Author Topic: New releases MegaMek, MegaMekLab, MekHQ: v0.41.24  (Read 7826 times)

ralgith

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New releases MegaMek, MegaMekLab, MekHQ: v0.41.24
« on: 05 October 2016, 22:55:21 »
Well everyone, welcome to the first release where all 3 pieces of software are version matched. Though, I did an oopsie and in the code left the version for MM and MML both with the -git still appended. Not worth fixing.

For OSX users: I've got packaging the App mostly worked out. If it doesn't work for you, try copy and pasting the App in the same folder. It should then run. You should also be able to run it via `open -a AppName.App` from the command line.

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PurpleDragon

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Re: New releases MegaMek, MegaMekLab, MekHQ: v0.41.24
« Reply #1 on: 06 October 2016, 00:18:29 »
Downloaded.  Will copy over to a mobile drive to start running on a laptop a little at a time. 
give a man a fire, keep him warm for a night. 
Set him on fire, keep him warm for the rest of his life!

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

JerseyMekWorks

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Re: New releases MegaMek, MegaMekLab, MekHQ: v0.41.24
« Reply #2 on: 06 October 2016, 19:27:51 »
I was able to get MegaMek to run, but MML and MekHQ crashed out in the dock.  I copied the .app files and pasted them into the folder (creating MekHQ copy.app), but that didn't fix the issue.

Wrangler

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Re: New releases MegaMek, MegaMekLab, MekHQ: v0.41.24
« Reply #3 on: 06 October 2016, 22:03:11 »
Downloading this now, hope i have time tonight to try it out.
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BATTLEMASTER

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Re: New releases MegaMek, MegaMekLab, MekHQ: v0.41.24
« Reply #4 on: 07 October 2016, 06:16:07 »
Just finished a scenario with MekHQ, except when I click on the "Finish" button in the scenario resolution window, nothing happens.  I can't resolve the scenario manually either since it seems the "Finish" button is broken.
« Last Edit: 07 October 2016, 06:19:52 by BATTLEMASTER »
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ralgith

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Re: New releases MegaMek, MegaMekLab, MekHQ: v0.41.24
« Reply #5 on: 07 October 2016, 06:54:51 »
I was able to get MegaMek to run, but MML and MekHQ crashed out in the dock.  I copied the .app files and pasted them into the folder (creating MekHQ copy.app), but that didn't fix the issue.

Thanks for the report back. You can make them work by running them from the command line with:
MekHQ.app/Contents/MacOS/JavaApplicationStub

Which apparently works just fine, including setting the working directory correctly (since the app itself does not, even though MegaMek runs). Which is seemingly the issue for all 3 apps, the other 2 just crash if they can't find the data since they're in the wrong working directory.

Hammer

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Re: New releases MegaMek, MegaMekLab, MekHQ: v0.41.24
« Reply #6 on: 07 October 2016, 09:02:52 »
Just finished a scenario with MekHQ, except when I click on the "Finish" button in the scenario resolution window, nothing happens.  I can't resolve the scenario manually either since it seems the "Finish" button is broken.

For anyone else with this problem - from the bug fix

"try to disable the advanced medical setting in the campaign options"
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epic

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Re: New releases MegaMek, MegaMekLab, MekHQ: v0.41.24
« Reply #7 on: 07 October 2016, 14:56:51 »
Holy hanna.  Issue 170 fixed?  I can run fighter squadron battles now without having to manually go back and edit all the damage and manually resolve the scenario?

I CAN NOT WAIT TO TRY THIS.

Now if only I can justify another space battle in the campaign...
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scJazz

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Re: New releases MegaMek, MegaMekLab, MekHQ: v0.41.24
« Reply #8 on: 07 October 2016, 15:30:48 »
Holy hanna.  Issue 170 fixed?  I can run fighter squadron battles now without having to manually go back and edit all the damage and manually resolve the scenario?

I CAN NOT WAIT TO TRY THIS.

Now if only I can justify another space battle in the campaign...

Don't! Last time you did that you wiped out our perfectly good Space Force in the Campaign!

