Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)

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Omat
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RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by Omat »

Hello

I have the same problems. But they seems to disappear when I uses the "performance switches": I have an AMD Dual-Core


Witch switches (-SingleCpuOrders –cpu2 –multiaudio) I don not have issues. Maybe you should play a little bit with it.

You can find a list of switches in the WhatsNew.pdf. Search for amd and you will find the article.

Hope it helps.

Omat

ORIGINAL: satisfaction

Just started playing the beta, great work! I've got a graphical issue that I've not seen discussed. My resolution looks to be set at 1024x768 and maxing screen does no good, just that tiny little box on the screen. Second with selecting ships in TF screen the little ship pictures "split" I see a whole picture on top and just the hull right underneath it. Also these flicker anytime I move my mouse, so it is like a little ship hopping animation. No problems on aircraft. Sorry if this has already been addressed.
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RE: Patch 06 - Public Beta - Build 1108q8 updated 17 October (2nd part)

Post by michaelm75au »

[1108q8]
Tweak Allow option to retain pilot in Group list before releasing pilots [MEM]
Clicking on the rank will turn the pilot RED which means that he is not affected by the 'release pilot' buttons. By default, the group pilot leader will be RED.
Fixed Industry Management screen not checking if base is active before adding RES and OIL pools; affect small map scenarios [MEM]
Tweak Allow Army list filters to be passed to Draw Army screen for next/prev army [MEM]
The next and previous buttons on the LCU screen are the only ones affected by the earlier list filters.
Tweak Allow rail move between connected offmap bases (CANADA and EC) [MEM]
Tweak Allow offmap movement for '0' ready groups [MEM]
Fixed Suppress option for Withdraw on screens if not enabled [MEM]
Tweak Allow upgrade exchange between FB/LLB/DB at a PP cost - CAS type intermix (requested by OOB designer) [MEM]
Fixed Some level bomber switches not costing PPs [MEM]
Switching between types of planes outside of the group's scheduled path should have costed PPs. This mainly affects level bombers as today all types of LBs show up without any real penalty.
Tweak Added ability to set combat mode on the Army list screens [MEM]
Tweak Added reason for inability to recombine units on OOB org screen [MEM]
Between this and the '**' on the LCU screen for weapon differences, we should always be able to see why units can rebuild.


Michael
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RE: Patch 06 - Public Beta - Build 1108q8 updated 17 October (2nd part)

Post by dorjun driver »

Michael, you are soooo much better than Santa.
x - ARPAnaut
x - ACM
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Current - Bum

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Andy Mac
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RE: Patch 06 - Public Beta - Build 1108q8 updated 17 October (2nd part)

Post by Andy Mac »

Thanks Michael - PZB and I are also testing a mini device upgrade which would fix a couple of device issues picked up since the data patch - specifically

IJAAF Radars

Still being tested but looking good so far
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RE: Patch 06 - Public Beta - Build 1108q8 updated 17 October (2nd part)

Post by dorjun driver »

On the "All Ground Units" screen, the "Restrictions" and "Nations"overlap. On the "LCU" screen, the "Prev/Next Ground unit" buttons are missing. Other than that, I love it![:'(]


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x - ARPAnaut
x - ACM
x - AES
Current - Bum

Image

The paths of glory may lead you to the grave, but the paths of duty may not get you anywhere.
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RE: Patch 06 - Public Beta - Build 1108q8 updated 17 October (2nd part)

Post by michaelm75au »

AH!
I was using the shortest text in that corner to test with. Forget about the extra longer ones.
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RE: Patch 06 - Public Beta - Build 1108q8 updated 17 October (2nd part)

Post by michaelm75au »

ORIGINAL: dorjun driver

On the "All Ground Units" screen, the "Restrictions" and "Nations"overlap. On the "LCU" screen, the "Prev/Next Ground unit" buttons are missing. Other than that, I love it![:'(]


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Correction.

The unit is on a ship. The next/prev buttons normally don't show IIRC.
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RE: Patch 06 - Public Beta - Build 1108q8 updated 17 October (2nd part)

Post by dorjun driver »

Of course.
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RE: Patch 06 - Public Beta - Build 1108q8 updated 17 October (2nd part)

Post by michaelm75au »

Does break up the prev/next sequence though!
Have to see if I can fake it out.

I can make it pick up the ship LCU fragments, but they wont be following their parent unit as the next/prev works on slot #, not the unit's name or subunits. May look and feel funny. Need to sleep on it. [:D]
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RE: Patch 06 - Public Beta - Build 1108q8 updated 17 October (2nd part)

Post by joey »

Michaelm, I applied the latest patch dated today. I have been applying patches as they come out weekly. Something strange occured today: on my base screen for a number of bases, I have under the Airfield capacity expanding number - numbers greater than 100%. I have a 550%, a 127%, and a 218%. This does not happen to all bases.

