 08:27:53
Think I've submitted everything

https://github.com/MegaMek/mekhq/issues/988
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Battleclad on 27 November 2018, 09:14:50
Just a side thought but shouldn't the Torso Mounted Cockpit be Experimental for Davion from 3045-3054 and then General Experimental thereafter, the reason for this being that Davion started Project Dark Mirage in 3044 but the project lead really picked it back up in '45 and then showcased the new technology with the Wildfire in '53. Though due to the limitations of the design it fell out of favour with Davion in 3054 and was then adopted by Solaris fighters in '55, assuming Sarna is okay with it's phrasing on the relevant articles.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer on 27 November 2018, 09:17:26
Just a side thought but shouldn't the Torso Mounted Cockpit be Experimental for Davion from 3045-3054 and then General Experimental thereafter, the reason for this being that Davion started Project Dark Mirage in 3044 but the project lead really picked it back up in '45 and then showcased the new technology with the Wildfire in '53. Though due to the limitations of the design it fell out of favour with Davion in 3054 and was then adopted by Solaris fighters in '55, assuming Sarna is okay with it's phrasing on the relevant articles.

Tech Progression follows Interstellar Ops. If you think the dates adjusting that would be a question for Ask the Writers.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Zellbringen on 27 November 2018, 09:33:13
Did you select "Mechwarrior" from the dropdown but forgot to click the radio button for making a paid roll? Because I do that a lot.

Yep, I even double checked last night by picking another option "MechTech" and then going back to "MechWarrior" and making sure the radio button was selected on the pay for recruit.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: NickAragua on 27 November 2018, 10:14:38
Hi, I'm trying to start a MekHQ game, am I the only one having issues with Opfor having a BV, weight and cost of 9999?

I have undertaken a contract, move to the star, MHQ rolls a scenario, then when I start it, I get a pop up window saying unit loading failures: infantry/inner sphere infantry/motorised combat engineers.blk and the same for their clan colleagues (neither of which are in mine or the opfors lances) It also says it cannot find their squad size.

Following this, as the forces are being set up in MM, i have the above 9999 problem. I will put together a github thing, what info do you need from me?

9999 usually means that you've got double blind / blind drop turned on.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: MoleMan on 27 November 2018, 10:45:15
Hah! I did! I'm such an idiot!
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: GreekFire on 27 November 2018, 12:35:05
I'm having trouble creating a ticket, so I'll post it here. Please let me know if I overlooked something.

A few issues I've bumped into when testing ProtoMech Electric Discharge Armor (EDP):

-The armor activates every turn, instead of ignoring the 6-turn recharge period.

-When used on Battle Armor, the ProtoMech suffers from an automatic critical hit. This does not occur when the ProtoMech attacks other types of units. I'm unsure if I've missed a rule here. If there is a rule that says the ProtoMech suffers from a critical hit, it can currently hit a quad's arms, which should be an invalid location.

-Battle Armor hit by the attack are not being treated as destroyed (as per TacOps), and so can be hit by further attacks instead of being ignored.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: GreekFire on 27 November 2018, 12:44:49
Additionally, EDP is missing from the standard Basilisk Quad.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: GreekFire on 27 November 2018, 12:57:54
And for the hat trick triple post - since you've been working on ProtoMechs, I'll mention that they can still use both arm-mounted and main gun weapons on the same turn, which shouldn't be allowed. I think a ticket already exists for that one, so if so, I apologize for being being repetitive.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: BairdEC on 27 November 2018, 18:07:31
Think I've submitted everything

https://github.com/MegaMek/mekhq/issues/988

I  think the Unit Loading Failure window is a separate issue.  I get that, and I don't have double-blind turned on.  I have verified the files are where they are supposed to be in both the MekHQ and MegaMek folders.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: neoancient on 27 November 2018, 19:54:55
In this round my main focus was implementing the remaining proto mech equip mentioned and supporting design in MML. I didn't look through the issues for bugs in what was already implemented. I'm trying to spend the next few weeks wrapping up loose ends rather than starting anything new so I'll probably be digging deep into some of the more long-standing bugs.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Schugger on 28 November 2018, 09:17:58
If Zellbringen is refering to the "paid recruitment roll", I had similar issues in the earlier releases. You had to select the type of recruit your were looking for and then do not have to close that window with the "X" button but with the "close" button in order to get it to work. Maybe it's like it works in the new release as well (haven't had the time to download or even play it...)
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: GreekFire on 28 November 2018, 12:52:01
In this round my main focus was implementing the remaining proto mech equip mentioned and supporting design in MML. I didn't look through the issues for bugs in what was already implemented. I'm trying to spend the next few weeks wrapping up loose ends rather than starting anything new so I'll probably be digging deep into some of the more long-standing bugs.

