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Hot Patch: Version - 11/15/2015 4:00:00 AM   
Shannon V. OKeets


Posts: 19901
Joined: 5/19/2005
From: Honolulu, Hawaii
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Attached is a zipped file that contains Release Notes and the new MWIF.exe: version The latter is a Hot Patch for the Public Beta

Release Notes for Version

1. Fixed a problem with choosing Roll/Reroll using the Initiative form for Head-to-head play. [This problem was introduced with version].

2. Fixed a problem with AA unit reinforcements which had been destroyed after using their AA Fire capability, becoming disorganized following the Port Attack phase because the units’ AA Fired flags were still set. Those flags are now cleared when an AA unit is placed in the Setup Tray and also at the beginning of the Port Attack phase. The latter change is for older saved games.

Air Operations
3. Fixed a nasty bug which was preventing German bombers from flying missions against Poland in the first impulse. This also affected the ZOC of Communist Chinese units. In both cases the controlling major power (the Commonwealth and the USSR respectively) was not at war with enemy major power (Germany and Japan respectively). [This problem was introduced in a recent Public Beta version].

4. Enabled Interning air units during the Air Rebase phase as well as other air phases and digressions (e.g., forced rebase).

Naval Operations
5. Fixed a problem with naval units returning to base not becoming disorganized. [This problem was introduced in a recent Public Beta version].

6. Added a check so picking up a naval unit at sea in the section zero box and placing back in the same location no longer can be used to load cargo from a coastal hex. [This problem was introduced in a recent Public Beta version].

7. Fixed a problem with naval units moving using Ctrl-Left-Click sometimes remaining organized after moving into a port - even at the end of the Naval Movement phase. [This problem was introduced in a recent Public Beta version].

8. Fixed a problem where a city was being considered a valid secondary supply source city even though there was an enemy partisan occupying the city.

9. Fixed a problem with recalculating supply where major powers were incorrectly able to successfully get supply from primary supply sources for aligned/conquered minor countries.

10. Fixed a problem with carrier air units rebasing to carriers in port being incorrectly shown as out of supply.

11. Set the Unit Filter form to Stay-On-Top so it doesn’t get hidden by other forms.

Naval Operations
12. Fixed an occasional problem with one computer not advancing from the Naval Movement phase to the Naval Combat phases - while the other computer did advance.

13. Fixed a problem with damaged naval units in port not always being moved into the Repair Pool on both computers.

14. Fixed a problem with saved oil not always being saved on both computers.

Attachment (1)



Perfection is an elusive goal.
Post #: 1
RE: Hot Patch: Version - 11/15/2015 1:08:47 PM   


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(in reply to Shannon V. OKeets)
Post #: 2
RE: Hot Patch: Version - 11/24/2015 1:44:16 PM   


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Joined: 12/10/2013
Status: offline
Net Play Test - Barbarossa - Was able to play the complete game... (no navel combat)... The Initiative dialog box did on a number of occasions pop up more than once between the two players but ran fine.

We had one issue where German Production was Zero the third turn in.

Air combat was took some time to resolve waiting on the server to communicate actions and there are some issues when the Active Form gets a dialog box pop up behind it and goes inactive and you cannot move it to respond to the dialog box behind it. * I think that if you pop up one of the other forms like F9 – F10 and close that form with the OK command button that you can sometimes get the hidden dialog box up front to respond.

There were some instances where if you complete setup the air combat gets lost waiting for you to complete setup of Fighters/bombers and you have to restart from a save game to continue.
The same is true if one side decides to abort the combat for the next round. (sometimes it works sometimes it gets lost and again your forced to restart).

Net Play Test – Guadalcanal (Navel Combat Test) – We were unable to complete Navel combat in 3 tries. Each time the same bugs described above hit us.

We got though the first try all the way to navel casualties (air combat worked, but as the Japs picked the last aborted fleet the allied side never saw it and it just hung up.)

One time after the axis completed the selection of Fighter/Bombers and clicked Axis ready. The allies never saw the action and there was no way to continue (as the command button was now gone from the form.)

The Third time after 4 brutal rounds of air combat (the axis was surprised) and tried decided to not stay for any more rounds (about 5) again the after clicking no to stay another round the allies were waiting for the axis response and it never happened.

