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  New Development Snapshot 0.47.0 for Megamek, MegaMekLab, and MekHQ
Posted by: Hammer - 08-21-2019, 11:59 AM - Forum: New Releases - No Replies

Hi Everyone,
How's that saying go "Can't stop won't stop" Smile

Here is the next release in the new development cycle. This builds off the latest stable so should be largely safe, but as always we need folks to play and find the issues. 

**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.

Megamek.
It begins, we've enrolled Princess at the Blackjack School of Conflict.  She's learning to shot at secondary targets, fly better, use field gun infantry, and is starting to learn that 
"BattleArmor win Firefights, Mechs win Battles, but Artillery win wars"

MegaMekLab.
Not much to see here.....yet......Did I mention Support Vee construction is coming soon'ish.

MekHQ.
Autosave anyone? Campaign Subset export? some AtB updates.

Also a reminder to drop into the Slack channel to meet other players and harass the devs that drop in and out.  

As a 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 #1315: add support for map annotations and description to .board files.
PR #1323: implement "#sitrep" client command which can be used to display,
in the console, a list of units near the entity with the given ID.
PR #1329: Princess will now fire at multiple targets with units that have no secondary target penalty.
This should be most noticeable with dropships and other large spacecraft.
PR #1358: Princess properly operates really slow aircraft on ground maps and can actually drop thunder bombs now.
PR #1354: Support for detailed large craft parts (K-F boom, grav deck, CIC, etc)
PR #1401: Improved bot behavior using field gun infantry.
PR #1404: Princess can now use rapid-fire autocannons; will respect "no AMS as weapon" setting
PR #1405: Introduced Princess capability for indirect fire at spotted units
PR #1409: Dropship artillery bays now fully functional
Dropships can optionally load/fire alternate artillery munitions
Copperhead ammo functions as homing rounds
Issue #1351: When a homing round lands, the firing player will now get asked which tagged unit gets clobbered.
PR #1406: Princess can now spot units for indirect fire
PR #1413: Performance and functionality improvements for space sensors
PR #1419: Bearings-Only Missile Tweaks
PR #1430: Improvements to bot handling of aerospace units, especially on low-atmospheric maps.
PR #1440: Added ignore for YML files when loading units
PR #1436: Greater variety of primitive and civilian units for AtB and template scenarios

MegaMekLab.
Download Here
Code:
Issue #336: Quad Battlemechs are unable to allocate industrial physical weapons to their side torsos

MekHQ:
Download Here
Code:
Issue #1171: Adds autosave feature (daily or weekly, and/or before missions).
PR #1215: Minor updates to AtB:
opfor infantry transports now come loaded with infantry (if you have infantry turned on)
opfor infantry may now be field gunners
opfor aircraft may have bombs
allied dropships may now be non-Leopards
VTOLs are always on as the bot can handle them fairly well
PR #1210: Adds all remaining unimplemented Large Craft parts - CIC, Grav Decks, K-F Drive, K-F Boom and the like
PR #1227: Dropships can now load alternate munitions into artillery base if the game is configured for it
PR #1226: [Feature] Campaign Subset Export: export a subset of your current campaign into another, either new or existing, campaign file.
Overwrites units and personnel with the same guid. Option to remove exported personnel from source campaign. Obviously make backups before
using on an existing campaign.
Enjoy everyone.

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  personnel tab
Posted by: lambourne - 08-21-2019, 05:45 AM - Forum: MekHQ - Replies (2)

hi all quick question or idea for the devs

is there a way of adding an extra tab on the personnel / change status tab / to an option like on assignment (paid but not active). I was thinking to use it for company members in detached units, home bases or contacts and informants.  


lambourne

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  STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.46.0 (Stable) August 20 /2019
Posted by: Hammer - 08-20-2019, 04:19 PM - Forum: New Releases - No Replies

Hi Everyone,
Welcome to a new Stable Release! This stable represent over a year work by the dev team, our contributors, and 1000's of hours of play from players finding and reporting things in all the programs to make them better.

We have lots planned for the next Dev cycle, with Princess going to war college, the ability to build and use Support Vehicles in accordance with the rules, a fully semi-canon generated universe, and of course continued work on stability.

See the attached file for summary of everything that's been fixed/added since the last stable.

**FOR MAC USERS**
There isn't a Mac release and you'll have to use the Unix release. We are continuing to have issues with Gradle packaging scripts and various security settings in MacOS. We have no ETA for a fix, as lot of depends on factors outside our control.

Megamek.
We’ve fixed or implemented 120 things since the last stable.  Some of the highlights include:

  • Force Generator
  • TRO Style Summary
  • Ability to Use Trailers
  • Space Combat Improvements (Sensors, Aero Sanity 2.0)
  • Princess has gone to school to advanced combat school.
       -Aerospace in Space and on ground maps
       -Learned about artillery and TAG
       -Can unjam weapons
       -Improved use of Infantry
  • Added the Saxarba Tileset (must have a look at it)
  • Deadborder’s staggering amount of vehicle sprites
  • Numerous bug and stability fixes
 
MegaMekLab.
The march to make MegaMekLab the ultimate unit builder continues, with 88 fixes and new features including:
  • Advanced Aerospace Construction
  • Protomech construction
  • TRO and Fluff style tab
  • Upgrades to Record Sheet Printing including the ability to print Advanced Aerospace
  • Improved Print Dialogs and options
  • Numerous bug and stability fixes
  
MekHQ.
This dev cycle MekHQ has had lots of fixes to make it more stable and more usable.  With 138 fixes and new features including:
  • Personnel Awards(Medals)
  • Pay for repairs
  • Advanced Aerospace Damage and Repair
  • Daily History Log
  • Improvements to currency/finance system in MekHQ
  • Mass Mothball/reactivate
  • Numerous bug and stability fixes
Also a reminder to drop into the Slack channel to meet other players and harass the devs that drop in and out.  
 