Cool, thanks for the reply. Best of luck with the bug fixes.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Zellbringen on 03 December 2018, 20:02:58
If Zellbringen is refering to the "paid recruitment roll", I had similar issues in the earlier releases. You had to select the type of recruit your were looking for and then do not have to close that window with the "X" button but with the "close" button in order to get it to work. Maybe it's like it works in the new release as well (haven't had the time to download or even play it...)

Thanks, I'll try that on my next game.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Rince Wind on 04 December 2018, 04:19:45
I accepted a subcontract on a garrison contract and ever since it is telling me that I am not meeting the required deployment levels.
The subcontract hasn't even started yet though and even if I put a lance on scout duty (it is a recon contract) it continues to tell me this.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: 2ndAcr on 04 December 2018, 20:12:22
 Happened in the last version also, I never saw any adverse effect of it. No lost money, no negatives to the contract. I just ignored it
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: BlueThing on 05 December 2018, 22:34:24
Happened in the last version also, I never saw any adverse effect of it. No lost money, no negatives to the contract. I just ignored it
I remember seeing that once in 0.44, but I didn't figure out what caused it.

On a different note, I've run into a Stack Overflow when trying to save Battle Armor with an Anti-Personnel weapon on it.  I submitted it on GitHub:
https://github.com/MegaMek/megameklab/issues/231
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Rince Wind on 06 December 2018, 05:44:55
Chase: Defender
I cripple a Firestarter (hip damage). He flees the map to the (east) side. I somehow feel this is not the point of the scenario. :D
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: NickAragua on 06 December 2018, 14:59:02
That's probably a side effect of the new "retreat to the nearest edge" logic. If you cripple a unit (the status bar on the unit info panel says "crippled"), it'll now make its way to the nearest edge by default, and shouldn't count for the purposes of "units that have crossed the far edge" even if they make it.

You can still configure it to retreat to a specific edge when configuring the bot initially if that's your jam.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: bblaney on 07 December 2018, 05:36:03
I accepted a subcontract on a garrison contract and ever since it is telling me that I am not meeting the required deployment levels.
The subcontract hasn't even started yet though and even if I put a lance on scout duty (it is a recon contract) it continues to tell me this.

Subcontract? What's that and how do you get one?

Thanks
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: NickAragua on 07 December 2018, 17:47:18
They randomly come up during garrison contracts - basically you get another contract on the same planet that you can take and fulfill at the same time, but you have to have an extra lance deployed.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Wrangler on 08 December 2018, 10:49:25
Will MegaLab be able to handle Support Vehicles?  I was trying recreate some Support Vehicles, like new Debbie Warcrimes Wagon, and found Support Vehicles or Primitive Combat Vehicles wasn't included in tech choices.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer on 08 December 2018, 11:27:16
Will MegaLab be able to handle Support Vehicles?  I was trying recreate some Support Vehicles, like new Debbie Warcrimes Wagon, and found Support Vehicles or Primitive Combat Vehicles wasn't included in tech choices.

Support Vees from TechManual are planned for next year.  Currently they have to be made by hand, and not all types are supported.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Wrangler on 08 December 2018, 11:59:34
I see. Thank You. Are the Primitive equipment planned to be in there as well?
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer on 08 December 2018, 12:20:00
I see. Thank You. Are the Primitive equipment planned to be in there as well?
Primitive Equipment is largely in MegaMekLab, but you've got to set dates and tech levels correctly.

Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Wrangler on 09 December 2018, 08:09:10
Primitive Equipment is largely in MegaMekLab, but you've got to set dates and tech levels correctly.
Isn't Primitive Equipment essentially Commercial / Support with guns?  Era thing would have to include the Jihad, since the "RetroTech" thing happened stuff like early Rooks were built with primitive tech and yet it was in modern era. etc.

I need play with lab again, byt If you set experimental in say Solaris Skunk Works, you should be able do any tech you wanted.  Isn't that same thing?

Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: neoancient on 09 December 2018, 22:03:02
You can build primitive units other than vehicles in MML now. In most cases this requires advanced tech, though I think primitive small craft and dropships are available as standard tech. Primitive tech is considered extinct after about 2520, so if you want to build a Jihad-era retrotech unit you would need to change the tech progression options (select configuration from the file menu, go to the tech progression tab) to show extinct equipment.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: beachhead1985 on 19 December 2018, 10:51:45
Support Vees from TechManual are planned for next year.  Currently they have to be made by hand, and not all types are supported.

So excited for this!!!

Any plans to bring in fractional accounting? Including for ammo bays? This is by far my favourite optional rule.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: BlueThing on 19 December 2018, 15:39:24
Apparently Spherical Dropship Aft Left and Aft locations got swapped on the backend of the UI in MML somehow. 

I submitted a bug on Github about it:
https://github.com/MegaMek/megameklab/issues/236
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Sir Chaos on 22 December 2018, 15:02:45
I only just got around to playing with 0.45.2 - sort of a month-long MM/MHQ hiatus here.

Is there a way to change the UI size of MHQ? 0.45.2 runs at a larger size for me than earlier version did. My screen resolution is 1920x1080, and 0.45.2 looks like older MHQ versions did on my previous laptop, which IIRC ran on 1600x900 resolution. It doesn´t look bad, per se, except for the portraits being a tad grainy, but there is subjectively so little space on the screen all of a sudden...
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer on 22 December 2018, 15:21:58
I only just got around to playing with 0.45.2 - sort of a month-long MM/MHQ hiatus here.

Is there a way to change the UI size of MHQ? 0.45.2 runs at a larger size for me than earlier version did. My screen resolution is 1920x1080, and 0.45.2 looks like older MHQ versions did on my previous laptop, which IIRC ran on 1600x900 resolution. It doesn´t look bad, per se, except for the portraits being a tad grainy, but there is subjectively so little space on the screen all of a sudden...

I don't think we've changed anything UI wise recently.  But I'll leave a note for the coders.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Sir Chaos on 22 December 2018, 16:09:15
I don't think we've changed anything UI wise recently.  But I'll leave a note for the coders.

I´m pretty sure it wasn´t anything I did on my end. I re-downloaded MHQ and ran it without moving over any of my customs and stuff - same thing happened. And 0.45.1 is still running at 1920x1080.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer on 22 December 2018, 16:13:41
I´m pretty sure it wasn´t anything I did on my end. I re-downloaded MHQ and ran it without moving over any of my customs and stuff - same thing happened. And 0.45.1 is still running at 1920x1080.

On of the guys mentioned this "No changes to default visuals, we have however landed some commits that improved it on lower res UIs"

I've seen times where updating video card drivers/or changing Java versions can change things.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Sir Chaos on 23 December 2018, 06:55:35
On of the guys mentioned this "No changes to default visuals, we have however landed some commits that improved it on lower res UIs"

I've seen times where updating video card drivers/or changing Java versions can change things.

I didn´t update anything prior to this, so that´s not it. And 0.45.1 continues to run on top resolution - only 0.45.2 runs on 1600:900. This should be something that was changed with MHQ between 0.45.1 and 0.45.2.

FWIW I just updated the video card drivers and Java - no effect on either MHQ version.

So is there any way to manually change the resolution at which MHQ runs?
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Maingunnery on 23 December 2018, 10:32:44

If I submit a MML request for adding technology from "35APR23 - Welcome to the Nebula California" under 'Tech Level: Unofficial', should I post a single request with a list of points? Or a request for each point? I understand that this should be low priority, and that more important features such as support vehicles go first.


 
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer on 23 December 2018, 11:10:56
If I submit a MML request for adding technology from "35APR23 - Welcome to the Nebula California" under 'Tech Level: Unofficial', should I post a single request with a list of points? Or a request for each point? I understand that this should be low priority, and that more important features such as support vehicles go first.

Single Request would be best.  It would also we best to post it under the MegaMek tracker, since all equipment for MegaMekLab is managed in Megamek
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Sir Chaos on 29 December 2018, 07:55:04
I didn´t update anything prior to this, so that´s not it. And 0.45.1 continues to run on top resolution - only 0.45.2 runs on 1600:900. This should be something that was changed with MHQ between 0.45.1 and 0.45.2.

FWIW I just updated the video card drivers and Java - no effect on either MHQ version.

