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Author Topic: New Development Snapshot 0.49.10 for MegaMek, MegaMekLab, and MekHQ  (Read 998 times)

Hammer

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Welcome all to 0.49.10!

This is release is quick release to address a couple of major bugs in 49.9. Please see those release notes for full details..

Going to reiterate this comment. As mentioned in the 49.9 Dev release notes this release is improved for stability but still isn't where we want it.

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 0.49.7) 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
As mentioned 49.9 had a couple of critical bugs (Ammo crash and Mini-Map issues) in it and this release addresses those.

MegaMekLab
No fixes in this release.

MekHQ
No fixes in this release.

MekHQ StratCon Alpha
No fixes in this release.

Stable 0.50.0 Status Update
We are still working on the development portion of the current dev cycle. We've recently been able to implement a new version of Gradle (our build language) which is a major step on the road to  Java 17 support, we still need to look into player save game issues, and work on the connection stability issues.

Until we resolve these issues 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
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 is VERY important - We don't support any version of Java higher than Java 11. Making sure when downloading and installing you are grabbing Java 11, Java 17 in particular breaks the programs hard!!

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.

UlyssesSockdrawer has been running a popular Solaris VII campaign on our Discord that is always looking for new players. You can join between cycles. Join the Discord for more information.

Slack end of life
When we started the Slack, we wanted to move the MegaMek community from forums to a more interactive platform. While in the beginning the Slack had a small active community it’s just never taken off like we hoped.

We've made the decision to open a MegaMek Discord after seeing the success of the MegaMek channels in other Discords. Since opening the Discord it’s grown to 1900 members and is much busier and interactive than the Slack has ever been. The Discord platform has allowed us to better support players with things like voice channels linked to dedicated servers.

After careful review and discussion among the Devs we decided to close the Slack June 1st, 2022. We feel it will be more effective to focus and continue to build the community on Discord.

We thank everyone who’s been part of this community and for those that haven’t please join us on the Discord

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
Download
Code: [Select]
+ Data: Shorten RAT names for FM3145
+ PR #3887 - Excised Rumble Seat and move to Legacy quirk.
+ PR #3886 - Simplify handling of submunition names
+ Issue #3880 - Respect the setting for showing incline graphics
+ PR #3882 - Base Components: DefaultScrollablePanel
+ Issue #3895 - fix minimap NPE 

MegaMekLab
Download
Code: [Select]
No Changes in this release

MekHQ
Download
Code: [Select]
No Changes in this release

Enjoy everyone!
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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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« Last Edit: 12 September 2022, 13:58:58 by Hammer »
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New Units and RAT's aren't added until after the 2 month release moratorium is passed.


Kentares

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Re: New Development Snapshot 0.49.10 for MegaMek, MegaMekLab, and MekHQ
« Reply #2 on: 19 September 2022, 17:19:58 »
Still having the same problem I mentioned here

Any idea???
Star Wars ST and Star Trek current shows are crap.

Hammer

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Re: New Development Snapshot 0.49.10 for MegaMek, MegaMekLab, and MekHQ
« Reply #3 on: 19 September 2022, 17:51:10 »
Still having the same problem I mentioned here

Any idea???

At this point we'd need to see logs. Are you using MekHQ, or MegaMek Standalone?
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New Units and RAT's aren't added until after the 2 month release moratorium is passed.


Kentares

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Re: New Development Snapshot 0.49.10 for MegaMek, MegaMekLab, and MekHQ
« Reply #4 on: 24 September 2022, 16:48:41 »
At this point we'd need to see logs. Are you using MekHQ, or MegaMek Standalone?

MM standalone only.

Will add the logs ASAP.
Star Wars ST and Star Trek current shows are crap.

pfarland

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I've had this issue for a while now through various versions.

I'll be playing, my Campaign settings adjusted (base AtB xp settings for the most part) and it will occasionally reset the xp costs to another type (base BTech maybe?). Now it just did it to my SPAs. Set almost all of them to different costs, deleted some changes while keeping others.

Actually getting logs is difficult as I don't check xp costs until it's time to raise them and the problem is infrequent enough that I end up forgetting to constantly check.
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Hammer

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I've had this issue for a while now through various versions.

I'll be playing, my Campaign settings adjusted (base AtB xp settings for the most part) and it will occasionally reset the xp costs to another type (base BTech maybe?). Now it just did it to my SPAs. Set almost all of them to different costs, deleted some changes while keeping others.

Actually getting logs is difficult as I don't check xp costs until it's time to raise them and the problem is infrequent enough that I end up forgetting to constantly check.

