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New Development Snapshot ...
Forum: New Releases
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V0.47.9 Dev - Can't load ...
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[SOLVED] Unit Display Win...
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  New Development Snapshot 0.47.10 for Megamek, MegaMekLab, and MekHQ
Posted by: Hammer - 09-20-2020, 06:47 PM - Forum: New Releases - No Replies

Hi Everyone,

It's been almost two months since our last Dev release so lets welcome 47.10. This one has tons of stuff in it. I have to stress this could be one of our more unstable Dev releases but we need to get this stuff into the wild.

So....
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.

Megamek
Lots of bug fixes and some really cool new stuff. Sprites in the logs, Keyboard short cuts displayed on Screen (CTRL-K) to close, Damage decals for tanks, we continue to work with Princess on map reading and navigation, numerous data fixes, added the AGoAC Maps, and Rec Guide 1,2 and Golden Century units. Also updated Derv and SimonLandmine maps. Check out the new camo and portrait chooser (which will be heading to MekHQ in the next dev release).  Deadborder continues to do sprites like a mad man with the start of new Protomek sprites.

MegaMekLab
Things will be slowing down for MegaMekLab for the foreseeable future. So just a few bug releases here. But we've added the ability for Small Support Vee's to use and track ammunition.

MekHQ.
Wow...I don't even know where to start.

Most of the work this release has been on tons of bugfixes, with some minor enhancements thrown in. However, there are a few larger changes. The first is that there are some new personnel statuses that describe various forms of personnel death.

There have been significant additions to the MekHQ Options to allow more customization in MekHQ. The largest enhancement from this is fully customizable date formats in MekHQ. There are more coming, and Windchild is looking for more ideas for options to add for this (no promises that the ideas will be implemented, but I will take a look).
[Image: o6liV66l.png]

Non-Combat TO&E forces have been added, allowing you to designate forces for support vehicles, HQ defense, or similar. These won't have any missions generated for them in AtB.
[Image: dROPTLxl.png]

Also a reminder to drop into the Slack channel to meet other players and harass the devs that drop in and out. If Slack isn't your thing check out these Discords with Megamek channels - Everything BattleTech and Classic BattleTech

**FOR MAC USERS**
There isn't a Mac release and you'll have to use the Unix release. We are having issues with the Gradle packaging scripts and various security settings in MacOS.  We are working on the issue and have no ETA for a fix.

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.

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
The change log below lists all the changes in this release from the previous stable.

CHANGE LOGS AND DOWNLOAD LINKS
Megamek.
Download Here

Code:
+ Issue #2127 - Physical attack to-hit values incorrect
+ Data: Fed Com armor has wrong modifier.
+ Data: Fluff text (Thx Greekfire) and some royal Sprites.
+ PR #2088: Reduced unnecessary logging for tileset and mech summary cache
+ Issue #2146: Grounded LAMs no longer have to make PSRs when prone and taking damage.
+ Issue #2099: Advanced option to display attacker/defender sprites in the combat log
+ Issue #2141, 2142: Attempts to fix multiple threading-related bot freezes (addressable by kicking and replacing)
+ PR #2148: Out-of-control spheroid dropships in atmo no longer pretend to let the player control movement
+ Data: New Sprites
+ PR #2132: No more sending malformed game data objects over to the server to exploit deserialization vulnerabilities. Sorry.
+ Issue #2150: Fixing Princess Vehicle Abandonment NPE
+ Issue #2089: Generate Names from Specified Historical Ethnicity
+ PR #2158: Press ctrl-k for a handy summary of keyboard shortcuts
+ PR #2103: Graphical upgrade for all unit wrecks, except mechs and infantry.
Immobilized tanks also have a visual indicator depending on motive type and power plant.
+ Data New Sprites, add Rec Guide Vol 1/2 and Golden Century.
+ Data: Updated Maps including AGoAC maps
+ PR #2168: Improvements to Princess behavior when attempting to navigate to a destination/retreat edge
+ Issue #2176: Added multiple "unofficial" high-powered turrets
+ Data: New Sprites, undated SimonLandmine and Dervs map packs
+ Issue #2029: Skidding into terrain will now properly apply 2x damage to reflective armor
+ Issue #2074: Mech mortars now properly apply only 1/2 damage to reactive armor
+ Issue #2207: Fixing Typo on Partial Repairs tab
+ PR #2194: Princess will avoid bulldozing her own turrets when doing long-range pathfinding
+ Data: New Sprites (Includes start of new Deadborder Proto sprites)
+ Data: Fixing Issues #2203, #2159, #2157, #2145
+ PR #2149: StratOps ECHO maneuver for airborne dropships and warships (basically, torso twisting with an MP/to-hit cost)
+ Issue #2206: Reduced DFA damage to proper levels
+ PR #2219: Track ammo for small support vehicles
+ Issue #2186, 2190: Inconsistent Combat Log Sprites
+ PR #2221: Combat Sprite are now default in the round report
+ PR #2198: New Camo and Portrait Choosers
+ Data: New Protomek Sprites, removing OTP Tokasha as the units are all in Golden Century.
+ Issue #1719: Level 1 Foliage
+ Issue #2212: Diagramming LOS calculation issue