So is there any way to manually change the resolution at which MHQ runs?

Okay, that problem has sorted itself out. Turns out I forgot to remove an old version of Java after installing the new one; since removing that old version, 0.45.2 looks just like 0.45.1 did.


I notived something else, though. Well, two things.

Firstly, apparently starting in 0.45.2, the handling of the "max acquisitions per day" limit was changed so that buying multiples of a single item counts as a single acquisition, so with a single acquisition per day, a person can buy as many of one item as they keep rolling successful acquisition checks. It took a bit of getting used to, but it makes a lot more sense this way.

Secondly, somewhere along the way, a bug seems to have been introduced; when doing acquisition rolls from one day to the next, i.e. failed acquisitions that are rolled again when advancing the day, the "max acquisitions per day" limit is not applied, meaning that the most skilled person does ALL the acquisition rolls. My poor, overworked head admin made some 800 acquisitions in only four days!
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: tunkeymicket on 01 January 2019, 10:30:04
Secondly, somewhere along the way, a bug seems to have been introduced; when doing acquisition rolls from one day to the next, i.e. failed acquisitions that are rolled again when advancing the day, the "max acquisitions per day" limit is not applied, meaning that the most skilled person does ALL the acquisition rolls. My poor, overworked head admin made some 800 acquisitions in only four days!
This should be fixed in the next release: https://github.com/MegaMek/mekhq/pull/1023 (https://github.com/MegaMek/mekhq/pull/1023)
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Sir Chaos on 05 January 2019, 07:43:00
This should be fixed in the next release: https://github.com/MegaMek/mekhq/pull/1023 (https://github.com/MegaMek/mekhq/pull/1023)

Awesome.

Any news on when the next release will be?
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: mighty midget on 13 January 2019, 15:13:27
Also I am noticing an error on lobby load for this version. "Client Checksum is null. Client may not have a jar file" Including my Megameklog.txt. I downloaded MegaMek and MekHQ multiple times to be sure I had a good download.

I'm running into the same issue, is there a known fix?  As troubleshooting I attempted to run games straight through MegaMek vice loading MM from MekHQ, didn't have any problems that way.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer on 13 January 2019, 15:32:08
Awesome.

Any news on when the next release will be?

Most of the dev's are tied up with Real Life, and we have some fixes needed for the packaging scripts.  I would guess end of January.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: krazzyharry on 20 January 2019, 11:17:30
Anybody else having this issue

    Loading from data\mechfiles\Infiltrator Mk. II Battle Armor 'Puma'.mtf
***   Unable to load file: megamek.common.loaders.EntityLoadingException: While parsing file Infiltrator Mk. II Battle Armor 'Puma'.mtf, Wrong MTF file version.
   at megamek.common.MechFileParser.<init>(MechFileParser.java:91)
   at megamek.common.MechFileParser.<init>(MechFileParser.java:77)
   at megamek.common.MechSummaryCache.loadMechsFromDirectory(MechSummaryCache.java:590)
   at megamek.common.MechSummaryCache.loadMechData(MechSummaryCache.java:252)
   at megamek.common.MechSummaryCache$1.run(MechSummaryCache.java:101)
   at java.lang.Thread.run(Unknown Source)
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer on 20 January 2019, 17:20:47
Anybody else having this issue

    Loading from data\mechfiles\Infiltrator Mk. II Battle Armor 'Puma'.mtf
***   Unable to load file: megamek.common.loaders.EntityLoadingException: While parsing file Infiltrator Mk. II Battle Armor 'Puma'.mtf, Wrong MTF file version.
   at megamek.common.MechFileParser.<init>(MechFileParser.java:91)
   at megamek.common.MechFileParser.<init>(MechFileParser.java:77)
   at megamek.common.MechSummaryCache.loadMechsFromDirectory(MechSummaryCache.java:590)
   at megamek.common.MechSummaryCache.loadMechData(MechSummaryCache.java:252)
   at megamek.common.MechSummaryCache$1.run(MechSummaryCache.java:101)
   at java.lang.Thread.run(Unknown Source)

Check the extension on the file. Battle Armor shouldn't be MTF files they should only be BLK files.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: krazzyharry on 20 January 2019, 20:26:24
Check the extension on the file. Battle Armor shouldn't be MTF files they should only be BLK files.
It is the normal BLK file from zip files.  I downloaded a fresh copy and the same happened so I am guessing I should put a ticket in.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer on 20 January 2019, 22:38:53
It is the normal BLK file from zip files.  I downloaded a fresh copy and the same happened so I am guessing I should put a ticket in.

