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WinSPMBT v5.5-- NOW AVAILABLE
NOW AVAILABLE
Click HERE WinSPMBT version 5.5 Upgrade patch 9 New Scenarios *( see note at bottom ) 30 Updated Scenarios 8 Revised Campaigns 36 Revised Campaign files 1 New Terrain type ( Desert Houses ) 337 New or revised Photos 530 New or Revised vehicle or aircraft Icons 92 Updated OOB Files 40 New or Revised Icon Graphic files 12 New or Revised Text files 1 Revised map 43 Revised picklists Upgraded Cost Calculator Upgraded MOBHack, MOBHack.INI and MOBHack Help file Upgraded ScenHack Upgraded Camo Map Editor Upgraded Game Options 1/ Guns or vehicles loaded onto their transport planes in the game have their crews split off when loaded so they are dropped separately. Previously there was no way to rejoin them during the deployment phase. New code has been added so that in the deployment phase only, if you unload one of these units from a TRANSPORT AIRCRAFT, the crews will be re-united with their gun or vehicle by pressing ' J '. 2/ All Anti Tank gun unit classes have had their cost reduced by approximately 25% 3/ The GameOptions program will now auto-detect if your operating system is Windows XP or earlier or Vista / Win7 and any future OS Microsoft may release. If it finds you are running an operating system newer than Windows XP it will automatically run a command line that shuts windows explorer down briefly then restarts it ONLY IF you have the game set to run in FULL SCREEN MODE. 4/ There was a minor bug that allowed artillery falling on map in some cases to affect off map units. This has been corrected 5/ HQ's, scout classes, Forward Observers and ammo vehicles will now withhold opfire if they have not been fired on so these units will no longer give away their position prematurely. This makes scouts , for example, much more likely to be bypassed than in the past 6/ Anti Tank guns and flak units will also withhold fire on moving infantry and some soft vehicles as well but will not let the enemy get as close as Scouts etc.. This is an improvement on past code that tended to allow opfire from Anti Tank guns and flak units at moving infantry from long ranges when they should have stayed concealed. 7/ Non FLAK units in the delay or defence will not fire AAA weapons except if the fighter bombers are very close in the first 12 or so turns . This stops " recce by spotting AAMG fires "', if you put strike planes in as a pre-game deployment to find the enemy layout. Those units with AAMGs WILL fire at paratrooper carrying aircraft and gliders normally, however. 8/ There was a small section of code missing from the pre-game deployment screen (L)oad and (U)nload ALL UNITS routine where the (ESC)ape key did not allow you to change your mind but loaded or unloaded all units when the (ESC)ape key was selected. This has been corrected and the (ESC)ape function now allows you to back out of that situation 9/ Units on water that were destroyed were not being credited as kills. Now Corrected 10/ There is new min range code for artillery based on 1/5th of the units range with 5 hexes being the absolute minimum on map artillery units will target indirect, up to 20 hexes minimum. An on map gun , for example, with a 90 hex range would be able to target units a minimum of 18 hexes from the gun. All guns with a range greater than 100 hexes will only be able to fire at targets greater than 20 hexes from their location on the map. Mortar units on the other hand will have their minimum ranges determined by their sabot range with the absolute minimum mortars can target indirect now being 2 hexes. 11/ The PBEM long campaign was not supposed to have special battles, but a bug was allowing these through. The campaign loop now clears down the special battle flag in the correct place and these will no longer show up in PBEM campaigns. 12/ Widescreen support has been added to the game for CD owners. This will allow you to run the game at the same resolution as your normal desktop. If a player wanted to use a resolution OTHER than the current windows desktop mode (e.g. to run the game in 1024x768 full screen, with the desktop set to say 1280x1024 ) then he would need to set the windows desktop to the desired size before starting the game. (Click on desktop, settings, choose required windows mode). 13/ The game code has been altered to make it much more windows friendly when it comes to CPU usage. In the past the game wanted all the resources it could have all the time including that time you were away from the keyboard making a cup of coffee or thinking about what you would do next. Now, the CPU usage will drop considerably when the game is waiting for input from the human player. It still requires all the CPU usage it can handle when the AI is moving but once it is the human players turn many players with high end computers will notice their machine is not working nearly as hard as it used to be and the effects are more obvious the newer and faster your computer is 14/ There were numerous minor unit , weapon and formation changes made to the OOBs . 15/ SAMS are now filtered on warhead size versus spotter planes and UAVS. Large SAMs will no longer needlessly engage small spotter aircraft or UAV's. These will be left for the smaller SAMs 16/ SP ATGM classes allowed smoke if "main gun" ammo had a Warhead size greater than 3 which allowed SP ATGM units smoke when they should not have it. This has been rectified in the code and smoke will no longer be issued to those units 17/ Unit class #59 and #102 are tank classes than now allow up to 4 passengers to be carried as if they were APCs and are used specifically to allow Israeli Merkavas to carry 4 men internally 18/ All ON MAP rocket units that had a minimum range close to or exceeding 10km have been removed from ON MAP formations and now can be found solely in OFF MAP formations 19/ Reaction fire with HEAT being used as HE against non-vehicle targets was previously restricted only to close range targets (about 250 metres).Now, units will occasionally reaction fire HEAT as HE out to longer ranges of 1 km (20 hexes). This is especially likely for the CS-tank classes. 20/ A new terrain set has been added to the game that will place single hex desert houses when desert maps are called for on all auto-generated maps. For sceanrio design purposes either house type can be placed on maps simply by switching between desert and summer . 21/ Added Georgia and South Ossetia battle locations for RED (Georgia) versus Russia in 2008. 22/ Smoke was not being replenished in some cases in Campaigns. Now corrected. As usual we remind everyone that on going secure PBEM games WILL fail if this patch is applied while they are being played. * Scenarios note: We originally announced 15 new scenarios but after the release discovered that in actual fact 6 of these were duplicates of scenarios that had been previously release. The duplicate scenarios are 249, 250, 251, 252, 254 and 255. These will be replaced in future upgrades |
Re: WinSPMBT v5.5
First of all, thanks to everyone who was involved, but especially to Don and Andy for their continued work on this FANTASTIC game, and of course, the new patch.
