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RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018
Posted: Thu Jan 31, 2019 1:03 pm
by Peter Fisla
11)
January 31, 2019: - Fixed a bug, AI AFV checking for available targets that are in /out of LOS. Thanks Ticonderoga60 -
tm.asp?m=4586521
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018
Posted: Thu Jan 31, 2019 2:18 pm
by UP844
Thanks, Peter! [&o]
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018
Posted: Fri Feb 01, 2019 9:05 am
by Ticonderoga60
Thank you Peter for the attention!!
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018
Posted: Fri Feb 01, 2019 11:24 am
by dox44
Thanks Peter!
RE: UPDATE6 - Game Engine 1.1.21 - BETA - 01/31/2019
Posted: Sun Mar 10, 2019 12:46 pm
by rmmwilg
Looks like SW MG's have lost their ability in version .21 to final fire after First Fire during enemy's movement. Have experienced in a couple of different scenarios now that after being labeled with First Fire, LMG, MMG and HMG invoke a prompt saying the weapon is marked with Final Fire and no longer eligible to fire again when, of course it's not. This was against moving units, either the same, expending more than 1MP in LOS or different moving units where, normally we should be able to fire the MG at least twice (First and then Final Fire). Their owner units are not limited and other ordnance, SW's seem unaffected. Haven't had the chance to see if they are similarly restricted in cases of FPF (Final Protective Fire)
RE: UPDATE6 - Game Engine 1.1.21 - BETA - 01/31/2019
Posted: Thu Jun 13, 2019 6:37 pm
by ColRosenberger
ORIGINAL: Peter Fisla
The LOS Quality has to be saved in the saved game file so I had to modify the saved game file format, this means you won't be able to load old saved game files...sorry.
If you're gonna break the save file format anyways, can't you avoid this type of problem in the future by switching over to a serialization library which outputs structured binary data and can easily deal with an extra field or missing field (just use default value) when deserializing?
i.e. Protocol Buffers 3:
https://developers.google.com/protocol- ... ocs/proto3 (every field is optional in protobuf v3)
or perhaps Cap'n Proto:
https://capnproto.org/cxx.html, by the author of the previous version of protobuf.
(Protobuf even supports an alternate output to plain JSON, which can be useful for debugging purposes.)
Not saying it would be trivial, but since protobuf can generate your C++ classes for you based on your message/file definition a part of the grunt work is automated.
RE: UPDATE6 - Game Engine 1.1.21 - BETA - 01/31/2019
Posted: Sun Sep 01, 2019 4:22 pm
by BShade
I have obtained TotH recently along with the two modules. Current version is 1.1.09. Thread shows a version of 1.1.21 which I have downloaded but not installed. What steps and files do I do/use to get from 1.1.09 to 1.1.21? I have been looking but not finding this information.
With 1.1.09, the game goes into a non-responsive mode with the two modules.
Looking forward to receiving guidance,
Bill
RE: UPDATE6 - Game Engine 1.1.21 - BETA - 01/31/2019
Posted: Mon Sep 02, 2019 1:44 am
by Paullus
BShade eyou unzip the file then paste the files into the Tigers on the Hunt directory
RE: UPDATE6 - Game Engine 1.1.21 - BETA - 01/31/2019
Posted: Mon Sep 02, 2019 11:52 am
by rmmwilg
For anyone else looking:
1.1.21 file is in this forum:
https://www.matrixgames.com/forums/tm.asp?m=4504508
RE: UPDATE6 - Game Engine 1.1.21 - BETA - 01/31/2019
Posted: Sun May 10, 2020 5:05 pm
by Kerg
Hi,
Where can I find the link for update 5?
Thanks
RE: UPDATE6 - Game Engine 1.1.21 - BETA - 01/31/2019
Posted: Mon May 11, 2020 1:35 am
by Paullus
You click on the "Check for Update" button in the Game Menu. The small window you get before you start Tigers on the Hunt game.
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018
Posted: Mon May 11, 2020 6:10 am
by nikdav
Hi,
There is a chance for the 2560x1080 resolution?
I can only use the left part of my new monitor!
Thanks!
Nikdav
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018
Posted: Mon May 11, 2020 3:00 pm
by Paullus
Not on the near future I'm afraid. Perhaps Windowed 1920 x 1080 is the best solution for you.
RE: UPDATE6 - 1.1.11 - BETA - 7/7/2018
Posted: Sat May 16, 2020 12:49 pm
by Hailstone
ORIGINAL: nikdav
Hi,
There is a chance for the 2560x1080 resolution?
I can only use the left part of my new monitor!
Thanks!
Nikdav
ORIGINAL: Peter Fisla
Added support for 2560 x 1600 resolution.
Maybe Peter's previous fix to 2560 x 1600 might work. Maybe the latest version is not being used?
Just saying...
RE: UPDATE6 - Game Engine 1.1.21 - BETA - 01/31/2019
Posted: Fri Aug 14, 2020 12:57 pm
by rmmwilg
Peter, Paullus:
Had to reinstall the game on a new machine, but the 1.1.21 update is not installing. I get an error that it can't find the file: audiere.dll
Is that available elsewhere, that I can just copy/paste from, or is it more complicated than that? For now, I'm stuck with 1.1.09
**Given that we're well beyond the release of this 'beta' update6 without any real problems noted, can we just make this the next official update that can be updated from the splash screen?
RE: UPDATE6 - Game Engine 1.1.21 - BETA - 01/31/2019
Posted: Fri Aug 14, 2020 6:06 pm
by roeddog
rmmwilg,
This may help. It is the link to the
audiere sourceforge page
RE: UPDATE6 - Game Engine 1.1.21 - BETA - 01/31/2019
Posted: Fri Aug 14, 2020 6:13 pm
by rmmwilg
ORIGINAL: roeddog
rmmwilg,
This may help. It is the link to the
audiere sourceforge page
Thanks. Checked on it, and the file is already in the ToTH installation. I wonder if it's somehow gotten removed from the instal file?
RE: UPDATE6 - Game Engine 1.1.21 - BETA - 01/31/2019
Posted: Sun Aug 16, 2020 5:00 am
by Paullus
Strange but that is computers for you [:)]. I'm glad it helped.
[BUG] Enemy defensive fired twice during friendly movement segment
Posted: Sun Sep 19, 2021 11:27 am
by sanderson_slith
Game version is 1.1.21.
Scenario is Retaking Vierville (adapted from ASL S1) posted in the scenario thread.
As shown in the screenshot, the german personel squad got defensively fired twice by the same american airbrone (without any sw) squad just in one segment. And that american personel squad is even pinned in the last segment.
Edit: Sorry I didn't read the rules about residual firepower. It seems like the german squad is still affected by the residual firepower when they moved off the hex, in which the american squad left a residual firepower. So the residual firepower not only affect the unit moves into that hex, but also unit moves off the hex?
The rules in ASL do state that "A unit expending MF/ MP to leave a Location is not subject to Residual FP attack in the Location it is leaving". Nor did the moving german squad satisfy the condition to be subsequently fired, cuz its not the closest target to that american squad. So I wonder what was going on here in this instance?
RE: [BUG] Enemy defensive fired twice during friendly movement segment
Posted: Sun Sep 19, 2021 2:20 pm
by UP844
As repeatedly stated, TOTH is not a 100% clone of ASL. Peter will undoubtedly be more knowledgeable about the game mechanics, but I think the American squad simply made a first fire and then a subsequent fire on the FJ squad because of the relative high chance of inflicting casualties, without taking into account whether it was the closest unit or not.