Making the last Beta Official

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

BayardHamar
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RE: Making the last Beta Official

Post by BayardHamar »

1. No bugs that are "game-breaking" and the rest will have been mentioned in the Tech Support-Forum already.

2.
- Seabees for the initial setup of the command line switches and easier troubleshooting by changing them.
- Tracker for a better overview over many many things
- Several different maps and scenarios, so a way to easily change/add those would be good [:)]

3. None come to mind, but I'm also not a hardcore WITP:AE-player.

4. Currently I am using FUll HD as my display resolution with the following command lines thanks to SeaBees:

"InstallPath" -SingleCpuOrders -cpu3 -wd -pxf1900 -pyf1000 -deepColor -dd_sw -altFont -skipVideo -archive
This works best for me, although the setup is so far in the past I don't quite remember why [&:][8|]


And although I don't use Intel Monkey or Combat Reporter yet, a better way to access / view / analyse intel-information and combat reports would be greatly appreciated.


And a big THANK YOU to the original WITP-AE team members volunteering their time! [&o][&o][&o][&o][&o]
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littleike
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RE: Making the last Beta Official

Post by littleike »


The worst about tracker but also combat reporter is that they are developed using java platform
so you need to add his runtime to the installation!!

I think it would be better leave these tools out of the standard install.

Without modify the actual environment the only things i think can be added/modified are:

Updated exe
Updated manual
Campaing files
Maps files
Art files
Three jet pilot useless things: Sky above you, airstrip behind you and half second ago.
Trem0rs
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RE: Making the last Beta Official

Post by Trem0rs »

Such great news to wake up to. An update to the best game around... Thanks so much to Matrix Games!!! So much interest in the game again due to the wonderful online tutes and PBEMs. I always make the switches for the resolution issue but thats becasue Im old :)

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Pascal_slith
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RE: Making the last Beta Official

Post by Pascal_slith »

ORIGINAL: Tanaka
ORIGINAL: Erik Rutins

Hi everyone,

We're considering doing one last update for WITP:AE and a re-master, rather than leaving it with a public beta update and a host of mods. We don't have the time or development resources to do a lot here, so I'm looking for your feedback just on the following:

1. In the last public beta update, what if any bugs exist that you find game-breaking or cause you to avoid that beta update?

2. What mods outside the code are so widely used within the community that they could be considered "standard" and yet also would not make the learning curve for a new player much harder?

3. Separately, what mods are considered "standard" but advanced enough that we can't put them in the re-master but should add them to the Members Club to make them easier to find?

4. Given modern operating systems and 4k screens, what is the standard setup as far as game settings, command line switches and such that you all have found to work best on Windows 10/11 and high resolution displays which we could include in our default launcher?

Thank you for your time and feedback on this. I'll be checking back over the next week or two and we'll be deciding by the end of the year what to do.

Regards,

- Erik


Wow!! What a surprise holiday treat from Erik and Matrix games bringing some love and attention back to the best game they ever made! Look what comes from a much needed forum cleansing and a horde of new players jumping in to freshen things up and lots of old players wanting to come back in to a more positive community! Cheers to Erik and Matrix!




1. Great thread on bugs!: https://www.matrixgames.com/forums/tm.asp?m=4923122

No naval support at SPS 0 port:

https://www.matrixgames.com/forums/tm.a ... ey=�

The AKE replenishment issues:

https://www.matrixgames.com/forums/tm.a ... age=1&key=

2. WITPAE Tracker: https://www.matrixgames.com/forums/tm.asp?m=2236936

Combat Reporter: https://www.matrixgames.com/forums/tm.asp?m=2456864

Andy Mac's updated Scenarios and AI: https://www.matrixgames.com/forums/tm.asp?m=4692890 (STILL BEING UPDATED)

Best map data: Andrew Brown maps: https://sites.google.com/view/witp-ae-m ... arios/home (STILL BEING UPDATED)

Best looking map: Bellum Pacifica https://www.matrixgames.com/forums/tm.asp?m=4151200

3.

DaBabes Scenarios: https://sites.google.com/site/dababeswitpae/
(Not updated since 2015 and not sure if this was designed with latest Beta?)

Halsey's art site - land units, air units, mission art, etc.

Big B's Shipyard - ship art

Allied Ship Insignia / Patch Additions - based on Halsey's work

Jace's site - interface art, mission art

Readability Mod of Jace's "Map Borders" User Interface Art - based on Jace's work

Kull's Art:

https://www.matrixgames.com/forums/tm.asp?m=4789538

https://www.matrixgames.com/forums/tm.asp?m=4834622

4. -fd -skipVideo -deepColor -multiaudio -archive -altFont -cpu1 -px2048 -py1152

Agree that Alfred's input is valuable and don't understand why he can't just agree to follow forum rules...

