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-   -   Info: WinSPMBT version 4.5 Upgrade patch (http://forum.shrapnelgames.com/showthread.php?t=42628)

DRG March 19th, 2009 02:23 PM

WinSPMBT version 4.5 Upgrade patch
 
The 4.5 patch for winSPMBT will be released by the end of the month unless we find a problem in the next few days. Here is the list of changes ( in no particular order of importance..) to date. This may change between now and release

Don

-----------------


WinSPMBT version 4.5 Upgrade patch

25 New Scenarios
43 Updated Scenarios
84 New photos
96 New and Revised Icons plus terrain tile updates
3686 new Icon spots added
92 Updated OOB Files
10 Revised campaign files
29 New and Revised Graphic files ( including Terrain SHP's )
28 New maps
41 New or revised picklists
Upgraded Cost Calculator
Upgraded MOBHack
Upgraded ScenHack



1) A large number of OOB corrections and additions have been made since v4.0 was released. The completed " to do" list would print out to 117 pages so we won't detail everything that was done for every OOB but Russia and Iraq have had a lot of work done but really, every OOB has had some work done to it. A number of "Future weapons systems" that were cancelled or delayed have been removed or moved back in some of the OOB's. Scenario designers who may have scenarios not in the game but posted on various scenario depots on the 'net may want to check them over with ScenHack for unit/weapon errors. ESPECIALLY if they used the Russian OOB. The large number of updated scenarios in this upgrade are mainly due to OOB re-organization and it is a 99.8% certainty that any third party scenarios that are not included in this update WILL VERY LIKELY need to be revised by their designers. There was no way around this and we apologize for it but it's the price of improving the game. As usual with this game, OOB's are always a "work in progress" as new information is uncovered and also " As usual " we remind everyone that on going PBEM games WILL fail if this patch is applied while they are being played. You have been warned. As well, due to the large number of changes to the Russian OOB, saved games that use the Russian OOB, even if they are not PBEM, WILL BE affected.


2) 5 new fortified houses with "invisible" turrets for use with units that do not use an AT gun and are now capable of 360 degree fire. They are copies of existing houses in the game so blend right in . All OOB's that used fortified houses that did not have an AT gun have been upgraded to these new versions

3) Mobhack now underlines the name of any unit used as a formation template unit

4) Scenhack would not save changes to the game length correctly resetting the game to 90 turns has been fixed

5) Vehicles originally assigned to the AI were still, under certain circumstances, unable to move after popping smoke has been fixed

6) Helicopters would sometimes get "stuck" while retreating and just hover in place has been fixed. This was a large map issue and now all pathfinding code has been updated so this will no longer occur

7) The ' . ' (period) key can now be used to turn the hex grid on and off during deployment and while playing the game

8) "Golan" is now "arid" rather than "desert"

9) A bug with the map generator would not allow batloc zero to be entered has been fixed

10) Unit class #7 ( Automatic Grenade launchers ) did not generate a blast circle like MG sections do has been fixed

11) Changes have been made to the code so that if your vehicle kicks up dust due to movement then you can no longer undo that vehicle's action. (Note that this also applies for partial smoke that does not generate a smoke graphic in the hex).

12) In desert maps, hovercraft will kick up dust at any visibility

13) A new top attack inertial guidance weapons class added mainly for the MBT-LAW but useable for any infantry AT weapon that is top attack and is used by infantry squads rather than specialized AT teams. It has a built in boost for FC and RF

14) The weapon size no longer appears in the database, and 0 is inserted as well as having the field deactivated, plus a comment has been added that it is obsolete. "Weapon size" was not being used in the game but was causing some confusion with players who assumed it was .

15) Minelet artillery batteries are now no longer permitted to the assaulting player in a beach landings

16) Cluster munitions will now occasionally leave unexploded bomblets. These are treated as artillery mines.

17) On map rocket batteries with Cluster rockets are now treated as a greater warhead size than shown in the game for reloading from ammo carriers purposes ONLY. The game will ignore any warhead size entered for that class of weapon when reloading ammo and use a set value. Now two units using the same size rocket , one conventional and one CM will reload from an ammo carrier at the much the same rate which was not the case previously allowing CM rockets to reload too fast.

18) Naval artillery had a bit too much of a bonus for quick response. This has been toned down so they are only marginally faster than other off-map batteries.

19) A bug existed where if�*a core units AA radar was destroyed by an ARM it was not fixed in the repair has been fixed

20) A bug involving Thick Ice in winSPMBT only has been fixed

21) Missile units with stabiliser can now move a couple of hexes and still have shot(s). Previously any movement disallowed firing

22) Armoured car class now protects crew as APC in winSPMBT. This was a compromise because many APC's were being used by Armoured car classes and the infantry they carried were being treated as if they were riding outside the vehicle. Now any passengers carried by a unit in an "armoured car" class are treated as being in the vehicle and armoured cars that do not have inside carry capacity have generally been given zero carry capacity. There were actually very few true "armoured cars" in MBT with carry capacity anyway�*and this is more fair for the bulk of the units now using this class

23) Some units that should not have been on map were deployed on map in the PBEM long campaign has been fixed

24) A number of long standing issues with the ' W " shortcut key that allowed players to fire only one weapons have been corrected and the feature now works correctly. This had never really worked right but now it does. Information on how to used ' W ' can now be found in the Tutorial section of the game guide.

