Making the last Beta Official

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

Post Reply
User avatar
Erik Rutins
Posts: 39641
Joined: Tue Mar 28, 2000 4:00 pm
Location: Vermont, USA
Contact:

Making the last Beta Official

Post by Erik Rutins »

I'm adding this note to the top of this thread to emphasize what this update is and is not about:

What is this Update About?

This update is NOT WITP: AE2. Its goal is a new final official update for WITP: AE.

For years Michael has been making code fixes/enhancements. Those were informally released on the forum as beta builds, but never fully finished or official. Likewise Andy Mac has been making improvements on the scenarios and new scenarios as well and releasing those informally. Similarly, Andrew Brown has been making corrections and improvements to the standard map. Finally, Brian has also made a new updated manual.

So, this update is about releasing that material formally as the official version of AE you would get if you bought it new from Matrix. We're aiming to have this final public beta update hopefully become official and then to remaster the store full installer to this update level.

Details of the update can be found in the readme file and the posted change list.

-----

Hi everyone,

We're considering doing one last update for WITP:AE and a re-master, rather than leaving it with a public beta update and a host of mods. We don't have the time or development resources to do a lot here, so I'm looking for your feedback just on the following:

1. In the last public beta update, what if any bugs exist that you find game-breaking or cause you to avoid that beta update?

2. What mods outside the code are so widely used within the community that they could be considered "standard" and yet also would not make the learning curve for a new player much harder?

3. Separately, what mods are considered "standard" but advanced enough that we can't put them in the re-master but should add them to the Members Club to make them easier to find?

4. Given modern operating systems and 4k screens, what is the standard setup as far as game settings, command line switches and such that you all have found to work best on Windows 10/11 and high resolution displays which we could include in our default launcher?

Thank you for your time and feedback on this. I'll be checking back over the next week or two and we'll be deciding by the end of the year what to do.

Regards,

- Erik

EDIT: For the latest news, see this post:

fb.asp?m=5112998
Erik Rutins
CEO, Matrix Games LLC


Image

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.
User avatar
Zovs
Posts: 9187
Joined: Sun Feb 22, 2009 11:02 pm
Location: United States

RE: Making the last Beta Official

Post by Zovs »

I’d add the Sea Bee tool.

It really makes creating short cuts to work with your O/S a breeze. In this thread I listed my two native windows screen resolutions with the Sea Bee screen size that worked fir my system.

https://www.matrixgames.com/forums/tm.a ... 1&#5111147

As far as mods go I am a newbie but I use GME to swap map and art mods in and out, but I had to spend 2-3 hours making them compatible with GME.

For code changes it would be nice to add custom font and font sizes (kinda like WITE2) customizable by the user.

Also if some of the in game icons on the top menu could be a little larger.

Lastly updating the manual would be great and having all the zillion posts scattered all over codified into a PDF would be fantastic for newbies. And if possible 1 page guides like WITW/WITE2 would be awesome.

Newbies perspective.
Image
Beta Tester for: War in the East 1 & 2, WarPlan & WarPlan Pacific, Valor & Victory, Flashpoint Campaigns: Sudden Storm, Computer War In Europe 2
SPWW2 & SPMBT scenario creator
Tester for WDS games
User avatar
Zovs
Posts: 9187
Joined: Sun Feb 22, 2009 11:02 pm
Location: United States

RE: Making the last Beta Official

Post by Zovs »

Oh and maybe updating the two Java apps : WitP Tracker and combat tracker there both great tools as add ons to help with data processing.
Image
Beta Tester for: War in the East 1 & 2, WarPlan & WarPlan Pacific, Valor & Victory, Flashpoint Campaigns: Sudden Storm, Computer War In Europe 2
SPWW2 & SPMBT scenario creator
Tester for WDS games
pmelheck1
Posts: 614
Joined: Thu Apr 03, 2003 12:04 pm
Location: Alabama

RE: Making the last Beta Official

Post by pmelheck1 »

1. I've not had any issues with the last beta.

2. I've only tried DaBabes but only play allied solo and am not sure if it breaks the AI... I only play solo and only the allies. would love to see something more geared to the allies rather than japan

