Author Topic: New Development Snapshot 0.47.6 for Megamek, MegaMekLab, and MekHQ  (Read 10165 times)

Hammer

  • Numerorum Malleo
  • Global Moderator
  • Major
  • *
  • Posts: 4148
    • MegaMek Website
Hi Everyone,
About a month since our last dev release and we had some nasty bugs in 0.47.5 for MekHQ. Those should be fixed for this version.

**FOR MAC USERS**
There isn't a Mac release and you'll have to use the Unix release. We are having issues with the Gradle packaging scripts and various security settings in MacOS.  We are working on the issue and have no ETA for a fix.

Megamek
Megamek
We got bug fixes. Abandon ship! Large spacecraft can now launch escape pods, giving the opposing player more opportunity to commit war crimes. Princess has also gone back for a couple of combat classes at flight school and learned that turrets should be mounted on the top floor to be more effective. A ton of new sprites (Thanks Deadborder and Saxarba). Speaking of Saxarba we've made his tileset (we were using Atmospheric) the official default tileset of Megamek.

See here for information on the various Tilesets in Megamek.

MegaMekLab
In a word bug fixes and one feature - overhauled Battle Armor Record Sheet printing.

MekHQ.
For MekHQ we've got a chunk of bug fixes and a few QoL new features. See the impact of the war crimes in Abandon ship! first hand in MekHQ.

Also a reminder to drop into the Slack channel to meet other players and harass the devs that drop in and out. If Slack isn't your thing check out these Discords with Megamek channels - Everything BattleTech and Classic BattleTech

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
The change log below lists all the changes in this release from the previous stable.

CHANGE LOGS AND DOWNLOAD LINKS
Megamek.
Download Here
Code: [Select]
+ Issue #1814: Fuel-air bomb infantry insta-kill check is no longer reversed
+ PR #1808: Abandon ship! Large spacecraft can now launch escape pods, giving the opposing player more opportunity to commit war crimes.
+ Issue #1824: Implementing Tactical Operations Low Visibility Errata
+ Issue #1768: Resizing the map no longer messes up building/road layout. Note that resizing westward needs to be done by an even number of hexes.
+ Issue #1812: Semi-guided warheads indirectly fired at TAGged targets are no longer subject to terrain modifiers for the purposes of "to-hit" numbers.
+ PR #1837: The bot will now be able to use a searchlight on buildings without crashing the server.
+ Documentation: Trailer How-To added (thanks mkerensky)
+ Data: First SW RATs - Thanks SLDF_gunslinger
+ PR #1843: Saxarba roads
+ Data: Adding Royal Fantasy units as Unofficial.
+ Data: New Sprites
+ Issue #1802 - Kajis Maps and Scenarios Update
+ Data: Missing Archive Sprites
+ Issue #1830 - Sarath 'Mech - Lacking Quirk
+ Issue #1827 - Not every head hit on a quad mech should be a through-armor critical
+ PR #1847 - Restore the bot's ability to use physical attacks against buildings containing gun emplacements
+ Data: Various unit errata Fixes.
+ Issues #1496, #1467: Ammo Sharing between adjacent trailers/tractors, Allow infantry loading/unloading to trains,
  Errata: Calculate MP of trains using engine rating + lowest suspension factor
+ Data: More Errata fixes, and fixes for units that should work.
+ Issue #1862 - Fix BA SSW weight multiplier.
+ PR # 1838: Add Silverfin and Silverback to naval RAT generator tables
+ Issue #1860: Quality of Life improvement - edit bot parameters in lobby by right clicking on bot name
+ PR #1835: Game option to set turn time limit in movement and firing phases.
+ Issue #1853: ArrayIndexOutOfBoundsException while loading certain mechs and viewing in Selector
+ PR #1875: Fixing Clanner Name Generation
+ Issue #1879: DFL folder to SimonLandmine
+ PR #1883: Improved Princess effectiveness with aerospace units on low altitude maps (can now turn at end of movement)
+ Issue #1786: Corrected Stacked Units Tooltip ECM Reporting
+ Issue #1856: Map Editor - Bridges now appear on preview hex and various QoL changes
+ Issue #1891: Battlefist now applies only once and for the proper arm
+ PR #1901: Re-enable Princess to fire rocket launchers and other one-shot weapons
+ PR #1908: Switching default tileset to Saxarba
+ PR #1909: BA Tube artillery fixes #1848,#1849

