This forum uses cookies
This forum makes use of cookies to store your login information if you are registered, and your last visit if you are not. Cookies are small text documents stored on your computer; the cookies set by this forum can only be used on this website and pose no security risk. Cookies on this forum also track the specific topics you have read and when you last read them. Please confirm whether you accept or reject these cookies being set.

A cookie will be stored in your browser regardless of choice to prevent you being asked this question again. You will be able to change your cookie settings at any time using the link in the footer.

Welcome, Guest
You have to register before you can post on our site.

Username/Email:
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 941
» Latest member: helix0311
» Forum threads: 2,679
» Forum posts: 18,625

Full Statistics

Online Users
There are currently 88 online users.
» 0 Member(s) | 86 Guest(s)
Google, Yandex

Latest Threads
New Development Snapshot ...
Forum: New Releases
Last Post: Hammer
09-14-2020, 08:48 AM
» Replies: 3
» Views: 162
V0.47.9 Dev - Can't load ...
Forum: Problems?
Last Post: helix0311
09-13-2020, 09:02 PM
» Replies: 2
» Views: 43
[SOLVED] Unit Display Win...
Forum: Problems?
Last Post: Qoon
08-24-2020, 08:37 PM
» Replies: 2
» Views: 115
New Development Snapshot ...
Forum: New Releases
Last Post: Hammer
08-08-2020, 12:33 PM
» Replies: 0
» Views: 143
Help Requested: Clan Sce...
Forum: Campaigns
Last Post: TheVenge
08-07-2020, 12:43 PM
» Replies: 0
» Views: 81
Portrait Problems
Forum: MekHQ
Last Post: Windchild
08-06-2020, 04:20 PM
» Replies: 5
» Views: 495
MML tripod tech-base erro...
Forum: Problems?
Last Post: Annwn
08-03-2020, 04:43 AM
» Replies: 2
» Views: 164
"Connect to Game" window ...
Forum: Problems?
Last Post: TheVenge
08-02-2020, 07:41 PM
» Replies: 4
» Views: 250
MegaMek Empires Descripti...
Forum: Campaigns
Last Post: Kristan Dagley
07-16-2020, 11:23 AM
» Replies: 2
» Views: 232
MekHQ Personnel menu bug?
Forum: Problems?
Last Post: the_youngster
07-14-2020, 12:46 AM
» Replies: 2
» Views: 208

 
  DEVS: Game Play Graphics Overhaul (2 1/2D), worth it?
Posted by: Gargtholomew - 09-23-2019, 08:14 AM - Forum: User Creations - Replies (3)

Have a group of friends, we all like Battle Tech, recently almost half recently moved away. We want to still play, but dont like the lack of graphics/effects, I realize you guys have worked EXTREMELY hard on this so this is not a slight in any way. Some of us have coding and animation experience(I have dabbled in many things but more importantly have good friends who actually know what they are doing). Just wondering anyone knows if someone else is trying to change the look(I'm thinking like the old Fallout series isometric style). Have had some buy in from my group, but if I came up with a firm plan and started, I think I could get help. 

If there are no resources along this path to be found really I will probably just borrow some 3D models of mechs and then "pixelate" the animations using exact skews to match a iso hex grid. Shooting effects could either be all pre-aimed particle effects or anims themselves I think. probably stick with "block" style topography look. 

Real question is whether I leave the map generator as is and just do a converter or try to incorporate it into a new "engine". 


On an semi-unrelated note, if this thing gains popularity do you guys have a gentleman's liscensing agreement with FASA(topps?), etc?


Anyway, would like some input from everyone, thanks!

Print this item

  Dice / Gauss Bell
Posted by: Babek - 09-19-2019, 11:53 AM - Forum: General Discussion - Replies (4)

Hello Fellas,
 
Wow, I stumbled upon this tool and I'm massively impressed by it. On my first approach to the tool a year ago I started using it and trying it out.
 
What I read here on the forum and what you even made a FAQ for, is the topic related to the dice. As our playing groups got some worries here as well, I digged a little deeper into it.
 
Quote from your FAQ:
"Are the dice conspiring against me?
Short answer: No. Long answer: The dice use the standard Java random number generation routines. You can find them described in the Sun documentation. The same routine is used for every dice roll in the game. These routines have been tested, and they behave as closely as possible to real dice as is possible on a computer. To put it another way, every time the virtual die is rolled, it stands a one-in-six chance of generating each number, one through six, and each roll is independent of previous rolls. "
 
What I understood (correct me if I'm wrong), is that you used the standard java random number generator, right?
 
Which is fair in the sense, that if your roll a 6 sided dice 6000 times, it will generate a fair output of:
 
1: 1005x
2: 1028x
3: 1027x
4: 989x
5: 994x
6: 957x
 
 
results.
 
If you now take 2 dice, the standard random, as it is a computer produces a fair share like
 
02: 500x
03: 500x
04: 500x
05: 500x
06: 500x
07: 500x
08: 500x
09: 500x
10: 500x
11: 500x
12: 500x
 
Which is fair, but not like in a real world, which made a lot of people here complain.
 
The reason is, that in the real world, the more dice you take, the more you get a gauss bell curve of results.
 
like for example:
 
02: 100x
03: 200x
04: 350x
05: 450x
06: 600x
07: 750x
08: 750x
09: 600x
10: 450x
11: 300x
12: 100x
 
Here is a nice article about this problem in java code:
 
https://dzone.com/articles/java-programm...e-random-0
 
Quote:
 
-----------
Different Kinds of Randomness
 
Uniform Distribution
The Uniform Distribution is what you get by default from java.util.Random (and its sub-classes - including the Uncommons Maths RNGs). The discrete uniform distribution says that there are a certain number of possible outcomes and each is equally likely. The obvious example is rolling a dice. You can get a 1, 2, 3, 4, 5 or 6 and no single outcome is more likely than any of the others. If you record the results of 6 million dice rolls you would expect to get pretty close to a million of each number.
The uniform distribution is useful for some problems, such as shuffling a deck of cards, but it is not a good choice for many other scenarios that don’t involve a set of equally likely outcomes.
 