MegaMekLab
Download Here
Code:
+ Issue #700: Heat display for IndustrialMechs does not update after changing engine types
+ Issue #722: VSTOL equipment does not appear on fighter record sheets
+ Issue #723: LAMs add pilot data even if none is specified
+ Issue #725: Artillery cannons and infantry record sheets
+ Issue #712: Bug Small craft validation passed with electronics not assigned to a slot
+ Issue #724: Batch exporting to pdf does not add file extension
+ Issue #737: Speed modifier for supercharger on vehicle sheet
+ Issue #738: infantry flamers not marked as flame based
+ Issue #739: Tripods introduction date inaccurate
+ Issue #740: Oddball characters appearing on infantry record sheet
+ PR #760: Edit small SV ammo capacity

MekHQ:
Download Here
Code:
+ PR #1896: Campaign writeToXml: Fixing Output Spacing Issues
+ Issue #1888: Founder Filter in Personnel Tab
+ Data: Numerous fixes to RATS, Mechfiles, Sprites, and update Unit Roles.
+ PR #1893: Personnel Status: Fixing ChangeStatus, Standardizing Boolean Comparisons, and Implementing Death Options
+ Issue #1808: Adding an Option for the Player to Control All Attached Units
+ Issue #399: AtB campaigns display current parts availability at the bottom; more detailed "this part is not available to your unit" explanations
+ Issue #1915: Fixing Date Lineup
+ PR #1917: Fixing the Award Tracker post-Ancestors Removal
+ Issue #1920: Fixing xml load for bad Ancestry data
+ PR #1916: Personnel Filter Enum
+ Issue #790: Implementing Non-Combat TO&E Forces
+ PR #1930: Fixing Fill Transports NPE
+ Issue #1829: Fixing Duplicated Nags in AdvanceDaysDialog
+ Issue #470: Mass Training: Rank, No Officer, and Only Officer Filters
+ Issue #1929: Scenario Resolution: Fixing Display Anchor Issues
+ PR #1932: Fixing Total Earnings Display Issues
+ Issue #1941: Person View Panel Ability and Injury Description ToolTip
+ Issue #1296, 1855: Fixed issue preventing customization of units in the meklab when ammunition is added to the unit.
+ Issue #1951: Autosave Does Not Always Initiate On First Load
+ Issue #1922: CrewSkillUpgrader Infinite Loop Fix
+ Issue #1661: Implementing Basic Russian Patronymics
+ Issue #1817: Implementing option to not save customs to XML
+ PR #1949: Fixing Genealogy Removal
+ Issue #1962: Grant kill credit to units from the player's campaign given to other players for the duration of a megamek scenario
+ Issue #1264: Allow faction capitals to change on a specific date, not just year
+ PR #1966: Fixing Duplicated Siblings
+ PR #1925: Final PR to swap MekHQ to use LocalDate
+ Issue #254: Implementing AtB Battle Chance by Role
+ Issue #1166: Possible fix for missing turrets in AtB base attack/defense missions; still no turrets prior to 2750
+ Issue #1757: Enable Ranks For Captured Prisoners
+ Data: Large dump of current data.
+ Issue #259: Implementing Customizable MekHQ Display Date Formats
+ Issue #1982: Fixing AtBBattleChance for unassigned lances
+ Issue #1984: Implementing useManualMarriages Option
+ Issue #1983: Switching to new form of UUID save format
+ Issue #1952: Personnel Market Updates No Longer Fail in Rare Cases During Person Creation
+ Issue #1981: Fixing NPE when dragging TOE Units and Forces Around
+ PR #1999: Fixing Clan Vehicle Option
+ Issue #2003: Various faction startingPlanet errors in factions.xml
+ PR #2005: AtB: OpFor Uses VTOLs is now default true
+ Issue #1939: Fixing Preset Loading and Reworking Campaign Options Initial Value Load
+ PR #2008: Avoid several process-stopping errors when upgrading bot units with SPAs
+ Issue #2007: Correct required heat sink calculation for refits
+ PR #2009: Moving the Misc Tab to MekHQOptions, Fixing UnitMarketReportRefresh, Properly Localizing lblOpforLocalForceLikelihood
+ Issue #2001: Fixing Lance Display Ordinal Comparison
+ PR #2013: Adding MekHQ option to prefer GZIP in campaign saves
+ Issue #1866: Implementing New Day MRMS Option
+ Issue #630: Improved tracking of integrated heat sink changes during refit
+ Issue #1252: Spare "Targeting Computer" not used on config change, new one ordered instead
+ Issue #2026: Don't add phantom parts to warehouse when refitting unit
+ PR #2011: Command Center Unit Market and MRMS MekHQ Display Options
Enjoy everyone