3. as stated above, trackers and see bee but a updated settings screen in or out of the game would make sea bee redundant

4. I use -f -px1280 -py0800 -deepColor -altFont. I would use 1920 by 1080 if I could get the text on screen to scale to something these old eyes could see and not stretch in game images but understand that's most likely a no go...

as for some sort of remaster that wouldn't take a rewrite. the manual data put into the game or an editable text box that would allow us to place data we would find useful in it. I would pay a bit for some QOL improvements or an expanded allied side to aid continued support for the game we all love. but the more you add the more bugs you add and the more support will be needed to squash them.
User avatar
pontiouspilot
Posts: 1131
Joined: Fri Jul 27, 2012 7:09 pm

RE: Making the last Beta Official

Post by pontiouspilot »

I don't know what is "inside or outside the code" but I can say that in 10 PBEMs over 10 years I now play exclusively the DBB scenarios, with the extended map, albeit with standard artwork. I have the extra plane and ship art but damned if I can remember which author it came from.

Cheers and thanks for the interest.
User avatar
Kull
Posts: 2744
Joined: Tue Jul 03, 2007 3:43 am
Location: El Paso, TX

RE: Making the last Beta Official

Post by Kull »

There's a nice compilation in GetAssista's "Core Bugs" thread.

While I applaud the effort, it's worth noting that the timing couldn't be worse. Alfred is the one person who had a near-comprehensive understanding of this issue....and now he's gone. Absent his input, the "final update" will inevitably be incomplete.
User avatar
Kull
Posts: 2744
Joined: Tue Jul 03, 2007 3:43 am
Location: El Paso, TX

RE: Making the last Beta Official

Post by Kull »

There's a disconnect between the actual unloading rates of Amphibious TFs docked at "friendly ports of Size 4 or less" and the rate described in section 6.3.3.3.2.2 of the manual. I ran an extensive test which proves this.
mind_messing
Posts: 3394
Joined: Mon Oct 28, 2013 11:59 am

RE: Making the last Beta Official

Post by mind_messing »

ORIGINAL: Kull

While I applaud the effort, it's worth noting that the timing couldn't be worse. Alfred is the one person who had a near-comprehensive understanding of this issue....and now he's gone. Absent his input, the "final update" will inevitably be incomplete.

I'm glad someone else said this before me, and it can't be stressed enough. The rest of us collectively can scrape a superficial understanding of what needs addressed. Alfred's knowledge in this runs deep.

ORIGINAL: Erik Rutins

Hi everyone,

We're considering doing one last update for WITP:AE and a re-master, rather than leaving it with a public beta update and a host of mods. We don't have the time or development resources to do a lot here, so I'm looking for your feedback just on the following:

Are you able to give an indication exactly of what the resources involved here are? More specifically, who from the original AE team will be involved?

What is the scope for map, scenario, database, code changes?

I ask as I am quite concerned that there's mention of a re-master, followed immediately by a statement that time and development resources are limited. To me, that's something of an oxymoron.

I think it's very important to manage expectations in this area, and to my first reading a re-master implies a much more substantial project than your follow-on questions would suggest is in the works.


User avatar
Kull
Posts: 2744
Joined: Tue Jul 03, 2007 3:43 am
Location: El Paso, TX

RE: Making the last Beta Official

Post by Kull »

While we're at it, this would be a great time for Matrix to confirm whether there really is any improvement in the 11.26b Beta vs. the "official" 11.26a releases. I've tested both the "official reason" (see above) and the "forum consensus fix", and couldn't find any difference between the two.
User avatar
Nomad
Posts: 7273
Joined: Wed Sep 05, 2001 8:00 am
Location: West Yellowstone, Montana

RE: Making the last Beta Official

Post by Nomad »

It would also be a good time to fix the Naval Support not affecting SPS(0) ports.
mind_messing
Posts: 3394
Joined: Mon Oct 28, 2013 11:59 am

RE: Making the last Beta Official

Post by mind_messing »

ORIGINAL: Erik Rutins

1. In the last public beta update, what if any bugs exist that you find game-breaking or cause you to avoid that beta update?

