Author Topic: New Stable Release Candidate 0.46.0-rc.2  (Read 7929 times)

neoancient

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New Stable Release Candidate 0.46.0-rc.2
« on: 12 August 2019, 10:14:41 »
This is our second candidate for stable release 0.46.0. It fixes a bug involving movement at the edge of maps that was introduced in the previous candidate, as well as a few bugs that were reported since RC1, and some new units and maps. If there aren't any new bugs discovered in this release in the next week or so, it will become the new stable and we will start releasing new features for testing under the 0.47.* branch.

Reminders:
  • Make backups of your campaigns and customs.
  • Always treat each release as a stand alone release and only copy your data forward from older versions.
  • This thread is for discussing the release. Bugs should be reported by opening an issue on the appropriate tracker on GitHub. Anything reported here is likely to be buried in the discussion and forgotten by the time we get a chance to work on it.

The change logs list changes since the previous release candidate (0.46.0-rc.1).

MegaMek
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Code: [Select]
+ Issue #1429: Bug Unable to move on map edges Intermittent
+ PR #1426: Splash screen displays properly on very high width-to-height resolution ratios.
+ Simple Tech Level wrong for Proto AC's and VSP Lasers.
+ Issue #1388: Successful TAG designation cause the unit to suffer the penalty of spot for LRM indirect fire on the same turn
+ Data: New Sprites
+ Data: New Boards from new Beginner Box set (thanks ask)
+ Data: New units from TP:Tokasha, OTP:Fronc Reaches and Vega 3039

MegaMekLab
Download here
Code: [Select]
+ Issue #333: ASF printing - Missing armor pips

MekHQ
Download here
Code: [Select]
+ Issue #1075: Fix 'Mech location repair and salvage times to match StratOps
+ Issue #1224: Scenario templates no longer fail to generate forces when the 'use vehicles' AtB setting is turned off
+ Issue #1238: Fix bug where self crewed units could not be activated after being mothballed
+ PR #1239: Add GM Mothball/Activate to unit menu in hangar
+ Issue #1240: Cannot Salvage at 100%


Maingunnery

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Re: New Stable Release Candidate 0.46.0-rc.2
« Reply #1 on: 12 August 2019, 12:59:16 »

Thank you for this release, I will try some stuff out.
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BairdEC

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Re: New Stable Release Candidate 0.46.0-rc.2
« Reply #2 on: 13 August 2019, 21:42:14 »
The tech name is missing on the repairs/ salvage report:

Code: [Select]
Private Nicodemo Freira performs maintenance on Grasshopper GHR-5H. Overall quality remains F. [Get details]

on Panther PNT-9R, needs 4 and rolls 6: replaced.

on Javelin JVN-10N #4, needs 4 and rolls 7: fixed.

on Javelin JVN-10N #4 - Not enough time, the remainder of the task on Javelin JVN-10N #4 will be finished tomorrow.

on Scimitar Medium Hover Tank (Standard) #7, needs 4 and rolls 7: salvaged. 

on Scimitar Medium Hover Tank (Standard) #8, needs 4 and rolls 5: salvaged. 

on Saracen Medium Hover Tank (Standard) #9, needs 4 and rolls 7: salvaged. 

on Saracen Medium Hover Tank (Standard) #9, needs 4 and rolls 6: salvaged.

neoancient

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Re: New Stable Release Candidate 0.46.0-rc.2
« Reply #3 on: 14 August 2019, 06:55:30 »
This thread is for discussing the release. Bugs should be reported by opening an issue on the appropriate tracker on GitHub. Anything reported here is likely to be buried in the discussion and forgotten by the time we get a chance to work on it.

BlueThing

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Re: New Stable Release Candidate 0.46.0-rc.2
« Reply #4 on: 17 August 2019, 01:56:39 »
I’ve been playing with RC1 and RC2. I’m approaching the end of my first contract and noticed something odd: every normal mission had enemy air support.

Looking back at the AtB settings, it is set to 5/6 by default. I presumed that it was rolling a 5+ (so 1 in 3 odds), but this makes me think it is actually 5 in 6 odds with me getting super lucky. Does anyone know exactly how this works?

