New Beta Update Available
- Andrew Loveridge
- Posts: 538
- Joined: Mon Jul 20, 2009 1:47 pm
New Beta Update Available
Version 5.50.07b is now available to download and test run. It is available as a Registered Download in the Members Club. This is a Beta version, replacing v5.50.03b, so please inform us of any issues you find. We think this will be the next official version, possibly going live next week. So, please take this opportunity to help us do a final check on it.
There are a fair number of fixes, this is in addition to all that went into v5.50.03b;
Code fixes
o Added more error reporting when a missing vehicle/shadow texture is requested.
o AI may now decided to swap out 1 or 2 active teams from a BG depending on the known composition of the opposing BG. Occurs only at line difficulty or higher.
o Fixed a bug where the campaign-defined ‘home’ direction was being overwritten after one battle, resulting in inconsistent entry locations any subsequent single battle games, troops sometimes moving in the wrong direction, and prisoners wandering off the wrong way.
o Allied AB BGs that arrive during the night turn will not reappear during turn 1 if they disband during the night.
o No longer able to allocated unlimited teams for some team types of some BGs on the BG screen.
o Clicking BGs on the strat map now selects the correct BG for all start map tiles.
o BGs are no longer show as exhausted when they have zero fatigue.
o Assert condition in battlegroups.h at end of the last battle for a day fixed.
o Fixed bug with display settings where CTD would occur when map size is smaller than users screen resolution.
o Made beach bunker coding consistent among all maps pointed out in bug tracker.
o Fixed a bug where the AI might swap out a tank for additional infantry if it found the enemy was weak in anti-tank assets.
o Increased integrity of towed guns to make them somewhat more difficult to knock out.
o Updated hindrance values to mitigate 'unspottable troops' issue. Visual hinderance values in the 300-449 range have been reduced to 225-250 or increased to 450 (total LOS/LOF block).
o Tweaked gun crew engagement decision making. Gunner slightly less likely to engage infantry with main gun. Crew will not engage with small arms when gunner would not also choose to engage with HE.
Maps
o Bunker floor element now allows AT guns to be deployed on it.
o Dog Green coding fixed so that bunkers are correclty coded with "bunker floor" rather than "courtyard".
o More map coding checked for compliance with WaR map coding style guide.
o UTAH beach US BGs now land in correct place in grand campaign.
o All maps checked for compliance with WaR map coding style guide.
o Map name spelling errors fixed, areas not assigned to specific r/l areas now assigned.
o Naval support for allies added to all maps but the back most row of the strategic area. 47 maps now have allied naval support.
o Vierville Sur Mer exit VL to Dog Green moved in and down 1 mega tile to expand deploay zone.
o Returned St. Pierre du Mont map text file to correct file.
o Made map coding match graphical depiction of floors on St. Honorine map.
o Fixed level number on Caen. Changed interior number from "4" to "3".
o Fixed lines in roof file of St. Marie du Mont.
o Fixed unassigned values in INCauseway map.
o Fixed map coding where dead animal was coded in open ground of St. Marie du Mont.
Data
o Name in Shadows.azp for Churchill AVRE fixed so it's under the max number of characters.
o French commandos appear in 9 Bde (British) BG.
o ChurchillAVRE name fixed in tanks.azp file to be 13 or less characters.
o ChurchillAVRE references fixed in vehicles.txt.
o Guns added to guns.azp file.
o BGroups.txt fixed to have allied tanks show up in Battlegroups.
o Fixed error in AxsTeams where Panther G (index 152) was pointing to the wrong BGUNITICON. Changed from 0 to 151.
o Changed PzJg 35R armor to match Marder I.
o Changed PzIVH top armor to 13 (instead of 10).
o Slightly increased mortar minimum ranges for HE when it was less than actual weapon specs.
o Mortar Point Blank ranges for HE now set to minimum range + 1.
o Mortar Short ranges set to former PB range.
