Bug Reports: SEDB32F, MP4 v4.710, SEDCS v3.2.15
Moderator: SEOW Developers
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Thanks to Hawk_5, Gross and Dore, I have managed to track down some bugs and issue some fixes/enhancements.
1/ Change unit location/bearing logic was broken for non-admin commanders. Fixed.
2/ When the "Create Forward Supply Points" option was enabled, several HTML forms in the MP stopped working until the Logistics:Organization tool was cycled. This was fixed by placing an HTML form in its own DIV element.
3/ DCS v3.2.15 was not correctly storing some of the new campaign settings.
4/ Moscow and Manchuria highways now pristine.
6/ Bay of Biscay Army_Units correction.
How to get the fixes:
*) MPpublic v4.712 - available from MPAutoUpdater now.
*) SEDCS v3.2.16 - available from downloads page now.
*) Moscow & Manchuria Highways data plus Bay of Biscay Army_Units data
Cheers,
4Shades
1/ Change unit location/bearing logic was broken for non-admin commanders. Fixed.
2/ When the "Create Forward Supply Points" option was enabled, several HTML forms in the MP stopped working until the Logistics:Organization tool was cycled. This was fixed by placing an HTML form in its own DIV element.
3/ DCS v3.2.15 was not correctly storing some of the new campaign settings.
4/ Moscow and Manchuria highways now pristine.
6/ Bay of Biscay Army_Units correction.
How to get the fixes:
*) MPpublic v4.712 - available from MPAutoUpdater now.
*) SEDCS v3.2.16 - available from downloads page now.
*) Moscow & Manchuria Highways data plus Bay of Biscay Army_Units data
Cheers,
4Shades
IV/JG7_4Shades
SEOW Developer
SEOW Developer
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- Location: Italy
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A couple more bug reports:
1. In the Admin "Manage Campaign::Reinforcements" tool, there was an intermittent bug when cycling from AIR FORCES to ARMIES. This has been corrected in v4.713. Thanks to 22GCT_Gross for a good bug report.
2. Squog's MPAutoUpdater will be re-released shortly.
Cheers,
4Shades
1. In the Admin "Manage Campaign::Reinforcements" tool, there was an intermittent bug when cycling from AIR FORCES to ARMIES. This has been corrected in v4.713. Thanks to 22GCT_Gross for a good bug report.
2. Squog's MPAutoUpdater will be re-released shortly.
Cheers,
4Shades
IV/JG7_4Shades
SEOW Developer
SEOW Developer
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suggestions for the planned missions layout:
- Once you selected several missions, you have to unselect one by one; wuold be good to have "unselect all missions"
- having the next mission list at the bottom (after the previous & locked mission list), the planner is obliged to scroll up and down many times the map window during the planning; maybe could be useful revert the mission list order.
- Once you selected several missions, you have to unselect one by one; wuold be good to have "unselect all missions"
- having the next mission list at the bottom (after the previous & locked mission list), the planner is obliged to scroll up and down many times the map window during the planning; maybe could be useful revert the mission list order.
22GCT_Gross
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I remember we found the "Commit" Demolition button not working:
Code: Select all
Dettagli errore pagina Web
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Timestamp: Mon, 4 Oct 2010 17:46:32 UTC
Messaggio: 'undefined' è nullo o non è un oggetto
Linea: 7514
Carattere: 5
Codice: 0
URI: http://85.14.216.230/SEOW/MP4public/Scripts/MP-Head.js
22GCT_Gross
+1 Diego22GCT_Gross wrote:having the next mission list at the bottom (after the previous & locked mission list), the planner is obliged to scroll up and down many times the map window during the planning; maybe could be useful revert the mission list order.
? With unselect the "select all" you have the same result22GCT_Gross wrote:Once you selected several missions, you have to unselect one by one; wuold be good to have "unselect all missions".
A other suggestion: "select/unselect all air missions" and select/unselect "all ground"
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One thing I've noticed with the Jeep is that after a mission the waypoints still stands and you can not remove them as you can mission in progress. I even had a Jeep that was destroyed that still had waypoints.
When I deleted the waypoints in the newwaypoints table the destroyed icon was still there but the other Kubelwagon(it was still alive) I had actually driven was removed along with the waypoints. This could just be a case of my deleting the wrong stuff in the wrong table.
