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Author Topic: New Stable Release 0.48.0 for MegaMek, MegaMekLab, and MekHQ  (Read 28763 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.

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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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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

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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.  ^-^
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ThePW

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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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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 »
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ThePW

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #30 on: 03 April 2021, 17:29:29 »
You rock. I just hope you don't still a habit of chewing on your kid's crayons

TriplerSDMB

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #31 on: 03 April 2021, 17:41:40 »
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.

Done, thank you!

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.

I tried that, and my custom ranks seem to dissappear every time I save, close, and re-open the program.  I'll try StormForge's idea though. . . 

Trip
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Scotty

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #32 on: 04 April 2021, 15:12:13 »
Is there a slightly easier to read synopsis of the Stratcon rules?  I might just be missing it.

Also, if anyone knows the answer offhand, do those rules keep the asinine AtB weather/time of day options?  Because if those could get quietly removed and never mentioned again I'd be 100% on board.
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TriplerSDMB

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #33 on: 04 April 2021, 15:15:46 »
Done, thank you!

I tried that, and my custom ranks seem to dissappear every time I save, close, and re-open the program.  I'll try StormForge's idea though. . . 

Trip


And I tried this, replacing the "Second Star League" rank criteria with my own--loads perfectly every time!
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Windchild

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #34 on: 04 April 2021, 16:30:31 »
Is there a slightly easier to read synopsis of the Stratcon rules?  I might just be missing it.

Also, if anyone knows the answer offhand, do those rules keep the asinine AtB weather/time of day options?  Because if those could get quietly removed and never mentioned again I'd be 100% on board.

I do not, and... I'm pretty sure they do.
« Last Edit: 04 April 2021, 16:39:11 by Windchild »
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dgorsman

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #35 on: 05 April 2021, 10:32:34 »
I don't mind most of the weather and lighting options.  Recon scenarios are a lot easier to carry out in darkness, and close air support is a bit safer (once searchlights are mostly dealt with).  Hide and seek is a little more interesting as well.

I find weather options a bit more of a mixed bag.  Wind can make taking on SRM and LRM carriers practical, snow and ice make longer games a bit more of a gamble.  But as a competing example, ignoring default wind conditions from TacOps but still using default (and usually overblown) temperatures, without notice.  There should be something done to prevent or limit wind and temperature conditions when there are large proportions of conventional forces are present (I've had it try to deploy an all-infantry force with Tornado conditions present).  Could use the variable wind strength and direction settings more.  High wind isn't doing damage to terrain on each turn either, which is straight out of TacOps.
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yukamichi

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #36 on: 05 April 2021, 12:02:27 »
Also, if anyone knows the answer offhand, do those rules keep the asinine AtB weather/time of day options?  Because if those could get quietly removed and never mentioned again I'd be 100% on board.
You know you can just disable those in the options, right?

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #37 on: 05 April 2021, 22:22:47 »
Genuinely, I did not.  Most of the time I'd be fine with one step in any direction (light rain, dawn/dusk, strong wind, etc.) but fighting in Moonless Night Heavy Fog is probably one of the all-time least fun games I've ever played.
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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #38 on: 06 April 2021, 14:44:59 »
I have a contract with House command rights which I think means I get one bot controlled unit per lance.

All other contracts have been normal.  But For some reason this particular contract has never generated an ally.  I even had a base attack and did not get the 2 ally lances, although a spot for them in the mission was generated (you can see it says 0 BV).  The rest of the battles there isnt even a spot generated for them on the individual battles.

I suppose there could be some event that disabled them that I missed, but I dont recall an event that does that.  There were two employer betrayals the  first two months, but it only affected moral I think.  Enemy moral has been High both months, but I dont think that should make a difference.  Is this is a bug?  Screens attached.

Windchild

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #39 on: 06 April 2021, 16:53:30 »
I have a contract with House command rights which I think means I get one bot controlled unit per lance.

All other contracts have been normal.  But For some reason this particular contract has never generated an ally.  I even had a base attack and did not get the 2 ally lances, although a spot for them in the mission was generated (you can see it says 0 BV).  The rest of the battles there isnt even a spot generated for them on the individual battles.

