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Author Topic: New Development Snapshot 0.49.12 for MegaMek, MegaMekLab, and MekHQ  (Read 5141 times)

Hammer

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Welcome all to 0.49.12!

This is one massive release with lots of stuff across the programs. We have so much new exciting stuff in here I don't know where to start. You'll have to give the full list a review. But these in my opinion are some of the major ones.

The Advanced Unit Search has been redone and is now one of the most powerful out their to find units, including a quirk search.  The ability to Show the Game board in all phases is now available. The unit Tool Tips have had improvements the data being shown is huge, including long requested things like bombs on board. As an extension of this there are improvements to unit information in the lobby showing the role for example.

We've implemented numerous Alpha Strike conversion fixes and implemented the ability to print AS cards from inside MegaMek. As an extension of this we've implemented Strategic BattleForce Conversion and printing. We need to stress that this, like the Alpha Strike conversions, are tools and we have no plans to implement playable Alpha Strike or SBF.

One final one, our decision to turn off the BONG! was met with cheers and howls. Since we like to make everyone happy (or try too) lets welcome the return of the bong. This can know be customized and as a couple of other options, it can also be set to on or off in the client settings. 

This is a small sample of what's in this release. With this much stuff there is a risk of it having some issues but please try it and let us know!

We found that the 49.11 release had more stability and general improvements around connectivity but we still aren't 100% where we want to be. We know from experience that when we say this players generally stay away. But you can run both a stable release (0.48.0 or good dev release 0.49.10) you just need to keep them in separate folders.

Remember that MekHQ campaign files **aren't** backwards compatible so if move your campaign from an earlier version to this you can't go back. But you can keep backups and play in both versions to see the difference.

MegaMek
  • Numerous Alpha Strike conversion fixes.
  • Ability to Print AS Cards
  • Ability to create and print Strategic BattleForce Formations
  • Improvements to the Weapon Display in game
  • Show Game Board in all phases
  • Tool tip Improvements
  • Super Cooled Myomer is useable
  • Ability to export sprites with Camo and Damage
  • Improvements to Initiative reports
  • Lobby Improvements
  • Attack Tool Tip Updates
  • Numerous small improvements to unit tool tip
  • Ability to create trenches and fieldworks with engineering equipment
  • VTOL's don't bog down in swamps
  • Numerous data fixes and Rec Guides additions.
  • New SPA's - Cross Country SPA, Environmental Specialist, Terrain Master (Nightwalker)

MegaMekLab
  • Preview BA AS stats
  • Fixes to VTOL Record sheets
  • Adding Role, fixing AP check boxes of BA Record Sheets

MekHQ
  • Numerous Bug fixes
  • Improvements to Stratcon presets
  • New News
  • Personnel Table: Adding Flag View

MekHQ StratCon Alpha
Stratcon remains a key part of MekHQ but the main developer on it (Nickargua) is taking a well earned break from the projects. This will largely stop new features being added until his return. We'll address bug fixes as identified.

Stable 0.50.0 Status Update
We are still working on the development portion of the current dev cycle. We've been able to implement a new version of Gradle (our build language) starting with this release (0.49.11) we've added support for Java 17. This will require more testing and we encourage players to use the programs with Java 17, Java 11 at this time remains our recommened choice. We are still working on the connection stability issues. Until we resolve these issues and confirm Java 17 stability we can't move ahead with a new Stable, and we have no ETA for this. With a milestone of 0.50.0 we need to make sure we get it right.

Java 11 and 17
We've updated to Java 11, which means you'll need to update to use the 0.49.x development branches. As Java is now open source, we recommend Adoptium Temurin 11. We have a help page for Windows and Mac. Further, for Linux, you should be able to use your package manager to install Adoptium Temurin from their repository. Finally, all our automated tests (with the exception of MegaMekLab) are done with Temurin 11.

This release implements support for Java 17. We need to stress this has had some testing and needs more players to use the programs with Java 17. But Java 11 remains our recommended version.

Social Media
We are also happy to announce we have an official MegaMek Discord. This is now our primary community location for the suite, providing superior voice support, individual channels, and assistance for the official public servers. There are also the following community Discords with regular MegaMek channels, namely Everything BattleTech and Classic BattleTech. We are also on Facebook, at MegaMek BattleTech and MegaMek for our group and page respectively.

Mac Users
Please check out this workaround for Mac Operating Systems.

Contributing
Please check out this document for contributing to the suite.

Updating Your Campaign:
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, never backwards.
3. Do not copy MegaMek saves nor any preference file from a different version.