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  V0.47.9 Dev - Can't load tileset - Linux (With Fix)
Posted by: helix0311 - 09-13-2020, 12:32 PM - Forum: Problems? - Replies (2)

showInfo : Starting MegaMek v0.47.9 ...
        Compiled on Sat Aug 08 00:16:58 EDT 2020
        Today is Sun Sep 13 10:14:16 EDT 2020
        Java vendor Ubuntu
        Java version 11.0.8
        Platform Linux 5.4.0-47-generic (amd64)
        Total memory available to MegaMek: 8,194,048 kB

10:14:16,716 INFO [megamek.MegaMek] {main}


...

10:18:25,800 ERROR [megamek.client.ui.swing.tileset.TilesetManager] {AWT-EventQueue-0}
TilesetManager() : Error loading tileset saxarba.tileset Reverting to default hexset!
localclient_wreckset.txt.


<---------------------------------->

Did some troubleshooting (renamed the saxarba tilesets to the default tileset to throw an exception) and the fix was:

Changing these lines in saxarba.tileset:

include "incline/inclines2.tileinc"
include "high_incline/high_inclines.tileinc"
include "saxarba/SMV_SeaPort/SeaPort.tileinc"


to:

include "Incline/Inclines2.tileinc"
include "High_Incline/High_Inclines.tileinc"
include "saxarba/SMV_SeaPort/Seaport.tileinc"

<--------------------------------->

Hope that helps some other folks.

If you're on Linux and have issues with tilesets on 0.47.9, you can rename the defaulthexset.txt to something else, then rename whichever tileset you want to load as defaulthexset.txt. When you open up MegaMek it will throw an error that tells you which files are missing. May have to do it a couple times, as it will error out on only the first problem file - keep trying to open a game or the map editor (anything that will cause the tileset to load) and changing the files to match what's in the data/images/hexes directory until it loads.

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  [SOLVED] Unit Display Window out of bounds
Posted by: Qoon - 08-24-2020, 01:18 PM - Forum: Problems? - Replies (2)

MegaMek Version 0.45.0-MW20180728-9cf56f
Java Version 1.8.0_261

This is the version of MegaMek that is distributed with MekWars.