I suppose there could be some event that disabled them that I missed, but I dont recall an event that does that.  There were two employer betrayals the  first two months, but it only affected moral I think.  Enemy moral has been High both months, but I dont think that should make a difference.  Is this is a bug?  Screens attached.

Almost certainly a bug, possibly related to it being a contract for the Federated Commonwealth. Please open up an issue with your campaign file, log files, and customs using the link in my signature and I'll take a look shortly.
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Thom293

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #40 on: 06 April 2021, 17:15:42 »
Almost certainly a bug, possibly related to it being a contract for the Federated Commonwealth. Please open up an issue with your campaign file, log files, and customs using the link in my signature and I'll take a look shortly.

Will do. It will be a few hours. Been a while since I have been on github. Have to find my credentials.

FYI it was an auto generated contract but the only unusual thing was it had like 160+ day travel time, if that helps. 

MoleMan

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #41 on: 08 April 2021, 14:22:40 »
I usually play with weather on but lighting conditions off, the reduced movement for not bringing your nvg's was just insane imo

dgorsman

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #42 on: 08 April 2021, 14:27:13 »
I usually play with weather on but lighting conditions off, the reduced movement for not bringing your nvg's was just insane imo

There's an option buried in there to ignore darkness movement restrictions.  And an RFE to ignore restrictions for units with searchlights.

For what it's worth, night vision gear is pretty bad for depth perception, contrast, fine detail, and other small bits which make fast movement difficult.  But I do find it annoying jumping units have zero penalties - there should be a piloting check on landing, or something that makes it risky.
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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #43 on: 15 April 2021, 07:32:28 »
For what it's worth, night vision gear is pretty bad for depth perception, contrast, fine detail, and other small bits which make fast movement difficult.  But I do find it annoying jumping units have zero penalties - there should be a piloting check on landing, or something that makes it risky.

I'd think those problems with night vision would be solved a thousand years from now  ;)  That said, I play the game with weather and lighting effects turned off assuming that the sensor technology at the time would compensate for any weather conditions.  Gravitational effects are a lot of fun to play around though!
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dgorsman

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #44 on: 15 April 2021, 12:07:45 »
I'd think those problems with night vision would be solved a thousand years from now  ;)  That said, I play the game with weather and lighting effects turned off assuming that the sensor technology at the time would compensate for any weather conditions.

At the mortal risk to numerous catgirls, physics and materials engineering remains mostly the same - especially if the mantra of "The future of the 1980's" holds.  There are many problems which simply cannot be engineered or science-d away regardless of time.

Gravitational effects are a lot of fun to play around though!

I do the opposite - weather and lighting, but no gravity effects since Princess tends to make inappropriate movement decisions with that.  Similar to turning on sprinting, while it would be fun to include it's much less so when Princess misuses it.
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Scotty

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #45 on: 15 April 2021, 12:32:14 »
At the mortal risk to numerous catgirls, physics and materials engineering remains mostly the same - especially if the mantra of "The future of the 1980's" holds.  There are many problems which simply cannot be engineered or science-d away regardless of time.

Night vision was a solved problem in the 80s that BattleTech is the future of.  It's absolutely bonkers that it notionally doesn't exist in 'Mechs.
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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #46 on: 15 April 2021, 12:32:38 »
if the mantra of "The future of the 1980's" holds.  There are many problems which simply cannot be engineered or science-d away regardless of time.

it does

dgorsman

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #47 on: 15 April 2021, 15:12:24 »
Night vision was a solved problem in the 80s that BattleTech is the future of.  It's absolutely bonkers that it notionally doesn't exist in 'Mechs.

In the '80s there night vision existed various sizes and applications, but it still had a host of problems in blooming, oversaturation, and narrow field of view.  That's hardly a solved problem.  Even with real-world modern night vision gear, driving around safely while using it is tricky.  Night vision, even mixed display (digital overlay of optical, passive thermal, light intensification, and contrast/brightness diddling with LIDAR/mm wave radar input) does exist in BattleTech, and there will *still* be operational problems.

