Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Development Snapshot - MegaMek, MegaMekLab, MekHQ: v0.43.1 - March 31/2017
#1
Hi Everyone,
Its time for a new Development release. As always this is the cutting edge stuff and will likely have some bugs. But their is some great new stuff in here.

Megamek.
Continued work on Infantry with Infantry units now validated against the construction rules. Lots of bug fixes and most importantly OmniMeks are now OmniMeks.  If you look at the Mech Viewer you can see what equipment is Fixed versus Omni Pods.  Within MegaMek this doesn’t do much but has big implications for MegaMekLab and MekHQ.

Megamek.
Continued work on Infantry with Infantry units now validated against the construction rules. Lots of bug fixes and most importantly for OmniMeks are now OmniMeks.  If you look at the Mech Viewer you can see what equipment is Fixed versus Omni Pods.  Within MegaMek this doesn’t do much but has big implications for MegaMekLab and MekHQ.

[Image: pPoAf8Lm.png]

Oh…and lots of bug fixes some new SPA’s and a new Start menu (if you change the skin in the Client Settings.)

[Image: Zl3hTarm.png]                 
MegaMekLab.
Improve the validator for Super Heavy Mechs. But as mentioned above when building an Omni Mek equipment will need to be defined as Fixed or Pod mounted.  It also allows for a ‘Base’ Chassis to be defined.

[Image: 0GcEvsqm.png]

MekHQ.
MekHQ has had some pesky bugs killed. But the most important new feature and really a game changer for campaign play is Omni’s can refit per the rules in Strategic Operations. As the screen shots show a Mad Cat H to Mad Cat D in 120 minutes. Makes for some interesting game play options.

BEFORE                                                                          PLANNING                                                                    AFTER
[Image: aVSXFUBm.png]      [Image: gB5UNDWm.png]      [Image: eAV1ZyYm.png]           


There is also some cool stuff slowly coming down the pipe as the screen shot below shows.


[Image: CL8kDzlm.png]

BUT no ETA on that interesting feature.  ^-^

Here's the links:
Megamek.
MegaMek v0.43.1 Development
Code:
+ Feature: Added checks for null crew when checking for MD enhancements
+ Feature: Merge pull request #486 from pheonixstorm/SPA-Update
+ Issue #476: VTOL armor diagram changes color incorrectly?
+ Feature: Added checks for illegal superheavy mech equipment.
+ Feature: Added specialized infantry to verifier.
+ Feature: Added infantry specializations to cost calculation.
+ Feature: Fixed max platoon size test in verifier.
+ Feature: Show BV calculations for conventional infantry.
+ Feature: Added infantry BV calculations from TacOps.
+ Feature: Added infantry specializations to weight calculations.
+ Feature: Added anti-mek equipment back to infantry weight calculations.
+ Data: New Sprites and New Maps (Thanks DancefloorLandmine)
+ Issue #494 - Updated Princess Behaviors (Thanks pfarland and xStormforgex)
+ Issue #484 and fixes to image names.
+ Issue #490: Fixed princess documentation.
+ Feature: Princess will now respond with "You are not my boss." if a player
    attempts to issue a command to an enemy Princess instance.
+ Issue #198: Long tom cannons cannot switch to indirect firing mode
+ Issue #456: Cannot cancel hotloading of LRMs during battle
+ Issue #457: Hot loaded LRMs not working properly
+ Issue #499: Map Editor Theme Broken
+ Issue #487: Issues with startup.sh
+ Issue #464: Incorrect titles for ASF and BA in the end-of-battle text
+ Issue #421: Toughness Text In Pilot Tab Spacing Issue
+ Issue #442: Tooltip colors still not quite right for firing vectors
+ Issue #507: Image atlas map has cross-platform issues
+ Corrected BV calculations for HarJel II/III, coolant pods, and interface
    cockpit.
+ Issue #511: Fall height is wrong for falls when moving into a higher hex
+ Bug: Cannot fire arm-mounted weapons while prone.
+ Bug: ASF can use Silver Bullet Gauss Rifles/Ammo
+ Bug: Attack sprites/arrows no longer shown for sensor returns
+ Feature: Unit files distinguish between fixed and pod-mounted equipment in
    omni units.
+ Issue #510: Reports related to geysers weren't marked public
+ Issue #440: Explosions greater than 1 hex ring away not affecting all hexes
+ Issue #488: Chat window not disabling some hotkeys in targeting phase
+ Issue #466: Themed hexes can revert to no theme on explosions
+ Bug: Fuel tank magnitude terrain type not removed from collapsed buildings
+ Issue #473: Vehicle threshold report erroneously added for VTOLs
+ Issue #430: Smoke artillery only affecting center hex
+ Issue #458: Map selection changes when loading generated map settings
+ Issue #471: TacOps zip-lining didn't factor in elevation
+ Issue #454: Physical attacks and friendly units
+ Data: Unit fixes and new Sprites.
+ Data: Fixing some unit validation errors.
+ Issue #513: Infantry killed by Inferno ammo not giving kill credit
+ PR #515: Show %BV remaining in round reports
+ Issue #385: Freeze When Zooming Out with LargeTexture.tileset
+ Issue #70: Engine explosions not igniting center hex
+ Issue #348: Selecting lance move options does not disable individual init
+ Issue #225: Bad String in Round Report for Thunder LRMs
+ Deploying doomed units now nags the user (ie, infantry in a vacuum)
+ Issue #408: Offboard units not checked for planetary conditions (ie, vacuum)
+ Issue #394: No location exposure check on deployment
+ Data: Turret Rats pt1 Thanks Bloodwolf. New Maps.

