BFTB Build 4.4.259
Moderators: Panther Paul, Arjuna
BFTB Build 4.4.259
Hi all,
I will be kicking off the upload of the new beta build in a short while. This will be to Matrix. Please be patient while they build the installer and make it publicly available.
I will be kicking off the upload of the new beta build in a short while. This will be to Matrix. Please be patient while they build the installer and make it publicly available.
RE: BFTB Build 4.4.259
Fixes for Build 4.4.259
- Handle cases inside PlanMove where the Route is recalced (becasue of a slip plan) and the subject is located on the route but not at the start. This ensures that the force does not try and go back to the satrt of the route. Addresses assert at ScenCommonAI line 7952.
- Handle cases where a force with a delay mission bunkers down and then reassesses, having no blocking tasks. It now will force replan if the bossTask was not a delay or it will abandon its plan if the bossTask was a delay. This addresses assert at TaskDoctrine.cpp, line 7930
- Ensure that objectiveTasks that have already started and whose HHour is not set do not try and slip their HHour even if the bossHHour and bossStart are slipped. This addresses assert at ScenTask 2220.
- Ensure that PlanAttack:AdjustAdvanceRoute() caters for cases where the subject starts on the truncated approach route and therefore doesn't need a join route. This addresses assert at ScenCommonAI 7952.
- Ensure that PlanAttack::DevelopScenarioEndQuickAttack() will not call GetValues() on the attackFG if it not populated. Addresses assert at ScenForceGroup.cpp, line 1070.
- Ensure that the missionTask Hhour is not updated inside PlanAttack::ConfirmTimings() when plans are slipped if the HHour is self assigned. This addresses assert at PlanAttack.cpp, line 5198
- Ensure that where a unit does not have a current task inside WillRedeployFirebase() that it does not try to call GetPlanningParams(). This addresses access violation st ScenTask 7094.
- Ensure that the plan subject is valid before trying to acces its type inside GetIndirectAvailableOnCallSupport(). This fixes a crash that occured at ScenForceGroupUtils line 378.
- Ensure MapSearchParams is thread safe so that the UI and AI threads can safely calc routes at the same time. This fixes a nasty CTD that can occur when placing multiple waypoints while the game is running fast.
- Ensure that CalcInitialFrontageAndDepth() calls CullSupplyAndFirebasingUnits() so that the frontage and depth excludes the personnel from bases and long range arty.
- Ensure that inside MustWaitForUnitAhead()it only ignores the unit ahead if it has a different task type and is waiting on a receive orders event. This prevents unnecessary formation lockups.
- Added new feature to EstabEditor that enables the user to select the image file for a Side, Nation, Service, Vehicle or Ammo using a standard file requester dialog.
- Added new feature to EstabEditor that displays the name of the opened estab xml document in the title bar.
- Mods to the Estab XML schema to support the change from IDs to actual file references for estab images
- Modify the conversion code for estab databases to automatically convert new estab image file references.
- Modify the EstabManager's XML import and export code to handle new estab image file referencing.
- Added new feature to MapMaker to import and export MapEffects data using CSV spreadsheet file format. This allows the scenario designer the power to compare and edit the different effects for all terrain layers in a spreadsheet table format.
- Ensure that the path finding code is thread-safe. This avoids corrupting data when players assign tasks to forces while the game is running.
- Fixed bug in LOS tool that sometimes displayed location as visible when they were not visible due to intervening terrain.
- Changed LOS tool so that elevation profile lines always point up to the top of the screen.
- Changed LOS tool by reducing scale of elevation profile lines. Improves visualisation where there are big differences in elevation.
- RockinHarry
- Posts: 2344
- Joined: Thu Jan 18, 2001 10:00 am
- Location: Germany
- Contact:
RE: BFTB Build 4.4.259
Thanks Dave. Looking forward to this one. [:)] I´d expect the patch to be up after coming easter weekend or so.
RE: BFTB Build 4.4.259
Yes I would expect so. But hey it's always nice to be surprised with an earlier release hey![:)]
RE: BFTB Build 4.4.259
Wow this is a very nice one [X(]
Some great surprises in there mate.
Looking forward to seeing the improved LOS tool.
Being able to add your own pictures with file references sounds cool too.
You even managed to fit in the change of footprint for the assault, to ignore the arty support.
Great job Dave
Thanks [:)]
Some great surprises in there mate.
Looking forward to seeing the improved LOS tool.
Being able to add your own pictures with file references sounds cool too.
You even managed to fit in the change of footprint for the assault, to ignore the arty support.
Great job Dave
Thanks [:)]
RE: BFTB Build 4.4.259
super! improving of LOS tools is very useful.... 
RE: BFTB Build 4.4.259
Thanks Dave, I´m amazed [X(] with your hard work on BFTB.
Las batallas contra las mujeres son las únicas que se ganan huyendo.
NAPOLEÓN BONAPARTE
Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.
LAO TSE
NAPOLEÓN BONAPARTE
Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.
LAO TSE
RE: BFTB Build 4.4.259
ORIGINAL: Jafele
Thanks Dave, I´m amazed [X(] with your hard work on BFTB.
Same here.
The sad thing is I do have another ctd to report. Hell on wheels scenario. Savegame sent.