Put another, more rule-wise, way - if there's no changes between day and night, or weather... what's the point?  It's there to address the many "Hey wait, shouldn't there be a benefit to attacking under the cover of darkness/snowstorm/whatever condition?" questions and "OK, here's how to handle that..." answers.

But in the end, it's all still BattleTech.  You can do you, as you want to.  I can do mine, as I see fit as well.  I have reasons for the way I see things, and they're well founded.  I'm only communicating how I see things and the reasoning behind it.  I'm not insisting that you *must* play this way, or that it's somehow not BattleTech otherwise.
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Scotty

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #48 on: 16 April 2021, 01:24:27 »
Put another, more rule-wise, way - if there's no changes between day and night, or weather... what's the point? 

Non-Mech conventional units.  And it's not like I'm suggesting that there should be no changes for lighting conditions, it's that the changes that currently exist are nightmarish to work through, especially the heavier 'Mechs with no jump jets that can be limited to 1-2 hexes at a time under the harsh and outlandish conditions of "it's a new moon tonight".  Night vision doesn't make the world light up as if there's no difference from day time, but you can at least see where you're going and move/fight with reasonable effectiveness.

Not so with a giant bipedal warmachine that is the culmination of a centuries of military technology, apparently.
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Simon Landmine

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #49 on: 16 April 2021, 18:24:16 »
I'm not sure that the day/night/weather thing is a MegaMek issue, though - more one with the core rules that MM simply implements.
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Sir Chaos

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #50 on: 04 May 2021, 15:15:09 »
Ranks have a nasty bug in stable, and only the Second Star League ranks can be selected.

I think I found a work-around that will at least allow other canon rank systems to be selected: Right-click someone in the Personnel tab, select Change Rank System, and pick the system you want. (Use Ctrl-A to select everyone at once, ideally.)

So far at least, it appears that this "individual" rank system selection is correctly applied upon saving and re-loading.
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Windchild

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #51 on: 04 May 2021, 16:08:14 »
I think I found a work-around that will at least allow other canon rank systems to be selected: Right-click someone in the Personnel tab, select Change Rank System, and pick the system you want. (Use Ctrl-A to select everyone at once, ideally.)

So far at least, it appears that this "individual" rank system selection is correctly applied upon saving and re-loading.
Correct. However, this only works for canon setups, as we do not support multiple custom systems (that support is part of 0.49.0).
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abrosheen

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #52 on: 30 May 2021, 10:08:31 »
Hey everyone, I did a little googling and couldn't find this issue anywhere.  I did a paid recruitment roll for a few weeks in MekHQ (48.0 stable version) and then turned it off.  But for some reason it's still making the roll, I can't figure out how to stop it.  I'm even getting charged twice for it every week now even though I have it turned off.  Is there any way I can force the recruitment rolls to stop?

Windchild

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #53 on: 30 May 2021, 12:40:28 »
Hey everyone, I did a little googling and couldn't find this issue anywhere.  I did a paid recruitment roll for a few weeks in MekHQ (48.0 stable version) and then turned it off.  But for some reason it's still making the roll, I can't figure out how to stop it.  I'm even getting charged twice for it every week now even though I have it turned off.  Is there any way I can force the recruitment rolls to stop?

That is a new one for me, but if you have a save file where it continues after reload I can take a look.
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abrosheen

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #54 on: 30 May 2021, 15:30:34 »
I attached a copy of my most recent save. The save is on Sunday, and the box for normal roll next week is checked in the personnel market.  I've clicked over to Monday a few times on this save after reloading, and it looks like it's only charging me once now; the week where it happened twice was the previous week in this save.


Windchild

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #55 on: 31 May 2021, 14:00:09 »
I attached a copy of my most recent save. The save is on Sunday, and the box for normal roll next week is checked in the personnel market.  I've clicked over to Monday a few times on this save after reloading, and it looks like it's only charging me once now; the week where it happened twice was the previous week in this save.
You just need to disable it in the personnel market dialog and it will disable when running your save file.
As for the double, somehow you managed to trigger an event twice that should only occur once (and is only triggered once in the code).
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abrosheen

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Re: New Stable Release 0.48.0 for Megamek, MegaMekLab, and MekHQ
« Reply #56 on: 31 May 2021, 14:37:13 »
Ok, it seems like it's just working now, maybe I was just looking at the game cross eyed or something when I was choosing options.  Thank you for taking a look!