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sspahr
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RE: Patch 06 - Public Beta - Build 1108q8 updated 17 October (2nd part)

Post by sspahr »

Beta 1108q8:

I'm getting a CTD when I try to sort the pilot list in the group screen by rank.

Also, some pilots aren't responding to clicks (example: at Umnak Is air unit 3748 28th CG/404th BS pilot 1st Lt H. Simo).

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RE: Patch 06 - Public Beta - Build 1108q8 updated 17 October (2nd part)

Post by michaelm75au »

ORIGINAL: joey

Michaelm, I applied the latest patch dated today. I have been applying patches as they come out weekly. Something strange occured today: on my base screen for a number of bases, I have under the Airfield capacity expanding number - numbers greater than 100%. I have a 550%, a 127%, and a 218%. This does not happen to all bases.
This is a display thing.
Some bases only go from 1% to 10% before building a point. I thought that this was a display problem so I fixed it on the go. But this looks like it has mucked up other displays of the port/Af building.
Can you attach a save to save me time when I fix the display issue???
thanks
Michael
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RE: Patch 06 - Public Beta - Build 1108q8 updated 17 October (2nd part)

Post by michaelm75au »

ORIGINAL: sspahr

Beta 1108q8:

I'm getting a CTD when I try to sort the pilot list in the group screen by rank.

Also, some pilots aren't responding to clicks (example: at Umnak Is air unit 3748 28th CG/404th BS pilot 1st Lt H. Simo).

Save attached.

The CTD is due to the sort no longer working when I added the ability to keep pilots from being released. Just don't sort by rank it should be okay.
The 'no response' is happening on the first pilot in the group list. No fix till new build.

I have fixed both and will build another installer(1108q8a)
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RE: Patch 06 - Public Beta - Build 1108q8 updated 17 October (2nd part)

Post by PaxMondo »

ORIGINAL: michaelm

ORIGINAL: sspahr

Beta 1108q8:

I'm getting a CTD when I try to sort the pilot list in the group screen by rank.

Also, some pilots aren't responding to clicks (example: at Umnak Is air unit 3748 28th CG/404th BS pilot 1st Lt H. Simo).

Save attached.

The CTD is due to the sort no longer working when I added the ability to keep pilots from being released. Just don't sort by rank it should be okay.
The 'no response' is happening on the first pilot in the group list. No fix till new build.

I have fixed both and will build another installer(1108q8a)

Thanks for the superlative support (SS) Michael!!!

[&o][&o][&o]
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RE: Patch 06 - Public Beta - Build 1108q8 updated 17 October (2nd part)

Post by michaelm75au »

I don't have time tonght to fully test and package this EXE up.

Here is a zip of the standard EXE (1108q8a) if anyone wants to play around with it before I package it up tomorrow evening.

======================
[1108qa]
Fixed Revamped the ability to keep pilot from being release on the group screen. Corrects rank sort error. [MEM]
Fixed Army list screen had some overlapping text [MEM]
Fixed Expanding of AF showed strange % [MEM]
Fixed Player upgrade aircraft showing wrong PPs [MEM]
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RE: Patch 06 - Public Beta - Build 1108q8 updated 17 October (2nd part)

Post by joey »

Michael, when I extract this file, I get "unable to find PW data". What does that mean?
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RE: Patch 06 - Public Beta - Build 1108q8 updated 17 October (2nd part)

Post by joey »

Never mind I figured it out. I must have had a "duh" moment. The airfield expansion issue apprears fixed. j
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RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by satisfaction »

I"ll give this a shot. The screen jumping seems to occur anytime there is animation, including naval bombardment, bombing etc. Hope the switch thing will work, not really sure what it is [:)]

FIXED! Just changing the screen resolution to my native screen size fixed all these problems. Oh the joy of seeing a whole screen of hexes!
ORIGINAL: Omat

Hello

I have the same problems. But they seems to disappear when I uses the "performance switches": I have an AMD Dual-Core


Witch switches (-SingleCpuOrders –cpu2 –multiaudio) I don not have issues. Maybe you should play a little bit with it.

You can find a list of switches in the WhatsNew.pdf. Search for amd and you will find the article.

Hope it helps.

Omat

ORIGINAL: satisfaction

Just started playing the beta, great work! I've got a graphical issue that I've not seen discussed. My resolution looks to be set at 1024x768 and maxing screen does no good, just that tiny little box on the screen. Second with selecting ships in TF screen the little ship pictures "split" I see a whole picture on top and just the hull right underneath it. Also these flicker anytime I move my mouse, so it is like a little ship hopping animation. No problems on aircraft. Sorry if this has already been addressed.
"Losers always whine about trying their best, winners go home and "enjoy" the prom queen."

