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Author Topic: New Stable Release 0.48.0 for MegaMek, MegaMekLab, and MekHQ  (Read 28873 times)

Hammer

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Hi Everyone,

Welcome to the 0.48.0 Stable release. Wow, it's been 1 year, 6 months, 21 days since we released the 0.46.0 Stable! In that time we've seen MegaMek grow in leaps and bounds. We've doubled our player base on social media. Been involved in virtual cons, assisted CGL with the World Wide Event in 2020, and helped keep hundreds of players connected during the challenges of 2020.

As Developers we want to say thank you to all the players and fans of BattleTech and MegaMek that keep these programs going. 

We've written detailed notes below to cover what happened in each program but I do want to address a couple of technical things first.

Stable Releases versus Development Releases
There is a perception that Stable releases are bug free and Development (Dev) releases are buggy. A better way to think of it is our Stable releases are less likely to have game breaking bugs, but we can't guarantee they won't happen, while Development releases have new features and thus are more likely to have bugs. However, the more players using the development releases the faster we can find those bugs and fix them, thus getting us to new stables quicker. We often get asked about how do you run both. Simple, just have a folder for Stable and each development release gets its own folder.

If you are going to do this remember:
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.
3) Campaigns and save games are NOT backwards compatible.

So what's coming up in the next dev cycle? To be honest, with the current global situation we don't have any firm plans. A few things we do know about and/or hoping for.

1) The new Lobby, we don't have a date for it, but if you have ideas for it please post in that thread. No guarantees but we are open to ideas.
2) StratCon - The replacement for AtB. We'd consider this pre-Alpha but we are very excited for it.
3) More personnel options in MekHQ. You think its annoying when your people die in combat, how about old age or in pregnancy <evil grin>.
4) Continue to implement missing rules, quirks, terrains, and unit types to be playable and buildable. Railways, Airships, and one day Mobile Structures. Steiner Recon lance versus Rattler anyone?

MegaMek and Java
I can't stress how important this is going forward. This Stable will support Java 8 but going forward you must have Java 11 to use the 0.49.x Development branch. Java 11 will run this Stable and countless players have seen a huge improvement in performance. It's especially noticeable for players with high DPI (i.e. 4k) monitors. Oracle has made changes to how you get Java, and we are recommending players use OpenJDK for Windows. We've got a help page here to help. For Mac and Linux see here
 
I want to help
We often get people ask how they can help the projects. Give this a read. The biggest thing we need right now is people to help with documentation. For example, write the steps for how to do something in a way we can use on our wiki. We have old manuals that need updating with modern screen shots. Got a talent for videos? We'd love to see more videos like these here, but for MekHQ and MegaMekLab.

If you have art skills, we really need someone to tackle sprites for the Aerospace units. Deadborder has his hands full keeping up with the ground units.

MegaMek 0.46.1 to 0.48.0
What a busy development cycle for MegaMek - 218 Bug fixes, 66 data improvements, and 35 Pull Requests (PR’s) with major bug fixes or improvements. Some of the big ones include:
Princess spent a year at the Blackjack School of Conflict. In the process she developed the ability to multi-target, fly aerospace and use air strikes, master basic infantry tactics and field gun use, fire and counter-battery with artillery (you can counter battery as well), started to learn the basics of turrets and fortifications, learned to use a compass to improve her Pathfinding, and we tried teaching her little mercy.

As a process of improving the Record sheet printing, we’ve made significant improvements on equipment validation and as an extension of that building all units in MegaMekLab.

The terrain we fight has also improved as we’ve added more maps including some amazing ones from Simon Landmine and Derv. To help with these maps we’ve overhauled the Map Editor, swapped to the Saxarba Theme, added SirMegaV building fluff and implemented inclines/cliffs/level 1 terrain. We also had a large texture overhaul from Ahne.

Other graphical improvements include the addition of ‘Damage Decals’ for 'Mechs and vehicles. Destroyed vehicles/ASFs now look like the unit that was destroyed (unless there is an ammo explosion, then it looks like a crater).

Data-wise we’ve got new sprites based on the Kickstarter, and Deadborder has finished the vehicle project. This means every current land unit in the game has a sprite down to the chassis-model level. Unit-wise, every unit playable up to Rec Guide 12 is in this release. For fun, GreekFire has helped add Fluff text to a selection of units.

Lastly some odds and ends. We've added a Graphical Editor for the RAT generator (read me in docs). Fuel-air Explosives for when you just gotta kill that Clan Elemental Cluster. A Random Callsign generator. The ability to output game summary images during various phases. Significant improvements to the camouflage and portrait selectors. And we've redone a huge amount of the default settings in MegaMek - for a detailed list see here. Anyone notice something missing from MegaMek on new installs going forward?

