UPDATE6 - Game Engine 1.1.21 - BETA - 01/31/2019
Moderators: Peter Fisla, Paullus
- Peter Fisla
- Posts: 2574
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
UPDATE6 - Game Engine 1.1.21 - BETA - 01/31/2019
I have just started working on the next update - UPDATE6. My plan is to fix bugs and further improve the game performance. Thank you all for your patience.
1) Fixed a bug, BRUSH terrain on higher level of elevation was not blocking interdiction as it should. Thanks UP844 for finding the bug! tm.asp?m=4503493
2) Fixed a bug, American M2 Light Mortar now as the correct minimum and maximum range 3 - 45 hexes and American M19 Light mortar now has 2 - 18 hexes. Thanks UP844!
3) Added support for 2560 x 1600 resolution.
4) Fixed blind hexes issues with buildings for Line of Sight processing. In addition, I was able to improve LOS processing by 25% compared to the UPDATE5.
5) AFVs will now properly follow path to get on and off a bridge - Thanks LN59!
6) Fixed a bug, it is now possible to deploy a friendly unit into an enemy controlled hex that does not contain any enemy units; Thanks UP844!
7) Possible improvement in Line of Sight and Fog of War processing up to 50% - I hope.
Well so looks like 1.1.16 build has some issues with my LOS performance improvement - specifically blind hexes logic. Going forward, I have decided to split the LOS processing logic quality into types: FINE (same as before build 1.1.16, including official UPDATE5) and QUICK (which sacrifices a bit of quality for speed). When you start a new scenario in the Scenario Configuration Dialog, you now get to choose the LOS quality. Once you start a new scenario, you can check the current LOS Quality by going to Scenario Attributes dialog - please see the attached picture for details. The LOS Quality has to be saved in the saved game file so I had to modify the saved game file format, this means you won't be able to load old saved game files...sorry. So thanks to feed back from the users as well as Jorgen, I notice there is an issue with blind hexes logic using the QUICK LOS type. I'm currently looking into it but I wanted to release a version of a build that also allows the users to play with the default FINE LOS quality. - December 12, 2018 update: I'm having hard time to properly tune the LOS engine to make QUICK LOS feature to work properly. Some important drawbacks have been identified which I can't currently address so for now I'm disabling the feature in the build 1.1.18. I will look at this feature in the future as I'm always trying to improve the performance of the LOS engine.
8) December 12, 2018: - Fixed a LOS bug found by Ticonderoga60 here: tm.asp?m=4563085 - December 12, 2018:
9) December 13, 2018: - Fixed some text string issue when a a friendly Ordnance/AFV was firing vs an enemy AFV, thanks UP844.
10) December 23, 2018: - Fixed a bug, a few open topped AFVs where allowed to fire even though they were buttoned up, thanks UP844.
11) January 31, 2019: - Fixed a bug, AI AFV checking for available targets that are in /our of LOS. Thanks Ticonderoga60.
IMPORTANT: make sure you install UPDATE5 first, then overwrite the game executable with the 1.1.21 version attached in this message.
1) Fixed a bug, BRUSH terrain on higher level of elevation was not blocking interdiction as it should. Thanks UP844 for finding the bug! tm.asp?m=4503493
2) Fixed a bug, American M2 Light Mortar now as the correct minimum and maximum range 3 - 45 hexes and American M19 Light mortar now has 2 - 18 hexes. Thanks UP844!
3) Added support for 2560 x 1600 resolution.
4) Fixed blind hexes issues with buildings for Line of Sight processing. In addition, I was able to improve LOS processing by 25% compared to the UPDATE5.
5) AFVs will now properly follow path to get on and off a bridge - Thanks LN59!
6) Fixed a bug, it is now possible to deploy a friendly unit into an enemy controlled hex that does not contain any enemy units; Thanks UP844!
7) Possible improvement in Line of Sight and Fog of War processing up to 50% - I hope.
Well so looks like 1.1.16 build has some issues with my LOS performance improvement - specifically blind hexes logic. Going forward, I have decided to split the LOS processing logic quality into types: FINE (same as before build 1.1.16, including official UPDATE5) and QUICK (which sacrifices a bit of quality for speed). When you start a new scenario in the Scenario Configuration Dialog, you now get to choose the LOS quality. Once you start a new scenario, you can check the current LOS Quality by going to Scenario Attributes dialog - please see the attached picture for details. The LOS Quality has to be saved in the saved game file so I had to modify the saved game file format, this means you won't be able to load old saved game files...sorry. So thanks to feed back from the users as well as Jorgen, I notice there is an issue with blind hexes logic using the QUICK LOS type. I'm currently looking into it but I wanted to release a version of a build that also allows the users to play with the default FINE LOS quality. - December 12, 2018 update: I'm having hard time to properly tune the LOS engine to make QUICK LOS feature to work properly. Some important drawbacks have been identified which I can't currently address so for now I'm disabling the feature in the build 1.1.18. I will look at this feature in the future as I'm always trying to improve the performance of the LOS engine.