I hope this helps you on your testing… We would be happy to continue testing. I think that if you get the communications between Navel & Air combat working and work on ensuring the dialog boxes don’t get hidden behind an inactive form you are going to be very close to have a working Net play game.

You might consider moving the dialog boxes from combat up to the top right of the screen and keeping the combat forms on the bottom left to help here. Just an idea. Also if you don’t get a response you might try to go back to the response for the other side. Example You are waiting on the Axis to decide to abort or stay. After waiting 2-3 minutes you go back to the Axis and prompt again for abort or stay.

Keep up the good work... its getting close

Update * Playing more Netplay games Air combat. If one side decides not to stay another round of combat and the other does stay for another round. After returning the aircraft to base. The communication between the Net Play gets lost and there is nothing you can do but close down and restore. One side has the Air combat form open with no way to complete any action to continue and the other players Air Combat form is done/gone and waiting on the other player to take action "Waiting". The only playable option would be for both sides to abort (rather than just one)... of course this wont work for Navel combat as you would want your planes to say in the sea zone... (critical)

< Message edited by kjgokc -- 11/25/2015 5:18:05 PM >

(in reply to Shannon V. OKeets)
Post #: 3
RE: Hot Patch: Version - 11/26/2015 4:11:46 AM   
Shannon V. OKeets


Posts: 19901
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline

Thank you very much for your feedback!

For your information, here are the changes I have made since I'm working on more NetPlay fixes too (saving oil points and naval combat in particular). I've been playing Fascist Tide with a beta tester over the past 2 weeks: 7 sessions of ~4 hours each. The last few have been bug free.

Once I have a few more NetPlay bugs cleaned up, I will upload another Hot Patch - most likely this month.


Changes Since Version
(as of November 15, 2015)

1. November 15, 2015 - Enabled debug features for beta testers.

Changes Since Version
(as of November 17, 2015)

2. November 15, 2015 - Made a minor change so splitting convoys that are on Sentry during the Stay-At-Sea phases causes the new unit(s) to also be on Sentry.

3. November 15, 2015 -Fixed a bug where the end-of-phase button was enabled during the Return-To-Base phases when there were still units at sea that had to return to base.

4. November 15, 2015 - Added some code so all units that are on Sentry at the beginning of the Return-To-Base phases, and can stay at sea, are set to Staying at Sea.

5. November 15, 2015 - For NetPlay, added a check so the form asking who should Move First does not appear a second time by mistake.

6. November 15, 2015 - Added several missing lines of code to complete the repair of Captured Factories at the beginning of the Production phase when there is an engineer in the hex - the engineer is necessary when playing with optional rule Construction Engineers.

7. November 16, 2015 - Added a line of code to force the recalculation of supply when a Supply unit is expended to make an HQ a primary supply source.

8. November 17, 2015 - For debugging purposes, enabled moving units out of the DestroyedPool using the Place Units form.

9. November 17, 2015 - For Fascist Tide, added a check for restoring Saved Setups for convoys can no longer be placed in illegal sea areas (e.g., in the Pacific Ocean).

10. November 17, 2015 - For debugging NetPlay, made the creation of New Oil Points (using the Place form) take place on only 1 computer. If oil points need to be created on both computers, then both players need to execute the same steps for creating oil points using the Place form.

Changes Since Version
(as of November 17, 2015)

11. November 17, 2015 - For NetPlay, disabled sending GRLs for units on Sentry staying at sea when the Stay at Sea phases are initialized.

Changes Since Version
(as of November 17, 2015)

12. November 19, 2015 - Changed the processing for the end of the Return To Base phases so damaged naval units in port are sent to the Repair Pool, then the check for overstacking is made.

Changes Since Version
(as of November 17, 2015)

13. November 21, 2015 - For NetPlay, fixed a problem with claiming the Finnish Borderlands failing when the claim is denied and the Finns need to setup their units.

14. November 21, 2015 - For NetPlay, fixed a problem with Air-to-air Combat failing when there is more than 1 combat to resolve.

Changes Since Version
(as of November 21, 2015)

15. November 22, 2015 - Added code so if Vichy France is collapsed when Free France does not exist, then newly created Free France has the same relationship to other countries in the game as the Commonwealth.

16. November 22, 2015 - Fixed a problem with creating build points using the Debug/Place form so the number of build points requested is now the number that is created.



Perfection is an elusive goal.

(in reply to kjgokc)
Post #: 4
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