Lastly two words - Dark Mode.

MegaMekLab 0.46.1 to 0.48.0
This development cycle the focus has been on making MegaMekLab more robust and able to support almost all types of unit construction. We’ve have 200 bug fixes and 34 PR’s for additions. At the end of this cycle we are happy to say that we can and print the following:
  • 'Mechs. (Normal, IM, Tripod, Super Heavy, LAMs, QuadVee) - Building and printing (except handheld weapons)
  • Combat Vehicles - Building and printing (including Naval units)
  • Battle Armor - Building and printing
  • Aerospace Fighters - Building and printing
  • Conventional Fighters - Building and printing
  • DropShips - Building and printing
  • Infantry - Building and printing
  • JumpShips - Building and printing
  • WarShips - Building and printing
  • Space Stations - Building and printing
  • ProtoMechs - Building and printing
  • Support Vehicles (standard support vehicles from TW/TM except Airships but including Rail) printing still to come.
A few notes on printing record sheets, you will find that using the “export to PDF” then printing the PDF will give you better results. The official sheets used by CGL have a different font than the ones you’ll print. During this development cycle we removed that font due to concerns around licensing and distributing it. Added lots of options for unit design and print configurations under the File-Configuration. This includes things like including optional tables, roles, quirks, heat profiles, table-top mini scale, and color or Black and white sheets.

Also since the last stable; We now have a splash screen (from the amazing SpOoky777. Variable sized equipment this is now configured in the equipment tab allowing greater precision.

Lastly, MegaMekLab also has a Dark Mode.

MekHQ 0.46.1 to 0.48.0
A huge amount of work has been done with MekHQ since the last stable with 237 issue fixes and 190 PRs of improvements and new features. We’ve worked on performance improvements in general and continued to work on improving the stability of refits.

Some of the biggest changes include the addition of the Command Center and the Planetary System refactor.

There have been significant Personnel Improvements since stable. These improvements add Random Marriages, divide names into Given Names and Surnames while adding trailing honorifics, Former Spouse Tracking, expanded Family Display, added a bunch of new campaign options (whose organization will be improved in 0.49.X), new personnel statuses that describe various forms of personnel death... and more. To really bring your people to life we’ve added a 1200+ images portrait pack. Lastly, the random callsign generator is available in MekHQ.

We’ve had Numerous QoL improvements such as keyboard shortcuts, natural order sorting, and improved bulk selection options. This includes numerous UI improvements and filtering options while we work on improving the backend code to improve the performance. We've also implemented an autosave, added campaign subset exports, standardized the unit selector with MegaMek, and added dark mode. Further, customizations in general have had improvements with the new MekHQ Options adding fully customizable date formats and more.

The GM Tools have been upgraded allowing you access to this dialog to roll for unit, bloodname, callsign, origin planet, and their name, or just access it from the Manage Campaign/GM Tools Dialog in the top bar. We’ve also added Hangar Tab Colours to better show what’s happening to units. The light purple displays any uncrewed units, while orange shows for any units missing a tech that requires one. Also, in the hanger we added the battle damage decals to show on the MekHQ sprites.

AtB continues to be a huge part of MekHQ and in the last year seen a huge increase in players using it. All of the changes impact AtB in some way, plus we’ve had fixes and improvements to it scattered all through this dev cycle, two notable ones being mission conclusion improvements and non-combatant forces.

Data-wise, we've had significant added lots of new news stories, a few new factions and updated data based on the House Arano sourcebook, added some new force icon pieces, and a new AtB preset based on CampaignAnon's excellent guide (see docs folder).

SOCIAL MEDIA
We are also happy to announce we are starting up an Official MegaMek Discord.

Check out these other Discords with MegaMek channels - Everything BattleTech and Classic BattleTech

Facebook - MegaMek BattleTech and MegaMek

**FOR MAC USERS**
We think we now have a workaround for Macs. See HERE for details.
Another 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.

Other possible issues
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

In MekHQ, you might notice that female personnel may have a box, underline, or an additional space between their given name(s) and surname(s). This is due to an issue for certain non-Latin characters in names in our name text files. This has been fixed, but unfortunately could not be fixed in save files through migration. A extra space can be removed by deleting it (provided the new given name makes sense), but any boxes or underline will require manual fixes. We would recommend doing so by comparing the name to what is in the data/names/firstnames_female.txt file, and replace any names that you find have issues with those located in said file.