8) December 12, 2018: - Fixed a LOS bug found by Ticonderoga60 here: tm.asp?m=4563085 - December 12, 2018:
9) December 13, 2018: - Fixed some text string issue when a a friendly Ordnance/AFV was firing vs an enemy AFV, thanks UP844.
10) December 23, 2018: - Fixed a bug, a few open topped AFVs where allowed to fire even though they were buttoned up, thanks UP844.
11) January 31, 2019: - Fixed a bug, AI AFV checking for available targets that are in /our of LOS. Thanks Ticonderoga60.
IMPORTANT: make sure you install UPDATE5 first, then overwrite the game executable with the 1.1.21 version attached in this message.
- Attachments
-
- Tigers on ..A 1.1.21.zip
- (3.88 MiB) Downloaded 653 times
- Peter Fisla
- Posts: 2574
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018
fixed Mortar ranges
- Peter Fisla
- Posts: 2574
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018
Added support for 2560 x 1600 resolution.
- UP844
- Posts: 1669
- Joined: Thu Mar 03, 2016 9:10 pm
- Location: Genoa, Republic of Genoa (occupied by Italy)
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018
Thanks for your dedication, Peter! [&o]
I am afraid the American 60mm mortars still require a bit of tweaking. ROF values should be "High" for the M2 and "Medium" for the M19.
I made a test scenario placing one mortar of each type and fired on a bunch of infantry squads for 10 turns (20 fire phases).
The M2 fired 27 shots over 17 fire phases (it was broken for three fire phases), with an average value of 1.58 shots per fire phase.
The M19 fired 46 shots over 18 fire phases (it was broken for two fire phases), with an average value of 2.70 shots per fire phase.
In my opinion, even though the test was carried out on a limited number of fire phases, the divergence between the two mortars is quite marked and it looks like the ROF values also need switching like the ranges did.
P.S. On a marginal note, the icons are still reverses, but this is a very minor point.
I am afraid the American 60mm mortars still require a bit of tweaking. ROF values should be "High" for the M2 and "Medium" for the M19.
I made a test scenario placing one mortar of each type and fired on a bunch of infantry squads for 10 turns (20 fire phases).
The M2 fired 27 shots over 17 fire phases (it was broken for three fire phases), with an average value of 1.58 shots per fire phase.
The M19 fired 46 shots over 18 fire phases (it was broken for two fire phases), with an average value of 2.70 shots per fire phase.
In my opinion, even though the test was carried out on a limited number of fire phases, the divergence between the two mortars is quite marked and it looks like the ROF values also need switching like the ranges did.
P.S. On a marginal note, the icons are still reverses, but this is a very minor point.
Chasing Germans in the moonlight is no mean sport
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
- Peter Fisla
- Posts: 2574
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018
Ok, I have changed the ROF (just uploaded updated 1.1.12 build), however I will not be changing the graphics.
- UP844
- Posts: 1669
- Joined: Thu Mar 03, 2016 9:10 pm
- Location: Genoa, Republic of Genoa (occupied by Italy)
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018
Thanks Peter! [&o]
Graphics are a very minor issue with no game impact.
Graphics are a very minor issue with no game impact.
Chasing Germans in the moonlight is no mean sport
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
- Tiger88_slith
- Posts: 58
- Joined: Thu Oct 06, 2005 6:13 pm
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018
Peter - thanks for putting this out....using it and the speed is much improved with the processing! Some of the larger scenarios still bog down - I am hoping there are a few more tricks up your sleeve to remedy this?
Thanks again!!
Thanks again!!
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018
Possible bug in 1.12 beta - Noticed in a couple of games and doesn't happen every turn, but there seems to be a glitch that you cannot advance fire available units.
I have a game file I can share, but this post doesn't appear to allow me to upload the file.
I have a game file I can share, but this post doesn't appear to allow me to upload the file.
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018
Try to Zip the file first.
For my part, I shall do my duty as a general; I shall see to it that you are given the chance of a successful action. /Lucius Aemilius Paullus
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018
Thanks. Here you go. The scenario is Le Hemel. You should see some units that just moved and have the ability to Advance Fire.
Edit- you may not be able to replicate. Opened the file after restarting the game, and I was able to Adv Fire. Wondering if the memory runs out and prevents firing. As I said, it happen in another game about 7 turns in as well.