Downslide

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Re: New releases MegaMek, MegaMekLab, MekHQ: v0.41.24
« Reply #9 on: 07 October 2016, 16:54:52 »
Started a new campaign on .33, moved it to .41.24. I'm not getting payment/rewards for Enemies Captured, nor am I getting any that are willing to defect. Is there an option setting I'm missing?
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Obvious

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Re: New releases MegaMek, MegaMekLab, MekHQ: v0.41.24
« Reply #10 on: 07 October 2016, 17:46:33 »
The corresponding option is: Campaign Options -> Against the Bot -> Scenarios -> Random enemy capture

It is better to be lucky than an idiot.

epic

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Re: New releases MegaMek, MegaMekLab, MekHQ: v0.41.24
« Reply #11 on: 07 October 2016, 20:55:47 »
Don't! Last time you did that you wiped out our perfectly good Space Force in the Campaign!

I believe the correct response to that is:

MWAHAHAHHAHAHHAHAHHAHAH
Agent # 703

PurpleDragon

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Re: New releases MegaMek, MegaMekLab, MekHQ: v0.41.24
« Reply #12 on: 08 October 2016, 00:29:23 »
Clicking on the ship search...  in the marketplace menu item gets me nothing.   No money spent.  No possible ships.  Nothing.  Doesn't matter whether if it is at the beginning of the month, end of the month, first monday,...   

Is this "not implemented yet" or "a bug"? 
give a man a fire, keep him warm for a night. 
Set him on fire, keep him warm for the rest of his life!

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

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

pheonixstorm

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Re: New releases MegaMek, MegaMekLab, MekHQ: v0.41.24
« Reply #13 on: 08 October 2016, 01:40:58 »
Bug, neo recent changed it to match the spreadsheet so ship search should only be once a month. Post a bug report so neo can look into it and get it fixed. Did anything show in your log?

neoancient

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Re: New releases MegaMek, MegaMekLab, MekHQ: v0.41.24
« Reply #14 on: 08 October 2016, 17:32:06 »
Clicking on the ship search...  in the marketplace menu item gets me nothing.   No money spent.  No possible ships.  Nothing.  Doesn't matter whether if it is at the beginning of the month, end of the month, first monday,...   

Is this "not implemented yet" or "a bug"?
It's because I'm a terrible person. I noticed today that I had not added the file with the string resources when I pushed that feature, so it works for me but nobody else. I added it to the repo a few hours ago.

JerseyMekWorks

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Re: New releases MegaMek, MegaMekLab, MekHQ: v0.41.24
« Reply #15 on: 09 October 2016, 19:07:30 »
I am still unable to get MekHQ to open in macOS 10.12 (Sierra).  I tried the suggested command line:
MekHQ.app/Contents/MacOS/JavaApplicationStub
which retuned:
MekHQ.app/Contents/MacOS/JavaApplicationStub: No such file or directory

I tried the open command line:
open -a MekHQ.app/Contents/MacOS/JavaApplicationStub
which returned:
Unable to find application named 'MekHQ.app/Contents/MacOS/JavaApplicationStub'

I utilized a fresh unzip of the tar.bz2 to no avail.

Probably User error.  :(

ralgith

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Re: New releases MegaMek, MegaMekLab, MekHQ: v0.41.24
« Reply #16 on: 10 October 2016, 05:35:55 »
I am still unable to get MekHQ to open in macOS 10.12 (Sierra).  I tried the suggested command line:
MekHQ.app/Contents/MacOS/JavaApplicationStub
which retuned:
MekHQ.app/Contents/MacOS/JavaApplicationStub: No such file or directory

I tried the open command line:
open -a MekHQ.app/Contents/MacOS/JavaApplicationStub
which returned:
Unable to find application named 'MekHQ.app/Contents/MacOS/JavaApplicationStub'

I utilized a fresh unzip of the tar.bz2 to no avail.

Probably User error.  :(

Are you in the folder where MekHQ.app is located when you try those commands? Because it most certainly works if you are. At worst, it would give you a different error.

Downslide

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Re: New releases MegaMek, MegaMekLab, MekHQ: v0.41.24
« Reply #17 on: 10 October 2016, 08:59:48 »
It's because I'm a terrible person. I noticed today that I had not added the file with the string resources when I pushed that feature, so it works for me but nobody else. I added it to the repo a few hours ago.

This made me laugh. hard.  I too had this issue on Friday afternoon, but I had to split before I could post about it.
Everyman thinks meanly of himself for not having been a soldier. - Samuel Johnson

Yes, combat really is a hurtful, deadly thing. 