Change Logs (Release Specific) and Download Links
MegaMek
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+ PR #4062: OS Thunderbolt Weapons are now available for construction and use
+ PR #4118: The Cross Country SPA is now available for vehicle pilots (effects on water movement is not yet implemented)
+ Issue #4149: Fix an error with the readme file for Princess
+ Issues #4169, #3568: Fixing a bug with firing weapons after having moved offboard
+ Issue #2652: TacOps BA crits
+ Issue #2945: RHS failure chance errata
+ PR #4166: Company-sized forces can now be converted to Strategic Battle Force Formations
+ PRs/Issues #4070, #4069, #4065, #4067, #4073, #4145, #4182, #4186, #4187, #4219: Alpha Strike conversion corrections (see Issue #3961)
+ Issue #4028: Update altitude bomb scatter handling to current errata (by MoF);
               BA micro bomb attacks now use gunnery and only scatter one space per TW p228
+ PR #4077: Fix SmallCraft and DropShip landing lengths
+ Data: Rec Guide 27 and other unit fixes.
+ Issue #4066: Incorrect item size on BA AP Gauss Rifle
+ PR #4087: Alpha Strike damage conversion will now ignore ammo weapons that lack ammo
+ PR #4074, #4103, #4136, #4137: Alpha Strike conversion updates
+ PR #4084: Java 17: Manifest File Add-Opens
+ Issue #4088: Improved Autocannon/2 on ASF is listed as doing 20/0/0 damage
+ PR #4096: Fix Unit Display weapon order bugs
+ PR #4078: Various unit tooltip improvements
+ PR #4030: show game board in all the game phases
+ PR #4125: Add tooltips showing shortcut keys to the in-game action buttons
+ Issue #4090: Fix TO:AR lighting conditions piloting skill and MP penalties
+ Issue #4093: (Errata) Ensure a minimum weight and crit count of 1 for MASC
+ Data: Various Data fixes (RAT name shortening, New Rec Guides)
+ PR #4100: Base Components: Adding JDisableablePanel
+ PR #4094: Disconnecting Entity from MM's Force to facilitate other game types
+ PR #4111: Super Cooled Myomer is now operational in MM games
+ MHQ Issue #3558: Track RATs Using a Final HashMap to Prevent Null Issues
+ Issue #4098: Adding Sprite Camouflage and Damage Export Options
+ Issue #4060: Improving Initiative Report
+ PR #4092: Lobby updates
+ PR #4097: Attack Tool Tip update
+ PR #4113: AS Conversion: BA with jump MP reduced to 0 count as non-jumping
+ PR #4112: BaseComponents: Adding Nag Dialog Setup
+ PR #4130: show movement for all entity types on unit tool tip
+ PR #4132: Fixing Tripod Movement and Mini Crit Display
+ PR #4168: The minimap now shows the map's size
+ Issue #4143: Fixing Advanced Search Dialog Panels Expanding on Reload
+ PR #4101: SPA: Environmental Specialist
+ PR #4102: SPA: Terrain Master (Nightwalker)
+ PR #4142: Fix threading issues and add a SkinnedJPanel
+ PR #4123: Expanding Primary Dialog Preferences
+ Issue #4148: Infantry Fortify option takes one turn instead of three
+ Issue #4032: Filter Tactical Genius Double Blind Report Message
+ Issue #3151: Unit Display Weapon List Count Option
+ Issue #4160: Correct issue with weapon list visible row count
+ Issue #4128: Status bar update for players remaining
+ Issue #4129: Unit tool tip fixes #4129
+ Issue #4158: Fixing a bug in using ammo from a trailer
+ Issue #3026: Vehicles with suitable equipment are now able to create Trenches/Fieldworks
+ Issue #4171: MM-J17: NPE at End of MM game
+ PR #4131: Substantial additions to the advanced unit search
+ PR #4151: Allow configurable sounds to be played for some turn-related events
+ Issue #4157: The lobby unit configuration dialog will now remember its size and position
+ Issues #4010, #3499: Fix an error where swamp bog down checks happened inconsistently
+ PR #4180: Hide External Windows in Lounge Phase
+ PR #4181: Fixing missing unit tooltip good crits when there is a bad crit
+ PR #4202: Fixing display bugs in the RAT Generator
+ PR #4190, #4207: Advanced Search: add invalid, failed to load equipment, tech base and tech level filters
+ Issue #3603: Off Board Artillery with Deployment Delay Doesn't Display Deployment Delay
+ Issue #3934: Deadfire LRM range brackets incorrect 0.49.10
+ Issue #4185: RFE: Visual GUI indicator that unit is using Searchlight.
+ Issue #4173: Heat Buildup colors in weapons fire tab are off by one
+ Issue #4141, #4218: Fixing a bug with ejected pilots at altitude blocking ground unit movement
+ PR #4209: Strategic BattleForce record sheets can now be printed from the conversion dialog window in MM's game lobby
+ PR #4211: Alpha Strike cards can now be printed from most card views and, for multiple units, from the conversion dialog in MM's game lobby
+ PR #4194: Show movement mode before move indicators
+ PR #4193: Show amount of heat over capacity on the weapon tab
+ Data Issues #4210, #4206, #4200, #4198, #4192, #4122, #4119, #3963, and #3919 fixed.
+ Updating XStream to 1.4.19 from 1.4.14