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Re: New Stable Release 0.48.0 for MegaMek, MegaMekLab, and MekHQ
« Reply #57 on: 23 December 2021, 13:59:27 »
I have a question regarding refit kits in HQ...

Why are only some variants listed as refit kit options in MekHQ?

Sometimes even lower tech mech variants are not available as refit kits, while higher tech variants are available?

Why does that make sense?

Is there something that we need to change to see all variants?
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Re: New Stable Release 0.48.0 for MegaMek, MegaMekLab, and MekHQ
« Reply #58 on: 23 December 2021, 14:32:45 »
I have a question regarding refit kits in HQ...

Why are only some variants listed as refit kit options in MekHQ?

Sometimes even lower tech mech variants are not available as refit kits, while higher tech variants are available?

Why does that make sense?

Is there something that we need to change to see all variants?

Check tech level set for the game and play year.
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New Units and RAT's aren't added until after the 2 month release moratorium is passed.


McSlayer

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Re: New Stable Release 0.48.0 for MegaMek, MegaMekLab, and MekHQ
« Reply #59 on: 23 December 2021, 14:50:25 »
Check tech level set for the game and play year.

The year is set after 4000, and the tech level is unofficial... should it be limited to Experimental?
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TriplerSDMB

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Re: New Stable Release 0.48.0 for MegaMek, MegaMekLab, and MekHQ
« Reply #60 on: 03 February 2022, 15:44:54 »
Quick question for the group. . .

Am I the only one having trouble changing Force Icons in 0.48.0?  I right click on any of my forces in the Command Center tab, and select "Change Force Icon."  Nothing happens.

Just me?

Trip
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Windchild

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Re: New Stable Release 0.48.0 for MegaMek, MegaMekLab, and MekHQ
« Reply #61 on: 05 February 2022, 11:15:23 »
Quick question for the group. . .

Am I the only one having trouble changing Force Icons in 0.48.0?  I right click on any of my forces in the Command Center tab, and select "Change Force Icon."  Nothing happens.

Just me?

Trip
That's new to me (the dev who has handled all related changes including a complete rewrite since stable), assuming you mean the TO&E tab and not the command center tab. My best guesses would be one of:

1) No data in the /data/images/force/ folder
2) You've removed a previous file that was in use from the above folder (I don't believe I found that until after stable)
3) A Windows zipper issue (never use the Windows zipper, as it is broken).
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TriplerSDMB

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Re: New Stable Release 0.48.0 for MegaMek, MegaMekLab, and MekHQ
« Reply #62 on: 05 February 2022, 15:29:25 »
1) No data in the /data/images/force/ folder
2) You've removed a previous file that was in use from the above folder (I don't believe I found that until after stable)
3) A Windows zipper issue (never use the Windows zipper, as it is broken).

You're right--I should have said "TO&E Tab."  There's data in the images/force folder, since it's displaying proper icons for higher-headquarters' units (Companies still showing old, custom icons.  I can't change a couple of Lances, it just blanks out as I mentioned, and I'm too afraid/lazy/unconvinced to try the Company).

Lemme try to download again and re-install.  What can I use besides Windows zipper, though. . . any recommendations?

Trip
« Last Edit: 05 February 2022, 15:37:17 by TriplerSDMB »
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Hammer

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Re: New Stable Release 0.48.0 for MegaMek, MegaMekLab, and MekHQ
« Reply #63 on: 05 February 2022, 16:01:26 »
You're right--I should have said "TO&E Tab."  There's data in the images/force folder, since it's displaying proper icons for higher-headquarters' units (Companies still showing old, custom icons.  I can't change a couple of Lances, it just blanks out as I mentioned, and I'm too afraid/lazy/unconvinced to try the Company).

Lemme try to download again and re-install.  What can I use besides Windows zipper, though. . . any recommendations?

Trip

We recommend 7-zip.

https://github.com/MegaMek/megamek/wiki/Slow-Unzipping-or-Errors-Unzipping
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New Units and RAT's aren't added until after the 2 month release moratorium is passed.