Edit- you may not be able to replicate. Opened the file after restarting the game, and I was able to Adv Fire. Wondering if the memory runs out and prevents firing. As I said, it happen in another game about 7 turns in as well.
- Attachments
-
- advfireissue.zip
- (45.68 KiB) Downloaded 22 times
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018
I think I found another issue. I was able to fire through a building to a high hex. See the attached file. See the tank in hex 21,20 with target to 4,20. Tank is parked adjacent to the building so it isn't an issue where I am firing over the building from a distance back from the building.
The AI has been able to shoot through buildings at infantry in a multi-hex building sitting in the back hexes. It as if the terrain is getting completely ignored.
The AI has been able to shoot through buildings at infantry in a multi-hex building sitting in the back hexes. It as if the terrain is getting completely ignored.
- Attachments
-
- terrain issue.zip
- (46.63 KiB) Downloaded 24 times
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018
I can't replicate this one either. Perhaps you tried to shoot with the HMG? Anyway I'll keep an eye on it.ORIGINAL: dave68124
Thanks. Here you go. The scenario is Le Hemel. You should see some units that just moved and have the ability to Advance Fire.
Edit- you may not be able to replicate. Opened the file after restarting the game, and I was able to Adv Fire. Wondering if the memory runs out and prevents firing. As I said, it happen in another game about 7 turns in as well.
For my part, I shall do my duty as a general; I shall see to it that you are given the chance of a successful action. /Lucius Aemilius Paullus
- UP844
- Posts: 1669
- Joined: Thu Mar 03, 2016 9:10 pm
- Location: Genoa, Republic of Genoa (occupied by Italy)
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018
This is a minor bug that occurs at random intervals, but it is not fatal. Just save and restart playing from the saved game: the units will fire as expected.
I reported the bug, but unfortunately the glitch that prevents the player units from firing gets cleared when the game is saved.
I reported the bug, but unfortunately the glitch that prevents the player units from firing gets cleared when the game is saved.
Chasing Germans in the moonlight is no mean sport
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
- Peter Fisla
- Posts: 2574
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018
ORIGINAL: dave68124
I think I found another issue. I was able to fire through a building to a high hex. See the attached file. See the tank in hex 21,20 with target to 4,20. Tank is parked adjacent to the building so it isn't an issue where I am firing over the building from a distance back from the building.
The AI has been able to shoot through buildings at infantry in a multi-hex building sitting in the back hexes. It as if the terrain is getting completely ignored.
I will take a look...
- Peter Fisla
- Posts: 2574
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018
ORIGINAL: dave68124
I think I found another issue. I was able to fire through a building to a high hex. See the attached file. See the tank in hex 21,20 with target to 4,20. Tank is parked adjacent to the building so it isn't an issue where I am firing over the building from a distance back from the building.
The AI has been able to shoot through buildings at infantry in a multi-hex building sitting in the back hexes. It as if the terrain is getting completely ignored.
Hi Dave,
I have just fixed this issue, please download the latest build 1.1.3 beta and let me know.
Fixed blind hexes issues with buildings for Line of Sight processing. In addition, I was able to improve LOS processing by 25% compared to the UPDATE5.
- UP844
- Posts: 1669
- Joined: Thu Mar 03, 2016 9:10 pm
- Location: Genoa, Republic of Genoa (occupied by Italy)
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018
Thanks, Peter! Your dedication is unbelievable! [&o]
Chasing Germans in the moonlight is no mean sport
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018
totally agree UP844
It has been ,from day 1 , an incredible effort by Peter
It has been ,from day 1 , an incredible effort by Peter
- Peter Fisla
- Posts: 2574
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018
I have just uploaded 1.1.14 build, AI and Player AFVs will now properly follow path to get on and off the bridge - Thanks LN59 for finding the bug!
- UP844
- Posts: 1669
- Joined: Thu Mar 03, 2016 9:10 pm
- Location: Genoa, Republic of Genoa (occupied by Italy)
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018
[X(] I only had time to play once with 1.1.13 [:D] and here we have 1.1.14!
Thanks a lot, Peter!!!
I don't want to be a gimmie pig (I already know I am a monumental pain in the ***), but is there any chance to see the lack of acquisition when firing on AFVs after moving corrected? [;)]
Thanks a lot, Peter!!!
I don't want to be a gimmie pig (I already know I am a monumental pain in the ***), but is there any chance to see the lack of acquisition when firing on AFVs after moving corrected? [;)]
Chasing Germans in the moonlight is no mean sport
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
- Peter Fisla
- Posts: 2574
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018
ORIGINAL: UP844
I don't want to be a gimmie pig (I already know I am a monumental pain in the ***), but is there any chance to see the lack of acquisition when firing on AFVs after moving corrected? [;)]
That's a WW2 tank design issue, not a programmer issue
