OpenGen Questions & Bugs - Latest exe: 0.93.3.99.RC10 (13-May-2020))

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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.99.RC10 (13-May-2020))

Post by randowe » 2020-08-15 15:45, Saturday

LuisGuzman wrote:
2020-08-15 13:18, Saturday
in order to release a new official version before October
Hello Luis :howdy

Do you mean "full installer" when you say "official version"? In this case i will send you my efile in september, so it can be included :ihope

I have one more question. Last month i wrote about few new icons in the Icons thread:
viewtopic.php?p=4651#p4651

So my question is: Is it possible for Efile makers to include few icons into the efile which are not part of the latest openicons without the need of an own openicons.dat?
In my case, i would like to include 2 or 3 icons. Is it possible to put them into the efile's OPENDAT folder and submit (and use ingame) the icons like this?

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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.99.RC10 (13-May-2020))

Post by LuisGuzman » 2020-08-18 09:58, Tuesday

Sorry for delayed answer Clemens :(
Do you mean "full installer" when you say "official version"? In this case i will send you my efile in september, so it can be included :ihope
Yes, I meant "all-in-one-installer"
So my question is: Is it possible for Efile makers to include few icons into the efile which are not part of the latest openicons without the need of an own openicons.dat?
In my case, i would like to include 2 or 3 icons. Is it possible to put them into the efile's OPENDAT folder and submit (and use ingame) the icons like this?
This is not a problem for the installer but it maybe a problem for players, because those single png files will remain in the local OPENDAT folder probably forever, as the installer never removes any file from the local drive, it only adds and replaces files. So for those guys copying the icons in their local disk, they will load those local icons forever, as single icons from OpenDat folder and checked before loading the global and equipment datfiles.
The option was really implemented to allow designers to test new icons in game before including in the datfiles.
It is always better to include a short EquipIcons.dat which is easier and simpler to remove by players :2cents

Anyway, I hope the official OpenIcons.dat could be updated on time for the next official version or else wait to release until done.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.99.RC10 (13-May-2020))

Post by LuisGuzman » 2020-08-18 09:59, Tuesday

Forgot to ask ...

Are you designing using AI 3.0 with the OGX version ?
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.99.RC10 (13-May-2020))

Post by randowe » 2020-08-18 11:37, Tuesday

Hello Luis
LuisGuzman wrote:
2020-08-18 09:59, Tuesday
Are you designing using AI 3.0 with the OGX version ?
I use AI 2.0 for all my campaigns, because, to be honest :o , we never got information about the features of AI 3.0 and the differences between 2.0 and 3.0. And we never got the information that it is save to use AI 3.0 now or that 3.0 is now officialy released.

The game's version i currently use is: 0.93.3.99.RC10

Speaking about the icons. Yeah, it's just one medical truck and two german paratroopers + AT gun i want to create. So from my side there would be just 3 new icons. Dont't know about others like Leon :huh
I do not use icons from the efiles OPENDAT folder yet. I just wanted to ask about it and learn what is better :cool

kind regards :howdy

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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.99.RC10 (13-May-2020))

Post by LuisGuzman » 2020-08-30 17:56, Sunday

New 0.93.4.32.OGX available at my site
Change-log:
  • Some units with all strength suppressed could fire yet
  • Fixed sequence to show MAIN, GTP and NTP in Units' Dialog
  • Improved disembarking from NTP, when using AI 3.0
  • Game was crashing when playing AI vs AI.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.99.RC10 (13-May-2020))

Post by mythos » 2020-08-31 20:10, Monday

LuisGuzman wrote:
2020-08-30 17:56, Sunday
Some units with all strength suppressed could fire yet
Muchas :gracias Luis, i confirm the fix :bow
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New 0.93.4.33.OGX (1-Sep-2020)

Post by LuisGuzman » 2020-09-01 15:52, Tuesday

New 0.93.4.33.OGX available at my site.

