New v01.01.02 Public Beta Available

A complete overhaul and re-development of Gary Grigsby's War in the East, with a focus on improvements to historical accuracy, realism, user interface and AI.

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HybridSpyda
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New v01.01.02 Public Beta Available

Post by HybridSpyda »

Hi Everyone!

We have a new installer version for the Public Beta, which you can find on the Store page or 'My Page' if you're logged in and have the game registered.

IMPORTANT NOTE: All save game and scenario files created with this or later versions may only be loaded with this or a later version. Versions prior to 1.01.02 may not load these newer save game or scenario files. Old saves and scenarios may be loaded with this and newer versions.

v01.01.02 – Changelog
    [b]New Features and Rule Changes[/b] [ul]• Added “Display Scaling Percentage” preference item. This allows players some control over scaling their display in-game. [b]Note that when this version is first used, the system will automatically reset all preferences to default and attempt to set a scaling percentage that is best given your windows display settings.[/b] Players can change the scaling percentage by hovering over the value in the preference screen and selecting from the dropdown list. The game will only allow the player to select scaling percentages that fit their current display. When you change the scaling percentage, it is necessary to exit the program and restart in order for the new setting to take effect. At this time, items that appear on the right and top bars are not scaled, but the map and all other windows are impacted by the scaling percentage preference. • Editor - Unit/Air group transfer TB flags will be automatically cleared when a scenario is loaded into the Editor. These transfer flags display in-game dynamic state and should be clear at the start of any scenario. Loading and saving off a scenario in the editor will now clear this info. • Added Living Manual v1.03.pdf file in the \Manuals folder. This is up to date with changes through game version 1.01.00.
Bug Fixes and AI Improvements
    • Units that detach from city forts disappear (placed in 0,0). Fixed. • Dismissing leader via leader pic on right bar doesn't dismiss leader but does cost some APs. Fixed. • Minus Fuel on hand at AB after Air Freight Transport. Fixed. (system will use city fuel or convert freight at stage base into fuel from the pool). • In rare situations, resources/supplies/fuel/oil stored in a city could go negative. Fixed in 1.01.00 but unreported in the whatsnew. • CTD when trying to create AD for PVO Air Command in RGOW. Fixed. (Also data change with RGOW scenario). • CTD from clicking on manpower on left of production screen. Fixed. • Selecting "Mission" text on air unit detail activates disband unit window instead of fighter/bomber switch. Fixed. • Units in Oranienbaum and Kronstadt are not isolated when cut off. Fixed. • Player in the middle of a game is dropped into the editor. Fixed. • Can attach 11 units to a city fort instead of just 10. Fixed. • Destroyed Damaged numbers in the Battle Report Detail General Info tab are incorrect. Fixed. • AP cost and APs available are not immediately updating on Soviet build unit screen. Fixed. • Can assign combat units and additional support units to FBD/NKPS units (should not be possible). Fixed. • Event open when Event window opens doesn’t immediately reduce unread count. Fixed. • Axis Allied manpower production is using German production usage percentage instead of using Axis Allied production usage. Fixed. • Production screen built number for German manpower showed a negative value at the start of some small scenarios. Fixed. • AI - During AI turn, a human player AOG changes the higher level AOG it is assigned to. Fixed. • AI - CTD at 38% of Soviet AI in 1943. Fixed. • AI - Strange Ai attack with only support units and no defender listed. Fixed.
Data and Scenario Changes
    • 1941 Campaign and 1941 Campaign - No Early End scenario changes: [ul]o 6th Panzer Division increased Pz35(t) from 155 to 160 o Changed a couple of Soviet Tank Divisions that start the game unready to using the 41b Tank Division OB o XXXX Mot. Corps HQ now arrives on 10 August 1941 to the map o Fixed Soviet Northern Offensive Event so it matches the 110% cv requirement in the manual (had been 115%).
• Stalingrad to Berlin scenario changes:
    o All Assault-Sapper Squads removed from the game in favor of Engineer-Sapper Squads. o Felmy Corps changed to LXVIII zbV Corps which Renames to LXVIII Corps o 6th SS Mountain Division arrives in WE on Turn 109 not 113. Made SS Elite to match VtB. o WMBef Belgium Removed on Turn 96 o WMBef France Removed on Turn 99 o WMBef Holland Removed on Turn 104 o LIV Corps Renames to 25th Army on Turn 104 o 16th SS PzGr moves to Map on Turn 111 not Turn 113. o 269th ID moves to Map on Turn 112 not Turn 117. o 712th ID moves to Map on Turn 112 not Turn 115. o 403rd Volksartilliere Bde moves to Map on Turn 112 not Turn 116. o 404th Volksartilliere Bde moves to Map on Turn 112 not Turn 116. o 405th Volksartilliere Bde moves to Map on Turn 116 not Turn 118. o 406th Volksartilliere Bde moves to Map on Turn 116 not Turn 117. o 407th Volksartilliere Bde moves to Map on Turn 116. o 408th Volksartilliere Bde moves to Map on Turn 116. o 1st SS Werfer Bde has a Delay of 108 and moves to Map on Turn 114. o WMBef France has von Stuelpnagel added as Commander. o LXXXI Corps adds Adolf Kuntzen added as Commander. o XIV/X SS Corps moves to Map on Turn 114. o IX SS Mountain Corps moves to Map from the Balkans on Turn 109 not Turn 112. o 911th StuG Bde Disbands on Turn 114 not Turn 107. o 167th VG Division moves to WE on Turn 109 not Turn 112. o 711th ID moves to Map on Turn 110 not Turn 108. o 3rd, 4th, 6th and 7th Fallschirmjager Divisions made LW-Elite from LW. o XIII Fallschirmjager Corps given E. Meindl as Commander o XC Corps given E. Petersen as Commander o XXXIII Corps given E. Engelbrecht as Commander o XXXVI Mountain Corps given Karl Weisenberger as Commander o 444th Security Division added to [SG] o 286th Security Division converts to 286th Infantry Division on Turn 110 o 203rd Security Division converts to 203rd Infantry Division on Turn 101 not Turn 100.
• Vistula to Berlin scenario changes:
    o All Assault-Sapper Squads removed from the game in favor of Engineer-Sapper Squads. o 405th Volksartilliere Bde moves to Map on Turn 4 not Turn 5. o 406th Volksartilliere Bde moves to Map on Turn 4 not Turn 5. o 407th Volksartilliere Bde moves to Map on Turn 4 not Turn 5. o 408th Volksartilliere Bde moves to Map on Turn 4 not Turn 5. o All Hungarian Ground Elements updated to new equipment after the 1943 Infantry Division TO&E. o WMBef Holland removed from the Campaign.
• Red God of War changes:
    o Removed all Assault-Sapper Battalions in favor of the Engineer-Sapper Battalion. o Linked the PVO Air Command HQ with its AOG. o 1st Guards Tank Brigade was removed as it was a sub-unit of a Mechanized Corps. o 1603rd Rifle Division was corrected to the 160th Rifle Division.
• Road to Leningrad change:
    o 6th Panzer Division increased Pz35(t) from 155 to 160
• OB.dat Update:
    o Made Axis Fortified Zones buildable - Limit 40 with a 4 AP Build Cost. o Made 42a Ski Brigade buildable o Updated 1944 Hungarian and Rumanian OBs o Added Soviet Cavalry-Mechanzied Group HQ o Added 42 Soviet Motorized Brigade that upgrades from the 41 Motorized Brigade o Soviet Mechanized and Motorized Brigade are now combined in the build limits using the same build chain
• Changes to w_device.dat and w_gtype.dat files - Made some minor adjustments to things like load cost and production costs of various elements, nothing too significant. Reduced the combat value of engineers back to that of rifle squads (3).
• New Ground elements added to w_ground.dat file:
    o Rumania: [ul] 41 Bicycle Recon Squad - 6/41 - end (Infantry Regimental Recon Platoons)  41 Mot. Recon Squad - 6/41 - end (Armored Division recon units)  43 Armored Recon Squad (Sdkfz 250) - 10/42 - end (Armored Division recon units)  42 SMG Recon Squad - 1/42 - end (Infantry Regimental SMG Company)  41 Motorcycle Squad - 6/41 - end (various recon units)  75mm PaK40 - 10/42 - end (Armored Division in 42 and Infantry units in late 44). Limited quantities.
o Hungary:
     41 Recon Squad - 6/41 - end (general recon units)
o Finland:
     7.62mm AAMG - 6/41 - end (Infantry)  75mm Field Gun - 6/41 - end - probably the 75K/17 "Bethlehem" imported from the USA is the most common.
o Slovakia:
     Cavalry Squad - 6/41 - end (started as Infantry Regimental Recon and later in Security Divisions)  Bicycle Recon Squad - 6/41 - end (standard recon element in most elements)  Motorcycle Squad - 6/41 - end (standard recon element in motorized units)  Labor Squad - 6/41 - end (standard)  50mm Mortar - 8/43 - end (adopted later by infantry and security units)  88mm Anti-Aircraft Gun - 6/41 - end (limited quantities in mobile and later infantry units)  LT-33 - 6/41 - end - Tančík vz. 33 - Wikipedia
o Italy:
     Recon Squad - 6/41 - end (standard regimental recon platoon in infantry)  Mot. Recon Squad - 6/41 - end (standard recon element in motorized and armored units)  12.7mm AAMG - 6/41 - end (AAMG Battalions)  88mm Anti-Aircraft Gun - 6/41 - end (Heavy AAA Battalions)
[/ul]
• New Photos:
    o Leader: (replacement picture) [ul] 859 Dashichev Ivan
o Ground elem:
     484 7.62mm ItKk/31 Twin AAMG  485 75mm K/17 Field Gun  486 Recon Squad  487 Motorized Recon Squad  488 12.7mm Breda AAMG  489 88mm Flak18 AA Gun  490 Bicycle Recon Squad  491 Motor Recon Squad  492 Armored Recon Squad  493 SMG Recon Squad  494 Motorcycle Squad  495 75mm PaK40 AT Gun  496 Recon Squad  497 LT vz.33  498 Cavalry Squad  499 Bicycle Recon Squad  500 Motorcycle Squad  501 Labor Squad  502 50mm GrW 36 Mortar  503 88mm vz.36 AA Gun
[/ul]
• New leader added to Leader.dat file - 650 Cocorascu, Traian
• Corrected RGOW and RAR scenario .txt file descriptions of APs per turn.[/ul]
[/ul]