I would strongly encourage any forum-generated list of "bugs" to be accompanied with a serious health warning.

There's a strong vein within the forum that treats certain elements of the game design that do not conform to a particular notion of how the game "should work" (or what results should be generated) as being "bugged" or "broken" when those elements are in fact WAD.
2. What mods outside the code are so widely used within the community that they could be considered "standard" and yet also would not make the learning curve for a new player much harder?

3. Separately, what mods are considered "standard" but advanced enough that we can't put them in the re-master but should add them to the Members Club to make them easier to find?

If your interest is in improving the learning curve, then third party utilities and mods is extremely counter-productive.

A far more sensible investment would be on a revised manual.
User avatar
RangerJoe
Posts: 17801
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

RE: Making the last Beta Official

Post by RangerJoe »

ORIGINAL: Nomad

It would also be a good time to fix the Naval Support not affecting SPS(0) ports.

+1
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child
Image
User avatar
RangerJoe
Posts: 17801
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

RE: Making the last Beta Official

Post by RangerJoe »

As far as Alfred goes, my understanding is that he was working on a new manual.

AE PDF Manual Revision
I have raised with, and received a favourable response from, the devs regarding the possibility of me revising the AE PDF manual, at least up to the last official patch (#6) level. There are some potential technical issues which may result in this project not proceeding to completion. Assuming that everything does however work out to plan, it is anticipated that 4 months work will be required.

This is a private initiative and undertaken for no remuneration. Regulars will already be aware of the quality of my posts but for any not so comforted, their concerns should be ameliorated by being informed that there will be a certain level of undisclosed dev participation in the project. This however is not an invitation for forumites to correspond with the devs regarding this project.

Only the PDF Manual will be revised. There will be no hard copy printing of any revised manual. Also as only 4 months are allocated to the project, the current PDF Manual structure will be largely retained.

The first stage of this project comprises an invitation to forumites to post in this thread examples of where they believe the current manual is:

(a) incorrect,
(b) unclear/inadequate in it's explanation,
(c) silent on a situation often encountered in the game

Only specific identified examples and the reasons why they fall within the above parameters need be presented. Generic statements that something is inadequate will not be considered. Bear in mind that the focus is up to the last official patch so the nomination of a long list of beta changes not covered by the current manual is not guaranteed to be taken into account at all in this project. The nomination of a wish list for AE II is guaranteed to be completely ignored.

This thread provides an opportunity for well reasoned PDF Manual deficiencies to be presented for consideration. It is not an indispensable element for this project to proceed. There is however a strict time period for the lodgement of submissions which need to be posted here by 20 September 2014.

No correspondence regarding the above conditions will be entered into. Disgruntled forumites can always undertake their own revision of the manual.

Alfred

https://www.matrixgames.com/forums/tm.a ... age=1&key=
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child
Image
User avatar
12doze12
Posts: 73
Joined: Fri Dec 26, 2014 3:21 pm
Location: Portugal

RE: Making the last Beta Official

Post by 12doze12 »

I don't have enough of a deep understanding of the game functioning to point out bugs but I'm thoroughly enjoying playing it and am glad to see it's getting some extra love [:)]

Mod-wise the Tracker is absolutely essential but can also be complicated for some users to install.
Andy Mac's updated stock scenarios are also a must, making AI games much more interesting and for a longer period of time.
Most major scenario mods are oriented for PBEM though some have adapted Andy Mac's scenarios for AI games.

As for command line parameters I use: -cpu4 -wd -pxf1910 -pyf1010 -deepColor -dd_sw -multiaudio -altFont -archive
Also, I found the game to get more stable by making it Large Address Aware.
User avatar
RangerJoe
Posts: 17801
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

RE: Making the last Beta Official

Post by RangerJoe »

This may be more of a technical thing, but how about for the regular scenarios that have multiple AI files, something about how to move and save the files, swapping them back and forth, so when a player starts a game they can choose which one that the AI will use? There are quite a few of them and then each run through can be different.
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child
Image
User avatar
dr.hal
Posts: 3537
Joined: Sat Jun 03, 2006 12:41 pm
Location: Covington LA via Montreal!