I'm with Tanaka on this one! Lots of great mods that many of us old timers use. I've been playing this series since it's Solomon Islands campaign only version from just before War in the Pacific!! That means about 17 years at this point? LOL

Some really outstanding mods out there. The map was seriously improved by all of Andrew Brown's work. I can't thank him enough.

Overall, Tanaka's list and comments covers pretty much all the improvements that would be great to incorporate.
So much WitP and so little time to play.... :-(

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12doze12
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RE: Making the last Beta Official

Post by 12doze12 »

It would be nice to know what is the Normal Bomb Load of aircraft that have a torpedo as Maximum Load.

For example, the G3M2 Nell lists Maximum Load as 1 torpedo and Reduced Load as 2x250Kg bombs. But in reality, if using bombs within Normal Range the bomb load is actually 2x250Kg + 4x60Kg bombs.
--------------------------------------------------------------------------------
Morning Air attack on Georgetown , at 49,74

Weather in hex: Light cloud

Raid spotted at 17 NM, estimated altitude 21,000 feet.
Estimated time to target is 6 minutes

Japanese aircraft
G3M2 Nell x 60
G4M1 Betty x 23

Allied aircraft
no flights

No Japanese losses

Allied aircraft losses
Blenheim I: 12 damaged
Blenheim I: 3 destroyed on ground

Airbase hits 31
Airbase supply hits 15
Runway hits 81

Aircraft Attacking:
27 x G3M2 Nell bombing from 15000 feet
Airfield Attack: 2 x 250 kg GP Bomb, 4 x 60 kg GP Bomb
23 x G4M1 Betty bombing from 15000 feet
Airfield Attack: 2 x 250 kg GP Bomb, 4 x 60 kg GP Bomb
33 x G3M2 Nell bombing from 15000 feet
Airfield Attack: 2 x 250 kg GP Bomb, 4 x 60 kg GP Bomb

It's not mentioned anywhere what is the Maximum Bomb Load of these aircraft, not in-game nor in the editor. Likely it's hardcoded somehow.
Chris21wen
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RE: Making the last Beta Official

Post by Chris21wen »

I might have missed this but switches were mentioned. It would be good for newgies not to have to go throught he process of adding switches to the command line. So is it possible to do away with them and add some find of front end. This would probalby come under a rewrite though.

If it can'r be done then including seabees (spelling) is esential.
Alpha77
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RE: Making the last Beta Official

Post by Alpha77 »

@12doze12: The load is correct: Reduced bombload is used when flying ext. range which is also marked by * in the combat report. In case of Nell that would be 2 x 250kg. Within normal range it is + 4x60kg, or no bombs but 1 torp

Here some small thingies which could be looked into:

a) Namatanai has 0 port and shows no nav support even if present or HQ is near (this bug was pointed out already). However I cannot build a port there too, but other can (Scen2)

b) Conversion issue w/ Liberty xAKs to xAP the personal number is too high. I believe it is 2000(!) in game, that was only possible for a very short trip. The normal number would be 900 personell (even Wiki says that)

c) The 1st George version has a bit too high max alt, but the 2nd and 3rd versione are a tad too slow. Just like the Ki100 btw.

d) Fletcher class speed a tad too high, possibly the first version of Fletcher could reach 37 w/ combat load, but later when more AA etc. added the speed should be more around 36. Note the 38 was reached for short time on trials w/ not totally outfitted ships

e) Still issues w/ the "AI" even when using latest one

f) I forgot, there seems to be some issue w/ fighter escorts these sometimes even if in great number seem to do not much fighting at all [:(] As I play mostly IJ, I noted this severall times w/ eg. 90 Zero M5 vs. ca. 30/40 P40 types that got to the bombers unusally fast.. as if my guys were sleeping (but it was normal range). I had the same issue now again w/ Franks as escorts 35 of them should do some better fighting and longer fighting...the fughter vs. fighter combat was very short and the enemy got to the bombers.
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12doze12
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RE: Making the last Beta Official

Post by 12doze12 »

@12doze12: The load is correct: Reduced bombload is used when flying ext. range which is also marked by * in the combat report. In case of Nell that would be 2 x 250kg. Within normal range it is + 4x60kg, or no bombs but 1 torp

I didn't say the load is incorrect, the issue is that the extra 4x60kg is not mentioned anywhere in the game except on the Combat Report when you actually do the mission.
Alpha77
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RE: Making the last Beta Official

Post by Alpha77 »

ORIGINAL: 12doze12

I didn't say the load is incorrect, the issue is that the extra 4x60kg is not mentioned anywhere in the game except on the Combat Report when you actually do the mission.

Reason is there is not field to display this data as the dataset for "normal" load is occupied by the torpedo in case of torp capable planes, no biggie imo
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12doze12
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RE: Making the last Beta Official

Post by 12doze12 »

It could be added right below the torpedo load but anyway, the main issue is that this information is not available anywhere at all, not in-game, not in the Manual, not in the Tracker, not in the Scenario Editor, it's likely hardcoded.