Oh and when I drove my first try the car didn't move on the MP but on my second try I had to bail out because I went into the river. The KW in this case had then moved to the edge of the river. Sadly I deleted it with the waypoints as stated above.
I'll do some more testing on this.
Boos
When I deleted the waypoints in the newwaypoints table the destroyed icon was still there but the other Kubelwagon(it was still alive) I had actually driven was removed along with the waypoints. This could just be a case of my deleting the wrong stuff in the wrong table.
Oh and when I drove my first try the car didn't move on the MP but on my second try I had to bail out because I went into the river. The KW in this case had then moved to the edge of the river. Sadly I deleted it with the waypoints as stated above.
I'll do some more testing on this.
Boos
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Hi Shades,
Not really a bug but I've noticed that with the new version you do not receive a message when you select a unit which already has orders planned for it. I personally find this feature very useful.
Alternatively, some sort of colour code would be very useful for units with orders. This would give you a very quick overview of what has been done and what not.
Ideally, (and I'm dreaming out loud) a colour code on the map and the possibility to select a unit (with orders) and a command in the menu to show route would be ideal. This would enable the commander to easily see which units are planned, and select the ones he wants to see the route, without the need to memorize which platoon name and finding it in the left bar.
When working with HRM maps which are quite large in area covered, scrolling back towards the left to select a unit starts costing a lot of time. Secondly, with high movement allowens, you cannot simply select all paths as the MP (or explorer or whatever) cannot draw all the routes and *flips*.
Another thing that I've noticed is that with the new version I do not see the X and Y coordinates at the bottom left of my explorer. A very useful thing to have for all kinds of things.
Thanks!
Cheers,
Petr
Not really a bug but I've noticed that with the new version you do not receive a message when you select a unit which already has orders planned for it. I personally find this feature very useful.
Alternatively, some sort of colour code would be very useful for units with orders. This would give you a very quick overview of what has been done and what not.
Ideally, (and I'm dreaming out loud) a colour code on the map and the possibility to select a unit (with orders) and a command in the menu to show route would be ideal. This would enable the commander to easily see which units are planned, and select the ones he wants to see the route, without the need to memorize which platoon name and finding it in the left bar.
When working with HRM maps which are quite large in area covered, scrolling back towards the left to select a unit starts costing a lot of time. Secondly, with high movement allowens, you cannot simply select all paths as the MP (or explorer or whatever) cannot draw all the routes and *flips*.
Another thing that I've noticed is that with the new version I do not see the X and Y coordinates at the bottom left of my explorer. A very useful thing to have for all kinds of things.
Thanks!
Cheers,
Petr
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- Location: Perth, Western Australia
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- Posts: 2211
- Joined: Mon 08 Jan 2007 11:10 pm
- Location: Perth, Western Australia
For Boos:
Cheers,
4S
Yes, you need to remove the corresponding entries in the Waypoints table. NewWaypoints is only used for *planned* missions, not completed or "In Progress" missions.When I deleted the waypoints in the newwaypoints table the destroyed icon was still there but the other Kubelwagon(it was still alive) I had actually driven was removed along with the waypoints. This could just be a case of my deleting the wrong stuff in the wrong table.
You need to tap smoke (see http://wiki-seow-en.swil.fr/index.php/Drivable_Vehicles).Oh and when I drove my first try the car didn't move on the MP but on my second try I had to bail out because I went into the river. The KW in this case had then moved to the edge of the river. Sadly I deleted it with the waypoints as stated above.
Cheers,
4S
IV/JG7_4Shades
SEOW Developer
SEOW Developer
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Roads:
DOWNLOAD New Highways and Highway_Intersections Tables
We need the roads.mis files to correct the others.
Railways:
DOWNLOAD New Highways and Highway_Intersections Tables
We need the roads.mis files to correct the others.
Railways:
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Hi Dore,
The idea to add an extra waypoint halfway for 2-waypoint routes works for roads, but it may not work for railways. Just check it out with FMB: plot a train to use that rout ad artifically add the waypoint to the .mis file and see whether the train still appears in-game and moves properly. If all works, then you are a champion!
Cheers,
4S
The idea to add an extra waypoint halfway for 2-waypoint routes works for roads, but it may not work for railways. Just check it out with FMB: plot a train to use that rout ad artifically add the waypoint to the .mis file and see whether the train still appears in-game and moves properly. If all works, then you are a champion!
Cheers,
4S
IV/JG7_4Shades
SEOW Developer
SEOW Developer