Patch 06 - Public Beta
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- jwilkerson
- Posts: 8253
- Joined: Sun Sep 15, 2002 4:02 am
- Location: Kansas
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Patch 06 - Public Beta
For those who are interested, here is the link to the public beta release of patch 06 ...
http://www.matrixgames.com/forums/fb.asp?m=2656570
http://www.matrixgames.com/forums/fb.asp?m=2656570
WITP Admiral's Edition - Project Lead
War In Spain - Project Lead
War In Spain - Project Lead
- JohnDillworth
- Posts: 3104
- Joined: Thu Mar 19, 2009 5:22 pm
RE: Patch 06 - Public Beta
Not interested, thanks anyway. Nothing to see hear folks 

Today I come bearing an olive branch in one hand, and the freedom fighter's gun in the other. Do not let the olive branch fall from my hand. I repeat, do not let the olive branch fall from my hand. - Yasser Arafat Speech to UN General Assembly
RE: Patch 06 - Public Beta
ORIGINAL: JohnDillworth
Not interested, thanks anyway. Nothing to see hear folks![]()
Well John...Why even bother to comment?[8|]

- JohnDillworth
- Posts: 3104
- Joined: Thu Mar 19, 2009 5:22 pm
RE: Patch 06 - Public Beta
a poor attempt at humorWell John...Why even bother to comment?
Today I come bearing an olive branch in one hand, and the freedom fighter's gun in the other. Do not let the olive branch fall from my hand. I repeat, do not let the olive branch fall from my hand. - Yasser Arafat Speech to UN General Assembly
RE: Patch 06 - Public Beta
weeeeeee!!! a patch!!!!!!!!!
RE: Patch 06 - Public Beta
Anyone else getting this odd graphics result from the new patch?
Using it on Win 7, windowed at 1920 x 1080. With multiaudio as well.

Using it on Win 7, windowed at 1920 x 1080. With multiaudio as well.

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- grfxerror.jpg (202.95 KiB) Viewed 503 times
Yamato, IMO the best looking Battleship.

"Hey, a packet of googly eyes! I'm so taking these." Hank Venture

"Hey, a packet of googly eyes! I'm so taking these." Hank Venture
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Sauvequipeut
- Posts: 79
- Joined: Sat Apr 07, 2007 6:09 pm
RE: Patch 06 - Public Beta
Scen 28, DaBigbabes Allies v AI currently @ 17-12-41
The destroyed LCU's list contains the usual suspects - Hong Kong, Wake units etc.
When the list first comes up, the PP cost to recall shows as 'not defined'. When the units are selected via left click, then back a PP cost shows.
However, the PP cost for units previously left-clicked changes as further units are selected. Select the Middlesex bn and the recall cost shows as 1pp. Select the Grenadiers of Winnipeg and both units show a cost of 2. Select the Rifles of Canada and the cost for the WG is now 3, although the Middlesex bn are still at 2.
The order in which units are selected on the list also has an effect. Select the units in order 'A' (as above) and the costs and changes will be the same if you reload and use the same order again.
However, if you use a different order ('B'), the costs to recall the units and the changes to them are different from order 'A'. eg select the Winnipeg Grenadiers first and the Middlesex second and the PP cost ends up as 5 and 1 respectively.
Is this just a glitch caused by applying the destroyed LCU recall to an ongoing game?
ps - appreciate the a/c cargo feature on the TF mouseover.
The destroyed LCU's list contains the usual suspects - Hong Kong, Wake units etc.
When the list first comes up, the PP cost to recall shows as 'not defined'. When the units are selected via left click, then back a PP cost shows.
However, the PP cost for units previously left-clicked changes as further units are selected. Select the Middlesex bn and the recall cost shows as 1pp. Select the Grenadiers of Winnipeg and both units show a cost of 2. Select the Rifles of Canada and the cost for the WG is now 3, although the Middlesex bn are still at 2.
The order in which units are selected on the list also has an effect. Select the units in order 'A' (as above) and the costs and changes will be the same if you reload and use the same order again.
However, if you use a different order ('B'), the costs to recall the units and the changes to them are different from order 'A'. eg select the Winnipeg Grenadiers first and the Middlesex second and the PP cost ends up as 5 and 1 respectively.
Is this just a glitch caused by applying the destroyed LCU recall to an ongoing game?
ps - appreciate the a/c cargo feature on the TF mouseover.
- Bullwinkle58
- Posts: 11297
- Joined: Tue Feb 24, 2009 12:47 pm
RE: Patch 06 - Public Beta
ORIGINAL: JohnDillworth
a poor attempt at humorWell John...Why even bother to comment?
I got it.
My sides hurt.
Wheeeeee!! [:)]
The Moose
RE: Patch 06 - Public Beta
THanks to the DEVS. Great Holiday gift!!!
[&o] [&o] [&o]
[&o] [&o] [&o]
Pax
RE: Patch 06 - Public Beta
thanks for patch!
- JohnDillworth
- Posts: 3104
- Joined: Thu Mar 19, 2009 5:22 pm
RE: Patch 06 - Public Beta
I got it.
My sides hurt.
Wheeeeee!!
_____________________________
The Moose
Well your sides don't hurt from watching a Vikings game! That joke collapsed faster than the Metrodome roof.
Today I come bearing an olive branch in one hand, and the freedom fighter's gun in the other. Do not let the olive branch fall from my hand. I repeat, do not let the olive branch fall from my hand. - Yasser Arafat Speech to UN General Assembly
RE: Patch 06 - Public Beta
ORIGINAL: Iridium
Anyone else getting this odd graphics result from the new patch?
Using it on Win 7, windowed at 1920 x 1080. With multiaudio as well.
![]()
I started seeing that a long time ago when using wide-screen with my elderly PC. Add the "-nofire" option to the shortcut you are using. The downside is that you also will not see explosions and guns firing in the combat animations, but my screen was going wild there too.
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Patch 06 - Public Beta
ORIGINAL: Iridium
Anyone else getting this odd graphics result from the new patch?
Using it on Win 7, windowed at 1920 x 1080. With multiaudio as well.
![]()
Looks like you're using the Stadimeter.
BS, MS, PhD, WitP:AE, WitE, WitW
- Grfin Zeppelin
- Posts: 1514
- Joined: Mon Dec 03, 2007 2:22 pm
- Location: Germany
RE: Patch 06 - Public Beta
Huzzah, back to the game and its raining patches for me [8D]
Thanks alot for the effort and dedication to everyone involved [:)]
Thanks alot for the effort and dedication to everyone involved [:)]