Graphics
o Name in Shadows.azp for Churchill AVRE fixed so it's under the max number of characters.
o Light fx blended around the edges. NOTE: The huge light from the flare was causing some performance issues but I think I have this at an acceptable level. See if the flare slows down the game on your machines, please.
o All strat map arrows show on strat screen when you hold down the spacebar. If the user presses a mouse button down the arrows are cleared – 99% sure that is a non-issue but I had to do it to prevent painting conflicts.
o Unusable team slots on the BG screen are painted out with a background texture.
o Fixed German Heer vehicle rank gadgets so uniforms are black.
o Added SS rank gadgets with black uniforms and pink edged shoulder boards.
o Commonwealth uniforms now coloured correctly.
o Light effects no longer cause errors on maps smaller than the window size (Amfreville).
o "Illumination Available" message no longer has garbage characters at the begining.
o Overview map now repaints correctly after a message bar is displayed and cleared.
o Overview map now repaints correctly when the pause dialog appears / disappears.
o Added bounds checking to code that loads vehicle texture names to prevent possible overflows.
o Some vehicle graphics updated and added to tanks.azp.
o Fixed Battlegroup type graphic for BG screen so all are identified properly. No more "Invalide Battlegroup type" graphics.
o Added brigade identifier to Canadian battlegroup patches.
o Added line on scenario editor screen between Chef du Pont and Pont l' Abbe map area diamonds.
o Fixed Gammon bomb icon in Weapons.txt
o Graphical error in scrngadg.gdg for BG types fixed.
o Change to Battlegroupscreen where "Supply" becomes "Reserves".
o Incorporated fix from Nembo that puts patch shadow for STRPATCH55 on correct side to match other patches shadows.
Battles
o Bootcamp scripts updated.
o Added one night turn for every day of the GC.
Classic CC5
o Included previously fixed scrngadg file that repairs the "edit opponent" button.
o New strat map gadgets (Rest BG button, cohesion, fatigue) no longer shown on Strat Map screen for classic.
o No more random parachute entry for classic.
o BGEDIT buttons fixed for "Edit Opponent" on the BG screen.
o Updates to Alsteams.txt. Quotation marks team names.
o Updates to FPools.txt. Last 5 columns of Forcepools cleaned up.
o Commander pics that fit in the available Cdr space added to scrngadg file.
There are a fair number of fixes, this is in addition to all that went into v5.50.03b;
Code fixes
o Added more error reporting when a missing vehicle/shadow texture is requested.
o AI may now decided to swap out 1 or 2 active teams from a BG depending on the known composition of the opposing BG. Occurs only at line difficulty or higher.
o Fixed a bug where the campaign-defined ‘home’ direction was being overwritten after one battle, resulting in inconsistent entry locations any subsequent single battle games, troops sometimes moving in the wrong direction, and prisoners wandering off the wrong way.
o Allied AB BGs that arrive during the night turn will not reappear during turn 1 if they disband during the night.
o No longer able to allocated unlimited teams for some team types of some BGs on the BG screen.
o Clicking BGs on the strat map now selects the correct BG for all start map tiles.
o BGs are no longer show as exhausted when they have zero fatigue.
o Assert condition in battlegroups.h at end of the last battle for a day fixed.
o Fixed bug with display settings where CTD would occur when map size is smaller than users screen resolution.
o Made beach bunker coding consistent among all maps pointed out in bug tracker.
o Fixed a bug where the AI might swap out a tank for additional infantry if it found the enemy was weak in anti-tank assets.
o Increased integrity of towed guns to make them somewhat more difficult to knock out.
o Updated hindrance values to mitigate 'unspottable troops' issue. Visual hinderance values in the 300-449 range have been reduced to 225-250 or increased to 450 (total LOS/LOF block).
o Tweaked gun crew engagement decision making. Gunner slightly less likely to engage infantry with main gun. Crew will not engage with small arms when gunner would not also choose to engage with HE.