MegaMekLab.
Download Here
Code: [Select]
+ Issue #553: Loading or printing LAM causes ArrayIndexOutOfBoundsException
+ PR #557: BattleArmor record sheet overhaul
+ Issue #536: Support Fixed Wing Aircraft with Propeller mod will not validate
+ Issue #556: Basic saved file name does not have a space between Chassis and Model
+ Issue #555: Can't add Ammo to SV's
+ Issue #571: Environmental Sealing chassis mod on support vehicles requires 8 item slots
+ Issue #578: Squad Support Weapon Weight Calculations off
+ Issue #582: Large support vehicles incorrectly flag some equipment locations as invalid
+ Issue #581: Rotors can have more than 2 points of armor
+ Issue #550: Battle Armor bomb rack ammo critical space
+ Issue #583: Small SV Cargo weirdness
+ Issue #587: Unit transport bays can be added by half cubicle
+ Issue #531: Armored motive system appears in equipment list for VTOLs and rail
+ Issue #533: BV for Swarm-I ammunition shows floating point errors
+ Issue #538: Auto-allocation of armor for fixed-wing support craft loses armor points
+ Issue #539: I can't add some items to fixed-wing support units
+ Issue #540: Weight breakdown shows all weights rounded to one decimal place
+ Issue #591: Vehicular Grenade Launchers/Vehicular mine dispensers not available on aerospace craft
+ Issue #537: Formatting error in Unit Cost Breakdown for fixed-wing support units
+ Issue #541: Allocated armor is not reported correctly for DropShips/small craft after SI changes.
+ Issue #542: The Infantry Compartment field on the Transport pane is ignored for DropShips and small craft
+ Issue #552: Changing bay personnel can incorrectly change base and total crew on a JS/WS/station
+ Issue #559: Naval Com-Scanner Suites require no crew
+ Issue #562: Fuel mass for advanced aerospace craft appears to be rounded down to the nearest whole ton
+ Issue #593: TRO shows incorrect ammo shot count for weapon bays
+ Issue #595: All mechs with ICE or fuel cell need power amplifiers
+ Issue #596: Combat vehicle environmental sealing takes no mass
+ Issue #598: Extraneous weapons appearing on fighter record sheet
+ Issue #543: I can't always assign legal values for the armor tonnage on Small craft/DropShips
+ Issue #546: Dropdown menu's text turns invisible

MekHQ:
Download Here
Code: [Select]
+ PR #1610: Raised cost of edge points from 1 to 10 for the AtB configuration preset.
+ PR #1627: Moved pregnancy GM items to Personnel GM menu (and hide GM menu if not a GM)
+ Issue #1612: Adding Scrolling to Marriage Candidates
+ PR #1606: Abandon ship (MekHQ version)! Crews of large craft and units transported aboard large craft are handled during scenario resolution.
+ PR #1618: De-clutter assign lance tech menu in TO&E
+ Issue #1632: All random marriages default to same sex
+ Issue #1626: Adding Time in Rank to MekHQ
+ PR #1634: Fixing Activate/Mothball Display Text
+ Issue #1636: ExtraData Export Fails because of Null Mapping
+ PR #1642: Fixing Popup Display Text Spacing Issues in DataLoadingDialog
+ Issue #1218: Personnel Total Earnings Tracking
+ Issue #1613: Automatically Output Finances Table to File on New Year
+ Issue #1134: Option to Disable Dependent Automatic Addition in AtB
+ PR #1645: Deploying units as reinforcements to AtB and template scenarios no longer defaults them to the "any" deployment zone
+ Issue #1649, #1651: Fixing ExtraData Unmarshaller
+ PR #1654: Fixing Spouse and Baby Load from Personnel export
+ PR #1656: Avoid NPE in Person::isMothballing
+ Issue #1635: Base Salaries Not Displaying Correctly in Nimbus
+ PR #1659: Implementing Log Maintenance
+ PR #1666: Fix bug with personnel original unit tech (if clan tech level)
+ PR #1673: Removing Prisoner to Personnel Random Marriage by implementing Prisoner to Prisoner Random Marriage.
+ PR #1663: Fixing Clanner Name Migration
+ PR #1681: Change refit model weight calculation to work with BA
+ PR #1685: Adding All Role and No Role options for Portraits
+ PR #1688: Single Portrait Bulk Assignment to Personnel
+ Issue #1683: Adding the option to log marriage name changes
+ PR #1670: Improved Standard Awards
+ PR #1693: Fixing Campaign Options Display Spacing Issues
+ Issue #1285: Adding default value to prevent Personnel Market No-Role Personnel
+ Issues #880 and #1671: Paid Recruitment Roll is now based on having an active contract
+ Issues #1614 and #1615: Adding a Financial Year Duration Option
+ PR #1700: Fixed NPE resulting in failure to display personnel tab when a unit is assigned to a non-existent scenario
+ Issue #1691: Personnel are now filtered by primary and secondary roles in the Personnel Tab
+ PR #1580: Adding TryingToMarry and TryingToConceive Flags
+ Issue #1625: Adding Display Format Options for Time in Rank and Time in Service
+ PR #1604: Adding Mnemonics to the Main Tabs and Advance Day
+ Issue #850: Bulk Award Assignment
+ Issues #780 and #1102: Implementing Submenus for Personnel Unit Assignment