I am able to play the game just fine, but I cannot see the Unit Display window.  Ctrl+D does absolutely nothing.  Someone I play with theorizes that what's happened is the Unit Display window is appearing out of bounds. Nothing I have tried has been able to fix this, however. Halp.

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  New Development Snapshot 0.47.9 for Megamek, MegaMekLab, and MekHQ
Posted by: Hammer - 08-08-2020, 12:33 PM - Forum: New Releases - No Replies

Hi Everyone,

This is quick turnaround from 47.8 which as expected had a couple of major bugs. I'm happy to say that those are killed. But we could have more so....

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.

If you haven't see the list of new stuff in 0.47.8 see here

Megamek
Just some bug fixes. But we are trying to show Princess the importance of mercy and stop her Smoke Jaguar tendencies. Thanks to Deadborder we have around 116 new mech sprites. Some you want see for a couple of months till moratoriums are done on the Rec Guides and Golden Century

MegaMekLab
Bug fixes lots of bug fixes and the implementation of ARTS bays in this release.

MekHQ.
Yep, you guessed it..bug releases. But we did add the battle damage decals to show on the MekHQ sprites.

Also a reminder to drop into the Slack channel to meet other players and harass the devs that drop in and out. If Slack isn't your thing check out these Discords with Megamek channels - Everything BattleTech and Classic BattleTech

**FOR MAC USERS**
There isn't a Mac release and you'll have to use the Unix release. We are having issues with the Gradle packaging scripts and various security settings in MacOS.  We are working on the issue and have no ETA for a fix.

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.

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
The change log below lists all the changes in this release from the previous stable.

CHANGE LOGS AND DOWNLOAD LINKS
Megamek.
Download Here

Code:
Issue #1807: Potential fix for princess crash (fixable with kick/replace) when attempting to calculate moves for a destroyed unit
Issue #2110: When using the LOS tool, if you somehow manage to select an out-of-bounds hex, it will no longer throw an error
Issue #2113: Fixing Alternate Pilot Skill BV Mod Tooltip
PR #2111: Another attempt to get Princess to stop firing on crippled units when using forced withdrawal rules
Issue #2115: Prevent NPE when rolling individual initiative for non-existing units belonging to phantom player who's not in the game
Issue #2116: Going hull down from the top-level dropdown menu no longer attempts to sweep mines instead
Data: Updated Sprites (This includes some temporary removal of existing Royal Sprites but they will return)
Issue #2122: Blazer has incorrect short range AV
Data: Moving the unused sprites to the extras repo to save space in releases..

MegaMekLab
Download Here
Code:
Issue #693: RFE Combat Crew Seating
Issue #699: Critical slots for cargo incorrectly displayed in Unallocated Equipment list
Issue #658: ARTS Transport Bays
Issue #710: Clan Battle Armor VTOL system appears to have a tech rating of E
Issue #719: Troublesome one shot ammunition popping up
Issue #720: Mech running speed rounding error on certain exported record sheets
Issue #713: Support vehicle tech rating in Preview does not reflect structure, engine, or armor tech ratings
Issue #714: Battle Armor Missile Ammo not refreshing for TRO Entry
Issue #721: Smart robotic control system not appearing on mech record sheet

MekHQ:
Download Here
Code:
Issue #1894: Adding additional legacy date format
PR #1897: Genealogy: Adding a contains map check
PR #1900: Adding Battle Damage to MekHQ Sprites
Issue #1902: Fixing DateChooser NPEs
Issue #1904: Updating Portrait documentation for role name changes
Enjoy everyone

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  Help Requested: Clan Scenario Ideas
Posted by: TheVenge - 08-07-2020, 12:43 PM - Forum: Campaigns - No Replies

Hello, community.  I need some help in coming up with scenarios for a MegaMek/MekHQ campaign for trueborn Clan MechWarriors.  We don't (and won't) use Against the Bot, so it is all me for mission and scenario design.  Some quick background on me:

I've been running a merc campaign for my group of friends for the past 7+ years, and recently paused it to do an "interlude" campaign where everyone starts a Clan character that is about to take their first Trial of Position in the Clan.  We've now gotten past the Trials and are playing through the careers of these Clan MechWarriors.  I am very knowledgeable in Battletech history in general, albeit slightly less so in the day-to-day view of life in the Clans, even though I've read nearly all the novels.