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Phoenix100
- Posts: 2974
- Joined: Tue Sep 28, 2010 12:26 pm
RE: BFTB Build 4.4.259
Great, Dave. Ran with .259 from the save I sent you in the Maas-Rhein game I was playing (with the crash caused by fixed arty thingumy) - doesn't happen!! Great. Thanks.
RE: BFTB Build 4.4.259
Thanks for the work.
Now a thing I noticed when checking some map values, the values of the Market Garden area seem to be sometimes very different from those of the BftB area.
For example:
MoveEffectNonMotorised on Arnhem map:
Light Woods 0.5
Woods 0.399902
MoveEffectNonMotorised on Elsborn map:
Light Woods 0.399902
Pine Woods 0.300049
I just wonder will this stay that way or will the MG maps be adjusted to the BftB values?
Now a thing I noticed when checking some map values, the values of the Market Garden area seem to be sometimes very different from those of the BftB area.
For example:
MoveEffectNonMotorised on Arnhem map:
Light Woods 0.5
Woods 0.399902
MoveEffectNonMotorised on Elsborn map:
Light Woods 0.399902
Pine Woods 0.300049
I just wonder will this stay that way or will the MG maps be adjusted to the BftB values?
RE: BFTB Build 4.4.259
No BigDuke because the pine forests in the Ardenne were another magnitude thicker and taller than the ones at Arnhem. I can testify to this having walked through both battlefields. We could have just called all the woods in HTTR light woods but chose instead to use the extra layer to describe what would probably should be called scattered woods.
Please keep in mind that we started with the HTTR maps first and then when we got to the Ardenne realised we needed another woods layer but only had two.
Please keep in mind that we started with the HTTR maps first and then when we got to the Ardenne realised we needed another woods layer but only had two.
RE: BFTB Build 4.4.259
Thanks for the info, as you speak of layers, you can't simply add more layers so to have a bigger amount different grounds in the map maker?
RE: BFTB Build 4.4.259
Not with the current map data structures. They were designed back in 1995 when space, performance and RAM were all at a premium. We want to overhaul these but it's all a question of priorities.
RE: BFTB Build 4.4.259
1995?
I knew the engine was some years old but didn't think that the roots reached that far back.
Well I guess the real good things just need this time.
PS Just checked "Airborne Assault: Red Devils Over Arnhem" it's from 2002, well that is a long way back
I knew the engine was some years old but didn't think that the roots reached that far back.
Well I guess the real good things just need this time.
PS Just checked "Airborne Assault: Red Devils Over Arnhem" it's from 2002, well that is a long way back

- RockinHarry
- Posts: 2344
- Joined: Thu Jan 18, 2001 10:00 am
- Location: Germany
- Contact:
RE: BFTB Build 4.4.259
ORIGINAL: BigDuke66
Thanks for the info, as you speak of layers, you can't simply add more layers so to have a bigger amount different grounds in the map maker?
Think amount of layers is sufficient. You can check all terrain layers and you´ll find surely one, that you can tweak (data and GFX) for other purposes. Heide and Orchard would be some in the Vegitation section, if your map does not require these, as is maybe polder, broken and beach in ground. Only consideration needed to be made is layer draw order (bottom up).
RE: BFTB Build 4.4.259
Ramses,ORIGINAL: Ramses
ORIGINAL: Jafele
Thanks Dave, I´m amazed [X(] with your hard work on BFTB.
Same here.
The sad thing is I do have another ctd to report. Hell on wheels scenario. Savegame sent.
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I have been investigating your save. One thing that intrigues me is that the OB display lists a string of individual units that are under direct human control, including the 5th Coy 4SS Gren Regt which later is destroyed and it's this that crashes the game. Now most of these individual units are on hold with no boss task. I am trying to work out why they don't have a specific order.
Do you recall what order you gave this 5th Coy unit? If so, what was its type and had you set an end time?
Also most of the other German forces are on hold as well including the onMapBoss KG Kreutz. Do you recall what your original orders to KG Kreutz or any of the other units were?
PLEASE IGNORE THE ABOVE - I have worked it out. You gave these units Move orders. I found them inside the Player Plan. The Move order to 5th Coy expired at D2 0428. Do you have a save taken before that time - preferably as close to it as possible? If so, please email it to me. I want to work out why it has not removed the task from the Player plan upon completion.
RE: BFTB Build 4.4.259
Arjuna:
Do you have a save taken before that time - preferably as close to it as possible? If so, please email it to me. I want to work out why it has not removed the task from the Player plan upon completion.
I don't have any saves prior to this one; they were deleted. I have played this scenario a couple of times after this session and was able to play it out without any issues. Only in one other scenario did I experience another ctd, 'Skorzeny's bid for glory'.
Playing time has been sparse due to me having cought the flu which is no surprise considering the persisting BFTB weather over here. Will try to see if I can replicate it tonight.
Gotta go to work first.
RE: BFTB Build 4.4.259
ORIGINAL: Arjuna
Fixes for Build 4.4.259....
... I'm running thru the scenarios as the Axis, and the path finding code has so far proved to be thread-safe while the game is running.
BTW, will the HttR scenarios be updated when the latest beta becomes an official patch?
Stratford, Connecticut, U.S.A.[center]
[/center]
[center]"The Angel of Okinawa"[/center]
Home of the Chance-Vought Corsair, F4U
The best fighter-bomber of World War II
[/center][center]"The Angel of Okinawa"[/center]
Home of the Chance-Vought Corsair, F4U
The best fighter-bomber of World War II
RE: BFTB Build 4.4.259
Hello Arjuna,
Savegame sent. I hope it is useful for you.....
Regards,
Ramses
Savegame sent. I hope it is useful for you.....
Regards,
Ramses
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Phoenix100
- Posts: 2974
- Joined: Tue Sep 28, 2010 12:26 pm
RE: BFTB Build 4.4.259
Dave. Is this really how you wish it to be? I've given an HQ a very slight Defend task. The pic is taken after surrender, so you can see how close the enemy units are. I'm guessing that the units at the bridge ramp are within the 1000m range, but this is counter-intuitive, I feel. And infuriating. I ought to be able to get this HQ and its base to move this short distance. No?


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