Enjoy everyone
MegaMek Projects Wiki
Bug Trackers
MegaMek Tracker
MekHQ Tracker
MegaMekLab Tracker
New Units and RAT's aren't added until after the 2 month release moratorium is passed.
Join the official MegaMek Discord

Hammer

  • Numerorum Malleo
  • Global Moderator
  • Major
  • *
  • Posts: 4148
    • MegaMek Website
****HOLDING FOR FUTURE DEV COMMENTS****
MegaMek Projects Wiki
Bug Trackers
MegaMek Tracker
MekHQ Tracker
MegaMekLab Tracker
New Units and RAT's aren't added until after the 2 month release moratorium is passed.
Join the official MegaMek Discord

Kentares

  • Warrant Officer
  • *
  • Posts: 628
First! Yay! Good job guys!
Star Wars ST and Star Trek current shows are crap.

Sir Chaos

  • Captain
  • *
  • Posts: 3092
  • Artillery Fanboy
I see some of the new portraits are included already. Can we download the rest somewhere?
"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

Hammer

  • Numerorum Malleo
  • Global Moderator
  • Major
  • *
  • Posts: 4148
    • MegaMek Website
I see some of the new portraits are included already. Can we download the rest somewhere?

The pack isn't ready yet (No ETA). The ones included are a teaser.  Speaking of which.

Teaser for ships crews
MegaMek Projects Wiki
Bug Trackers
MegaMek Tracker
MekHQ Tracker
MegaMekLab Tracker
New Units and RAT's aren't added until after the 2 month release moratorium is passed.
Join the official MegaMek Discord

Iceweb

  • Warrant Officer
  • *
  • Posts: 770
  • Lyran Engineer
Excellent work people!

I'm just playing around with the new version but in HQ I went to personnel tab right clicked on someone and under the GM menu I see an option for Roll for random unit 

That looks new, is it?  What does that do?

Windchild

  • Master Sergeant
  • *
  • Posts: 297
Excellent work people!

I'm just playing around with the new version but in HQ I went to personnel tab right clicked on someone and under the GM menu I see an option for Roll for random unit 

That looks new, is it?  What does that do?

It was added over year and a half ago, but I've also never noticed it before (which is really bad, cause I've actually modified the code there  :-[ )

It loads the GM tools dialog, with the "Add Random Unit" button assigning the randomly rolled unit to the currently selected person.

Also, love how the portraits are looking in their naval uniforms
MegaMek Developer - MekHQ, Personnel, and Internal Focus
MegaMek Discord
MegaMek Projects Wiki
Bug Trackers
MegaMek Tracker
MekHQ Tracker
MegaMekLab Tracker

MoleMan

  • Master Sergeant
  • *
  • Posts: 344
Yay, thanks for the career earnings tracker!

Windchild

  • Master Sergeant
  • *
  • Posts: 297
Yay, thanks for the career earnings tracker!

My pleasure  :)
MegaMek Developer - MekHQ, Personnel, and Internal Focus
MegaMek Discord
MegaMek Projects Wiki
Bug Trackers
MegaMek Tracker
MekHQ Tracker
MegaMekLab Tracker

BATTLEMASTER

  • Captain
  • *
  • Posts: 2347
  • Hot and Unbothered
There's no one in that portrait teaser with blonde hair.  So are blondes actually extinct in the 31st century?    :D
BATTLEMASTER
Trombone Player, Lego Enthusiast, Engineer
Clan Smoke Jaguar, Delta Galaxy ("The Cloud Rangers"), 4th Jaguar Dragoons
"You better stand back, I'm not sure how loud this thing can get!"
If you like Lego, you'll like my Lego battlemech projects!

