Author Topic: 0.49.19.1-MILESTONE for MegaMek, MegaMekLab, and MekHQ  (Read 4214 times)

Hammer

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Hi Everyone,

We are happy to announce we have a new Milestone: 0.49.19.1-MILESTONE.

For those not familiar with the Milestone system we've moved to, it’s explained in major detail HERE. Our current Milestone is 0.49.7, and its details are HERE. While it’s a massive improvement over 0.48.0 Stable, it’s already long in the tooth, having been released in February 2022, our 20th Anniversary.

Since then, we’ve pushed a lot of development releases with numerous fixes and improvements. However, until 0.49.19, none met the requirements. We hoped that 0.49.19 would make the cut and become a Milestone. But alas, it had a few deal-breaking bugs that we fixed at the beginning of the 0.49.20 Development Cycle.

After 0.49.19 was released we starting into 0.49.20-Development, The next few releases are updating a lot of very old code, some of which has been around since the beginning of MegaMek. Much of the code was limited by the Java of the time, the skill of the developers, and how MegaMek was being used. We’ve battled and tweaked this code for years, but if we want to move the programs forward, we need to modernize and make the code less restrictive. This, in turn, opens the door for improvements like custom buildings, weapons, armor, and other game types.

So, here’s the rub: we launched 0.49.19 thinking it was Milestone-ready, then started all these major code changes, and then the few issues hit. This left us with two options:
1. Continue on and wait until a later release naturally became a Milestone or...
2. Backport fixes to create a unique release.

We’ve chosen option 2, which brings us to 0.49.19.1, or as we've nicknamed it “One Ninety One.”

There isn’t anything new in here...well, there is a nasty surprise around Gun Emplacements.  :evil:

One more thing...If your a mini painter please check out this post

A Few Reminders:
State of the Universe (January 19, 2024): 
If you haven't given the State of the Universe (read here if you missed it) a read please do. Lots of information in there that is still recent and relevant.

The Milestone System Summary
Introducing the Milestone System 
To better serve our players and development team, we are transitioning from the traditional ‘Stable’ / ‘Development’ scheme to a more dynamic ‘Milestone’ system.

Key Aspects of the Milestone System
  • End of Traditional ‘Stable’ Releases: The ‘Stable’ releases will be discontinued. The next major release, version 1.0, is expected before the end of the century. This shift supports a fluid and ongoing development process.
  • Development Tag for All Releases: Every release will now be tagged as ‘Development’. Version numbers (e.g., 0.49.x, 0.51.x) will be assigned based on internal criteria and communicated in the release notes. Even-numbered releases no longer indicate stability.
  • Transparent Communication on Significant Changes: Major changes, such as updates to software requirements, will be clearly communicated to ensure users are well-prepared.
Versioning Plan and Milestone Designation
  • Development Release: Versions labeled as 0.XX.X-Dev are part of the regular development cycle.
  • Observation Period: Post-release, we monitor performance and gather user feedback.
  • Milestone Tagging: Stable versions will be retroactively designated as ‘Milestone’ (e.g., 0.49.7-MILESTONE) after a few weeks.
  • Communication: Milestone designations will be shared across all platforms.
Criteria and Frequency of Milestone Releases
  • Stability and Reliability: Releases must demonstrate high stability and reliability.
  • Nature of Updates: Bug fix-focused releases are more likely to achieve ‘Milestone’ status.
  • Frequency: Milestones are anticipated every 6-9 months, but this may vary.
Rationale for Change 
This system promotes continuous development and encourages users to stay current with recent releases, bridging the gap between Stable and Development versions. It helps shift the mindset from viewing ‘Stable’ versions as superior and fosters an understanding that the software is in continuous development.

User Data Directory for MegaMek, MegaMekLab, and MekHQ: 
We've added a customizable User Data Directory feature. This allows you to set a single external directory for storing game resources like units, camos, and fonts, which is accessible across different installations and versions of MegaMek, MegaMekLab, and MekHQ.