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

CHANGE LOGS (for this release only) AND DOWNLOAD LINKS
MegaMek.
Download Here
Code: [Select]
+ PR #2638, #2640: Turret data fixes
+ Data: Updating Snub PPC per Errata.
+ Data: Fixing possible range issue with Clan HMG.
+ Issue #2639: Melee Specialist SPA Description Uses Internal Name
+ Issue #2512: Check Small Pilot ability for LAM and Aero Piloting Skill Rolls
+ Issue #2625: Change the default toggle chat to backquote / grave
+ Issue #2662: Prevent error logging from crashing server when checking whether LAM with bomb bays has inferno ordnance
+ Issue #2666: Take into account center torso when checking LAMs for available bomb bays to load bombs into
+ PR #2668: Prevent skidding units from collapsing bridge "basements" when going under them
+ Issue #2681: Fixing GameTurn Entity Check NPE
+ Issue #2528: Undo during movement recalculates LOS
+ PR #2686: Distance Null Coordinate NPE
+ Data: Lots of new spites, new boards (Flynn, SimonLandmine), unit file fixes
+ Removing Print text and disabling the "Bing"
+ PR #2689: Random Skill Generator: Fixing AND Comparison
+ Issue #2676: Clan Heavy Machine Guns - No Range
+ PR #2690: Orphan control for destroyed entities to prevent soft-lock when loading save after destroying a unit
+ Data: Fixes for #2693, #2680, #2679, #2678, #2677, #2674, #2653, #2644, #2629
+ Data: New Sprites
+ Data: Improved SRM's range and Aero damage wrong.

MegaMekLab
Download Here
Code: [Select]
No Changes since 0.47.17
MekHQ:
Download Here
Code: [Select]
+ Issue #2427: Exception during maintenance on a new day breaks MekHQ
+ Issue #2431: Fix exception exporting personnel to CSV
+ PR #2437: Hangar Report: Fixing Wrong Node Addition for Medium Wheeled
+ PR #2381: Repair Tab: Adding better information blockers for Null/Void Signature System and Chameleon Shield
+ Issue #2441: Adding Force Icon Pieces: numerous Alphanumerics and the Vehicle Assorted Type.
+ Issue #2429: Awards Documentation: Fixing Minimum Excel Version, Removing Duplicated Images, Double Spacing
+ Issue #2442: Fixing Multiple Ranks Issues
Enjoy everyone!
« Last Edit: 31 May 2022, 14:53:25 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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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #1 on: 05 March 2021, 12:52:59 »
We have a bug in the Stable that breaks custom ranks. The plan is to revert both rank PRs for 0.48.1, while 0.49.0 will have a bunch more rank bugfixes, user data implementation, and a few other things.


If your looking for a release that has the new stuff and is like a stable see here.
https://bg.battletech.com/forums/megamek-games/new-development-snapshot-0-49-7-for-megamek-megameklab-and-mekhq/
« Last Edit: 07 September 2022, 18:43:32 by Hammer »
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New Units and RAT's aren't added until after the 2 month release moratorium is passed.


Simon Landmine

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #2 on: 05 March 2021, 12:55:05 »
Woohoo!
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Things that I have learnt through clicking too fast on 'Move Done' on MegaMek: Double-check the CF of the building before jumping onto it, check artillery arrival times before standing in the neighbouring hex, and don't run across your own minefield.

"Hmm, I wonder if I can turn this into a MM map."

Maingunnery

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #3 on: 05 March 2021, 16:21:13 »
Thanks for the new release, I see the bit about handheld weapons, is that a long term project?
I am really looking forward to it as TRO Irregulars has impressed me with their RS for handheld weapons.
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Kerfuffin(925)

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #4 on: 05 March 2021, 16:23:49 »
the StratCon looks like it will be a pretty big rework of the MHQ system. Seems pretty neat.
however will the old system still be in place as well if we choose?
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Hammer

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #5 on: 05 March 2021, 16:39:04 »
Thanks for the new release, I see the bit about handheld weapons, is that a long term project?
I am really looking forward to it as TRO Irregulars has impressed me with their RS for handheld weapons.
We are hoping to have them this dev cycle, but no promises.
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New Units and RAT's aren't added until after the 2 month release moratorium is passed.


NickAragua

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #6 on: 05 March 2021, 20:42:57 »
the StratCon looks like it will be a pretty big rework of the MHQ system. Seems pretty neat.
however will the old system still be in place as well if we choose?