Just stating in the manual the aircraft (for those with torpedo as the main load) and the bomb load for each would be appreciated.
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BBfanboy
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RE: Making the last Beta Official

Post by BBfanboy »

ORIGINAL: Chris21wen

I might have missed this but switches were mentioned. It would be good for newgies not to have to go throught he process of adding switches to the command line. So is it possible to do away with them and add some find of front end. This would probalby come under a rewrite though.

If it can'r be done then including seabees (spelling) is esential.
That is a problem because each person's combination of computer hardware, video card hardware, video monitor and installed OS can vary. Playing with the switches is the best way for each person to get their particular system to work. Korvar's SeaBee Alpha makes it easy to use the switches.

But one thing that is needed is to do away with the current official starting shortcut that is put on the desktop during install. It points to the Autorun.exe which opens a menu that is unnecessary and doesn't work well. Just put the game start Icon on the desktop during install and perhaps the game manual shortcut too. Players wanting to use the Editor should know how to create their own shortcut to that program.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
Chris21wen
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RE: Making the last Beta Official

Post by Chris21wen »

ORIGINAL: BBfanboy

ORIGINAL: Chris21wen

I might have missed this but switches were mentioned. It would be good for newgies not to have to go throught he process of adding switches to the command line. So is it possible to do away with them and add some find of front end. This would probalby come under a rewrite though.

If it can'r be done then including seabees (spelling) is esential.
That is a problem because each person's combination of computer hardware, video card hardware, video monitor and installed OS can vary. Playing with the switches is the best way for each person to get their particular system to work. Korvar's SeaBee Alpha makes it easy to use the switches.

But one thing that is needed is to do away with the current official starting shortcut that is put on the desktop during install. It points to the Autorun.exe which opens a menu that is unnecessary and doesn't work well. Just put the game start Icon on the desktop during install and perhaps the game manual shortcut too. Players wanting to use the Editor should know how to create their own shortcut to that program.

I'm not saying do away which them but change how it's done. For many editing a command line would seem like playing with fire. Just trying to kmake it easier.

The Autorun thing is the same for every Matrix/Slitherine game. Not saying it's wrong but, like you I always run the .exe directly. Having said that the autorun often contains a separate link to configuring or updating the game which is often essential so both are needed.

Could the Seabes be made semi-official and included on it? Maybe even Tracker?
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rogueusmc
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RE: Making the last Beta Official

Post by rogueusmc »

ORIGINAL: Trugrit


Wow.....


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Lol...nice
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Tanaka
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RE: Making the last Beta Official

Post by Tanaka »

I've always wondered is it a bug that the Japanese Emily float planes ranges around a base do not show up in game or am I missing something? I don't see any other Japanese planes with this issue?
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Tanaka
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RE: Making the last Beta Official

Post by Tanaka »

Also does anyone else get this screen issue when the game is running the turn? It seems to be during the recon phase? Wondering if it is a bug or an issue I can resolve? Anyone else had this issue?





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Sardaukar
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RE: Making the last Beta Official

Post by Sardaukar »

There is at least one other having similar issue. See Tech Support for that, donno if there is solution.

Try with -dd_sw switch in shortcut(either add or remove). With that, I get "bleed through" if I have not minimized other windows. Without it not, but scrolling is bit slower.
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HansBolter
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RE: Making the last Beta Official

Post by HansBolter »

I sometimes experience the map movement lag described above.

It is visually annoying, but clears up very quickly as the map movement progresses.

I had been running the -dd_sw switch for a very long time and was not aware, until just recently, that it was the source of my bleed through.

Removing the switch eliminated the bleed through without any noticeable impact on map scrolling.
Hans

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Trugrit
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RE: Making the last Beta Official

Post by Trugrit »

ORIGINAL: HansBolter

I sometimes experience the map movement lag described above.

It is visually annoying, but clears up very quickly as the map movement progresses.

I had been running the -dd_sw switch for a very long time and was not aware, until just recently, that it was the source of my bleed through.

Removing the switch eliminated the bleed through without any noticeable impact on map scrolling.
I’m just the opposite. I ran without the -dd_sw switch for a very long time.

Then a Windows 10 update changed that. Now I’m back to the -dd_sw switch

Every time there is a Windows 10 update I have to watch for changes.

I have the Windows 10 Pro version.

"A man's got to know his limitations" -Dirty Harry
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Nomad
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RE: Making the last Beta Official

Post by Nomad »

I have Windows 10 Home version and I have never had the bleed through problem, but I do always use windowed mode.
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Tanaka
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RE: Making the last Beta Official

Post by Tanaka »

Thanks for the tips and link to that thread. I have also tried with and without that -dd_sw switch and neither seems to have resolved the bleed issue but removing it fixed my lag issue. I seem to get the bleed issue more with the more graphics intensive Kamikaze Bellum map. I have always used full screen as I cannot stand windows mode. I will post to the thread you linked.

Does anyone else get the Japanese Emily plane range from base not showing up in game?
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