Normal (Gaussian) Distribution
The Normal Distribution (also known as the Gaussian Distribution) is the familiar bell curve. It is a good model for many real world phenomena. In a normal distribution, the average outcome is more likely than any other outcome. A slightly above or below average outcome is almost as likely, and extreme outcomes, while still possible, are very unlikely.
An example of this would be the distribution of IQ test scores. Most people would achieve somewhere close to an average score (maybe slightly above or below), but a few people would achieve very low scores and a similarly small number would achieve very high scores.
The nextGaussian() method of the java.util.Random class provides rudimentary support for obtaining normally-distributed values. Uncommons Maths’ GaussianGenerator class builds on this, making it easy to create distributions with different means and standard deviations. The standard deviation parameter controls how spread out the values are. A low standard deviation means most values will be very close to the mean (on either side). A high standard deviation increases the likelihood that a value will be a long way from the mean.
GaussianGenerator is a wrapper around a standard RNG (you can use any of the Uncommons Maths RNGs, or even one of the standard Java ones if you so choose). Once you have created a GaussianGenerator by specifying a mean, standard deviation and source RNG, you can call the nextValue() method ad infinitum:
Random rng = new MersenneTwisterRNG();
GaussianGenerator gen = new GaussianGenerator(100, 15, rng);
while (true)
{
    System.out.println(gen.nextValue());
}
If we were to generate thousands of simulated IQ test scores with this code, we would see that the vast majority of scores would be close to the average (100). Around 68% of the values would be within one standard deviation (15) of the mean (i.e. in the range 85 - 115), and approximately 95% would be within two standard deviations (between 70 and 130). These percentages are a well-known property of normal distributions.
The demo shows how the distribution of generated values compares to a theoretical normal distribution (the more values you generate, the closer the fit will be).
-----------
 
here is a Short demo about the results:
https://uncommons-maths.dev.java.net/demo/demo.jnlp
 
Do you think it would be possible to try this out? Like taking the code stated in the article and implement it in a test version? We would do some additional playtests then and see if the complaints vanish and I can finally force everybody in my group to use your great tool Wink
 
Thanks
 
and long live the Dragon  Smile

Print this item

  0.46.0 AtB Hidden Infantry can't be revealed/won't activate
Posted by: ThatGingerBastard - 09-06-2019, 02:48 PM - Forum: Problems? - Replies (3)

Version: 0.46.0
MekHQ (Downloaded from your homepage)
OS: Windows 7 Pro
Java version 1.8.0_211


So I'm playing an against the bot campaign and the battle I'm in is stuck because I've destroyed everything but a single platoon of infantry that is hidden, they won't un-hide, and apparently my mechs can't detect them despite literally surrounding and staring at them for about 5 turns straight.

I've attached my save.



Attached Files
.gz   1.sav.gz (Size: 720.37 KB / Downloads: 0)
Print this item

  Maps not loading
Posted by: PMG068 - 09-04-2019, 12:13 AM - Forum: MekHQ - Replies (3)

Gday im pretty new to MekHQ, I'm loving it. Unfortunately lately when I run my AtB campaigns after about 3 missions the map fails to load. I move mouse around and it brings up the small instructions windows at the bottom but nothing else. I have restarted new campaigns with different units but always happens. Any ideas about this? I have no custom maps at a all.

Print this item

  V0.46.0 Modifications to mech sprites don't show up in-game
Posted by: ThatGingerBastard - 09-02-2019, 11:31 PM - Forum: Problems? - Replies (3)

Version: 0.46.0
MekHQ (Downloaded from your homepage)
OS: Windows 7 Pro
Java version 1.8.0_211

Hey guys,

So I just tried changing some of the mech sprites in photoshop. Did my changes, saved in .png over the original mech. Looked at it in the C:\Program Files (x86)\mekhq-windows-0.46.0\data\images\units\mechs folder, everything looked good.

But then I load up MekHQ and start a new campaign but when I go to add the Mech to my roster it shows the original sprite, despite me having over-written it.

So what did I miss?

Print this item

  MekHQ launched Megamek games don't work .46/.47
Posted by: cryptoknight - 08-31-2019, 10:23 PM - Forum: Problems? - Replies (1)

Using the full package (MegaMek, MegaMekHQ, MegaMekLab).

Both .46 and .47 windows 10 Java 1.8.0_221

If I build a campaign in MekHQ, assign people to meks, assign meks to units in the T&OE and then finally take a contract and travel to it and finally assign Lances in my T&OE to a given mission, when I launch the mission I'll land in the Lobby.  The Lobby will load all the units and show me who controls them and what they are.

If I click I'm Done, I go to Phase 1 and roll initiative.  When I click Done after Initiative, I'll briefly see something about transferring and then I see one of two things.

.46 I'll see Turn 2
.47 I'll see an end of Turn 1 summary, which if I click done will take me to Turn 2 and roll initiative.

If instead I launch Megamek directly and build a scenario in it, when I click "I'm Done" followed by "done" the map will pop up and I can deploy mechs and take turns.



Attached Files
.zip   gamelog.zip (Size: 8.66 KB / Downloads: 0)
Print this item

  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.

Print this item

  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

Print this item

  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.

Print this item

  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%

Print this item