BlueThing

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Re: New Stable Release Candidate 0.46.0-rc.2
« Reply #5 on: 17 August 2019, 09:00:10 »
Out of curiosity, how much memory is recommended for MekHQ?

I just started a Base Attack mission and got an out of memory exception in Princess:
Code: [Select]
06:23:11,822 ERROR [megamek.common.pathfinder.LongestPathFinder] {Princess-precognition (Federated Commonwealth (Reinforcements))}
Not enough memory to analyse all options. Try setting time limit to lower value, or increase java memory limit.
java.lang.OutOfMemoryError: Java heap space

I upped the memory from 1024 to 4096 on MekHQ, which seems to have both fixed the problem and sped up Princess when she's thinking about fast units (like the Savannah Master the OpFor has in this mission).  I'm wondering if that is enough, or if I should give MekHQ more memory.

dgorsman

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Re: New Stable Release Candidate 0.46.0-rc.2
« Reply #6 on: 17 August 2019, 09:52:38 »
Two questions: how much do you have in your system, and how many consecutive games had you played at that point?
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Stormforge

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Re: New Stable Release Candidate 0.46.0-rc.2
« Reply #7 on: 17 August 2019, 11:08:47 »
I’ve been playing with RC1 and RC2. I’m approaching the end of my first contract and noticed something odd: every normal mission had enemy air support.

Looking back at the AtB settings, it is set to 5/6 by default. I presumed that it was rolling a 5+ (so 1 in 3 odds), but this makes me think it is actually 5 in 6 odds with me getting super lucky. Does anyone know exactly how this works?

Works the opposite way. That is a 5 times out of 6 Chance to happen. Only a roll of 6 there would not have Aero. Set to 2/6 to produce the results you are looking for. Was confused by it myself when I first learned about that feature, and had to ask myself.
If the enemy is in range most likely so are you.

Iceweb

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Re: New Stable Release Candidate 0.46.0-rc.2
« Reply #8 on: 17 August 2019, 12:14:05 »
I also had trouble with Princess running out of memory on a base attack mission. 
I upped my memory up to 4 gigs but it was still running out of memory. 

I ended up having to remove all really fast units from computer controlled players to deal with the issue. 

pheonixstorm

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Re: New Stable Release Candidate 0.46.0-rc.2
« Reply #9 on: 17 August 2019, 15:05:56 »
I want to say that there is also a memory setting in Java itself that may be limiting usable memory. One of the devs should be able to help out more as MM/HQ are the only java apps I use.

BlueThing

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Re: New Stable Release Candidate 0.46.0-rc.2
« Reply #10 on: 17 August 2019, 15:20:43 »
Two questions: how much do you have in your system, and how many consecutive games had you played at that point?
I have 16 GB of RAM and it was my first game of the session.

Works the opposite way. That is a 5 times out of 6 Chance to happen. Only a roll of 6 there would not have Aero. Set to 2/6 to produce the results you are looking for. Was confused by it myself when I first learned about that feature, and had to ask myself.
Seems like that is right.

Wrangler

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Re: New Stable Release Candidate 0.46.0-rc.2
« Reply #11 on: 20 August 2019, 06:55:10 »
Was the issue with the hidden units being found if you click "Next Target" been fix in this?
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plutonick

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Re: New Stable Release Candidate 0.46.0-rc.2
« Reply #12 on: 22 August 2019, 05:13:23 »
I want to say that there is also a memory setting in Java itself that may be limiting usable memory. One of the devs should be able to help out more as MM/HQ are the only java apps I use.

This caused much grief to me during a Base Defense. Everything crawled to a halt, even though I have set -xmx4g in my .ini files.

Thankfully people from megamek.slack helped me delete it (it's an environmental setting btw).
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Dr. Banzai

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Re: New Stable Release Candidate 0.46.0-rc.2
« Reply #13 on: 22 August 2019, 07:28:47 »
This caused much grief to me during a Base Defense. Everything crawled to a halt, even though I have set -xmx4g in my .ini files.

Thankfully people from megamek.slack helped me delete it (it's an environmental setting btw).
Can you expound upon this fix?

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.

 

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