As a 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.
3)   This thread is for discussing the release. Bugs should be reported by opening an issue on the appropriate tracker on GitHub. Anything reported here is likely to be buried in the discussion and forgotten by the time we get a chance to work on it.

This will be VERY important if you are moving from the old Stable to this Stable. 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:
Data New Sprites.
MekHQ Issue #1256 - Several XTRO mechs labeled 'Unofficial'
Issue #1439 - mechset.txt typo
 
MegaMekLab.
Download Here
Code:
No Changes since last Release Candidate
 
MekHQ:
Download Here
Code:
Issue 1249: Tech Names Missing in Event Log
Enjoy everyone.

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  New Stable Release Candidate 0.46.0-rc.2
Posted by: Hammer - 08-12-2019, 11:36 AM - Forum: New Releases - No Replies

This is our second candidate for stable release 0.46.0. It fixes a bug involving movement at the edge of maps that was introduced in the previous candidate, as well as a few bugs that were reported since RC1, and some new units and maps. If there aren't any new bugs discovered in this release in the next week or so, it will become the new stable and we will start releasing new features for testing under the 0.47.* branch.

Reminders:

  • Make backups of your campaigns and customs.
  • Always treat each release as a stand alone release and only copy your data forward from older versions.

  • This thread is for discussing the release. Bugs should be reported by opening an issue on the appropriate tracker on GitHub. Anything reported here is likely to be buried in the discussion and forgotten by the time we get a chance to work on it.
The change logs list changes since the previous release candidate (0.46.0-rc.1).

MegaMek
Download here
Code:
+ Issue #1429: Bug Unable to move on map edges Intermittent
+ PR #1426: Splash screen displays properly on very high width-to-height resolution ratios.
+ Simple Tech Level wrong for Proto AC's and VSP Lasers.
+ Issue #1388: Successful TAG designation cause the unit to suffer the penalty of spot for LRM indirect fire on the same turn
+ Data: New Sprites
+ Data: New Boards from new Beginner Box set (thanks ask)
+ Data: New units from TP:Tokasha, OTP:Fronc Reaches and Vega 3039 

MegaMekLab
Download here
Code:
+ Issue #333: ASF printing - Missing armor pips

MekHQ
Download here
Code:
+ Issue #1075: Fix 'Mech location repair and salvage times to match StratOps
+ Issue #1224: Scenario templates no longer fail to generate forces when the 'use vehicles' AtB setting is turned off
+ Issue #1238: Fix bug where self crewed units could not be activated after being mothballed
+ PR #1239: Add GM Mothball/Activate to unit menu in hangar
+ Issue #1240: Cannot Salvage at 100%

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  MegaMek Lab on Mac - Printing to PDF
Posted by: onthelam - 08-06-2019, 05:24 AM - Forum: Problems? - Replies (2)

Is printing to PDF not an option on Macs since it doesn't utilize the Mac native print window and there is no longer an Adobe Mac OS X Print driver? I'm using 0.45.4 Unix build. Thanks.

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  Inaccurate Base Rules Level on some equipment:
Posted by: WalrusJones - 08-02-2019, 06:17 PM - Forum: MegaMekLab - Replies (4)

The base rules level on the protomech cannons, and VSP are both rules level Advanced according to the most recent release of Tactical Operations, page# 321 (Variable speed pulse laser,) and page# 286 (Proto Ac's.)

However, when looking at mechs, combat vehicles, and protomechs, these weapons are automatically labeled as rules level Experimental. (However, the VSP tech level is accurately labeled for battle armor.)

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  Shortcut oopsie
Posted by: Zanzanar - 07-29-2019, 12:14 PM - Forum: MegaMekLab - No Replies

I was working on a mech design and hit Ctrl + A to save as... and it switched to a new aerospace design, losing all my changes.

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  Direct Artillery Attacks in 0.45.4
Posted by: WalrusJones - 07-27-2019, 05:19 PM - Forum: Problems? - Replies (2)

I have been trying to get direct fire artillery to work in 0.45.4 for a few days now, on windows 7, modern java, with the standalone megamek, which has actually prompted me to join here.

The standard procedure (Abstaining form firing during the artillery phase, waiting to the weapons phase, selecting a hex between 7-17 tiles away, and trying to fire at the hex,) with all forms of artillery tested has prompted me with the error "This weapon must make artillery attacks," where I could confirm I had LOS, ammo, and a unit which could fire weaponry.

As I understand, this is exactly what you need to do to fire artillery directly.

I have tested the following: Thumper Artillery, Tube artillery, Arrow IV artillery.

Am I doing something wrong here? Or is something going up wrong on the software side?

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  Modifying the Interstellar map
Posted by: Periphery Anon - 07-24-2019, 11:37 AM - Forum: General Discussion - No Replies

Hi guys. Fairly new user to Megamek and MekHQ.

I am currently playing a campaign with some friends, and i recently became aware of MekHQ and its Interstellar Map. NOw i want ot adapt it to our game, but i need to add new factions and planets. Is there a way to do that? How can i found the correct X/Y coordinates for a planet to include it in the map?

Thanks in advance!

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  Printing more than one infantry platoon or battle armor point on a sheet
Posted by: drdaniel5 - 07-21-2019, 11:40 PM - Forum: MegaMekLab - No Replies

Hi, I really like the way megamek prints the record sheets for use in table top but for the life of me I can not figure out how to get it to print more than one infantry or battle armor base on one sheet like the sheets that are in the books.

Thank you for the time to help.

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