MegaMekLab
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+ PR #1208: BattleArmor now also feature an Alpha Strike conversion preview
+ PR #1225: Fixed a bug in the Record Sheet VTOL tables
+ Issue #1223: Record Sheets: Show Artemis for MML weapons
+ Java 17: Manifest File Add-Opens
+ Issues #1188, #1218: Fixing MML-only UNIX Jar Release
+ Issues #1231, #1232, #1233: BA Record Sheets: Showing unit role, fixing AP checkbox, showing SSW on Trooper 1
+ PR #1229: Remove threading from the UI loader

MekHQ
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+ Issue #3345: Rename Gunnery/Protomech to Gunnery/ProtoMech
+ Issue #3541: Maintenance Extra Time Doesn't Show For Mothballing, Activating, and Mothballed Units
+ Issue #3542: Remove Unit Market Offers That Fail to Parse
+ Issue #3553: Migrate Turn Timer Game Option
+ Issue #3436: Add StratCon Preset
+ Issue #3558: RATs Are Used Outside of AtB
+ PR #3580: Personnel Table: Add Founder Column to Biographical Information View
+ PR #3574: Fixing Support VTOL Maintenance Time
+ PR #3579: Personnel Table Mouse Adapter: Add Founder to Spouse Selection Information
+ PR #3572: Adds Environmental Specialist Specialist
+ Issue #2482: Interstellar Map: Add Contract Search and Planetary Acquisition Radius Options
+ PR #3546: Campaign Options: Move Contract Search Radius and Variable Contract Length to Contract Market
+ PR #3551: Campaign Options: Fixing Financial Year Tool Tip Option Typo
+ Issue #3554: Null Protecting MechSummaryCache Return
+ PR #3557: Yearly Retirement Nag Now Follows Campaign Options
+ PR #3561: Campaign Options Dialog: Fixing Random Retirement Panel Name
+ PR #3563: Base Components: Moving JDisableablePanel to MM
+ Issue #3569: Company Generation Dialog: Fixing Warning Option Names
+ Issue #3573: Null Protect Adding Allied Entities to an Objective
+ Issue #3576: Prevent Ultra-Light and Superheavy Scenario Assignment OutOfBounds NPEs
+ PR #3581: Personnel Table: Adding Flag View
+ Issue #3582: Company Generator: Prevent Preset From Loading in Older Versions
+ Issue #3583: Campaign Preset: Prevent Preset From Loading in Older Versions
+ PR #3586: Campaign Ops Unit Rating: Properly Calculate Admin Personnel Numbers
+ PR #3589: Phenotype Enum: Migrating Uses to Simplification Methods
+ PR #3590: Fixing New Campaign SPA Options Reset
+ PR #3591: Use JFrame Instead of Frame as Frame has Accessibility Issues
+ MM Issue #4098: Adding Sprite Camouflage and Damage Export Options
+ PR #3550: Initial Swapovers to allow for Legendary and Heroic Skill Levels
+ Issue #3318: Add manual personnel payments that generate Finance debit
+ Issue #3543: Cleaning up some medal award images
+ PR #3603: News Update
+ Issue #3592: Handling Procration for Returning Pregnant Personnel
+ Issue #3607: Properly Load Support Edge Option Text
+ Issue #3605: News Properly Shows in Advance Days Dialog
+ PR #3614: Unit Table Mouse Adapter: Only Allow Unit Assignments for Available Units
+ PR #3612: Unit Market Pane: Fixing Missing Table Name
+ Issue #3601: Fixing Nag Display and Specified Description Text
+ Issue #3599: Prevent Null Entity Generation Scenario Creation NPEs
+ Java 17: Manifest File Add-Opens
Enjoy everyone!
« Last Edit: 24 May 2023, 20:57:39 by Hammer »
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New Units and RAT's aren't added until after the 2 month release moratorium is passed.


Hammer

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Holding for Announcements.
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New Units and RAT's aren't added until after the 2 month release moratorium is passed.


Taron Storm

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Cool! Thanks to the team!