RE: Patch 06 - Public Beta
Here the bouncing of the animated graphics (sea water of the ships, explosions) is not new to the last beta patch.
It started with wide screen support and happens with the combination -w and -px -py. It does not happen only with -w
First only when you maximized the window, and with the last 2 patches I think happens always, maximized or not.
-noFire removes the animations and so solves the problem, but can it be fixed so that we can see the animations?
It started with wide screen support and happens with the combination -w and -px -py. It does not happen only with -w
First only when you maximized the window, and with the last 2 patches I think happens always, maximized or not.
-noFire removes the animations and so solves the problem, but can it be fixed so that we can see the animations?
RE: Patch 06 - Public Beta
No, it is the combination of -w and -px -py
- michaelm75au
- Posts: 12463
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta
ORIGINAL: Iridium
Anyone else getting this odd graphics result from the new patch?
Using it on Win 7, windowed at 1920 x 1080. With multiaudio as well.
![]()
I see the same thing on my other PC.
What causes it is when the window screen size matches the AE -px & -py, the game animation engine gets confused about the height of the screen. It thinks it is in the normal full screen AE mode and draws the animation offset to the wrong location. Thus the bounce between the full screen and wide screen locations.
The only way I have got around this is to run my AE at a slightly lower resolution than the system window one.
I use 1270 x 768 for AE on a windows 1280 x 800.
Michael
RE: Patch 06 - Public Beta
Thanks michaelm [:)]
Here in 1920 x 1200:
Happens if I try to run with 1920 x 1080
Does NOT happen with the lower resolution supported that is 1680 x 1050
So both values x and y have to be lower than the native resolution.
But 1270 is supported by your graphic card? I cannot use 1910, 1900,...
Edit: sorry, I meant does not happen with the lower resolution supported that is 1680 x 1050
Here in 1920 x 1200:
Happens if I try to run with 1920 x 1080
Does NOT happen with the lower resolution supported that is 1680 x 1050
So both values x and y have to be lower than the native resolution.
But 1270 is supported by your graphic card? I cannot use 1910, 1900,...
Edit: sorry, I meant does not happen with the lower resolution supported that is 1680 x 1050
RE: Patch 06 - Public Beta
Seems that michaelm is using a crt as opposed to an LCD screen. One of the few advantages (any screen rez). The other being that the old CRT's are great room heaters in the winter ... [:D]
PS: I'm still using an old 22" crt myself ... holdover from a previous life.
PS: I'm still using an old 22" crt myself ... holdover from a previous life.
Pax