But the Clans stump me a bit because, unlike newly formed merc units, brand new trueborn front line units don't go out hunting bandits or taking backwater assignments to cut their teeth / get their feet on the ground.  Instead, their wheelhouse is going toe to toe with other Clan trueborn/front line units in Trials of Possession and the like.  With the rules of Zellbrigen being what they are, this means signing up my players for a bunch of battlefield duels for which their inexperienced Stars are ill equipped to handle the average Clan front line troops they encounter in such engagements.  I don't want to hand them easy assignments, but neither do I want to hand out a constant shin-skinning procession of frustration.

Assuming I'm not being too easy on them (let me know if you think so), I'm hoping some of you have even more specific knowledge on what a month -- or even a year -- in the life of a trueborn Clan MechWarrior might look like.  What sorts of missions do they fight?  How often?  And are there any deep Periphery realms that the Clans actively interact with, that they haven't already conquered?  I don't know much about this space of Battletech lore, admittedly.  I just know they pretty much stuck to themselves during the Golden and Political Centuries, fighting little skirmishes over resources and what not. There are vague references in the novels of things like Cyrilla Ward saying it would be good to fight the Smoke Jaguars once again, but the stories I've read don't cover what the various Clans are doing with all their warriors every day when they aren't invading the Inner Sphere.  Even the War of Refusal doesn't help me much because that seems to be all-out war with little or no Zellbrigen in the few scenes we see, which doesn't seem right to use as an example for a lore-ful Clan campaign like the one I'm running.

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  New Development Snapshot 0.47.8 for Megamek, MegaMekLab, and MekHQ
Posted by: Hammer - 08-02-2020, 09:27 PM - Forum: New Releases - Replies (2)

Hi Everyone,

Time for another dev release and wow is this one got some stuff in it. Before I get to that I need to stress this release is very likely to have bugs and likely some major ones. A reminder of what we've we said for years:

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.

So on to the new stuff!

Megamek
Lots of bug fixes. We’ve tweaked Saxarba default theme to use grass as the default theme. Speaking of themes the large texture them got an overhaul from  Ahne and it looks great. We’ve also added Inclines and cliffs from TacOps.

Cliffs Non-ISO                                            Cliffs ISO mode
[Image: e7Fsa5rm.png]  [Image: cIN7oLMm.png]

Data wise we’ve got new sprites based on the Kickstarter and lots of them are getting the royal (colourized) treatment. Greekfire has helped add Fluff text to a chunk of the 3039 units. We’ve tweaked the frequency that LAMs will appear in the RAT Generator. Ever been stuck coming up with a call sign for your pilot, well use the new Random Call Sign generator.

Did I mention Princess has learned to use arty cannons in direct fire.

Last and in one of the coolest new features ‘Damage Decals’.

[Image: NJhlOMgl.png]

MegaMekLab
Lots of bug fixes. We’ve also synchronized the mech selectors from Megamek into MegaMekLab. We’ve add two major options for mech record sheets. Quick reference tables on the mech sheets, and a record sheet that supports Table top miniature scale from Strat Ops. See attached samples.

MekHQ.
Lots of work in the back end and bug fixes. We’ve added the Random Callsign generator to MekHQ and phase 1 of the Genealogy overhaul. I’ll let Windchild add some details on that.

Also a reminder to drop into the Slack channel to meet other players and harass the devs that drop in and out. If Slack isn't your thing check out these Discords with Megamek channels - Everything BattleTech and Classic BattleTech

**FOR MAC USERS**
There isn't a Mac release and you'll have to use the Unix release. We are having issues with the Gradle packaging scripts and various security settings in MacOS.  We are working on the issue and have no ETA for a fix.

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.

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
The change log below lists all the changes in this release from the previous stable.