Probably, but as a "bugfix support only" legacy option.

mikecj

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #7 on: 06 March 2021, 12:02:34 »
Thank you!
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monbvol

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #8 on: 09 March 2021, 23:01:03 »
Looks like I need to put together a bug report once my laptop recharges a bit.

Three I guess depending on how you want to break it down.

MegaMekLab:
Designed a series of small support vehicles and could only assign extra reloads to the first one and whenever I tried assigning a searchlight it gave an error about needing two seats but only one being assigned but I never changed the seating assignment so removed searchlight, bumped to 3 seats then back to two but weight was inconsistent with where it was at two seats sans searchlight.

MegaMek:
Decided to test them anyway and for some reason on turn 1 it decided my single opponent was immobile and that I achieved all victory conditions.  Not 100% sure that I actually changed the map or if it bugged on that too.  Entirely possible I just failed to actually change it or I even clicked on the wrong one.

monbvol

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #9 on: 10 March 2021, 11:19:19 »
I actually figured, well mostly, it out myself I am pretty sure.

The Portable AC when assigned to a small support vehicle offers the ammunition dropdown like a proper mech scale AC.

Not knowing the intended method of assigning extra reloads for support weapons I used this.

Removed that ammo and used the actual proper method and tried MegaMek again and didn't have the same weirdness.

McSlayer

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #10 on: 13 March 2021, 19:33:43 »
I have a question, was there a reason why the
Kokou Defense Tank
and the
Kokou Defense Tank (XL)
both from Vehicles.zip/Turning Points/OTP Tokasha
Were in 46.1 but were removed from the vehicles.zip
in 48.0?
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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #11 on: 13 March 2021, 20:26:34 »
I have a question, was there a reason why the
Kokou Defense Tank
and the
Kokou Defense Tank (XL)
both from Vehicles.zip/Turning Points/OTP Tokasha
Were in 46.1 but were removed from the vehicles.zip
in 48.0?

They were both featured in TR:Golden Century, and are now located in that folder instead.
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Thom293

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #12 on: 13 March 2021, 22:30:11 »
Wow!  I have been on a couple year break but came back just 2 days ago and it looks like I got lucky with a brand new version.

Very smooth and the new features are great. I'm a huge AtB guy and this is even more seamless. Great job. You guys have crushed it. I can zap all of my homemade spreadsheets.

The color coding of unassigned mrchs is really nice.

So is the Stratton thing a replacement for AtB?  Is it already included or coming soon.

Regardless. - great job. Very very polished so far.
« Last Edit: 14 March 2021, 16:17:06 by Thom293 »

rjhancock

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #13 on: 13 March 2021, 23:19:45 »
StratCon is going to be in the 0.49.x dev cycle.

McSlayer

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #14 on: 22 March 2021, 13:19:55 »
Not sure where to ask this, but it seems impossible to remove a Tank driver from his tank in MekHQ 48.0... is there a special secret way to do this? or is it just impossible? there should be a way to assign him to "None" as you do for mech pilots.

Also I noticed that the "hire full complement" option is no longer available in HQ 48.0.
This part is also a problem for filling out crew members if they cannot easily be reassigned to your tanks.
« Last Edit: 22 March 2021, 13:43:59 by McSlayer »
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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #15 on: 23 March 2021, 00:19:13 »
Not sure where to ask this, but it seems impossible to remove a Tank driver from his tank in MekHQ 48.0... is there a special secret way to do this? or is it just impossible? there should be a way to assign him to "None" as you do for mech pilots.

Also I noticed that the "hire full complement" option is no longer available in HQ 48.0.
This part is also a problem for filling out crew members if they cannot easily be reassigned to your tanks.

You might want to check your install. I just checked my latest campaign to be sure, and both of those things are working as they should. I used a Ballista Artillery Tank to test both.
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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #16 on: 27 March 2021, 23:31:57 »
0.48.0

I'm seeing the bots shoot at buildings a lot. Even when there is nothing in them... Skirmish Behavior is what they are set at and they have a unit, Heavy Hover APC (Standard) as their objective...

anyone else notice random building Hulk Smash-age?

rjhancock

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #17 on: 28 March 2021, 09:42:51 »
0.48.0

I'm seeing the bots shoot at buildings a lot. Even when there is nothing in them... Skirmish Behavior is what they are set at and they have a unit, Heavy Hover APC (Standard) as their objective...

anyone else notice random building Hulk Smash-age?

I think Princess does that to clear a path through some times.

dgorsman

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #18 on: 28 March 2021, 11:55:28 »
I think Princess does that to clear a path through some times.