Maps
o Bunker floor element now allows AT guns to be deployed on it.
o Dog Green coding fixed so that bunkers are correclty coded with "bunker floor" rather than "courtyard".
o More map coding checked for compliance with WaR map coding style guide.
o UTAH beach US BGs now land in correct place in grand campaign.
o All maps checked for compliance with WaR map coding style guide.
o Map name spelling errors fixed, areas not assigned to specific r/l areas now assigned.
o Naval support for allies added to all maps but the back most row of the strategic area. 47 maps now have allied naval support.
o Vierville Sur Mer exit VL to Dog Green moved in and down 1 mega tile to expand deploay zone.
o Returned St. Pierre du Mont map text file to correct file.
o Made map coding match graphical depiction of floors on St. Honorine map.
o Fixed level number on Caen. Changed interior number from "4" to "3".
o Fixed lines in roof file of St. Marie du Mont.
o Fixed unassigned values in INCauseway map.
o Fixed map coding where dead animal was coded in open ground of St. Marie du Mont.
Data
o Name in Shadows.azp for Churchill AVRE fixed so it's under the max number of characters.
o French commandos appear in 9 Bde (British) BG.
o ChurchillAVRE name fixed in tanks.azp file to be 13 or less characters.
o ChurchillAVRE references fixed in vehicles.txt.
o Guns added to guns.azp file.
o BGroups.txt fixed to have allied tanks show up in Battlegroups.
o Fixed error in AxsTeams where Panther G (index 152) was pointing to the wrong BGUNITICON. Changed from 0 to 151.
o Changed PzJg 35R armor to match Marder I.
o Changed PzIVH top armor to 13 (instead of 10).
o Slightly increased mortar minimum ranges for HE when it was less than actual weapon specs.
o Mortar Point Blank ranges for HE now set to minimum range + 1.
o Mortar Short ranges set to former PB range.
Graphics
o Name in Shadows.azp for Churchill AVRE fixed so it's under the max number of characters.
o Light fx blended around the edges. NOTE: The huge light from the flare was causing some performance issues but I think I have this at an acceptable level. See if the flare slows down the game on your machines, please.
o All strat map arrows show on strat screen when you hold down the spacebar. If the user presses a mouse button down the arrows are cleared – 99% sure that is a non-issue but I had to do it to prevent painting conflicts.
o Unusable team slots on the BG screen are painted out with a background texture.
o Fixed German Heer vehicle rank gadgets so uniforms are black.
o Added SS rank gadgets with black uniforms and pink edged shoulder boards.
o Commonwealth uniforms now coloured correctly.
o Light effects no longer cause errors on maps smaller than the window size (Amfreville).
o "Illumination Available" message no longer has garbage characters at the begining.
o Overview map now repaints correctly after a message bar is displayed and cleared.
o Overview map now repaints correctly when the pause dialog appears / disappears.
o Added bounds checking to code that loads vehicle texture names to prevent possible overflows.
o Some vehicle graphics updated and added to tanks.azp.
o Fixed Battlegroup type graphic for BG screen so all are identified properly. No more "Invalide Battlegroup type" graphics.
o Added brigade identifier to Canadian battlegroup patches.
o Added line on scenario editor screen between Chef du Pont and Pont l' Abbe map area diamonds.
o Fixed Gammon bomb icon in Weapons.txt
o Graphical error in scrngadg.gdg for BG types fixed.
o Change to Battlegroupscreen where "Supply" becomes "Reserves".
o Incorporated fix from Nembo that puts patch shadow for STRPATCH55 on correct side to match other patches shadows.
Battles
o Bootcamp scripts updated.
o Added one night turn for every day of the GC.
Classic CC5
o Included previously fixed scrngadg file that repairs the "edit opponent" button.
o New strat map gadgets (Rest BG button, cohesion, fatigue) no longer shown on Strat Map screen for classic.
o No more random parachute entry for classic.
o BGEDIT buttons fixed for "Edit Opponent" on the BG screen.
o Updates to Alsteams.txt. Quotation marks team names.
o Updates to FPools.txt. Last 5 columns of Forcepools cleaned up.
o Commander pics that fit in the available Cdr space added to scrngadg file.