CHANGE LOGS AND DOWNLOAD LINKS
Megamek.

Code:
+ Data: New Sprites and numerous Mechset naming fixes.
+ Issue #2024: Fix possible NREs in AccessibilityWindow during various game events
+ Issue #2023: Destroying artillery which has rounds in-flight no longer stops the game
+ Issue #2020: Respect deployment round for offboard entities
+ PR #2040: Grass theme as default (unnamed) theme
+ Issue #2039: Tripod mechs with an active pilot now properly get +1 to physical attack rolls
+ PR #2049: Fixed bot NPE when trying to generate paths around hostile units blocking a straight path to a long-range destination
+ PR #2050: Entities which sprinted no longer report as being able to spot since that's illegal anyway
+ PR #2058: Fixed missing paren for damaged aero heat sinks in aerospace unit "Mech View"
+ PR #2042: Remove incorrect minimum range penalty on direct fire artillery vs aerospace units
Enable Princess to use artillery in direct-fire mode (vs both ground and air units), including artillery cannons
+ PR #2060: Fix game freeze for bot-controlled ejected pilots and hot-dropped infantry on ground maps
+ PR #2061: Random Callsign Generator
+ PR #2041: Remove weird 'Hardened' on the equipment section of some Combat Vehicles
+ Issue #2066: Changing year or tech level for DropShip sometimes removes anti-missile systems from assigned bays
+ Data: First units from Fluff Text project (Thanks to Greekfire for this batch)
+ Data: RAT and Force Gen name fixes.
+ Issue #2054: New Ahne Texture pack (Tileset) for the megamek client
+ Issue #2037: New additions to TheJungle for Kaji maps (and some other new maps)
+ Issue #2071: Battle armor taser attacks against battle armor no longer lock the game up when a BA suit in the target unit shuts down
+ Issue #2028: Units now visually indicate damage levels
+ PR #2079: Update dermal armor implant to use IO rules for conventional infantry
+ PR #2082: Wasp and Stinger LAMs are now more rare when using RAT generator; Wasp Mk I LAM now has actual bomb bays instead of cargo bays
+ PR #2085: Recolor movement in tooltip for dark themes
+ PR #2080: Unit Label Team Coloring
+ Issue #2022: Lobby summary/TRO view for gun emplacements no longer shows up blank
+ PR #1998: Improving formatting of legacy gunnery skills
+ Data: New Sprites (first of the ones based on KS images.Thanks to Deadborder)
+ PR #2087: Gun emplacements are no longer considered to have dual turrets (fixing some tech progression calculation issues for those units)
+ Data: Some infantry name fixes.
+ Data: New Sprites (fix for HMG ranges)
+ PR #2092: Screamer, Pwkka, Yurei LAMs have actual bomb bays; removed incorrect alias for protomech MG ammo; micro laser tech ratings corrected
+ PR #1992: Inclines and cliffs, as per TacOps page 39
+ Issue #2065: PPCs with charging capacitors now build up heat on the first turn of the charge
+ Data: New Sprites (Thanks Bloodwolf for working on making some of these royals)