Goose

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"MachineLearning/Anomalous.93%" over'n over again
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Goose

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The complaints have stopped. :blank:
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mikecj

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Thank you!
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BATTLEMASTER

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Nice job!  I really like how easy it is to get Alpha Strike stats for entire forces.

I noticed that the SBF stat generator is only working for company-sized forces with lances and nothing bigger, nor Clan formations.  Looking forward to further development :)
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elf25s

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thanks!
but is it my imagination the builds seem to have increased in size any where from 30 to 50 mb with each new build??
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Windchild

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thanks!
but is it my imagination the builds seem to have increased in size any where from 30 to 50 mb with each new build??
It is, they've grown by 60mb since stable.
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pokefan548

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Haven't dug, but I'd hazard to guess a fair bit of that is sprites for new RecGuide units and updated record sheet assets.
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MoleMan

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Erm, what's going on with the Round report? https://ibb.co/zS9qPS3

When it gets to the end of deployment phase, or shooting phase or whatever, 2 new windows pop up, 1st with the round report, with some squashed buttons at the bottom that I can't see (#1), and a list of the players (I get rid of that immediately, I'm just playing princess)?

And the round report is permanently on top? So if I want to read what's going on, I have to make that bigger by dragging the edges (no maximise button in the top right) (#2), but also, not make it too big because to advance I still need to click done on the main board, which is hidden behind the round report (#3, just off screen).

Makes things very unwieldy for me, at least, on a laptop with a 15" screen. Do people like this change?

MoleMan

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Ok that player list thing really needs to go away. Will have a look if there's any toggles in the ribbons - edit: found it, view, client settings, auto display for anyone else having issues
« Last Edit: 16 March 2023, 08:39:51 by MoleMan »

pokefan548

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Should be in your Client Settings—under the View tab if memory serves.
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MoleMan

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Should be in your Client Settings—under the View tab if memory serves.
Yep, solved that, is there any advantage in the round report being forced to the top though?

MoleMan

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Not sure I see an advantage to that, or why it needed to be changed from what it was previously?

Hammer

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Not sure I see an advantage to that, or why it needed to be changed from what it was previously?

Over the years we've had numerous requests to present the round reports with the map and so far this has been the best approach we've had for it.
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BATTLEMASTER

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Over the years we've had numerous requests to present the round reports with the map and so far this has been the best approach we've had for it.

I thought people were talking about the player list popup...  I was getting annoyed with it myself and glad there's a way to keep it from popping up each turn.  If I don't know who I'm playing with by the first turn then I have other problems  :P

I really like that and the round reports being in windows, though!  It's amazing how much space was freed up for buttons!
« Last Edit: 21 March 2023, 05:25:48 by BATTLEMASTER »
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johnboyjjb

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ExportedPersonnel.CSV has a new column at the front (Person). Mine is blank. I don't see any MekHQ updates that implemented this. Can somebody define what it has been added for? Or which change implemented it so I can go investigating? Or should I stop caring about it?

MoleMan

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Over the years we've had numerous requests to present the round reports with the map and so far this has been the best approach we've had for it.
Fair enough, is there a reason why it is always on top? If people want to see the map they have to click and drag to shrink or move the report, if it wasn't always on top, we could switch between them with a single click

johnboyjjb

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ExportedPersonnel.CSV has a new column at the front (Person). Mine is blank. I don't see any MekHQ updates that implemented this. Can somebody define what it has been added for? Or which change implemented it so I can go investigating? Or should I stop caring about it?
Bumping since neither here nor discord question got answered.

Hammer

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Bumping since neither here nor discord question got answered.

Honestly don't know, and Windchild is away from the projects right now.
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McSlayer

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Can any of the MekHQ's summarize the total tonnage of your warehouse?

I am trying to find out how many spare parts I can fit (a "complete" full list) onto a DS like the Condor, so we
know if the spare parts make an adequate list?

thanks.
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Can any of the MekHQ's summarize the total tonnage of your warehouse?

I am trying to find out how many spare parts I can fit (a "complete" full list) onto a DS like the Condor, so we
know if the spare parts make an adequate list?

thanks.

Under Reports, Cargo Report will show you your current cargo transport capacity vs what you have in the warehouse, any how much over capacity you are if you happen to have more cargo than bays. You can't exactly narrow it down to a specific ship as it pools all available space, but it'd be easy to figure out if a certain vessel could fit everything once you have the total number.
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Windchild

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ExportedPersonnel.CSV has a new column at the front (Person). Mine is blank. I don't see any MekHQ updates that implemented this. Can somebody define what it has been added for? Or which change implemented it so I can go investigating? Or should I stop caring about it?

That column is used in the graphical view, so it was added a part of a bugfix I did. We just export the personnel table, so that's why it is also exported to file. It's fine to just ignore it.
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