RE: Making the last Beta Official

Post by dr.hal »

Erik this is a great idea and an nice holiday gift from Matrix! I applaud the move.

One thing I would incorporate is the map modifications that are used by the Da Babes scenarios as they better reflect some of the more interesting aspects of certain key land elements. There are also some other variations of the map that might be looked at (island additions or moving them, etc.). I guess, in short, the map could use some upgrades. Also, just a pet gripe of mine, HMS Hermes needs to have an upgrade available as not every Allied player loses her right away!!!!

As for the manual, as noted Alfred was working on it and I have been reviewing some of his work as an editor. One thing is very clear to me, this is a HUGE undertaking for a single person, let alone a team. I don't think there's much chance of it happening especially now that Alfred has been asked to leave (albeit temporarily I hope). He certainly has an encyclopedic knowledge of the game (how he does it I've no idea, although it MUST involve a HUGE rolodex!). Without his contribution, the task is not within reach. I certainly don't have enough years left on this planet to undertake such a task.
User avatar
Tanaka
Posts: 5099
Joined: Tue Apr 08, 2003 3:42 am
Location: USA

RE: Making the last Beta Official

Post by Tanaka »

ORIGINAL: Erik Rutins

Hi everyone,

We're considering doing one last update for WITP:AE and a re-master, rather than leaving it with a public beta update and a host of mods. We don't have the time or development resources to do a lot here, so I'm looking for your feedback just on the following:

1. In the last public beta update, what if any bugs exist that you find game-breaking or cause you to avoid that beta update?

2. What mods outside the code are so widely used within the community that they could be considered "standard" and yet also would not make the learning curve for a new player much harder?

3. Separately, what mods are considered "standard" but advanced enough that we can't put them in the re-master but should add them to the Members Club to make them easier to find?

4. Given modern operating systems and 4k screens, what is the standard setup as far as game settings, command line switches and such that you all have found to work best on Windows 10/11 and high resolution displays which we could include in our default launcher?

Thank you for your time and feedback on this. I'll be checking back over the next week or two and we'll be deciding by the end of the year what to do.

Regards,

- Erik


Wow!! What a surprise holiday treat from Erik and Matrix games bringing some love and attention back to the best game they ever made! Look what comes from a much needed forum cleansing and a horde of new players jumping in to freshen things up and lots of old players wanting to come back in to a more positive community! Cheers to Erik and Matrix!




1. Great thread on bugs!: https://www.matrixgames.com/forums/tm.asp?m=4923122

No naval support at SPS 0 port:

https://www.matrixgames.com/forums/tm.a ... ey=�

The AKE replenishment issues:

https://www.matrixgames.com/forums/tm.a ... age=1&key=

2. WITPAE Tracker: https://www.matrixgames.com/forums/tm.asp?m=2236936

Combat Reporter: https://www.matrixgames.com/forums/tm.asp?m=2456864

Andy Mac's updated Scenarios and AI: https://www.matrixgames.com/forums/tm.asp?m=4692890 (STILL BEING UPDATED)

Best map data: Andrew Brown maps: https://sites.google.com/view/witp-ae-m ... arios/home (STILL BEING UPDATED)

Best looking map: Bellum Pacifica https://www.matrixgames.com/forums/tm.asp?m=4151200

3.

DaBabes Scenarios: https://sites.google.com/site/dababeswitpae/
(Not updated since 2015 and not sure if this was designed with latest Beta?)

Halsey's art site - land units, air units, mission art, etc.

