只更新了EXE程序文件7 z4 @' U2 v4 G; e+ @) \) \8 U http://www.matrixgames.com/forums/tm.asp?m=2729580 4 J: @* ^. n7 \+ [1 kThis is an unofficial "short-term" beta install. 3 t3 H' V# r: O Short-term being the appropriate term as this thread may be removed after a few days. / N4 W$ e6 E# @# M* E3 \
4 Q9 \. _. R+ @7 ^ v% n
This is being done solely on my responsibilty and outside the normal Matrix process. I still don't have any info on WHEN patch 6 will be made official, but this would be helpful step to ensure that there are not runtime issues with the code when it is. $ ~- b2 l$ Z$ e" ~1 C# I! j 3 ?+ |- q; B- E- R+ R/ S$ v& cPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 8 o) o1 b D' O" r: V! g5 y, d
, X+ [+ E8 f) i( `6 W/ ^& cBackground: & I, v: o6 |" m! o( m& CLast month my development PC had a meltdown while I was working on changes since the last released build (02). # r( L" Q3 T, l" hAs a result, I had to rebuild the dev environment on a new PC. The new PC had a newer O/S than my old one plus additional Window patches installed. c" q& `, i) ^) F+ F$ B% F* w+ D1 S' _ r! _& i4 Z
The build works fine on my PC, but then it is also the one that created it. ) ?8 G6 c: }/ q* `A few beta testers have tried the new EXE but I am not sure as to how many actually have tried it on various PC combinations. 1 H. C6 J5 c. u5 g7 u% a# [. p3 \: k5 W 3 d+ M9 ^7 m* Z: O- I. jAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. . [( G8 f# v5 \3 x" U. N' V |: r2 K" G/ x) M
I have created an installer that will install the new EXE and DLL (for build 03) onto your PC in a new directory called Beta2. A shortcut, like the original Beta one, will be created on the desktop referencing the new directory. , u# _$ r: [" g: q
7 }8 L) N8 r& p6 V, A
I would appreciate it if some of you could try this out on your various O/S and CPUs to ensure that ongoing code will be executable. ( S- G- p$ g$ n6 O& ^4 G# L
Load up a save and play a few turns. Let me know if you have any issues with it. . H9 ~3 {0 A1 ]5 N" ?4 oAlso, try using tracker to see if the DLL still works. # M9 v2 E5 n/ h' E2 o# J2 U6 { H
+ m3 x7 ]6 }! R: P! |8 i( r7 O7 pAgain, my warning: - S" e8 T- H* ]! D1 Q
PLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 9 T$ j3 D- R& j3 z' |) e ( o( m. B3 U4 @1 h& K: H) KHere is a list of the additional changes since 1108c (build 2) ' N3 X0 |# \+ R" F% O' Z" \6 o! Y: p) b8 u* P
[1108c+] ! p s) E4 O# s8 ~7 z; R6 E, k$ e
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. - N: }) H9 D5 t1 `+ R. lRevised restore of report files from save 5 C K/ B5 G7 E$ HChanged Added group withdraw date to all split sub-groups, not just permanent withdraws - Z+ l, r) ]3 a( y# L
Fixed 'buy-for-supply' ships remained at 1 day delay + X0 F" s' v8 W
Fixed Error in Kamikaze determination in Flak Attack 5 l! {* m0 C! c: s4 u# W2 L P2 {Fixed Kamikaze training not affecting low naval bombing ! P5 P. p+ ^" U
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 6 y8 u/ k1 j# o' G6 \Changed Pilot experience hit based on category rather specific air type : n0 s: j+ H7 G& BChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons ; y0 J' @1 w' y- L: Z( z
- h8 I$ h2 M* q' q' H% r
[1108d] ; s+ Z: I* ]& ?* ]3 Y
Fixed Removed ships under repair/conversion from AV support total - S1 t" F' G' s1 u `" J0 @Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' A/ f: t: m: m5 r' s1 B. x
Changed Re-enabled limited on-map routing for off-map TFs 6 q+ K6 ]4 ~1 |' A1 L3 x: J4 JRemoved Disband check for resource/oil that was added earlier as can be worked around 6 W' v! |- Z/ [0 B# p
