CMO v1.07 Update - Build 1500

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

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Dimitris
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CMO v1.07 Update - Build 1500

Post by Dimitris »

Download: https://www.mediafire.com/file/muj69f0c ... 00.7z/file
To apply: Unzip on CMO installation folder, overwriting as necessary.

This will soon be also distributed through official channels; we are making in available here for the early benefit of players affected by the fixed issues.

Command Build 1500 release notes (changes from Build 1487)
====================================================================

Includes the v509 release of the DB3000 and CWDB databases.
DB3000 v509 additions: https://drive.google.com/file/d/1-SDvh6 ... sp=sharing
CWDB v509 additions: https://drive.google.com/file/d/1-hKp9p ... sp=sharing

TWEAK: Button padding in mission editor so text is not cut off
TWEAK: Raised the minimum camera altitude to 500m (instead of 10m)
TWEAK: [Lua] Push firing unit to unguided weapon wrapper
TWEAK: [Lua] Add data binding to SpecialMessage
TWEAK: [Lua] Render HTML messages without adjusting if a DOCTYPE
Various sim-speed and map-rendering speed tweaks

FIXED: Typo in "Northern Inferno" campaign file causes error when advancing from first to second scenario in campaign mode
FIXED: Repeated while path-finding across International Date Line
FIXED: "Edit" buttons in Docking Ops window were too small
FIXED: Added Message Error box when Scenario-Load fails in "Campaign Continue"
FIXED: At-altitude slug-trails artifacts
FIXED: Pre-unit slug-trails causing save corruption in certain cases
FIXED: Precise WP estimation for flight with no time constraints
FIXED: Precise flightplan ETA calculation for patrol missions
FIXED: #16105: Weapons DLZ issues
FIXED: #16370: Error Fuse when an aircraft is evaluating threats
FIXED: Exception when checking for distance from launch-point for torpedo self-destruction
FIXED: arrow keys not working for moving maps
FIXED: WRA issues
FIXED: #16292: Duplicated Mk1 eyeball when saving + loading
FIXED: #16378: Aircraft not firing mobile decoys at strike mission targets
FIXED: Weapon turns toward (0,0) when intercept becomes impossible
Fixed: Cluster weapon reporting miss when weapon's explosion radius < dispersion radius of the unit
FIXED: #16381: Aircraft not firing (engaged defensive while on flight plan)
FIXED: #16353: Applied an .ini during a scenario deep rebuild crashed
Nikel
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Re: CMO v1.07 Update - Build 1500

Post by Nikel »

Nice number, thanks for the new build and the new db :)

Even more chinese stuff in the new database.

Also related with the Israel/Iran tit for tat conflict: Blue Sparrow and Rocks, Fattah missiles.

Only the Air Lora was missed?
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KLAB
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Re: CMO v1.07 Update - Build 1500

Post by KLAB »

Thanks.
K
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blu3s
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Re: CMO v1.07 Update - Build 1500

Post by blu3s »

Between versions 1487 and 1500 there was a bug that caused saving and loading a game to add an extra Mk1Eyeball to each platform. The effect on performance is not very noticeable (unless you have saved the same scenario 50 times) but if you see this in your saves or scenarios, please run this script in the lua console using the editor, it will remove any extra Mk1 Eyeball. Then you can save the game.
FixMk1Eyeball.txt
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kahta
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Re: CMO v1.07 Update - Build 1500

Post by kahta »

Great work everyone!
Nikel
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Re: CMO v1.07 Update - Build 1500

Post by Nikel »

blu3s wrote: Wed Nov 06, 2024 10:34 am Between versions 1487 and 1500 there was a bug that caused saving and loading a game to add an extra Mk1Eyeball to each platform. The effect on performance is not very noticeable (unless you have saved the same scenario 50 times) but if you see this in your saves or scenarios, please run this script in the lua console using the editor, it will remove any extra Mk1 Eyeball. Then you can save the game.

FixMk1Eyeball.txt

Thanks Blu3s, it works perfectly :)

The slowdown was very significant in an old computer.

https://www.matrixgames.com/forums/view ... 7#p5199037
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HalfLifeExpert
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Re: CMO v1.07 Update - Build 1500

Post by HalfLifeExpert »

So, any word on this being pushed out through "official" channels yet?

It's been over 2 weeks
Dimitris
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Re: CMO v1.07 Update - Build 1500

Post by Dimitris »

The tireless production crew have had a lot of other releases lately (Broken Arrow, Scramble, AB2 just released etc. etc.) so it has taken a while. Please have a little patience. Thanks!
Nikel
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Re: CMO v1.07 Update - Build 1500

Post by Nikel »

The official patch will include the same build?
Dimitris
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Re: CMO v1.07 Update - Build 1500

Post by Dimitris »

That is currently the plan.
Nikel
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Re: CMO v1.07 Update - Build 1500

Post by Nikel »

OK, thanks for the answer.
Lanzfeld
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Re: CMO v1.07 Update - Build 1500

Post by Lanzfeld »

When does this come to Steam?
Dimitris
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Re: CMO v1.07 Update - Build 1500

Post by Dimitris »

Hopefully very soon.
Lanzfeld
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Re: CMO v1.07 Update - Build 1500

Post by Lanzfeld »

Just a question, Why isn't this build on Steam?
Dimitris
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Re: CMO v1.07 Update - Build 1500

Post by Dimitris »

We have been facing some technical difficulties in getting the latest official build released. We hope to be able to make headway on this within a few days. Thank you for your patience!
Nikel
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Re: CMO v1.07 Update - Build 1500

Post by Nikel »

Will there be also new versions of the dbs? Pygmalion and company are very silent lately on the github site.
Kushan04
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Re: CMO v1.07 Update - Build 1500

Post by Kushan04 »

Nikel wrote: Tue Dec 17, 2024 6:51 pm Will there be also new versions of the dbs? Pygmalion and company are very silent lately on the github site.
The DB team was with us at a recent Pro event.
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