Key Points:
  • Set a Custom Directory: Choose any location on your computer (e.g., D:/myMMStuff) to keep your game resources.
  • File Placement:
     
    • Fonts and units (.mtf, .blk) can be placed anywhere within this directory.
    • Camo images in /data/images/camo/
    • Portrait images in /data/images/portraits/
    • Unit fluff images in /data/images/fluff/<unit type>/
    • Rank and award definition files (.xml) in /data/universe/
  • Consistent Access: Resources in this directory are usable across different game versions and modules without needing to relocate them for each new install.
  • Implementation: Set up this directory via the client settings. A game restart is required for changes to take effect.

Removal of Unofficial Units Zip: 
Based on feedback from our Discord and a poll where 75% of players favored this decision, we've removed the unofficial units zip from this release. This change allows us to focus on canon units.

To reintegrate the units:
  • Download the zip file from MegaMek Extras HERE.
  • Right-click and use the "save link as" option.
  • Save it as a zip to the data\mechfiles folder of the program.
     
    • We suggest saving it to a customs folder within data\mechfiles.
  • They will be added upon restart.

MekHQ Campaign Files: 
Remember, MekHQ campaign files **are NOT** backwards compatible. Moving your campaign to a newer version prevents reverting to an older one, but keeping backups allows play in both versions for comparison.

When is the next Stable release? 
These are no longer a thing please give above or this a read State of the Universe

Java 11 and 17 is Required for all 0.49.x releases 
We've updated to Java 11. To use the 0.49.x Development branches, an update is needed. As Java is now open source, we recommend Adoptium Temurin 11. Help pages for Windows and Mac users are available. Linux users should use their package manager to install Adoptium Temurin.

This release also supports Java 17, which has undergone some testing. More player usage is needed, but Java 11 remains our recommended version.

Social Media 
Join our official MegaMek Discord, our primary community hub for the suite. We offer superior voice support, individual channels, and assistance for the official public servers. We're also part of community Discords Everything BattleTech and Classic BattleTech. Find us on Facebook at MegaMek BattleTech and MegaMek.

Mac Users 
Check out this workaround for Mac Operating Systems.

Contributing 
Interested in contributing? Find out how here.

Updating Your Campaign:
  • Make backups of your campaigns and customs.
  • Treat each release as stand-alone; copy your data forward from older versions, never backward.
  • Do not copy MegaMek saves or any preference file from a different version.

Change Logs (Release Specific) and Download Links

MegaMek Change Log 
Download
Code: [Select]
Fix #5415: Implement RFE #5408: update Princess ammo conservation values
Fix #5426: add null checks for getC3UUIDAsString() (fixes MegaMek/mekhq#4034 )
Fix #5433: Handle one-shot ammo weapons like RLs appropriately
Fix #5440: MM fix for MML issue where Partial Wing not accounted for
Fix #5442: add null check for turn timer when stopping
Fix MML #1502: Ignore armortype slots in other-equipment cost calculation
PR #5391: RaozSpas Turret Rework Phase 1
Data Updates

MegaMekLab Change Log 
Download
Code: [Select]
Fix #1498: Add separate handling for BA PW jump bonus tooltip
Fix for Commando filename collisions

MekHQ Change Log 
Download
Code: [Select]
Fix #4023: Save boardType to XML
Fix #4052: Move modifiedTemperature to AtBScenario
Fix #4061: Campaign no longer loads in 0.49.19+ due to unusual Person and Infantry attributes
Fix #4062: StratCon generating Weather, Light, and Planetary conditions despite Campaign options
Fix for Commando case-based name collisions
Update Data in MekHQ Repo

Cheers!
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Hammer

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Re: 0.49.19.1-MILESTONE for MegaMek, MegaMekLab, and MekHQ
« Reply #1 on: 14 May 2024, 12:07:48 »
Holding for Future Announcements
MegaMek Projects Wiki
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johnboyjjb

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Re: 0.49.19.1-MILESTONE for MegaMek, MegaMekLab, and MekHQ
« Reply #2 on: 14 May 2024, 14:48:45 »
This is the first migration in a long time, if ever, where everything worked without having to reverse engineer what pieces I was missing or what went wrong.
The only pre launch update I have to do is bump the ram in the MekHQ.ini before I run or it will puke from too many people.