Downslide

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Re: New releases MegaMek, MegaMekLab, MekHQ: v0.41.24
« Reply #18 on: 10 October 2016, 09:11:23 »
The corresponding option is: Campaign Options -> Against the Bot -> Scenarios -> Random enemy capture



Thanks bud!
Everyman thinks meanly of himself for not having been a soldier. - Samuel Johnson

Yes, combat really is a hurtful, deadly thing. 

Vampire_Seraphin

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Re: New releases MegaMek, MegaMekLab, MekHQ: v0.41.24
« Reply #19 on: 13 October 2016, 13:52:17 »
Definitely getting some bugs transferring a 3.32 atb campaign into this version. Transferred a cpnx with an unresolved battled, fought it, then MekHq couldn't resolve it automatically or manually. Checking to see if it would resolve at all, let it generate a new mission, which was a base attack but no enemies or civillians were generated.

ralgith

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Re: New releases MegaMek, MegaMekLab, MekHQ: v0.41.24
« Reply #20 on: 13 October 2016, 13:57:47 »
So... unresolved battle that was started in the previous version? We don't really support that. If you mean un-started scenario, well... AtB :P

Vampire_Seraphin

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Re: New releases MegaMek, MegaMekLab, MekHQ: v0.41.24
« Reply #21 on: 13 October 2016, 14:54:23 »
I meant the later.

I figured out the reason for no enemies was that I had left it set to use the new rat generated opfors. Not sure why it wasn't working.

scJazz

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Re: New releases MegaMek, MegaMekLab, MekHQ: v0.41.24
« Reply #22 on: 13 October 2016, 15:00:00 »
Definitely getting some bugs transferring a 3.32 atb campaign into this version. Transferred a cpnx with an unresolved battled, fought it, then MekHq couldn't resolve it automatically or manually. Checking to see if it would resolve at all, let it generate a new mission, which was a base attack but no enemies or civillians were generated.

There is a bug in 3.34 that will kill any attempt at resolving any battle from anywhere as long as Advanced Medical is turned on.

You mentioned the Civilian bug in 3.33. It still exists although I don't think anyone has found a way to repeat it. Quit all Java apps and restart MHQ, this might resolve the civilian issue or not.

Vampire_Seraphin

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Re: New releases MegaMek, MegaMekLab, MekHQ: v0.41.24
« Reply #23 on: 13 October 2016, 15:17:38 »
No, this is new. Its not generating any enemy units at all, only allies.

scJazz

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Re: New releases MegaMek, MegaMekLab, MekHQ: v0.41.24
« Reply #24 on: 13 October 2016, 15:21:28 »
No, this is new. Its not generating any enemy units at all, only allies.

if it is repeatable... wrap up your CPNX, logs, and customs into a Zip and post. I'll let Neo know.

neoancient

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Re: New releases MegaMek, MegaMekLab, MekHQ: v0.41.24
« Reply #25 on: 13 October 2016, 16:13:28 »
If you're early enough in the Age of War it's likely that it's trying to find tanks in a specific weight class for a specific faction, and the number of tanks available just isn't large enough for it to fulfill the results of the opfor generation tables.

scJazz

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Re: New releases MegaMek, MegaMekLab, MekHQ: v0.41.24
« Reply #26 on: 13 October 2016, 16:36:16 »
If you mean un-started scenario, well... AtB :P

Actually, it means the Advanced Medical bug from Akjosch's work.

Vampire_Seraphin

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Re: New releases MegaMek, MegaMekLab, MekHQ: v0.41.24
« Reply #27 on: 13 October 2016, 16:53:42 »
I'm in 3042, fighting the FedSuns. So I really hope that isn't it. I'll get you a cpnx sometime in the next few days.

neoancient

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Re: New releases MegaMek, MegaMekLab, MekHQ: v0.41.24
« Reply #28 on: 13 October 2016, 19:26:03 »
Do you have lance weight limits turned off, and if so is your lance for that scenario above 390 tons?

Vampire_Seraphin

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Re: New releases MegaMek, MegaMekLab, MekHQ: v0.41.24
« Reply #29 on: 13 October 2016, 20:09:52 »
Yes, I'm using companies instead of lances with atb set to elite with double vees.