Happy Gaming!
Matthew Ravenwood

QA & Operations Manager

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Erik Rutins
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RE: New v01.01.02 Public Beta Available

Post by Erik Rutins »

As noted above, this update has the first release of our in-application scaling. Everything is now scaled by the application except for the right side unit bar (and turn summary) and the top button bar. We're planning to add scaling for the right side in a future update. We're still debating whether the top button bar needs scaling. For those of you giving this a try, please read through the changes notes above and give us your feedback on the scaling in this thread.

If you decide the in-application scaling is not for you, please let us know why. You can also switch back to the system scaling by setting your in-application scaling preference to 100% and using the instructions in this thread to re-enable the system scaling compatibility settings: https://www.matrixgames.com/forums/tm.asp?m=4991284

Regards,

- Erik
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CEO, Matrix Games LLC


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RE: New v01.01.02 Public Beta Available

Post by Templer_12 »

Servers won't work for me

The download/server doesn't work for me.
The above error message appears when the European server tries to download.
The error message below is presented to me when I try to down load via the small/the upper Canada east Server. [&:]

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RE: New v01.01.02 Public Beta Available

Post by IslandInland »

Asking this question for new purchasers.

Can this be installed over the base 1.0 game or are other patches required first?
Beta Tester for:
War In The East 2 & Steel Inferno Expansion
War In The West Operation Torch
Strategic Command American Civil War
Strategic Command WWII: War in the Pacific
XXXCorps
1941 Hitler's Dream Scenario for WITE 2
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erikbengtsson
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RE: New v01.01.02 Public Beta Available

Post by erikbengtsson »

Great! I'll give it a go tonight.
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RE: New v01.01.02 Public Beta Available

Post by Denniss »

Updates are cumulative so just the most recent is required
WitE dev team - (aircraft data)
WitE 1.08+ dev team (data/scenario maintainer)
WitW dev team (aircraft data, partial data/scenario maintainer)
WitE2 dev team (aircraft data)
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RE: New v01.01.02 Public Beta Available

Post by Joel Billings »

We just got a report that there's an issue with the OKH leader in the Velikie Luki scenario. I'm not yet sure what changed in v1.01.02 that made Halder's dismissal kick in, but based on his leader dismissal date, he shouldn't be in the scenario. You can find a hotfix for that scenario in the second post here: v1.01.02 VL scenario fix
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RE: New v01.01.02 Public Beta Available

Post by erikbengtsson »

I must say I really like the scaling. Graphics look crispy again, and about the right size. But I do find the right panel, and it leader pictures on HQ's, slightly too small at 125% scaling.
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RE: New v01.01.02 Public Beta Available

Post by Helpless »

But I do find the right panel, and it leader pictures on HQ's, slightly too small at 125% scaling.