You're likely experiencing this - https://github.com/MegaMek/mekhq/issues/2335
MegaMek Projects Wiki
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New Units and RAT's aren't added until after the 2 month release moratorium is passed.


pfarland

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Rule number 4 of product design*: "The concept of 'Intended Use' never survives initial contact with the end user." - Feign

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Kentares

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Bah... keep forgetting the logs... here they are.
Star Wars ST and Star Trek current shows are crap.

pokefan548

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Uh, if I'm not mistaken, aerospace has been broken pretty hard. Bombs can't be dropped (hexes can't even be targeted for bombing), and when flying on the ground map my fighters keep randomly imploding.
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BATTLEMASTER

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Re: New Development Snapshot 0.49.10 for MegaMek, MegaMekLab, and MekHQ
« Reply #10 on: 04 October 2022, 13:05:26 »
Uh, if I'm not mistaken, aerospace has been broken pretty hard. Bombs can't be dropped (hexes can't even be targeted for bombing), and when flying on the ground map my fighters keep randomly imploding.

I'll have to check this out.  I haven't played any ground maps with fighters lately - been mostly space battles.
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johnboyjjb

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Re: New Development Snapshot 0.49.10 for MegaMek, MegaMekLab, and MekHQ
« Reply #11 on: 04 October 2022, 14:06:28 »
Hmm. I frequently get ground missions with air support and they tend to work as I expect them to.

Lanceman

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Re: New Development Snapshot 0.49.10 for MegaMek, MegaMekLab, and MekHQ
« Reply #12 on: 04 October 2022, 14:09:52 »
Uh, if I'm not mistaken, aerospace has been broken pretty hard. Bombs can't be dropped (hexes can't even be targeted for bombing), and when flying on the ground map my fighters keep randomly imploding.

No issues for me. Well except the second bombs not showing damage to the hex...

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BATTLEMASTER

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Re: New Development Snapshot 0.49.10 for MegaMek, MegaMekLab, and MekHQ
« Reply #13 on: 04 October 2022, 16:09:04 »
No issues for me. Well except the second bombs not showing damage to the hex...

Two questions:

1) Is there any terrain in those hexes that can take damage?

2) If there is terrain in those hexes that can take damage, is the damage actually being recorded on the game board despite the report?
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dgorsman

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Re: New Development Snapshot 0.49.10 for MegaMek, MegaMekLab, and MekHQ
« Reply #14 on: 04 October 2022, 16:31:57 »
Uh, if I'm not mistaken, aerospace has been broken pretty hard. Bombs can't be dropped (hexes can't even be targeted for bombing), and when flying on the ground map my fighters keep randomly imploding.

Playing with sensor contact rules, and weather/daylight conditions are fog and/or less than full lighting?  There's some weird range considerations that go on between the sensor contact ranges and visibility ranges with fighters e.g. you can't bomb due to 'not in visual range' (which seems to be based off the end-of-movement hex) but you can still strike (which seems to be based on the hex the target is in).
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Hammer

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Re: New Development Snapshot 0.49.10 for MegaMek, MegaMekLab, and MekHQ
« Reply #15 on: 04 October 2022, 17:06:05 »
Bah... keep forgetting the logs... here they are.

When you installed did you use the Windows built in unzipper?
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New Units and RAT's aren't added until after the 2 month release moratorium is passed.


Lanceman

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Re: New Development Snapshot 0.49.10 for MegaMek, MegaMekLab, and MekHQ
« Reply #16 on: 04 October 2022, 17:39:20 »
Two questions:

1) Is there any terrain in those hexes that can take damage?

2) If there is terrain in those hexes that can take damage, is the damage actually being recorded on the game board despite the report?

I'm not sure now after the fact, but I bombed again the next turn and it reported correctly so maybe just a weird flib. I'll see if I can reproduce. Also bombed some buildings and it everything was correct.
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pokefan548

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Playing with sensor contact rules, and weather/daylight conditions are fog and/or less than full lighting?  There's some weird range considerations that go on between the sensor contact ranges and visibility ranges with fighters e.g. you can't bomb due to 'not in visual range' (which seems to be based off the end-of-movement hex) but you can still strike (which seems to be based on the hex the target is in).
Negative. I'm aware of that issue, and so try to avoid that stuff when I field fighters. The Dive and Altitude Bomb options don't even appear in my weapon list (assuming they haven't been moved somewhere else and we're finally getting proper TW bombing?)

Still no idea why my fighters keep randomly imploding. Logs included. Will do some independent investigation as I find the time.
Poke's Aerospace Academy
The best place to learn and discuss AeroTech.


BattleTech players: Throwing the baby out with the bathwater since 1984!
"Poke is just a figment of our imagination really." - Siam
"Poke isn't a real person, he's just an algorithm programmed by CGL to try and get people to try the aerospace rules." - Phantasm
"I want to plant the meat eating trees and the meat growing trees on the same planet! Watch that plant on plant violence!" - Sawtooth