只更新了EXE程序文件) A, h& @' ^9 f0 U# i0 E http://www.matrixgames.com/forums/tm.asp?m=27295809 k- Q5 b) N4 I+ ^ This is an unofficial "short-term" beta install. ! k: V- E; y4 F8 W0 x0 a# nShort-term being the appropriate term as this thread may be removed after a few days. . p% _3 Q' U3 C9 A- s
% L3 }' s. e! D+ }* X, {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. - Y# K) U5 [ D, H& ^5 d3 L' r. y
" ]' n) l; {' r/ r _9 zPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. / W! ?5 A( L2 B4 |) D, ?$ n) P+ g) J3 y& g8 @. X6 {
Background: 9 B9 b+ a' g5 a4 T7 u3 C" o8 zLast month my development PC had a meltdown while I was working on changes since the last released build (02). ) P! J, n) a' t% v+ `As 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. % q; @7 J: |" b& k
2 A# b( P7 f0 g- H, [The build works fine on my PC, but then it is also the one that created it. 9 D: }" [: c/ m, u9 S W
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. & g. X+ T- \2 Q' C4 Y! k* y! z4 p9 k8 t" j6 c! c8 J
As a result, I need to be 100% convinced that the new code will run on existing installs of AE. . t/ ^" @& ~7 q2 y6 k) W, s6 S% {6 z+ x; b
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. ' T* p/ s5 s3 [% R& ?
9 w4 m* W2 T0 {+ }0 \$ Q4 M3 XI 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. - V4 g8 S' f: h: L3 i* y/ s
Load up a save and play a few turns. Let me know if you have any issues with it. * h. ]& w$ X1 Z! E6 b% PAlso, try using tracker to see if the DLL still works. ! w+ ~: S5 Q2 Y5 V+ m; A, |2 G7 I# _1 N) P# `; a7 k+ F2 b
Again, my warning: " D/ b5 [: c* o$ z' I: u
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. 6 T" J) I, A( x M+ k0 E ) |' H/ }% h4 v5 S, A3 A) mHere is a list of the additional changes since 1108c (build 2) : d( L& o9 |! }) o5 b( p2 _+ J2 ?" N% F, E$ a2 Q: e2 @( v
[1108c+] $ O) o0 p9 z& D+ V% A/ j) f
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 1 R L, Q4 k# j+ ^* ~0 K+ ARevised restore of report files from save * o2 S4 n, n! `# r4 G( ZChanged Added group withdraw date to all split sub-groups, not just permanent withdraws 6 t7 k7 v' o/ B- T7 Q
Fixed 'buy-for-supply' ships remained at 1 day delay 7 O* N/ g+ W; ^5 A% m5 Y; ~5 G2 Z
Fixed Error in Kamikaze determination in Flak Attack + a/ c# z9 _: D) dFixed Kamikaze training not affecting low naval bombing $ }8 S& s' R" V. y2 J/ hFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 * b/ q2 i3 q* V8 oChanged Pilot experience hit based on category rather specific air type ' I) @+ w5 ^$ K- [8 P3 {Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons 8 k) a, c# o. H' c, c6 h9 t/ J+ e# H& ]
[1108d] 1 i' f+ X1 g" M5 w4 i9 N& xFixed Removed ships under repair/conversion from AV support total 0 |' [0 h& _5 R/ [: B
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 0 h2 e: o& z3 g8 @6 _
Changed Re-enabled limited on-map routing for off-map TFs ; U. z3 ?$ V( W* j
Removed Disband check for resource/oil that was added earlier as can be worked around 5 s( Z2 K' m/ B: {5 U6 G, A! @- SFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move # }( C. D9 G1 _8 BChanged Night missions on list using BLUE rather than BLACK + i( ~1 x0 q. y) A& N
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution ' g+ B+ V. ^) V* G5 \8 _9 {( ~0 Z& R+ p/ ^) K: v2 w
[1108e] # h- b8 P/ G7 K* d0 wChanged Arriving LCU units were building more than needed devices if not enough in device pool 6 m# C' B+ I' W0 }3 S- }$ j' m! d' EFixed Was returning wrong Allied device to pool on LCU device upgrade 6 {3 \# E0 Y; n7 M! A7 A% kFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening ' f. ~4 \8 g# u- dChanged Adjusted off-map entry point for way-points ( S n9 @. f9 x$ u! D+ wFixed Altitude not being changed on some dive bomber attacks in AAA K, d* y$ L% X' D 2 m* N; h" G7 k5 P3 ][1108f] 7 N2 z9 `0 Q8 D7 X& ^* IFixed Auto convoy returning resource/oil to home base when not required to , p: C7 V+ p. d2 g9 z5 dAdded 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 * J9 I. Y& w2 w% R& {9 S) W
Fixed CTD when checking groups on withdrawing ships 9 j: @: v6 B* ^" t) nChanged Restored image files for centre windows ! X* i7 H8 [* E% ^# y$ AFixed Extend packing time and operMode to combining editor components of parent LCU ' n7 E1 x# m) @% R4 H6 c
Changed Vary DL for base created TFs, use same DL for TF split 2 X$ ^3 G* X. G1 _% x3 {; [. xFixed Leader of delayed group being re-assigned continually 7 ~! j+ F, V0 ?2 b! A- nFixed HQ check so that first HQ is included & ^' ]6 m" }4 a1 i
( M& {$ d |* t+ I! @[1108g] 3 P7 J& w9 ]" G6 j$ OChanged Update device in TOE when changed in order to fix land replacements ! i* o" M6 U. C, {9 [+ B
Fixed Return cargo for CS or AC not checked if home base and current base are the same r! g1 o/ s! w& `1 RFixed Force TF to use offmap if incorrectly set due to changes of destination : o/ {! F X0 g7 R2 @8 Q' @4 D6 Q' m8 F# c5 y9 r& \
[1108h] % n: a. S8 D# Y, ?' T9 G
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying R$ {! X3 g9 vChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base / A2 b, L0 t! P8 ^8 g% mFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code - G* U' L, U+ U/ D* P- F7 j
Changed Allow 'independent' commands to change without cost to another % f% v/ f' A \, H . W: H9 T7 i$ v! x[1108i] 9 v( V( {7 T2 P, s1 s
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. ( W8 a. W7 ~5 H0 i+ A
Fixed Japanese production was over-producing upgraded devices for LCUs 1 ]6 r1 Y% v- \2 XChanged Ship display of ARD shows lift capacity / ]! L/ e( G+ E; s
Fixed Sub-units not having withdraw delay decremented , j9 {7 S2 j4 K& S& B5 L* Y
Fixed Updated offmap checks for home base 8 P' f( I7 d: ` W& g : ]% t, a9 G% Q. x2 f5 c& P[1108j] 9 B* k. b5 ~0 Z/ N; RFixed Issue with carriers in range code; could cause data corruption + j* ?# p- B4 s& OFixed Not all TRACOM pilots showed in lists 0 ^! z- n3 A! f3 hFixed Limit retreat after meeting TF surface combat to actual combat 5 z h. r t0 XChanged Removed endurance limit on PTs that limits attacks ' P6 j8 i0 c+ Q& o4 BFixed LCU weapons being changed by AI code sometimes when LCU is human controlled # Z5 {# D/ u. f( x4 j, _Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent $ t8 L( r5 J0 ^7 D% o% A- d+ ~! r
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling " d$ j! K: C. vFixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50