RE: WitPTracker AE Release 1.0
Posted: Thu Feb 16, 2012 11:13 am
Why has the version number in the message banner gone from 1.8 to 1.0?



ORIGINAL: BigBadWolf
What does "Error comparing bases unequal size" means?

ORIGINAL: Dan Nichols
Here is a region file for the DBB extended map. It has all of the new bases. I renamed some of the Line Island bases as East Pacific Islands.
wait a bit - sorry made a small mistake
ORIGINAL: BigBadWolf
What does "Error comparing bases unequal size" means?
ORIGINAL: dorjun driver
Why has the version number in the message banner gone from 1.8 to 1.0?
ORIGINAL: BigDuke66
A while ago I request a feature that shows alerts for unloaded units, now I think this request gains a bit importance because if I move an unloaded unit in strategic mod overland the arrival at the destination hex doesn't trigger an alert like it usually does.
I my case I unloaded the II Fighter Command at Townsville in strategic mod and after unloading I gave a move order to Charter Towers also in strategic mod and now as the unit arrived I check the alert list and there is no alert regarding this arrival.
ORIGINAL: Historiker
Windows 7 64bit running,
What's the matter for that error message?
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ORIGINAL: floydg
ORIGINAL: BigDuke66
A while ago I request a feature that shows alerts for unloaded units, now I think this request gains a bit importance because if I move an unloaded unit in strategic mod overland the arrival at the destination hex doesn't trigger an alert like it usually does.
I my case I unloaded the II Fighter Command at Townsville in strategic mod and after unloading I gave a move order to Charter Towers also in strategic mod and now as the unit arrived I check the alert list and there is no alert regarding this arrival.
Not sure what's happening here - the arrival at destination hex check doesn't care about the op mode, it just checks that the destination from the previous turn equals the current hex. In strategic move mode, the unit could move more than 1 hex a turn and that could be confusing it.
I may need a before/after example...
ORIGINAL: USS America
ORIGINAL: Historiker
Windows 7 64bit running,
What's the matter for that error message?
![]()
Floyd or Damian, is this something that should/could be cleared up by deleting and recreating the trackerdb.* files?
Historiker, since I happen to know this is a db for a new game, try deleting each file that starts with trackerdb.xxx in your tracker folder. There should be 4 of them, or 6 if there is currently an attempt to open the db. Then, when you restart tracker, it will attempt to create them fresh.
Hope this helps!
ORIGINAL: witpqs
ORIGINAL: floydg
ORIGINAL: BigDuke66
A while ago I request a feature that shows alerts for unloaded units, now I think this request gains a bit importance because if I move an unloaded unit in strategic mod overland the arrival at the destination hex doesn't trigger an alert like it usually does.
I my case I unloaded the II Fighter Command at Townsville in strategic mod and after unloading I gave a move order to Charter Towers also in strategic mod and now as the unit arrived I check the alert list and there is no alert regarding this arrival.
Not sure what's happening here - the arrival at destination hex check doesn't care about the op mode, it just checks that the destination from the previous turn equals the current hex. In strategic move mode, the unit could move more than 1 hex a turn and that could be confusing it.
I may need a before/after example...
I'm pretty sure that I see Alerts for units in those situations...
As an aside, what would be nice is an Alert for when a unit finishes changing into or out of Strat Mode.
ORIGINAL: floydg
ORIGINAL: witpqs
ORIGINAL: floydg
Not sure what's happening here - the arrival at destination hex check doesn't care about the op mode, it just checks that the destination from the previous turn equals the current hex. In strategic move mode, the unit could move more than 1 hex a turn and that could be confusing it.
I may need a before/after example...
I'm pretty sure that I see Alerts for units in those situations...
As an aside, what would be nice is an Alert for when a unit finishes changing into or out of Strat Mode.
I'm looking at the code and it doesn't care about strategic or non-strategic move. It checks the last turn's destination and then compares it with the new turn's location. If the same and it wasn't there before, the alert is generated. If it's not happening, I'd need a specific example.
The suggested alert is possible, but currently we don't read the pack/unpack time from the save. I'll see what can be done.
Floyd
ORIGINAL: floydg
I'm looking at the code and it doesn't care about strategic or non-strategic move. It checks the last turn's destination and then compares it with the new turn's location. If the same and it wasn't there before, the alert is generated. If it's not happening, I'd need a specific example.
The suggested alert is possible, but currently we don't read the pack/unpack time from the save. I'll see what can be done.
Floyd
ORIGINAL: BigDuke66
ORIGINAL: floydg
I'm looking at the code and it doesn't care about strategic or non-strategic move. It checks the last turn's destination and then compares it with the new turn's location. If the same and it wasn't there before, the alert is generated. If it's not happening, I'd need a specific example.
The suggested alert is possible, but currently we don't read the pack/unpack time from the save. I'll see what can be done.
Floyd
I think that's the point.
I always load the autosave, now(after the Tracker read the autosave) if a unit is sitting in strategic mode at the start of the turn and then a location is set to move to it will not be recognize before the next autosave is read by the tracker but when the unit already arrives next turn then there is nothing to compare in the autosave as the location it was ordered to move to is already reached and that info was deleted.
So basically in one autosave no destination is set and in the next autosave there is also no destination set but the unit is at a different location than before.
I hope I explained it understandable.
All this usually doesn't happen because the player changes the unit to strategic mod & sets a destination the same turn and this will be read out of the next autosave before then unit even started to move.