- Andrew Williams
- Posts: 3862
- Joined: Mon Jan 08, 2001 10:00 am
- Location: Australia
- Contact:
RE: New Beta Update Available
ORIGINAL: Andrew Williams
Thanks Andrew
Downloading now
8:30 am
Shouldn't you be at work banging out gold rings or something? [:D]
-
- Andrew Williams
- Posts: 3862
- Joined: Mon Jan 08, 2001 10:00 am
- Location: Australia
- Contact:
RE: New Beta Update Available
I've been in the office for 2 hours! We bankers work such long hours [&:]
-
-
- Andrew Williams
- Posts: 3862
- Joined: Mon Jan 08, 2001 10:00 am
- Location: Australia
- Contact:
RE: New Beta Update Available
Ok... I've finished... now it's time to play.
We jewellers don't have to work hard, it might crinkle my suit 
We jewellers don't have to work hard, it might crinkle my suit



- squadleader_id
- Posts: 302
- Joined: Sun Oct 29, 2006 11:31 am
- Contact:
- steeljackal
- Posts: 11
- Joined: Thu Apr 10, 2008 10:33 am
RE: New Beta Update Available
From previus patch's thread
ogrando
Andrew Williams
Administrator
You're right. Im wrong. Only in CC2/3/COI unit can leave the map.
But this is a nice feaure. In TLD you can't flee the battle (in CC3/COI there is the "flee" button), then this could be a nice feature especially in TLD.
Maybe can be added with the ultimate patch?
Sorry for bad english, I hope I was clear.
PS
My friend and I playing "Obiective Caen" online with the previus patch. Can we install the latest patch and prosecute the campaign from previus save?
Thanks
ogrando
In CCV and CCCOI if I move a unit on map border, it leave the map and in unit's status appear exited (if i remember right). In CCTLD? Can unit leave the map? I try but the unit remain on the map. I'm wrong something? I'm members club and have the beta patch
If this is not implemented, can be fix in the next patch?
PS
Is this thread for patch bug/suggestion? If not, im sorry, and where I must to write?
Andrew Williams
Administrator
you could never do that in CC5
only CC3/Coi and maybe, can't remember for sure CC2
You're right. Im wrong. Only in CC2/3/COI unit can leave the map.
But this is a nice feaure. In TLD you can't flee the battle (in CC3/COI there is the "flee" button), then this could be a nice feature especially in TLD.
Maybe can be added with the ultimate patch?
Sorry for bad english, I hope I was clear.
PS
My friend and I playing "Obiective Caen" online with the previus patch. Can we install the latest patch and prosecute the campaign from previus save?
Thanks
- RD Oddball
- Posts: 4836
- Joined: Sat Feb 10, 2007 6:38 pm
RE: New Beta Update Available
Such a massive coding change is too late for TLD but we'll certainly consider it for future releases. Thanks for the feedback on that. Your English is great and was perfectly understandable.
Re: playing old "Objective Caen" - Our standard response for this is NO. Data that can possibly contradict new data can exist in the game file and cause errors or the file to become corrupted and unplayable. The old game will open under the new patch but what I described above could and likely will happen. It's best to restart the game OR continue playing without the newest patch then when you're done install the new patch.
Re: playing old "Objective Caen" - Our standard response for this is NO. Data that can possibly contradict new data can exist in the game file and cause errors or the file to become corrupted and unplayable. The old game will open under the new patch but what I described above could and likely will happen. It's best to restart the game OR continue playing without the newest patch then when you're done install the new patch.
- Senior Drill
- Posts: 199
- Joined: Tue Nov 20, 2007 11:16 pm
- Location: Quantico
RE: New Beta Update Available
ORIGINAL: ogrando
...... But this is a nice feaure. In TLD you can't flee the battle (in CC3/COI there is the "flee" button), then this could be a nice feature especially in TLD.
Maybe can be added with the ultimate patch? ......
The replacement systems between CC3 and CC4 & CC5 (and CoI between War & TLD) are completely different. This Dead Horse topic has been thrashed many times in the past on other game forums, many of which are now, themselves, dead horses. So it might be appropriate to ressurect the discussion in a new thread to gnaw on the bones once again.
C'est magnifique, mais ce n'est pas la guerre.
RE: New Beta Update Available
Hi Thanks for new beta.