MegaMekLab
Code:
+ Issue #611: [Errata] Naval Repair Facilities should use 2 docking collars no matter their capacity
+ Issue #636: TRO summary does not show armored components
+ Issue #644: Weight-Free Heat Sinks of Small Craft and Dropship is not changed when change the shape
+ Issue #642: Removed weapons of Aerospace Fighter's ammunition is still available
+ Issue #645: Unequal BV calculation when adding CASE (II)
+ Issue #647: Quarters, infantry bay, and Life Support cost calculations are wrong on large craft
+ Issue #654: Base Tech of the ammunition of Thumper Artillery is changed to Clans if change the unit to Mixed Inner Sphere
+ Issue #655: Mass Drivers use more slots than shown
+ PR #673: Indicate commercial armor on mech record sheet
+ Issue #657: Tripod/Super Heavy Tech base show -Error-
+ Issue #659: Jumping MP not updated if Improved Jump Jets are removed as a result of changing the production year of a Mek
+ Issue #661: Cannot create bays with 0 doors (except plain Cargo) on large aerospace units
+ Issue #662: Loading Combat Vehicle with Vehicular Stealth Armor always make a new section named Vehicular Stealth
+ Issue #668: Aft Right weapons arc on spheroid DropShips does not properly display extra fire control tonnage
+ Issue #670: Changing DropShip engine from military to civilian does not update displayed information
+ Issue #677: Electronic Warfare equipment (ECM, Beagle, etc) ranges missing from RS
+ Issue #681: StringIndexOutOfBoundsException errors, possibly a problem loading Mission Equipment Storage
+ Issue #682: Equipment from older version of MML failing to load
+ Issue #679: LRM/SRM bays on large aerospace units do not reflect damage increase from Artemis IV
+ Issue #695: Specialized Infantry, No Secondary Weapons error with no 2nd weapons
+ Issue #705: External engine type in Rail Support Vehicle causes load failure
+ Issue #703: Printing issues for HMG and VSP
+ Issue #708: Heavy Vibro-Claw causes NPE
+ PR #709: Record sheet option: support for tabletop miniatures scale

MekHQ:
Code:
+ PR #1825: Adding Advance to Next Monday to the AdvanceDaysDialog
+ Issue #1828: Rolling over to the next month when using AtB and your current faction goes extinct will no longer cause an error
+ Issue #1827: Adding documentation comment for required Excel version for Awards Tracker
+ Issue #1819: Fixing Time in Rank without Time in Service
+ Issue #1821: Can now reach all directories for images
+ PR #1830: Picking techs for refit now orders the techs by type then skill level, so you don't have to strain your eyes looking for that one aero tech
+ Issue #1822: Making the default Force Icon into a transparent background
+ Issue #1816: Fixing Portrait Changing in the Same Category
+ Issues #1797 and #1820: DateTime to LocalDate Switchover and Date Fixes
+ Issue #1840: Properly Implementing the Attached Camo Option
+ Issue #1847: Fixing Time in Service
+ Issue #1861: tryingToMarry and tryingToConceive flags are now saved properly
+ PR #1863: Retirement Date Tracking
+ PR #1864: Random Callsign Generator
+ Issue #1871: Implementing sorting fixes for the personnel tab
+ PR #1850: Phenotype Rework Implementing Vehicle, ProtoMech, and Naval Phenotypes
+ PR #1669: Implementing the MegaMek Unit Selector in MekHQ
+ Issue #198: Adding Ransom Mech and Ransom Prisoner Options for Scenario Resolution
+ Issue #1881: Outer planets in Weldry system can now be clicked
+ Issues #1569 and #1570 Phase 1: Genealogy
+ PR #1857: Personnel biographical view and last name simplification

Enjoy everyone

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  MML tripod tech-base error?
Posted by: Annwn - 08-01-2020, 07:31 PM - Forum: Problems? - Replies (2)

Hello, not sure if this is an actual bug or perhaps something else I'm missing.  I did clear my java cache.

Issue - When building a custom mech and selecting Tripod as the motive type, the Tech Base automatically switches to say : "-error-" and there are no options in the drop down menu (ie no Mixed Inner Sphere, Mixed Clan, etc).  This does change the available techs in building a tripod - I'm limited to only IS tech in engines for example.

MML 0.47.7 - (does it with both stand-alone and the package)
Java 1.8.0_261 - (fully updated)
Win10 - (fully updated)

I did not have this problem with MML 0.44 or 0.45 (I forget which version I upgraded from exactly). I did re-download.

Log file only shows these errors, which I don't believe are related - 
19:21:20,977 WARN [megamek.common.QuirksHandler] {main}
loadQuirksFile(String) : Could not load quirks from C:\MegaMekLab\data\canonUnitQuirks.xml

19:21:20,977 WARN [megamek.common.QuirksHandler] {main}
loadQuirksFile(String) : Could not load quirks from C:\MegaMekLab\mmconf\unitQuirksOverride.xml

Any suggestions or fixes potentially?