GreekFire

  • Aeternus Ignis
  • BattleTech Volunteer
  • Major
  • *
  • Posts: 3881
There's no one in that portrait teaser with blonde hair.  So are blondes actually extinct in the 31st century?    :D

R O F L what a throwback
Tu habites au Québec? Tu veux jouer au BattleTech? Envoie-moi un message!

BairdEC

  • Master Sergeant
  • *
  • Posts: 239
There is something screwy with moving near buildings. One of my guys keeps falling into basements in clear grassy hexes that are adjacent to buildings.

pfarland

  • Captain
  • *
  • Posts: 1769
  • Star Captain Farland - 'Forever Faithful'
There is something screwy with moving near buildings. One of my guys keeps falling into basements in clear grassy hexes that are adjacent to buildings.

Pit Traps, Asymmetric Warfare 101.
Rule number 4 of product design*: "The concept of 'Intended Use' never survives initial contact with the end user." - Feign

"It should come to no surprise that this forum loves solving problems with war crimes. " - SteelRaven

BairdEC

  • Master Sergeant
  • *
  • Posts: 239
And here I thought it was someone's root cellar.  ;D  I put in a ticket for it.

Wrangler

  • Colonel
  • *
  • Posts: 25069
  • Dang it!
    • Battletech Fanon Wiki
Any Support Vehicles usable in this version?  Like the FedSuns Rapier Patrol Destroyers (naval support vehicle).
"Men, fetch the Urbanmechs.  We have an interrogation to attend to." - jklantern
"How do you defeat a Dragau? Shoot the damn thing. Lots." - Jellico 
"No, it's a "Most Awesome Blues Brothers scene Reenactment EVER" waiting to happen." VotW Destrier - Weirdo  
"It's 200 LY to Sian, we got a full load of shells, a half a platoon of Grenadiers, it's exploding outside, and we're wearing flak jackets." VoTW Destrier - Misterpants
-Editor on Battletech Fanon Wiki

Windchild

  • Master Sergeant
  • *
  • Posts: 297
Any support vehicles, yes. Although we don't support some of the largest support vessels yet.
MegaMek Developer - MekHQ, Personnel, and Internal Focus
MegaMek Discord
MegaMek Projects Wiki
Bug Trackers
MegaMek Tracker
MekHQ Tracker
MegaMekLab Tracker

Hammer

  • Numerorum Malleo
  • Global Moderator
  • Major
  • *
  • Posts: 4148
    • MegaMek Website
Any Support Vehicles usable in this version?  Like the FedSuns Rapier Patrol Destroyers (naval support vehicle).

Large Naval Support vehicles are still a ways off.
MegaMek Projects Wiki
Bug Trackers
MegaMek Tracker
MekHQ Tracker
MegaMekLab Tracker
New Units and RAT's aren't added until after the 2 month release moratorium is passed.
Join the official MegaMek Discord

Iceweb

  • Warrant Officer
  • *
  • Posts: 770
  • Lyran Engineer
Is set salary not working?  I normally give a pittance salary to any babies born so to represent the unit having to provide day care and other incidentals for attached kids. 

I tried to set salary for the child (any child) and it simply shows a salary of 0 for the kids with unknown jobs.  Even the kids from previous versions where I set the salary successfully, it now shows 0.  Did this get broken?  Should I put a ticket in?

Windchild

  • Master Sergeant
  • *
  • Posts: 297
Salary does not get paid to dependents, and it displays as 0 for them. That is working as intended.

However, it should not have worked previously either, as the old code also had a check for dependents.

Actually, this gives me an idea... reoccurring expenses for individual personnel could be a pretty useful thing to handle that and similar options, thoughts @Iceweb?
« Last Edit: 07 May 2020, 06:35:02 by Windchild »
MegaMek Developer - MekHQ, Personnel, and Internal Focus
MegaMek Discord
MegaMek Projects Wiki
Bug Trackers
MegaMek Tracker
MekHQ Tracker
MegaMekLab Tracker

Iceweb

  • Warrant Officer
  • *
  • Posts: 770
  • Lyran Engineer
So I can't give a dependent a salary?  That is odd that it is prevented. 

