只更新了EXE程序文件 ; B' l/ I* K' w8 [http://www.matrixgames.com/forums/tm.asp?m=2729580 6 S+ d% P l# X! tThis is an unofficial "short-term" beta install. 7 m( T$ y& F& \ Q8 h7 wShort-term being the appropriate term as this thread may be removed after a few days. & S7 |! @ F/ x# W" a; g8 v1 z9 P, B P+ c* C
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. , s! d4 ]# W( a" s% C, @
/ Z( W. H' \# o/ Y- _3 _% v6 S4 KPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. * b* [- S/ _6 X0 p. P3 Z. w# D+ ~ L! O, F$ D1 M; ^/ M( ^: ]
Background: , G# Y: I+ c0 Y1 j1 S
Last month my development PC had a meltdown while I was working on changes since the last released build (02). & ?+ b) O: e# w( e# ?6 kAs 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. / B0 Y: t* R* m7 j* {; J7 G( n7 S \2 h" @
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The build works fine on my PC, but then it is also the one that created it. & X! E& _4 ^! L
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. 4 g' v6 y( o* |: ~7 H7 s/ \; @. ~: y
As a result, I need to be 100% convinced that the new code will run on existing installs of AE. 1 l5 R5 S- L6 i. r
) T2 q1 ?+ j3 o! V8 CI 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. ( h! t7 y2 W8 i! `0 c : D5 ?9 e, X& B# M9 \6 w' x" dI 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. 4 a+ O+ s! s0 k% x1 h7 {: cLoad up a save and play a few turns. Let me know if you have any issues with it. 4 l- P# V. V5 p0 R0 T6 |3 B- _Also, try using tracker to see if the DLL still works. 1 Y2 K3 e. N. A
3 i4 P% z8 v3 A2 R* C+ HAgain, my warning: # M: V7 B3 L' b' aPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. ; M5 f7 w+ Z _, [/ J+ @6 i9 v& ?+ k
Here is a list of the additional changes since 1108c (build 2) : P4 E% a/ j$ W: x+ U, }; X) w9 o$ D6 ~
[1108c+] * p6 E# `( i) V3 R* M8 `" BFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. * B" Y* x+ d3 q# v1 mRevised restore of report files from save t x3 X3 ~9 M' V& \9 xChanged Added group withdraw date to all split sub-groups, not just permanent withdraws & d. B' J2 g9 p3 Q
Fixed 'buy-for-supply' ships remained at 1 day delay 9 @- D( p2 L7 T7 Y
Fixed Error in Kamikaze determination in Flak Attack 8 H- O+ a# g( @Fixed Kamikaze training not affecting low naval bombing , ]3 w7 v; M$ V D% W0 `! c: G$ [: @
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 % r, [% w0 C" {' v# kChanged Pilot experience hit based on category rather specific air type + M% X3 ]3 Z1 {6 k* s& Q- v
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons , \* m, d: C' E
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[1108d] ' P9 v1 M: S$ X; T5 J, h. B5 ]$ kFixed Removed ships under repair/conversion from AV support total 1 i5 y2 G1 N. I6 ?Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' ; Y5 Y$ C# E5 [5 i6 wChanged Re-enabled limited on-map routing for off-map TFs 1 T& F! n5 Y9 B* r$ n( J9 `
Removed Disband check for resource/oil that was added earlier as can be worked around 7 x4 s8 c5 c- sFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move ( j/ V5 y6 u: g3 j) cChanged Night missions on list using BLUE rather than BLACK }0 j8 H2 e. Y4 K" @: u
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution B7 I; M% R: g6 k' r5 j/ p9 g) N
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[1108e] & w6 c: B; L2 G: o1 [, d4 fChanged Arriving LCU units were building more than needed devices if not enough in device pool + [7 w9 h( v/ }# p3 c7 e
Fixed Was returning wrong Allied device to pool on LCU device upgrade " x! e1 |( `# I$ `# jFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening " A0 a1 N6 w$ x/ v% O
Changed Adjusted off-map entry point for way-points # H0 o7 W c) w4 RFixed Altitude not being changed on some dive bomber attacks in AAA 8 w% o7 }5 s! y0 X
* ?8 R- m$ Z* X0 a4 M8 l- K[1108f] ( w6 c4 [* w2 n5 LFixed Auto convoy returning resource/oil to home base when not required to 9 T c) Z& g! q
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 , {7 m) C# d1 z! {! j& S6 k% `Fixed CTD when checking groups on withdrawing ships " h9 b; s! V. M5 y5 r3 a6 T& k# |Changed Restored image files for centre windows : ]2 K5 @$ [2 J4 f+ t7 _
Fixed Extend packing time and operMode to combining editor components of parent LCU 3 m+ a2 ^. s* s% t/ sChanged Vary DL for base created TFs, use same DL for TF split ) m1 V1 C: y1 G6 n. @" l- [+ C4 _Fixed Leader of delayed group being re-assigned continually 2 A9 V6 R$ K- h
Fixed HQ check so that first HQ is included # `! I6 X: V. K$ |1 ]7 _
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[1108g] 6 @ U o' F. V; M3 Y9 c z) }Changed Update device in TOE when changed in order to fix land replacements / S: _6 [0 x3 d/ ]6 N
Fixed Return cargo for CS or AC not checked if home base and current base are the same . g9 X- t, y* h- V7 O( ^6 vFixed Force TF to use offmap if incorrectly set due to changes of destination , q) ~; `, u9 m6 Y+ n/ l: e( r& N5 Y) {4 G: i. X6 ?8 E
[1108h] * W8 X$ W# p2 z7 O* Y7 u2 G
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying ) H3 z( M# S; ]* h1 U( T }Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base ) C! m! C, O% l" a
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code " l% V0 n) _/ a% s$ tChanged Allow 'independent' commands to change without cost to another $ v! m: D+ _. w& m/ \) o4 G7 R6 t* x
[1108i] C. G9 @ x$ bFixed 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. $ u# S! d) I+ OFixed Japanese production was over-producing upgraded devices for LCUs ' ?$ r# c* y( A) J/ L: ^3 r' u/ a3 |7 Y
Changed Ship display of ARD shows lift capacity $ Z6 ^$ k7 J6 `2 R5 u9 N+ D' }Fixed Sub-units not having withdraw delay decremented 7 Z2 H" t3 v5 @- _4 z) z l
Fixed Updated offmap checks for home base 5 \; R @$ U, _- d6 Y) A$ i& I& ]6 M$ g7 x# p7 S7 g, C
[1108j] # R7 E4 s+ T! p( L2 ?! QFixed Issue with carriers in range code; could cause data corruption 4 |; @) Y% c1 H2 @0 u
Fixed Not all TRACOM pilots showed in lists @5 ?5 X! ]! l* V. ?( |7 ^) `3 A6 k0 sFixed Limit retreat after meeting TF surface combat to actual combat & q+ a" P& s1 Z# x0 e' f/ A
Changed Removed endurance limit on PTs that limits attacks % u" {" d: s. M( d/ {
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 3 D7 N: X$ M1 @' m5 l( Z/ fChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent " g2 B* p1 F& V/ D7 Z% N, C. v; J' R
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling ! k1 ~7 ?& E8 @4 L, sFixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50