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Omat
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RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by Omat »

ORIGINAL: satisfaction

Hope the switch thing will work, not really sure what it is [:)]

Hello

Maybe this explains what the switches are [:)]:

There are also a number of other command line switches that may be useful to players.
To use any of these, Right click to edit the Properties on the “Quick Start” shortcut to the game
(located in your Start Menu folder for War in the Pacific: Admiral’s Edition). Do not edit the
default desktop link, which points to an “autorun.exe” as that won’t work. You have to use the
Quick Start link which points directly to the game executable. You’ll want to add these to the
end of the “Target” field to get them to work. For example, when you are done your target field
could look like this:

"C:\Matrix Games\War in the Pacific Admiral's Edition\War in the Pacific Admiral Edition.exe" -wd –altFont –cpu2 –multiaudio –dd_sw

Performance Switches

(Please note that the old –dual switch has been removed in favor of the below combination of
more configurable switches)

-SingleCpuStart : Starts the game in single CPU mode. Switches to multi CPU mode if available later. We’ve found this to be useful on some multi-core systems, especially AMD processors.

-SingleCpuOrders : Starts the game in single CPU mode and stays in single CPU for the orders phase, switches to multi CPU mode for running the turn, then switches back to single mode for
the next orders phase. We’ve found this to be useful on some multi-core systems, especially AMD processors. Use this or –SingleCpuStart, not both.

If either of the above are used with one of the -cpu# switches noted below, it will use the specified CPU, otherwise both of these switches default to the first CPU. If a -cpu# switch and
one of these -Single switches are used, the turns will always be processed in multi processor mode.

-cpu# : (cpu1, cpu2, cpu3, cpu4) Switches set the cpu affinity for multi cpu systems. It will do nothing for single cores and will default to using all cores if a core is designated which is not there (for example using -cpu3 on a dual core system). We’ve found this to be very useful on some multi-core systems, especially Intel processors.

If used alone, the -cpu# switches will keep the game running on the CPU specified all the time. If used with the -SingleCpuStart switch, it will only use that core when starting the game. If used with the -SingleCpuOrders switch, it will stay in single CPU mode for starting and the orders phase, but will run in multicore. If one of the SingleCpu switches is used without a -cpu# switch, it will default to cpu 1 when it is in single core.

-multiaudio : Invokes a fix that changes audio timing for multicore machines.

-dd_sw : Handles DirectDraw via Software. We’ve found this can make a huge difference on many systems as far as reducing interface lag and making button clicking in-game more responsive. On a few newer systems this can cause some visual glitches and slow combat animations though, so give it a try and remove it if it’s not ideal on your system.


Performance Examples

For example, on an Intel Dual Core system here, we use the following switches:

-cpu2 –multiaudio –dd_sw

On an AMD multi-core system, we use the following switches:

-SingleCpuOrders –cpu2 –multiaudio

Try these switches in different combinations to see what works best for your system as what works well on one may not be ideal for another. However, we have yet to find a system that didn’t benefit at all from at least one of these switches erformance-wise, so test them out!

Wide Screen Support

New in the third official update:

-px -py

To have any effect x must be greater than 1024 and y must be greater than 768. If values less than or equal to px=1024 and py=768 are used the original values of 1024 and 768 will be substituted.

Spanning mode is not supported and user should ensure that both the video adapter and monitor support the px and py values.

We were unable to test on all possible monitor combinations, if you experience issues you should immediately remove the –px –py from your command line switches to revert to standard display
behavior.

Examples:

-f -px1920 –py1200 for a 1920x1200 monitor in full screen mode

-w –px1680 –py1050 for windowed mode, so that the window is within desktop

Other Switches

-colorBlind : Support for color blindness
-deepColor : Enables 32 bit color, intended for Full Screen mode
-altFont : Enables alternate in-game font (Lucida Sans Unicode)
-w : Windowed mode
-wd : Windowed mode, daily autosaves
-ww : Windowed mode, weekly autosaves
-fd : Full screen, daily autosaves
-fw : Full screen, weekly autosaves
-r : Show Roads
-autosave : Daily autosave
-archive : Put data reports in archive directory
-skipVideo : Skip the intro video when starting the game
-fixedArt : Will not use rotating images

But when it works now maybe you don`t need the switches anymore

Hope it helps...


Omat
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RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by crsutton »

Michael,

The 56th and 37 Soviet motorized divisions both have 43 motorized squads, 600 trucks and about 100 AC and light tanks. Should these two units have the same mobility as an armored or mech unit? As it is now they are classified as infantry divisions and are no more mobile than any vanilla infantry unit.
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