Right panel scaling is in the works.
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RE: New v01.01.02 Public Beta Available

Post by HansBolter »

At this time, items that appear on the right and top bars are not scaled, but the map and all other windows are impacted by the scaling percentage preference.


Does "at this time" imply that there is a plan and a timetable for making the ENTIRE game playable on a 32" 4k monitor WITHOUT having to downscale the resolution of the monitor?

Increasing scaling to 200% makes the highest zoom level acceptable with regard to legibility for the map area. However, as stated it does nothing for the control buttons that are crammed into the upper left corner and too small to be discernable without a mighty effort, nor the right bar that is completely illegible without getting my face 6" from the screen.

Until you commit to correcting these failures this game remains unplayable for me.
Hans

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RE: New v01.01.02 Public Beta Available

Post by Erik Rutins »

ORIGINAL: HansBolter
At this time, items that appear on the right and top bars are not scaled, but the map and all other windows are impacted by the scaling percentage preference.


Does "at this time" imply that there is a plan and a timetable for making the ENTIRE game playable on a 32" 4k monitor WITHOUT having to downscale the resolution of the monitor?

Increasing scaling to 200% makes the highest zoom level acceptable with regard to legibility for the map area. However, as stated it does nothing for the control buttons that are crammed into the upper left corner and too small to be discernable without a mighty effort, nor the right bar that is completely illegible without getting my face 6" from the screen.

Until you commit to correcting these failures this game remains unplayable for me.

As explained above, scaling for the right side and possibly the top buttons is in the works.

You can also have everything scale right now using the system compatibility settings, per the instructions in this thread:

https://www.matrixgames.com/forums/tm.asp?m=4991284

Erik Rutins
CEO, Matrix Games LLC


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RE: New v01.01.02 Public Beta Available

Post by jubjub »

If i place units into a city fort on 1.01.00, will i be able to take them out without issue in this version?
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Joel Billings
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RE: New v01.01.02 Public Beta Available

Post by Joel Billings »

Yes, you should be able to take them out ok in this version.
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RE: New v01.01.02 Public Beta Available

Post by MarkShot »

I let it default to AUTO 100% (1080p Window), and then reset all my other game preference.

It seems this is just as it is before. Will it remain so? (As I have programmed mouse movements to my gaming controls to reduce the number of hotkeys.)

Thank you!
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OberGeneral
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RE: New v01.01.02 Public Beta Available

Post by OberGeneral »

The new scaling is great.
My very minor beef is having to restart after
changing preferences.




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squatter
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RE: New v01.01.02 Public Beta Available

Post by squatter »

The scaling is a welcome addition, thanks.

minor display bug: hexes with fortified zones seem to only show the FZ and none of the stacking units in the hex until you click onto the hex to reveal the other units stacking there
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RE: New v01.01.02 Public Beta Available

Post by Joel Billings »

ORIGINAL: MarkShot

I let it default to AUTO 100% (1080p Window), and then reset all my other game preference.

It seems this is just as it is before. Will it remain so? (As I have programmed mouse movements to my gaming controls to reduce the number of hotkeys.)

Thank you!


I'm not exactly sure what your question is, but I think the answer is yes. We have a few more things to set up to scale in-game, but I don't think the preference settings are going to change again.
All understanding comes after the fact.
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RE: New v01.01.02 Public Beta Available

Post by Joel Billings »

There was a problem with the Stalingrad to Berlin campaign scenario files released starting with 1.01.00 where the first turn Soviet AI script was not working correctly. That has been fixed, and a hotfix for the scenario file has been uploaded in the 4th post here: Stalingrad to Berlin Campaign hotfix
All understanding comes after the fact.
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MarkShot
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RE: New v01.01.02 Public Beta Available

Post by MarkShot »

Joel,

Thanks for these fixes.

I have highly programmable controls. Also, I suffer from tremors/twitches (motor problems). So, I often convert UI buttons to key strokes ... even when they have key strokes as it easier to group things and avoid finger twisting hitting multiple button to make things work.

Make code depends on UI elements not shifting their pixel locations (or I would need to rewrite ... so nothing moved with AUTO-100). Finally, I have the controls practically identical between WITW and WITE-2. (even thought WITW used multi-clicks and with WITE-2 uses drop downs)

Samples (WITE-2) ...


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MarkShot
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RE: New v01.01.02 Public Beta Available

Post by MarkShot »

Next ...


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