Did you make any changes to fix the problem in the Buron map reported earlier Tech Support forum? Thanks
Did you make any changes to fix the problem in the Buron map reported earlier Tech Support forum? Thanks
- RD Oddball
- Posts: 4836
- Joined: Sat Feb 10, 2007 6:38 pm
RE: New Beta Update Available
Varangian, that particular map was graciously lent to the project from GJS crew via Cathartes. Not sure what the intent was behind the coding of the original map maker and after trying to replicate your difficulties I could not. So there's no way to verify this is in fact a problem if it doesn't occur the same way every time. Not sure how to answer this more accurately.
- FeurerKrieg
- Posts: 3400
- Joined: Wed Jun 15, 2005 8:43 pm
- Location: Denver, CO
RE: New Beta Update Available
o Naval support for allies added to all maps but the back most row of the strategic area. 47 maps now have allied naval support.
[X(][X(][X(][X(]
Do we have some Allied fanboys playing here? If we're going to put naval support nearly all the way back, I want some German air support, at least a mission or two.
319 - Total interventions of the Luftwaffe (German Air Force) on June 6, 1944
http://www.dday-overlord.com/eng/dday_figures.htm
RE: New Beta Update Available
I sympathize with you Krieg. I have played both sides of TLD H2H, although I have not played a GC to completion yet. In my experience, it seems that the Allies are favored in line v line play. I have yet to see a German player victorious in a GC. Makes me wonder if line v line is meant for play against the AI. I'm curious what settings other players are using for balanced H2H play. Alternatively, I wonder whether the scoring needs to be adjusted, i.e., scoring in H2H play perhaps should be tied to how each side did historically, which I believe is how play against AI is currently scored.
- RD Oddball
- Posts: 4836
- Joined: Sat Feb 10, 2007 6:38 pm
RE: New Beta Update Available
ORIGINAL: Feurer Krieg
o Naval support for allies added to all maps but the back most row of the strategic area. 47 maps now have allied naval support.
[X(][X(][X(][X(]
Do we have some Allied fanboys playing here? If we're going to put naval support nearly all the way back, I want some German air support, at least a mission or two.
319 - Total interventions of the Luftwaffe (German Air Force) on June 6, 1944
http://www.dday-overlord.com/eng/dday_figures.htm
Sorry a copy paste typo. That was from an earlier updates text file. Everything else is accurate.
- FeurerKrieg
- Posts: 3400
- Joined: Wed Jun 15, 2005 8:43 pm
- Location: Denver, CO
RE: New Beta Update Available
So naval gunfire hasn't changed? Well that's a relief.
- RD Oddball
- Posts: 4836
- Joined: Sat Feb 10, 2007 6:38 pm
RE: New Beta Update Available
It shouldn't have changed. That note was from an early, admittedly somewhat sarcastic response in reaction to a request to add naval to over half the maps that was part of an earlier plan. We'd refined our view of it based on gameplay and history to arrive at the current plan. I think we're at a solid compromise between the two that makes sense. The item accidentally got added into this list because I'd copied from all the update lists since the official release and missed this one when I went back and weeded out the items that were not pertinent. Hey I was in a hurry.[:D][8|]
RE: New Beta Update Available
Just confirming - there are no patches or updates needed for the purchased version of the game is there?
Game on!
- Andrew Williams
- Posts: 3862
- Joined: Mon Jan 08, 2001 10:00 am
- Location: Australia
- Contact:
RE: New Beta Update Available
I would recommend you download and install the 5.50.07b beta patch that this thread refers to.
It is comprehensive and does (should) include all previous fixes.
It is comprehensive and does (should) include all previous fixes.


- panzerlehr62
- Posts: 314
- Joined: Mon Feb 23, 2009 1:08 am
- Contact:
RE: New Beta Update Available
ORIGINAL: Feurer Krieg
So naval gunfire hasn't changed? Well that's a relief.
Feurer Krieg are you saying the allies already had an unfair advantage and thus don't need the extra gunfire? I am appalled by your lack of concern for the poor little bitty allied Bgs that must brave one new map after another without any type of off shore support. Then you have the audacity to ask for one or two air strikes....my God next you will be asking that all your Bgs have at least 12 team slots or that their morale doesnt break after 3 teams are lost....jessss
Gz...