Big B's Shipyard - ship art

Allied Ship Insignia / Patch Additions - based on Halsey's work

Jace's site - interface art, mission art

Readability Mod of Jace's "Map Borders" User Interface Art - based on Jace's work

Kull's Art:

https://www.matrixgames.com/forums/tm.asp?m=4789538

https://www.matrixgames.com/forums/tm.asp?m=4834622

4. -fd -skipVideo -deepColor -multiaudio -archive -altFont -cpu1 -px2048 -py1152

Agree that Alfred's input is valuable and don't understand why he can't just agree to follow forum rules...
Image
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Making the last Beta Official

Post by witpqs »

ORIGINAL: Erik Rutins

Hi everyone,

We're considering doing one last update for WITP:AE and a re-master, rather than leaving it with a public beta update and a host of mods. We don't have the time or development resources to do a lot here, so I'm looking for your feedback just on the following:

1. In the last public beta update, what if any bugs exist that you find game-breaking or cause you to avoid that beta update?
Don't have a list of bugs. One I would nominate for attention: Bases which have a (0) for a port, do not use Naval Support or Shore Party to speed unloading and loading. To clarify, I mean even when the port is built up such as size 1(0), 2(0), or 3(0).

A potential Second one is where not all of the graphics layers redraw correctly when the map is scrolled. Sometimes you have to jink the map around until luck favors you and all the layers redraw.

"game-breaking"??? No.

I'm sure other people know of more serious bugs I am not thinking of right now. I do know of some that are lesser in importance than the two I listed.


2. What mods outside the code are so widely used within the community that they could be considered "standard" and yet also would not make the learning curve for a new player much harder?
Da Babes Scenario 28-B.

3. Separately, what mods are considered "standard" but advanced enough that we can't put them in the re-master but should add them to the Members Club to make them easier to find?


4. Given modern operating systems and 4k screens, what is the standard setup as far as game settings, command line switches and such that you all have found to work best on Windows 10/11 and high resolution displays which we could include in our default launcher?
Here is the command line I am using.

"C:\Matrix Games\WITP AE - PBM #1\Beta2\War in the Pacific Admiral Edition.exe" -altFont -cpu4 -deepColor -dd_sw -archive -wd -pxf2656 -pyf1654 -SingleCpuOrders

I would just add, please keep the configuration/installer so that it is easy to have multiple installs. Having multiple installs on the same machine is the easiest way to handle multiple games running.


Thank you for your time and feedback on this. I'll be checking back over the next week or two and we'll be deciding by the end of the year what to do.

Regards,

- Erik

Thank you, Erik.
User avatar
rader
Posts: 1241
Joined: Mon Sep 13, 2004 6:06 pm

RE: Making the last Beta Official

Post by rader »

I have always used the beta since it came out and have not found any problems with it. I think it is de-facto "standard".

I would be wary about changing too many core rules/database information from the base game, although people can always mod that. I know a lot of people play Da Babes, but I've always played vanilla. An extended map that works with the base scenarios would be nice (like the Andrew Brown extended map, but I think scenarios would need to be modified to fit), and it could never hurt to have additional scenarios and campaigns available.

These are the switches I use: "C:\Matrix Games\War in the Pacific Admiral's Edition\Beta2\War in the Pacific Admiral Edition.exe" -w -dd_sw -altFont -skipVideo -f -SingleCpuOrders -cpu8 -multiaudio -pxf1910-pyf1005 -deepColor

(But I think the resolution is based on your actual monitor situation.)
Evoken
Posts: 496
Joined: Wed Oct 23, 2019 1:51 pm

RE: Making the last Beta Official

Post by Evoken »

Thank you for continued support to Witp AE Mr Rutins. As a modder i would have a few editor feature requests , idk if its possible at all but;

1)Ability to change a nations alliance or a few blank nations on both sides where they can be renamed by the editor. (Also please more Table of equipment and unit slots for Japanese in locations tab of editor , its hard locked and there arent enough slots for my project)

2)An integrated debugger that tells user errors.

3)A mass change tool , for example; Ability to change all British leaders to Commonwealth nation in leaders tab. Would be really usefull in all the editor tabs

4)Ability to give Axis off map bases, would be really usefull if someone wanted to add German raiders and submarines to Witp

And one game related requests;

Ability for Soviet Union to move ground units in their territory while they are at peace with Japan. There has been a few PBEM's where Japanese side did really well during the war and decided to attack SU. However SU starting positions for units are less than ideal , giving a massive disadvantage to Allied player in case of war


Post Reply

Return to “War in the Pacific: Admiral's Edition”