TriplerSDMB

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Re: New Stable Release 0.48.0 for MegaMek, MegaMekLab, and MekHQ
« Reply #64 on: 05 February 2022, 16:53:52 »
Got it--thanks!

I downloaded a new 0.48.0 Stable's zip file, and unzipped everything to the current directory.  I must've shot myself in the foot though, 'cause half of my personnel are missing from the roster, even though they're still in the CPNX save file. 

The change icon feature is working though. . . just missing about half of my personnel.

Edited to add:  It looks like the only folks on the roster were hired after a specific date.  Trying an older saved file now. . .

2nd Edit to add:  Nope, still not working. Not a complete roster in MekHQ despite them being in the CPNX file.

Trip
« Last Edit: 05 February 2022, 17:37:31 by TriplerSDMB »
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TriplerSDMB

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Re: New Stable Release 0.48.0 for MegaMek, MegaMekLab, and MekHQ
« Reply #65 on: 06 February 2022, 13:51:20 »
Got things working again.  There's still trouble with custom awards files with personnel migrating from one installed version of 0.48.0 to another.

I went back to an old saved campaign file in 0.46.0, and used the personnel tab to remove their existing custom awards.  Then I exported the 0.46.0's roster to a PRSX file, and closed 0.46.0.  Then, in the 0.48.0 file directory structure, renamed a custom awards XML file to 'standard'.   I then opened 0.48.0 with a more-recent campaign file, and imported the PRSX-based roster, manually added awards back to individual members, assigned techs and MWs to mechs, cleaned up a few more bits, and now "Bob's your uncle."

Some manual rebuilding after re-installation, but I'm back on track, with the icon feature working.

Tripler
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ThePW

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Re: New Stable Release 0.48.0 for MegaMek, MegaMekLab, and MekHQ
« Reply #66 on: 06 February 2022, 23:20:06 »
Care to explain WHAT YOU DID WRONG so that we, the player base, don't do what you did, apparently? :D

TriplerSDMB

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Re: New Stable Release 0.48.0 for MegaMek, MegaMekLab, and MekHQ
« Reply #67 on: 08 February 2022, 10:14:22 »
Yeah, that would kind of help, wouldn't it. . .?

Mistake #1: Using Windows' (on-board) zipper program to unzip the original installation.

Back in March of 2021, I downloaded 0.48.0 Stable, and used Windows' unzipping feature in File Explorer to unpack everything into "C:\Tripler\Games\1\Stable 0.48.0".  As Windchild and Hammer indicated above, Windows does a crappy job--unbeknownst to me at the time--and you should use a different program to cleanly unzip the files. Bottom line: Don't use Windows to unzip stuff.

Mistake #2: Unzipping a new download into a existing directory overwrites critical links.

My original 'fix' was to unzip the new 0.48.0 Stable version into "C:\Tripler\Games\1\Stable 0.48.0".  What I should have done was unzip it into "C:\Tripler\Games\2\Stable 0.48.0" (a different directory) to troubleshoot everything.  My original "fix" overwrote all the original files, including all of the custom edits (rank, awards).  Personnel tables seem to depend on Awards loading cleanly (I had this similar issue before:  https://github.com/MegaMek/mekhq/issues/2489 ).  Custom awards don't seem to work well, unless they're saved as a file named "standard" in '\data\universe\awards.' Bottom Line:  Electrons are cheap (and recyclable) so don't overwrite your existing stuff before you know it works--use another location.

Advice:  Save yer custom files somewhere else!:  I've manually gone into the \data\universe\ ranks.xml  file to cut and paste my customized rank into a seperate file, and have saved a copy of my custom awards, both in a separate location.   I also exported personnel to a seperate PSRX file.  It's good to have routine backups. 

So, everything works fine now, including the icons, due to a 'clean' re-install of 0.48.0.

Trip
Lessons Learned.
« Last Edit: 08 February 2022, 18:13:27 by TriplerSDMB »
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Hammer

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Re: New Stable Release 0.48.0 for MegaMek, MegaMekLab, and MekHQ
« Reply #68 on: 08 February 2022, 11:47:26 »
Mistake #2: Unzipping a new download into a existing directory overwrites critical links.