This version fixes the issue with large roundel.png files (like EFILE_OPENAK), not loading due to lack of dedicated memory in the video card (this file width is more then 8192 pixels).
Now the file is resized in memory before loading into a surface, so even roundel files for 254 countries can be loaded with 8192 pixels

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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.99.RC10 (13-May-2020))

Post by lvjtn » 2020-09-01 17:24, Tuesday

new bug in the ogx (0.93.4.33):

- all inf w/o 'd' (auto disembark) special can disembark and attack after mounted on gtp ang moving

(all related files have been sent to Luis)
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.99.RC10 (13-May-2020))

Post by mythos » 2020-09-01 18:53, Tuesday

[D] = dismount if attacked
[ U] = dismount after movement

Have you checked if units have [ U] ability ?
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.99.RC10 (13-May-2020))

Post by lvjtn » 2020-09-01 19:01, Tuesday

mythos wrote:
2020-09-01 18:53, Tuesday
Have you checked if units have [ U] ability ?
yep, neither d, nor u specials

+1 another, maybe related bug: towed guns can't mount on gtp and move after deploying them, the related savefile is on its way

edit: it may be related to the "moves left" value. i checked the savefile in suite, and when it's zero, the unit can't be moved, despite of the gtp could move
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.99.RC10 (13-May-2020))

Post by randowe » 2020-09-01 19:03, Tuesday

Hello :howdy

Yesterday i encountered a bit of a strange situation. A ocean hex got "blown".

The situation was as follows: I had a destroyer which had put a minefield. At the end of the turn, the destroyer sits in that minefield. In the following AI turn enemy capital ships shot at the destroyer and the ocean hex got "blown".

Is that within in boundaries of "normal" behavior?

I have no savegame :bonk
(I know with "bridges over any terrain" the possibility of broken ocean terrain is needed, at least to have "broken roads/terrain", but a minefield/ocean hex become "blown" is a bit illogical?)

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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.99.RC10 (13-May-2020))

Post by lvjtn » 2020-09-01 19:15, Tuesday

randowe wrote:
2020-09-01 19:03, Tuesday
Yesterday i encountered a bit of a strange situation. A ocean hex got "blown".

(...)

Is that within in boundaries of "normal" behavior?
if it's basekorp (or a derivated) efile, then yes, that's normal. there can be a a cfg $var managing this behavior

edit: it seems the "blow_any_terrain=1" allows this behavior
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.99.RC10 (13-May-2020))

Post by randowe » 2020-09-01 19:37, Tuesday

lvjtn wrote:
2020-09-01 19:15, Tuesday
randowe wrote:
2020-09-01 19:03, Tuesday
Yesterday i encountered a bit of a strange situation. A ocean hex got "blown".

(...)

Is that within in boundaries of "normal" behavior?
if it's basekorp (or a derivated) efile, then yes, that's normal. there can be a a cfg $var managing this behavior
Thanks! :notworthy

In my Efile's cfg the $var blow_any_terrain is set to 1, while the opentxt_sample says with 1 set any terrain except ocean,... can be blown :huh

Code: Select all

blow_any_terrain=0
* Set to 1 to be able to blow any terrain except Ocean, Impas.River, River and Shallow Sea
So that means with the $var set to one ocean can not be blown, but it happened! So in fact it is the other way round? Or am i :bonk

I also just tested with a infantry unit with the ability "bridging", so it can enter a ocean hex. And the $var set to 0 or 1 had no impact on the ability of the unit to blow an ocean hex. In either way it could not blow the hex. Does the $var mean blow a hex by barrage fire?

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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.99.RC10 (13-May-2020))

Post by lvjtn » 2020-09-01 20:06, Tuesday

randowe wrote:
2020-09-01 19:37, Tuesday
So that means with the $var set to one ocean can not be blown, but it happened! So in fact it is the other way round? Or am i :bonk
imo the readme is false, at least as i remember correctly, Brian asked this feature, so imo yes, barrage, etc. can also blow up an ocean hex with this setting, but wait for Luis explaining it better. i never used this $var
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.99.RC10 (13-May-2020))

Post by LuisGuzman » 2020-09-02 07:59, Wednesday

randowe wrote:
2020-09-01 19:03, Tuesday
The situation was as follows: I had a destroyer which had put a minefield. At the end of the turn, the destroyer sits in that minefield. In the following AI turn enemy capital ships shot at the destroyer and the ocean hex got "blown".
Ocean terrain (as well as rivers and shallow) should not be blown when $blow_any_terrain is set to 1.
There was a time that shallow could be blown with a value 1, but nowadays, shallow cannot be blown either.
So definitively it is a bug.