Mostly, it's path clearing.  In some cases though, where there's an enemy turret, they'll keep smashing the rubble where the turret used to be even to the point of ignoring other active turrets or enemy units.
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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #19 on: 31 March 2021, 12:20:14 »
I'm not where I have the rulebook handy but I wanted to post before I forgot.

I had 3 mechs on a -5 level shoot and hit a prone mech on level 1 with a level 2 hill in the Los. I did save a screen.  Does that sound odd or am I just remembering the rules wrong?  Partial cover option was enabled. 

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #20 on: 31 March 2021, 12:45:20 »
were the mechs on the -5 terrain adjacent to ground two or more levels higher than them?

TriplerSDMB

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #21 on: 03 April 2021, 10:07:24 »
I'm starting up a new campaign, and noticed two things:

1.  My exported PRSX file (personnel) from v0.46 won't import, and
2.  When I load custom ranks via 'Campaign Options', they don't save or carry over when I save the CPNX file, nor load again when I close/re-open v0.48.

I suspect I'm not doing something correctly. . .  Can anyone point me in the right direction?

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ThePW

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #22 on: 03 April 2021, 10:33:56 »
I'm starting up a new campaign, and noticed two things:

1.  My exported PRSX file (personnel) from v0.46 won't import, and
2.  When I load custom ranks via 'Campaign Options', they don't save or carry over when I save the CPNX file, nor load again when I close/re-open v0.48.

I suspect I'm not doing something correctly. . .  Can anyone point me in the right direction?

- Trip
x2 as i like to give my Techs unique ranks but Campaign Options doesn't save Ranks in any fashion. One thing i do note is that the method used to list ranks is Second Star League. Should i use 'custom' instead?

Windchild

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #23 on: 03 April 2021, 10:38:20 »
Ranks have a nasty bug in stable, and only the Second Star League ranks can be selected.

As for prsx file import, that one is new to me. Please open an issue on our GitHub and I'll take a look.
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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #24 on: 03 April 2021, 11:42:01 »
I've had some success by hand editing the Ranks.xml file for the Custom set.  It doesn't completely solve the issue as you do have to swap rank system every time you load the campaign but at least you can have the ranks you want.

Windchild

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #25 on: 03 April 2021, 12:24:31 »
You can also just define your custom rank system in the save file, as the issue solely relates to campaign options dialog. However, make a backup before doing so in case of typos.
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PuppyLikesLaserPointers

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #26 on: 03 April 2021, 12:44:00 »
I am solve the issue by just using 0.47.17 right now....

Stormforge

  • Warrant Officer
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  • Posts: 780
Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #27 on: 03 April 2021, 13:32:34 »
I solved the issue by copy/pasting over the entire Second Star League rank structure with my chosen faction. Always the correct structure on load now.  ^-^
If the enemy is in range most likely so are you.

ThePW

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  • Posts: 890
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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #28 on: 03 April 2021, 13:45:01 »
I solved the issue by copy/pasting over the entire Second Star League rank structure with my chosen faction. Always the correct structure on load now.  ^-^

a detailed explanation of how you did that would be appreciated, sir.

Stormforge

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  • Posts: 780
Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #29 on: 03 April 2021, 14:05:45 »
You need to open MekHQ/data/universe/ranks.xml. I use a custom rank structure based off the US Marines and Navy, but I will give a basic instruction to copy another already in that file. Make a backup copy of the file before you begin. I use Notepad ++ to edit these files.

Scroll down to your chosen factions rank structure.

Code: [Select]
<rankSystem>
<systemId>2</systemId>
<systemName>Federated Commonwealth</systemName>

Copy by highlighting everything starting on the line with <systemName> all the way down to the last line with <!-- O20 --> below.

Code: [Select]
         <rank>
<rankNames>-,-,-,-,-,-</rankNames>
<officer>true</officer>
<payMultiplier>1.0</payMultiplier>
</rank> <!-- O20 -->

Now highlight the exact same portions of the first rank structure which is the Second Star League or <systemId>0</systemId>, and paste.

Code: [Select]
<rankSystem>
<systemId>0</systemId>
<systemName>Second Star League</systemName>

Save, then load your campaign.

Including my custom rank structure. Salary and Experience Multipliers need to all be set to 1 under Personnel in Campaign Options. Each rank has it's own Salary Multiplier. Aero Pilots are Marine ranks, not Naval, due to them being VTOL similar to the AV-8 and F-35B.
« Last Edit: 03 April 2021, 14:40:01 by Stormforge »
If the enemy is in range most likely so are you.