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  "Connect to Game" window bugged
Posted by: TheVenge - 07-26-2020, 06:31 PM - Forum: Problems? - Replies (4)

In MekHQ, whenever I go to the Briefing Room, select my Scenario, then "Join Game", the normal dialog box with 3 blanks in it has truncated blanks.  Looks like this:

[Image: 5A219309B22DB50381773057B081AF0CC6DA2865]

By contrast, the dialog for "Start Game" looks normal, as does "Load Save Game".  I am able to click within these blanks and use keyboard commands (End, Home) and type away, but of course I cannot see what is in that blank.  If I do it right, albeit blind, and then hit Okay, I can still connect.  It's just the display length of those fields that is truncated.

I looked for any mention of this here (https://github.com/MegaMek/mekhq/releases),  but at least with the keywords I used, I didn't find anything.  Any advice?  Perhaps something I need to edit in a config file to get the window to expand out?  I tried grabbing it on the edges with the mouse, to resize it, and it will not "grab".


  • What version of program does your issue apply to?   MMHQ v0.46.1 Stable

  • Is this the version of Megamek that comes with MekHQ or the stand alone?  Not stand alone.

  • What operating system are you using?  Windows, Mac, or Linux?  Win10

  • What java version are you using?  Java version 1.8.0_261

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  MekHQ Personnel menu bug?
Posted by: the_youngster - 07-13-2020, 09:04 PM - Forum: Problems? - Replies (2)

Hello all, I recently posted this in the MekHQ forum but it didn't seem to get a response so I hope here might be a little better. 

I downloaded the latest dev build of MekHQ (0.47.7), and am running Windows 10 with Java version 1.8.0_251 and have been super enjoying it, but I am consistently running into issues with the Personnel tab. It seems whenever I change certain attributes to characters (so far I've consistently confirmed it happens with changing ranks, and doing a GM edit to their name/skills), something happens to the entry that makes it bug out and it no longer registers completely when I click on it. This means that when I click on their name they do not show up on the additional information window on the right, it remains blank. As well, any specific field I click (i.e. name, command, etc..) remains blue as if selected even if I click elsewhere. It appears that this eventually affects everyone on the roster and I'm unable to select anyone. 

I was able to stave this off for a bit by not choose "dylan's method" for market generation but after my original 4 founder mechwarriors the issue returned with any I hired/created and assigned a rank.

I'm still able to right click on the entry and do modifications from there, but something seems to be really bugged out for me here. I also just downloaded the same game version on my laptop with identical OS and Java specs and appeared to have no issues, so does anyone have any insight as to what might be causing this issue on my computer? Please find attached a screenshot of the issue.

Thanks in advance for any help, loving the game even with the hiccup



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  Personnel Tab technical issue/problem
Posted by: the_youngster - 07-10-2020, 12:08 AM - Forum: MekHQ - Replies (1)

Hey all, 

Not sure if this is the correct forum to post this in, but I thought it looked like the actual technical issue forum was more geared towards MegaMek. If I'm in the wrong spot feel free to redirect!

Anyways, I downloaded the latest dev build of MekHQ (0.47.7), and am running Windows 10 with Java version 1.8.0_251 and have been super enjoying it, but I am consistently running into issues with the Personnel tab. It seems whenever I change certain attributes to characters (so far I've consistently confirmed it happens with changing ranks, and doing a GM edit to their name/skills), something happens to the entry that makes it bug out and it no longer registers completely when I click on it. This means that when I click on their name they do not show up on the additional information window on the right, it remains blank. As well, any specific field I click (i.e. name, command, etc..) remains blue as if selected even if I click elsewhere. It appears that this eventually affects everyone on the roster and I'm unable to select anyone. 

I'm still able to right click on the entry and do modifications from there, but something seems to be really bugged out for me here. I also just downloaded the same game version on my laptop with identical OS and Java specs and appeared to have no issues, so does anyone have any insight as to what might be causing this issue on my computer? Please find attached a screenshot of the issue.

Thanks in advance for any help, loving the game even with the hiccup



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