Author Topic: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ  (Read 18282 times)

BlueThing

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Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
« Reply #60 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

Sir Chaos

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Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
« Reply #61 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...
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Hammer

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Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
« Reply #62 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.
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Sir Chaos

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Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
« Reply #63 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.
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Hammer

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Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
« Reply #64 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.
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Sir Chaos

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Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
« Reply #65 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?
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Maingunnery

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Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
« Reply #66 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.


 
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Hammer

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Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
« Reply #67 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
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Sir Chaos

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Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
« Reply #68 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!
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tunkeymicket

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Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
« Reply #69 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

Sir Chaos

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Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
« Reply #70 on: 05 January 2019, 07:43:00 »
This should be fixed in the next release: https://github.com/MegaMek/mekhq/pull/1023

Awesome.

Any news on when the next release will be?
"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

mighty midget

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Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
« Reply #71 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.
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Hammer

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Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
« Reply #72 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.
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krazzyharry

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Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
« Reply #73 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)

Hammer

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Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
« Reply #74 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.
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krazzyharry

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Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
« Reply #75 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.

Hammer

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Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
« Reply #76 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?
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krazzyharry

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Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
« Reply #77 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

Hammer

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Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
« Reply #78 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.
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krazzyharry

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Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
« Reply #79 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)

Hammer

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Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
« Reply #80 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.
« Last Edit: 22 January 2019, 21:51:06 by Hammer »
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BairdEC

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Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
« Reply #81 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.

krazzyharry

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Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
« Reply #82 on: 24 January 2019, 20:57:35 »
I added #1050 then seen the edited post...closing

Apocal

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Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
« Reply #83 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?

Rince Wind

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Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
« Reply #84 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.)

Yskonyn

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Re: New Development Snapshot 0.45.2 for Megamek, MegaMekLab, and MekHQ
« Reply #85 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.

 

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