As for recurring expenses it would be nice to add some stuff that could be triggered on dates. 

As an example I feel that salaries don't eat enough capital to the struggling mercs that we love in fiction.  So every three months everyone gets a bonus equal to their monthly salary.  I would be nice to automate that on the 1st of Jan, Apr, July, and Oct. 

Also I normally spend 25K on an Xmas party on Dec 25th,  Automating that would be nice also. 

drustran

  • Recruit
  • *
  • Posts: 1
Hello, nice workings.. but i have a little problem. Vehicles which I get as Salvage or buy have allways movement 0/0 and Motive Damage.

Rince Wind

  • Sergeant
  • *
  • Posts: 170
I dislike this as well, but they are shown as 0/0 until you put a crew on them.

Windchild

  • Master Sergeant
  • *
  • Posts: 297
@Iceweb
I honestly thought you could do dated annual expenses, not just a standard yearly expense based on an asset. I'll open a few enhancement stories for a system that would help for that shortly.

For the salary bit you might just want to increase salaries in the Personnel options for the time being.


As for the 0/0 display:
I opened an issue to try to get that fixed, but it has not been picked up as of yet
MegaMek Developer - MekHQ, Personnel, and Internal Focus
MegaMek Discord
MegaMek Projects Wiki
Bug Trackers
MegaMek Tracker
MekHQ Tracker
MegaMekLab Tracker

pfarland

  • Captain
  • *
  • Posts: 1769
  • Star Captain Farland - 'Forever Faithful'
You could use a custom rank structure coupled with a multiplier.
Rule number 4 of product design*: "The concept of 'Intended Use' never survives initial contact with the end user." - Feign

"It should come to no surprise that this forum loves solving problems with war crimes. " - SteelRaven

monbvol

  • Colonel
  • *
  • Posts: 13292
  • I said don't look!
Just had an oddity in a match I setup.

I was pretty sure I setup a 2x2 of 16x17 mapsheets to play on for a lance versus lance fight but I only got 1.

I'll see if I can reproduce it before I file a bug report because it could have just been me not being fully attentive.

GreekFire

  • Aeternus Ignis
  • BattleTech Volunteer
  • Major
  • *
  • Posts: 3881
Very small thing, but the only Panther variants that should use the sprite representing the 3085 art should be the PNT-13K and the PNT-16K. The rest should use the standard Panther sprite.
Tu habites au Québec? Tu veux jouer au BattleTech? Envoie-moi un message!

Iceweb

  • Warrant Officer
  • *
  • Posts: 770
  • Lyran Engineer
Question about how TAG should work for indirect spotting.  When I used a TAG to spot for an Archer, one of the penalties was +2 for spotter movement.  I thought TAG ignored spotter movement because you were paying for the weight of the TAG system and you had to make a to hit roll. 

Obviously it does not apply that penalty with Semi Guided Ammo, but I am not sure if this is new in this version or I am getting my Semi Guided rules confused with the TAG eratta.

Liam's Ghost

  • Lieutenant Colonel
  • *
  • Posts: 7932
  • Miss Chitty finds your honor rules quaint.
So if I have multiple relatively small bugs to report, would it be preferable to post them in a single post or do a separate post for each?
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

(indirect accessory to the) Slayer of Monitors!

Hammer

  • Numerorum Malleo
  • Global Moderator
  • Major
  • *
  • Posts: 4148
    • MegaMek Website
So if I have multiple relatively small bugs to report, would it be preferable to post them in a single post or do a separate post for each?

Individual bug reports would be best. You can most the whole list here and I can recommend if any of them are group able.
MegaMek Projects Wiki
Bug Trackers
MegaMek Tracker
MekHQ Tracker
MegaMekLab Tracker
New Units and RAT's aren't added until after the 2 month release moratorium is passed.
Join the official MegaMek Discord

Liam's Ghost

  • Lieutenant Colonel
  • *
  • Posts: 7932
  • Miss Chitty finds your honor rules quaint.
Well the three I currently have in mind to group deal specifically with minor errors on the record sheets:

*Binary Laser Cannons mounted on aerospace units (small craft and fighters have been tried) display a damage value of 16 instead of 12 on the record sheet.
*Torpedoes have a listed range of zero on the record sheet.
*Command Consoles do not appear on aerospace fighter record sheets.

I have others that deal with other issues that I wouldn't group together.
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

(indirect accessory to the) Slayer of Monitors!