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move & z7 c9 h; A3 u' j
Changed Night missions on list using BLUE rather than BLACK - ]; K7 K, g4 h2 u0 ?: x4 Z2 _! }Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 0 R0 a* A. \: y: l: @ ?, `& p$ O* ~! R
[1108e] 0 u- r- c+ F" `$ Y
Changed Arriving LCU units were building more than needed devices if not enough in device pool ( A4 B, z- G8 o! ]
Fixed Was returning wrong Allied device to pool on LCU device upgrade . D' m( O2 I. N$ s$ J! @- uFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 3 |9 J* X, q4 \( L! BChanged Adjusted off-map entry point for way-points " x( W7 \+ I7 g) E$ C" | s
Fixed Altitude not being changed on some dive bomber attacks in AAA / B+ m/ h9 T' n) X$ K1 T + `$ K- t: g* ?( q' \- _" V[1108f] ! F3 V5 o3 v7 B4 Y
Fixed Auto convoy returning resource/oil to home base when not required to ( F! ]) R4 A+ x' N7 r
Added Army screen shows a '+' next to under-strength devices that are in pool, a '!' next to device if upgrade in the pool. Helps to see what replacements can be used " \+ ~9 Y& W+ A0 G! K5 Z
Fixed CTD when checking groups on withdrawing ships ! y/ ~5 D3 d1 w& s/ W
Changed Restored image files for centre windows ; c" o7 e! h u; _9 T$ O' |
Fixed Extend packing time and operMode to combining editor components of parent LCU 8 P7 \8 k2 V3 P1 u. eChanged Vary DL for base created TFs, use same DL for TF split 1 Z4 |5 \/ u" I3 z( u
Fixed Leader of delayed group being re-assigned continually , [! k6 U" l* ]6 x4 r7 ]. g) m6 DFixed HQ check so that first HQ is included $ k2 N9 I* I; P
1 S+ G: R# G0 X# q, P+ l* h[1108g] 3 w2 f0 k5 L# W" f; i8 J5 ]. K1 f9 h
Changed Update device in TOE when changed in order to fix land replacements * p( Q4 E7 Y' E9 o0 K& e D9 @Fixed Return cargo for CS or AC not checked if home base and current base are the same $ q" _3 t2 d( m) B% y
Fixed Force TF to use offmap if incorrectly set due to changes of destination . A& ^( t/ X# l& k0 b ( C8 Y9 H8 V* W) `& i- b1 V[1108h] - x% N1 _3 z. X: r5 m+ B2 XFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 1 r A" _1 q3 X
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base : O5 d+ i6 @+ \. x9 w
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 5 r, y$ [) v7 p
Changed Allow 'independent' commands to change without cost to another * g" X4 ^; x- p7 h$ w2 P; w8 A( o+ F( |
[1108i] a. X7 Q8 T% U, E" S* v4 i; F6 L: z
Fixed Unoccupied bases were not being getting correct hq, mainly affecting Allies. New HQ will be the theatre hq of base doing capture, or first LCU in hex. 7 q7 J( ~8 z9 z q4 @4 \Fixed Japanese production was over-producing upgraded devices for LCUs ; ], {# B) z3 CChanged Ship display of ARD shows lift capacity c3 _8 h s! [Fixed Sub-units not having withdraw delay decremented ) T5 a7 h' N- ?! Z) e, [; sFixed Updated offmap checks for home base ' T4 E# \& B4 | H- z7 K- v
; _( T D1 k* b8 m0 ^7 Y) T0 p[1108j] & z9 z* d) Q! h# m2 V' jFixed Issue with carriers in range code; could cause data corruption % P+ d$ p# [9 b; D0 H/ b) _
Fixed Not all TRACOM pilots showed in lists / K0 J7 c5 v7 {7 b0 B7 w
Fixed Limit retreat after meeting TF surface combat to actual combat 1 Z( j/ X( o, |Changed Removed endurance limit on PTs that limits attacks 6 s1 z: l! Z, S$ y5 `8 GFixed LCU weapons being changed by AI code sometimes when LCU is human controlled 2 d; M% y1 f( d4 n2 u# Y+ BChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent ) g( b% c; s! K5 S \) F9 t7 a2 e
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling % Y: Q0 u" w1 t7 ?7 g3 i$ @' n" U
Fixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50