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CMO v1.04 Update - Build 1147.36

 
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CMO v1.04 Update - Build 1147.36 - 11/15/2021 5:49:49 AM   
Dimitris

 

Posts: 13235
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Download: https://drive.google.com/file/d/1--eim31kcpF-AFazoawXWrueBnlzCato/view?usp=sharing

To apply: Unzip to the CMO installation directory, overwriting as necessary (backup the existing Command.exe, just in case)

NOTE: This is a public beta. Standard disclaimers apply.


Build 1147.36 Release Notes (changes from Build 1147.35)
-------------------------------------------------------------------------------------------------

* FIXED: Reset "Ignore plotted course" setting when on patrol and contact is lost
* ADDED: [Event Editor] Checkbox to show all unit types in target triggers
* Tweak: Lower distance to check for localisation change
* UI Tweak: "Speed & Altitude" window - Missing waypoint type that might be causing exception
* [Lua]: Skip function register if function with that name is already registered. (This prevents cases where a function is repeatedly registered and causes a performance issue)
* FIXED: Some of the tutorial scenarios were referencing the original CMANO or COW-exclusive features. This has now been corrected.

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Post #: 1
RE: CMO v1.04 Update - Build 1147.36 - 11/15/2021 6:52:05 AM   
Randomizer


Posts: 1470
Joined: 6/28/2008
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The B-29's are still missing from CWDB-491. This breaks at least one community scenario.

-C

(in reply to Dimitris)
Post #: 2
RE: CMO v1.04 Update - Build 1147.36 - 11/15/2021 7:06:57 AM   
Dimitris

 

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IIRC this is a problem with the CWDB entries, to be fixed on the forthcoming v492 release.

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Post #: 3
RE: CMO v1.04 Update - Build 1147.36 - 11/15/2021 11:38:26 AM   
c3k

 

Posts: 366
Joined: 4/25/2017
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Thanks!

(in reply to Dimitris)
Post #: 4
RE: CMO v1.04 Update - Build 1147.36 - 11/15/2021 8:46:38 PM   
FifthDomain

 

Posts: 77
Joined: 8/5/2020
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Good work, Thanks

(in reply to Dimitris)
Post #: 5
RE: CMO v1.04 Update - Build 1147.36 - 11/15/2021 10:30:02 PM   
KnightHawk75

 

Posts: 1417
Joined: 11/15/2018
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[Lua]: Skip function register if function with that name is already registered. (This prevents cases where a function is repeatedly registered and causes a performance issue)
--
This is for api functions right (RefreshStats() related?) and not user defined function in lua right?


Thanks for the update.

(in reply to FifthDomain)
Post #: 6
RE: CMO v1.04 Update - Build 1147.36 - 11/16/2021 6:11:21 AM   
michaelm75au


Posts: 13476
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: KnightHawk75

[Lua]: Skip function register if function with that name is already registered. (This prevents cases where a function is repeatedly registered and causes a performance issue)
--
This is for api functions right (RefreshStats() related?) and not user defined function in lua right?


Thanks for the update.


Correct

_____________________________

Michael

(in reply to KnightHawk75)
Post #: 7
RE: CMO v1.04 Update - Build 1147.36 - 11/17/2021 3:31:18 AM   
HalfLifeExpert


Posts: 902
Joined: 7/20/2015
From: California, United States
Status: offline
There is an issue with this build. MPAs on ASW operations only drop one Sonobouy, then continue their mission while not dropping any others.

I found reverting to 1147.35 fixes this.

(in reply to michaelm75au)
Post #: 8
RE: CMO v1.04 Update - Build 1147.36 - 11/17/2021 8:52:25 PM   
DWReese

 

Posts: 1820
Joined: 3/21/2014
From: Miami, Florida
Status: offline
I have provided a saved scenario which details past (release #34) and present (release #36) differences regarding plotting paths. Release #34 is much better, in my opinion.

I have posted it in Tech Support, but I wanted you to know about it, just in case you don't see it over there.

Will the game still function properly if I leave #34 in instead of #35 and #36, even though I have updated the rest of the files?

Thanks in advance.

(in reply to Dimitris)
Post #: 9
RE: CMO v1.04 Update - Build 1147.36 - 11/18/2021 1:23:48 AM   
KnightHawk75

 

Posts: 1417
Joined: 11/15/2018
Status: offline

quote:

ORIGINAL: DWReese

I have provided a saved scenario which details past (release #34) and present (release #36) differences regarding plotting paths. Release #34 is much better, in my opinion.

I have posted it in Tech Support, but I wanted you to know about it, just in case you don't see it over there.

Will the game still function properly if I leave #34 in instead of #35 and #36, even though I have updated the rest of the files?

Thanks in advance.


Yes, generally speaking (you just lose the fixes in those), not much really changed outside the .exe since last pushed public release of 1147.34, can even roll back before that, and db491 was auth'd in exe's going back couple builds even before that so shouldn't be an issue there. Though maybe some tackview issues < .34, not much actually changed outside the .exe since ~.3x

(in reply to DWReese)
Post #: 10
RE: CMO v1.04 Update - Build 1147.36 - 11/18/2021 3:12:24 AM   
DWReese

 

Posts: 1820
Joined: 3/21/2014
From: Miami, Florida
Status: offline
KH,

Thanks for the info.

What I was concerned about was that some new feature that I wasn't aware of had popped up, and by excluding the latest exe, then I would be rendering that new feature incapacitated. I didn't know of any specific thing, but there may have been something.

I just wanted to know that it is safe to swap the exe files (going backwards) without crashing the program.

This path plotting thing has been a real bear. From what I have seen it's improved some things about 15 percent, and ruined others about 75 percent. All-in-all, it was sort of a step backwards so far. I'm sure that they will have it fixed real soon.

(in reply to KnightHawk75)
Post #: 11
RE: CMO v1.04 Update - Build 1147.36 - 12/21/2021 9:03:22 AM   
jannas34

 

Posts: 76
Joined: 1/9/2020
Status: offline
lol another update that breaks more than it fixes

(in reply to DWReese)
Post #: 12
RE: CMO v1.04 Update - Build 1147.36 - 12/21/2021 9:03:59 AM   
jannas34

 

Posts: 76
Joined: 1/9/2020
Status: offline
pls download from our super professional google drive server lololololol

(in reply to jannas34)
Post #: 13
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