What version are you using? What folder is the armor in?
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: krazzyharry on 21 January 2019, 12:18:02
mekhq-windows-0.45.2\data\mechfiles\battlearmor.zip\RS3058Uu

I just download and unzip, I don't change any of the file locations.  I'm still playing around to see if I can figure something out
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer on 21 January 2019, 13:22:16
hmmm.

Not sure what's happening. I check the release and repo and the files are showing as a BLK and the last time they got modified was 4 years ago.

I'll toss this over to a coder and see if they have any ideas.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: krazzyharry on 22 January 2019, 16:14:19
This is what keeps popping up in the log...

  exception in thread "AWT-EventQueue-0" java.lang.StackOverflowError
   at java.util.TreeMap.getEntry(Unknown Source)
   at java.util.TreeMap.get(Unknown Source)
   at mekhq.campaign.Campaign.getPart(Campaign.java:1635)
   at mekhq.campaign.parts.BattleArmorSuit.getStickerPrice(BattleArmorSuit.java:272)
   at mekhq.campaign.parts.BattleArmorSuit.getStickerPrice(BattleArmorSuit.java:279)
   at mekhq.campaign.parts.BattleArmorSuit.getStickerPrice(BattleArmorSuit.java:279)
   at mekhq.campaign.parts.BattleArmorSuit.getStickerPrice(BattleArmorSuit.java:279)
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Hammer on 22 January 2019, 16:24:37
This is what keeps popping up in the log...

  exception in thread "AWT-EventQueue-0" java.lang.StackOverflowError
   at java.util.TreeMap.getEntry(Unknown Source)
   at java.util.TreeMap.get(Unknown Source)
   at mekhq.campaign.Campaign.getPart(Campaign.java:1635)
   at mekhq.campaign.parts.BattleArmorSuit.getStickerPrice(BattleArmorSuit.java:272)
   at mekhq.campaign.parts.BattleArmorSuit.getStickerPrice(BattleArmorSuit.java:279)
   at mekhq.campaign.parts.BattleArmorSuit.getStickerPrice(BattleArmorSuit.java:279)
   at mekhq.campaign.parts.BattleArmorSuit.getStickerPrice(BattleArmorSuit.java:279)

Edit....

Found out this bug has been fixed for the next release.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: BairdEC on 24 January 2019, 20:57:12
I saw a mech get a leg blown off after it had been destroyed and damage transferred last week.  I'd submit a bug report if I could reproduce it reliably (or at all).  It looks like the system made a second crit check for the leg after the torso damage and crits were resolved.

Physical attacks for Orion ON1-K (Steel Recon)
    Kick (Left leg) at Locust LCT-3V (Capellan Confederation); needs 5, rolls 6 : hits (using Kick table) LL
        Locust LCT-3V (Capellan Confederation) takes 15 damage to LL.
            Armor destroyed.
             SECTION DESTROYED.
        5 damage transfers to LT.
            Critical hit on LL. Roll is 4; no effect.
        Locust LCT-3V (Capellan Confederation) takes 5 damage to LT.
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on LT. Roll is 12; 3 locations.
            Location is empty, so criticals transfer to CT.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Standard Gyro.
            CRITICAL HIT on Engine.

            Critical hit on LL. Roll is 12;LIMB BLOWN OFF Left Leg blown off.
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: krazzyharry on 24 January 2019, 20:57:35
I added #1050 then seen the edited post...closing
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Apocal on 28 January 2019, 10:02:00
Edit....

Found out this bug has been fixed for the next release.

Is there any workaround available in the interim?
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Rince Wind on 03 February 2019, 03:40:24
Suggestion: Make a check for the enemy moral before invoking a crisis and extend the contract. I just finished a contract earlier (only 14 days, so no pay for months not spentd fighting) because enemy morale was rout. My employer now wants me to stay an extra month. Which is nice, because it is a subcontract anyway, so this really ist just free money.


(Good thing with the rout as well, I had a score of -4 and little chance to get out of that with 1 lance in 2 weeks.)
Title: Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
Post by: Yskonyn on 03 February 2019, 03:47:40
Is there any workaround available in the interim?

I’d be interested as well; the error pops up consistently.