Great job! Worth way more than I pay for it!

officer1473

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Re: 0.49.19.1-MILESTONE for MegaMek, MegaMekLab, and MekHQ
« Reply #3 on: 15 May 2024, 00:55:35 »
Ya'll are awesome. I appreciate all the work you do.

Walrus Gumboot

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Re: 0.49.19.1-MILESTONE for MegaMek, MegaMekLab, and MekHQ
« Reply #4 on: 22 May 2024, 18:50:02 »
Hip, hip, hurray.

mikecj

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Re: 0.49.19.1-MILESTONE for MegaMek, MegaMekLab, and MekHQ
« Reply #5 on: 23 May 2024, 17:44:51 »
Thank you all very much for all your hard work!
There are no fish in my pond.
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Romo Lampkin could have gotten Stefan Amaris off with a warning.

txsoldier94

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Re: 0.49.19.1-MILESTONE for MegaMek, MegaMekLab, and MekHQ
« Reply #6 on: 23 May 2024, 18:26:10 »
Thanks for all your hard work!

Disregard the attachment, I think I found the issue....I hope!
« Last Edit: 23 May 2024, 18:52:40 by txsoldier94 »

txsoldier94

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Re: 0.49.19.1-MILESTONE for MegaMek, MegaMekLab, and MekHQ
« Reply #7 on: 08 June 2024, 17:22:29 »
[UPDATE]

Oddly, when I used a saved campaign from the previous version, it worked.

________________________

I got everything to load, but when I am on my contract and I go to the StratCon map, it does not allow me to assign a lance to that hex.
« Last Edit: 08 June 2024, 17:52:07 by txsoldier94 »

Sir Chaos

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Re: 0.49.19.1-MILESTONE for MegaMek, MegaMekLab, and MekHQ
« Reply #8 on: 16 June 2024, 08:54:16 »
Has anyone had news items pop up multiple times in the same campaign? I´m currently playing the 3040s, and got the "More Centurions on the way" item three times so far.
"Artillery adds dignity to what would otherwise be a vulgar brawl."
-Frederick the Great

"Ultima Ratio Regis" ("The Last Resort of the King")
- Inscription on cannon barrel, 18th century

johnboyjjb

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Re: 0.49.19.1-MILESTONE for MegaMek, MegaMekLab, and MekHQ
« Reply #9 on: 23 June 2024, 15:36:24 »
On the Megamek.org site, it has a Milestone 0.49.19.1 and Development 0.49.19. Should the development be disabled or does it link to a nightly or . . .

Hammer

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Re: 0.49.19.1-MILESTONE for MegaMek, MegaMekLab, and MekHQ
« Reply #10 on: 23 June 2024, 21:13:50 »
On the Megamek.org site, it has a Milestone 0.49.19.1 and Development 0.49.19. Should the development be disabled or does it link to a nightly or . . .

They are seperate releases, and once 0.49.20 drops people will increase. For now the term Milestone and Development should be clear especially if people are keeping up with notes.
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johnboyjjb

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Re: 0.49.19.1-MILESTONE for MegaMek, MegaMekLab, and MekHQ
« Reply #11 on: 23 June 2024, 22:35:20 »
Well, I've read all the notes, and the Development doesn't seem like anything but an old pre-milestone developmental copy. Am I wrong? Does it serve any purpose to keep the developmental download?

After watching you guys deal with ignorant and sometimes stupid people, I guess it my turn to play the stupid person.  :grin:


Never-mind. You guys are jamming to get 49.20 out. You have better things to do than futz with me.
« Last Edit: 24 June 2024, 09:36:14 by johnboyjjb »

Lanceman

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Re: 0.49.19.1-MILESTONE for MegaMek, MegaMekLab, and MekHQ
« Reply #12 on: 24 June 2024, 10:39:49 »
Ignore, misread something.
"Pure truth cannot be assimilated by the crowd; it must be communicated by contagion" -  Henri-Frédéric Amiel

Dr. Banzai

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Re: 0.49.19.1-MILESTONE for MegaMek, MegaMekLab, and MekHQ
« Reply #13 on: 24 June 2024, 11:12:36 »
Have you updated to add non-binary genders and such to the pilots?