That being said, I thought smoke round replenishment (after battles) for formation-leader tanks in generated campaigns was going to be one of the fixes in this release, but I didn't see that mentioned. I play almost exclusively pre-TI games, so that issue will affect my game play. Did that fix not make it into this patch, or is it just not mentioned in the list of improvements? |
Re: WinSPMBT v5.5
As I recall we fixed that so long ago we forgot it was done when we wrote up the list
Don |
Re: WinSPMBT v5.5
Thanks ¡¡¡¡¡
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Re: WinSPMBT v5.5
Thanks about info! Can't wait:)
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Re: WinSPMBT v5.5
This is great ! I hope im the next patch will be more Infantry icons, not only one set for enginer, infantry,..... This where great when the infantry have different icons, like the vehicles.
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Re: WinSPMBT v5.5
Very great as usual!!
But along with an announcement of "soon-to be released" patch usually follows a painful "wait" for any brand new PBeM games. I think this one addition for the improvements already listed above will be good: -a zero range close assault factor for infantry against AFVs, as already mentioned by Cross in the WW2 forum. Thanks DRG and MobHack! |
Re: WinSPMBT v5.5
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Games such as Command & Conquer, Red Alert, Starcraft and Fallout have all had the same color palette messup when running on those newer operating systems. And it is from forums for those games that I found out that they all work when a DirectDraw Compatibility registry patch is used. See Microsoft has build in compatibility modes for old DirectDraw aplications that are wery poorly documented! The fixes are build in the operating system, but need to be enabled in the windows registry to work. The compatibility mode can be found in windows Registry under: HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\DirectDraw\C ompatibility\ On 64 bit machines the path is a little different in that it has the "WOW6432Node" path in it. HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\ DirectDraw\Compatibility\ So below there are the fixes for SPMBT v.5.00 only. This will most likely not work on older or newer versions of the game. For those one needs to write a new reg file with the correct value for the ID field matching the values in the .exe. Copy paste the text below to notepad and save it as SPMBT_ddrawfix.reg for example. The .reg part is the important one. Then run the file you created and it will update your register. Code:
Windows Registry Editor Version 5.00 Code:
Windows Registry Editor Version 5.00 Here are the links for discussion about the color bug in Fallout and Command & Conquer for referance: http://www.nma-fallout.com/forum/viewtopic.php?t=56175 http://www.cnc-comm.com/community/index.php?topic=711.0 Unfortunately I dont have access to a Win7 computer to test this so I don't know if it will work for SPMBT too. My apologies if it does not work. However im sure some compatibility option will fix the color issue without the need to use special tricks to close the explorer. |
Re: WinSPMBT v5.5
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Heres a link to one way of fixing the processor affinity: http://www.robpol86.com/index.php/ImageCFG Also have you checked out Microsofts Aplication Compatibility Toolkit? With it you can create your own custom compatibility patches for old software to run on a new OS. I have had success in the past using it on my XP machine. It is the window to the inner workings of Windows XP/Vista/7 compatibility layers. Wery useful program once you get to understand how it works. There are about 100 different compatibility options that you can play with instead of just the standard "run in windows 98 mode" etc... Here's the link: http://www.microsoft.com/downloads/e...displaylang=en |
Re: WinSPMBT v5.5
I have seen the registry fixes on the net.
They are pointless since they are aiming at a moving target. They seem to be different numbers on each and every machine as well, not a fixed set of numbers. We cannot ask end users to manually peek at registry entries and edit hex codes every time the game is changed, or whenever Windows decides to mess with these "magic numbers". Also, it would appear that we would need at least three different installers - an XP or earlier one, A 32 Bit Vista/7 and a 64 bit one. That is not going to happen - with 2 different games, multiple patches for each, and an existing stock of CDs. The batch file fix is simple and does what is required - it runs the game full-screen for those who require that facility. You lose the ability to multi-task out and do email or whatever, but that is a small price to pay. Should you require to multi-task then CD owners can run in windowed mode at desktop resolution. The task bar and start key are available at the bottom of the screen as usual then, and the GDI mode graphics do not clash with the Aero desktop interface. Cheers Andy |
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