It's the MegaMek version of this!


Every release needs to be in a seperate folder, then move the data over.
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Re: New Stable Release 0.48.0 for MegaMek, MegaMekLab, and MekHQ
« Reply #69 on: 25 February 2022, 18:23:49 »
So I had  problem with HQ, where I created a scenario mission (1A) played a few turns.. paused the game.., then played a few other missions (2A, 3A, 4A), and resolved them. After finishing these other missions (2A, 3A, 4A), I had lost a few mechs, which then changed the game ID of the mechs used in scenario 1A. So it seems like when I went back to the save of scenario 1A to finish that mission , it seems it no longer resolves, and I think it is due to the change of the game ID of the mechs used, because this is the only thing that is different in the mul files of the units used in Scenario 1A. How can I fix this, so that I can resolve the scenario 1A?

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Hammer

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Re: New Stable Release 0.48.0 for MegaMek, MegaMekLab, and MekHQ
« Reply #70 on: 25 February 2022, 23:35:41 »
So I had  problem with HQ, where I created a scenario mission (1A) played a few turns.. paused the game.., then played a few other missions (2A, 3A, 4A), and resolved them. After finishing these other missions (2A, 3A, 4A), I had lost a few mechs, which then changed the game ID of the mechs used in scenario 1A. So it seems like when I went back to the save of scenario 1A to finish that mission , it seems it no longer resolves, and I think it is due to the change of the game ID of the mechs used, because this is the only thing that is different in the mul files of the units used in Scenario 1A. How can I fix this, so that I can resolve the scenario 1A?

You've in essence overwritten the save game and to the best of our knowledge there isn't a fix. You could try hand editing the ID's and manual resolve.
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New Units and RAT's aren't added until after the 2 month release moratorium is passed.


ThePW

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Re: New Stable Release 0.48.0 for MegaMek, MegaMekLab, and MekHQ
« Reply #71 on: 22 April 2022, 08:25:46 »
an odd error happened. day is 24Jul68. Lot of stuff happening in the sidebar. Hit the button to advance the day and the list STAYS with 25Jul68 appearing abridged into the log (adds a toon to the list of employees, whom you cannot edit) and does not process any repairs that requires an extra day to finish, nor works on the procurement list.

any thoughts?

Windchild

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Re: New Stable Release 0.48.0 for MegaMek, MegaMekLab, and MekHQ
« Reply #72 on: 22 April 2022, 16:35:00 »
an odd error happened. day is 24Jul68. Lot of stuff happening in the sidebar. Hit the button to advance the day and the list STAYS with 25Jul68 appearing abridged into the log (adds a toon to the list of employees, whom you cannot edit) and does not process any repairs that requires an extra day to finish, nor works on the procurement list.

any thoughts?

There's an exception occurring during new day processing. Please open an issue on the MekHQ tracker with save, logs, and customs.
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McSlayer

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Re: New Stable Release 0.48.0 for MegaMek, MegaMekLab, and MekHQ
« Reply #73 on: 29 May 2022, 16:19:27 »
Yeah, Yeah, but my group still wants to keep using the stable version...

Anyhow, For Every Warship and Dropship, it seems I only get the commanding officer in the list of repair techs for repairing the ship.

Has this, or will this, be corrected?


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 I was born 6-gun in my hand, Behind a gun I'll make my final stand, That's why they call me... Bad Company...

Reglor

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Re: New Stable Release 0.48.0 for MegaMek, MegaMekLab, and MekHQ
« Reply #74 on: 07 June 2022, 17:21:47 »
I just built a new force to play using Campaign Operations and got lucky rolls and managed to get an Invader jumpship.  When I finally entered my force in MekHQ and looked at the contracts I saw they would all be money losers.  After trying to see why, I noticed that even with 100% transport terms, the contract had 0 C-Bills for transport.  I had thought, based on FM:Mercs that if you had your own Jump/Dropships that you just got to pocket the transport payment, not that there would not be any.

Is this the intended play method, that you are penalized for having a jumpship, or is this an oversight that should be fixed?

Edit: just noticed I posted in the wrong thread.