I am not the Dr. Banzai from Facebook/Youtube. That person is a hateful person that does not represent the spirit of Buckaroo Banzai nor its fandom.

McSlayer

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Re: 0.49.19.1-MILESTONE for MegaMek, MegaMekLab, and MekHQ
« Reply #14 on: 02 July 2024, 08:15:37 »
I think I found an incorrect verbage in the 49.19.1 version of MekHQ... When I want to remove a singular item from the procurement list, it only offers a "Clear all items" option, I think it should still say "Clear this item from the Procurement List". Thoughts?

Lastly, I wanted to ask if there have been any "speed" improvements for repairs in MekHQ?
I find that my repairs in MekHQ take forever, somehow due to the number of units I keep in my HQ cpnx file.
« Last Edit: 02 July 2024, 08:28:28 by McSlayer »
You might not live more than once, better make it good.

 I was born 6-gun in my hand, Behind a gun I'll make my final stand, That's why they call me... Bad Company...

Illiani

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Re: 0.49.19.1-MILESTONE for MegaMek, MegaMekLab, and MekHQ
« Reply #15 on: 02 July 2024, 12:45:08 »
When you say ‘take forever’ do you mean in game (as in repairs take x days to complete) or do you mean irl ‘loading repairs takes forever’. And do you mean normal repair or mass repair?

Sir Chaos

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Re: 0.49.19.1-MILESTONE for MegaMek, MegaMekLab, and MekHQ
« Reply #16 on: 05 July 2024, 08:10:22 »
When you say ‘take forever’ do you mean in game (as in repairs take x days to complete) or do you mean irl ‘loading repairs takes forever’. And do you mean normal repair or mass repair?

I think what he might mean is that, when there is a lot to do in the repair bay (i.e. dozens of damaged units, hundreds of repair tasks), there can be a bit of a lag after clicking "Do Task". Nothing too drastic, really, in my experience - if I had to put it into numbers, I´d guess maybe 0.1 seconds per few hundred open repair tasks.

I´m not sure it´s even possible to fix it, inasmuch as there is something to fix - I would suspect that the main reason for the lag is that, after each repair, MHQ has to check all other repair tasks to see if they´re still possible, taking into account whatever parts you just used up for the repair task you did.
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McSlayer

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Re: 0.49.19.1-MILESTONE for MegaMek, MegaMekLab, and MekHQ
« Reply #17 on: 26 August 2024, 19:48:56 »
When you say ‘take forever’ do you mean in game (as in repairs take x days to complete) or do you mean irl ‘loading repairs takes forever’. And do you mean normal repair or mass repair?

In real time forever.

Normal repairs.

I also found something I think is a big problem with 49.19.1 HQ...
It seems that loading a campaign file from a previous version of HQ does not keep the Personal Logs, the Mission Logs, and the Kill Logs... this is NOT good.

Thats like erasing all PC's personal histories.
You might not live more than once, better make it good.

 I was born 6-gun in my hand, Behind a gun I'll make my final stand, That's why they call me... Bad Company...

Illiani

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Re: 0.49.19.1-MILESTONE for MegaMek, MegaMekLab, and MekHQ
« Reply #18 on: 26 August 2024, 21:29:01 »
They’ve not been erased, you just need to click on the ui element that says ‘show [insert log here]’

Illiani

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Re: 0.49.19.1-MILESTONE for MegaMek, MegaMekLab, and MekHQ
« Reply #19 on: 26 August 2024, 21:31:09 »
Regarding the amount of time taken for repairs, I’m not entirely sure what could be causing that. Are you saying that you click repair and then the client hangs, or do you mean that the time take to do all the necessary repairs takes too long due to the number of repairs?