In order to make my searching easier ... do you remember if the capital ship killed the destroyer, or just the minefield blown up when fired by the capital ship?
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OHX version 0.93.4.35 available (02-09-2020)

Post by LuisGuzman » 2020-09-02 09:49, Wednesday

I am trying to replicate using a copy of Malta scenario ... I'll post later what I find

------
Edited:

Effectively there was a bug allowing units, having bomb-size, firing to enemy units located in a sea-mine to blow up the hex.
Actually this can happen as far as the scenario allows blowing terrain and the unit is lucky with bomb-size check, despite the terrain is Ocean, Rivers or Shallow, and regardless $blow_mask and/or $blow_any_terrain is defined or not.

It is fixed using OGX 0.93.4.35 available at my site.

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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.99.RC10 (13-May-2020))

Post by randowe » 2020-09-02 10:38, Wednesday

LuisGuzman wrote:
2020-09-02 07:59, Wednesday
In order to make my searching easier ... do you remember if the capital ship killed the destroyer, or just the minefield blown up when fired by the capital ship?
The destroyer got killed, but 2 or 3 cruisers shot at the destroyer in the AI turn, and i don't remember if the hex got blown at the same time the destroyer got killed. Sorry :bonk
I am so into the units that i am often an inattentive player and overlook things or don't mind and later i stumble and be like "Wait, what??"
I also often do not create savegames because i don't want to use them anyway :bonk

But as far as i remember it is the first time in all the years that a ocean hex got blown, so it is a very rare event.

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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.99.RC10 (13-May-2020))

Post by lvjtn » 2020-09-02 16:30, Wednesday

randowe wrote:
2020-09-02 10:38, Wednesday
But as far as i remember it is the first time in all the years that a ocean hex got blown, so it is a very rare event.
basicaly the minefiled blew up, not the ocean, if i understand Luis explanation ;)

anyway, sorry for the false allegation :-o
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Re: OGX version 0.93.4.36 available (03-09-2020)

Post by LuisGuzman » 2020-09-03 08:17, Thursday

:bullhorn
New OGX version 0.93.4.36 available at my site.

It fixes a side effect bug, when (right-clicking a unit in map, after doing in another one embarked.

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Re: New 0.93.4.33.OGX (1-Sep-2020)

Post by mythos » 2020-09-03 14:03, Thursday

Muchas :gracias

+1:
LuisGuzman wrote:
2020-09-01 15:52, Tuesday
This version fixes the issue with large roundel.png files (like EFILE_OPENAK), not loading due to lack of dedicated memory in the video card (this file width is more then 8192 pixels).
Now the file is resized in memory before loading into a surface, so even roundel files for 254 countries can be loaded with 8192 pixels
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Re: OGX version 0.93.4.36 available (03-09-2020)

Post by mythos » 2020-09-09 20:46, Wednesday

Buenas tardes Luis :howdy

Could you please check OGX.36 - renaming units works from
- Inspect Unit
- Requisition
- Upgrade
dialogues, but not from the main HQ window.


Muchas gracias :bow
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Re: OGX version 0.93.4.37 available (11-09-2020)

Post by LuisGuzman » 2020-09-11 10:33, Friday

mythos wrote:
2020-09-09 20:46, Wednesday
Buenas tardes Luis :howdy

Could you please check OGX.36 - renaming units works from
- Inspect Unit
- Requisition
- Upgrade
dialogues, but not from the main HQ window.


Muchas gracias :bow
Thanks for warning, Chris :bow
OGX 0.93.4.37 is uploaded to my site (will be available at www.open-general.com early tomorrow)
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.99.RC10 (13-May-2020))

Post by mythos » 2020-09-15 02:14, Tuesday

Buenas tardes Luis :howdy

Could you check again please:
after buying or upgrading a unit, the naming option is failing again.
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Re: OGX 0.93.4.38 available (15-May-2020))

Post by LuisGuzman » 2020-09-15 20:08, Tuesday

Your are right Chris :bonk

It is fixed better now, can get version 0.93.4.38 available at my site.
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Re: OpenGen Questions & Bugs - Latest exe: 0.93.3.99.RC10 (13-May-2020))

Post by mythos » 2020-09-21 14:09, Monday

Buenas dias Luis :howdy

<Alt> + <M> hotkey for dis/mounting units doesn't work. Could you fix please ?
Muchas :gracias :bow
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OGX 0.93.4.39 available (21-May-2020))

Post by LuisGuzman » 2020-09-21 17:56, Monday

Thank you Chris :yes

It is fixed, can get version 0.93.4.39 available at my site.
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