MegaMekLab.
MegaMekLab v0.43.1 Development
Code:
v0.43.1 (2017-02-13 01:15 UTC)
+ Issue #50: Super heavies shouldn't be allowed to use certain equipment.
+ Feature: Mark fixed equipment in omnis and button to reset base configuration be removing all pod-mounted equipment.
+ Updated MegaMek.jar to 0.43.1

MekHQ:
MekHQ v0.43.1 Development
Code:
+ Change to require GM Mode for the add/remove pregnancy context menu commands
+ Fix #334: Problems purchasing bombs.
+ Fix #326: Cannot use Meklab to customize units from within MekHQ using v43.0
+ PR #344: Separate list item for Prisoners on the personnel tab
+ Omni units: faster salvage/replacement (including whole location at once), separate podded parts in warehouse.
+ Data: These are a series of commits updating MekHQ data (boards, Unit files, and sprites)
     to match MM repo as of March 31/2017
+ Updated MegaMek.jar to 0.43.1
+ Updated MegaMekLab.jar to 0.43.1

Enjoy everyone.


Reply
#2
Is there any ETA on getting ATB to use infantry or automating force creation?
I know they're both a tall order, I was just curious where those sorts of things were on any potential roadmap you guys may have.
Reply
#3
AtB to using Infantry is actually an issue with MegaMek and Princess.  Its on the wish list but no ETA.

Regarding Force Creation see this recent thread. - http://megamek.info/forums/index.php?top...5#msg17875
Reply
#4
The Dev Snapshot MekHQ is crashing immediately on start on my Mac running 10.12.3.

Attempted to download the source .tar but it doesn't contain the mekhq.jar

A little help or direction would be greatly appreciated as this snapshot solves some of my major gripes with mekhq!

edit: Was able to resolve by using Linux version

Reply


Possibly Related Threads…
Thread Author Replies Views Last Post
  New Development Snapshot 0.47.5 for Megamek, MegaMekLab, and MekHQ Hammer 0 30 04-01-2020, 10:58 PM
Last Post: Hammer
  New Development Snapshot 0.47.4 for Megamek, MegaMekLab, and MekHQ Hammer 0 176 02-09-2020, 08:48 PM
Last Post: Hammer
  New Development Snapshot 0.47.3 for Megamek, MegaMekLab, and MekHQ Hammer 0 172 02-01-2020, 06:48 PM
Last Post: Hammer
  STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.46.1 (Stable) January 17 /2020 Hammer 0 233 01-17-2020, 04:28 PM
Last Post: Hammer
  New Development Snapshot 0.47.2 for Megamek, MegaMekLab, and MekHQ Hammer 0 765 11-15-2019, 07:12 PM
Last Post: Hammer
  New Development Snapshot 0.47.1 for Megamek, MegaMekLab, and MekHQ Hammer 2 1,012 11-11-2019, 12:24 PM
Last Post: Hammer
  New Development Snapshot 0.47.0 for Megamek, MegaMekLab, and MekHQ Hammer 0 550 08-21-2019, 11:59 AM
Last Post: Hammer
  STABLE Releases MegaMek, MegaMekLab, MekHQ: v0.46.0 (Stable) August 20 /2019 Hammer 0 425 08-20-2019, 04:19 PM
Last Post: Hammer
  New Development Snapshot 0.45.4 for Megamek, MegaMekLab, and MekHQ Hammer 0 584 03-24-2019, 05:07 PM
Last Post: Hammer
  New Development Snapshot 0.45.3 for Megamek, MegaMekLab, and MekHQ Hammer 0 618 02-12-2019, 05:44 PM
Last Post: Hammer

Forum Jump:


Users browsing this thread: 1 Guest(s)