McSlayer

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Re: 0.49.19.1-MILESTONE for MegaMek, MegaMekLab, and MekHQ
« Reply #20 on: 30 August 2024, 11:20:06 »
Regarding the amount of time taken for repairs, I’m not entirely sure what could be causing that. Are you saying that you click repair and then the client hangs, or do you mean that the time take to do all the necessary repairs takes too long due to the number of repairs?

So when I click repair, I wait for 2-3 Minutes before I can do anything, and then it completes the repair of that item in that time.
You might not live more than once, better make it good.

 I was born 6-gun in my hand, Behind a gun I'll make my final stand, That's why they call me... Bad Company...

Illiani

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Re: 0.49.19.1-MILESTONE for MegaMek, MegaMekLab, and MekHQ
« Reply #21 on: 30 August 2024, 12:02:57 »
We’d need an issue report so we can investigate that properly, because that’s not normal behavior. Do you know how to open an issue on our GitHub?

epic 2.0

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Re: 0.49.19.1-MILESTONE for MegaMek, MegaMekLab, and MekHQ
« Reply #22 on: 30 August 2024, 12:06:49 »
So when I click repair, I wait for 2-3 Minutes before I can do anything, and then it completes the repair of that item in that time.

How big is your unit file in question?  As in amount of personnel, equipment, units?  I find the bigger it is, the slower it becomes.  Case in point; when I have a unit with say... 100 personnel, and suffer wounds that are in medical bay, if I click to attach a person to be treated by a doctor it takes .1 second.  However, if I instead am running a full SLDF division with about 10k personnel, and suffer a couple hundred wounded in a battle, attaching each person to be treated takes a couple seconds. 

The same goes for repairs.  I find the bigger - and OLDER - a unit is (thus each member has more details in their history from scenarios, contracts, kills, notes of their background, marriages, divorces and offspring) the slower it goes. 

I DO wonder on occasion also if transitioning from builds slowly but surely causes some kind of creep on this too.  (for instance, my current campaign started with ... 49.11 and is at .49.19.1 - having skipped only one or two of the most buggy versions in between)

Admittedly, 2-3 minutes is crazy.  But I do find a noticeable difference with bigger units - especially older - than a new cpnx that I will build from scratch from the most recent build. 

« Last Edit: 30 August 2024, 12:17:34 by epic 2.0 »

McSlayer

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Re: 0.49.19.1-MILESTONE for MegaMek, MegaMekLab, and MekHQ
« Reply #23 on: 10 September 2024, 21:49:31 »
How big is your unit file in question?  As in amount of personnel, equipment, units?  I find the bigger it is, the slower it becomes.  Case in point; when I have a unit with say... 100 personnel, and suffer wounds that are in medical bay, if I click to attach a person to be treated by a doctor it takes .1 second.  However, if I instead am running a full SLDF division with about 10k personnel, and suffer a couple hundred wounded in a battle, attaching each person to be treated takes a couple seconds. 

The same goes for repairs.  I find the bigger - and OLDER - a unit is (thus each member has more details in their history from scenarios, contracts, kills, notes of their background, marriages, divorces and offspring) the slower it goes. 

I DO wonder on occasion also if transitioning from builds slowly but surely causes some kind of creep on this too.  (for instance, my current campaign started with ... 49.11 and is at .49.19.1 - having skipped only one or two of the most buggy versions in between)

Admittedly, 2-3 minutes is crazy.  But I do find a noticeable difference with bigger units - especially older - than a new cpnx that I will build from scratch from the most recent build.

So you asked...

this is what HQ says...

Total Combat Personnel                7936
    MechWarrior                        535
    Aerospace Pilot                    115
    Vehicle Driver                     227
    Naval Driver                         1
    VTOL Pilot                          39
    Vehicle Gunner                     662
    Battle Armor Pilot                 168
    Soldier                            811
    ProtoMech Pilot                      3
    Conventional Aircraft Pilot          1
    Vessel Pilot                       195
    Vessel Crewmember                 3952
    Vessel Gunner                     1199
    Hyperspace Navigator                 0
    Vehicle Crew                        28
You might not live more than once, better make it good.

 I was born 6-gun in my hand, Behind a gun I'll make my final stand, That's why they call me... Bad Company...