25) Gliders that land are now abandoned, not destroyed

26) The AIAdjustpercent INI variable now applies to generated battles, and for both sides if set to AI player control

27) A bug with all units of a side being destroyed leading to screen flicker has been fixed

28) A Bug with all units of a side being destroyed but the game did not end even if all objectives taken cleared has been fixed

29) Problems with the AI counter attacking too early in assaults and defends has been fixed

30) Problems with the core units not getting their smoke rounds back in the PBEM long Campaign has been fixed

31) A bug ( and serious cheat ) with arty command units and fire delays had been fixed by removing arty command units from units allowed to observe.

32) Cluster ammo costs for tubed artillery have been increased roughly + 50%. As a result a number of off map artillery units have had their cluster ammo reduced to keep them from exceeding the 999 points limit in the game

33) The delay for adjusting the fall of shot for both on and off map artillery landing out of the observing units line of sight has been increased and in most cases now means only one adjustment can be made without delaying the next fall of shot an extra turn.

34) A small bug fixed for generated and PBEM campaigns, where it was possible, if the campaign was set to run in the same year, to set an end month that was earlier than the start month ( or start month later than the end month ). The game would not run time backwards but it would only run the latest month

35) A new feature for CD holders only allows players to check the location on the map of the other units in a formation with a hotkey.

36) Crewed weapons such as AT guns, howitzers and mortars when loaded onto a paratroop transport for air dropping now split into the crew and uncrewed weapon which drop separately and you must now reunite the surviving crew and the unmanned weapon before being able to use it. This change also applies to vehicles and re-crewing is handled the same as any abandoned vehicle......the crew must be in the same hex as the vehicle when the turn ends and at the start of the next turn the two units will recombine. There is also a new one ( 1 ) vehicle per air transport limit in effect. This prevents players from overloading air transports with far more vehicles than was possible. This does not prevent more troops from being loaded in a vehicle carrying aircraft that may have more carry capacity though.

37) A PBEM campaign bug existed where on 3 failed attempts at entering the password a PBEM campaign ended the turn (and saved off the files) instead of aborting. Now the player is returned correctly to the main menu.

38) In Campaigns, core formations were able to cross-attach to non core formations. This has been corrected. You cannot now attach a core unit to a support formation.

39) A bug existed in PBEM Campaign Games where the turn 0 artillery was replayed before player 1 was asked for his password allowing player 2 to watch this turn on his machine has been fixed. Player 1 must enter his password in order to see the turn 0 bombardment. Player 2 cannot now run this turn.

40) A bug in PBEM Campaign Games has been fixed that showed the units of player 2 to player 1 during the pre-game ( turn 0 ) bombardment

41) A bug in PBEM Campaign Games where any unspotted player 2 units caused to retreat by the turn 0 bombardment were shown to player 1 was fixed.

42) Off map artillery will now have a chance of losing radio contact and when they do they will not appear in the bombard menu. However, if a fire mission has been plotted and you lose contact the turn before the fire mission is scheduled to go in the fire mission will go in as scheduled but because it dropped off the bombard menu just before it did you will not be able to cancel it or shift fire.

43) "Tank Riding" passengers now have a greater chance of more casualties if caught on the tank when they are fired on.

44) A further 3686 new Icon spots added bringing the total number of available slots in both winSPMBT and winSPWW2 to 8383

EJ March 19th, 2009 03:40 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
A MILLION THANKS DON FOR CONTINUING TO IMPROVE THE GAME! I'm eager to update my game with the latest patch. Who's gonna take over when you retire???:D

Wdll March 20th, 2009 02:57 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
Quote:

16) Cluster munitions will now occasionally leave unexploded bomblets. These are treated as artillery mines.
Does this mean fewer direct kills/hits for arti?

Quote:

21) Missile units with stabiliser can now move a couple of hexes and still have shot(s). Previously any movement disallowed firing
I notice that some times my BMP-3s will be able to fire even if move 1 hex or something. Glad that this will be improved.

Quote:

32) Cluster ammo costs for tubed artillery have been increased roughly + 50%. As a result a number of off map artillery units have had their cluster ammo reduced to keep them from exceeding the 999 points limit in the game
does this mean that if an artilery used to cost 200 now it may cost 300? I like it.



anyway, great patch once again.

DRG March 20th, 2009 03:12 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
Quote:

Originally Posted by Wdll (Post 681306)
Quote:

16) Cluster munitions will now occasionally leave unexploded bomblets. These are treated as artillery mines.
Does this mean fewer direct kills/hits for arti?

What is says is what it does. Did we say anything about less kills ?? We are telling players not to be surprised if they see a "mine" appear after cluster munitions are fired because cluster muntions are notorious for leaving unexploded ordanace that can go off at the slightest touch and this is our way of simulating that. However. I know it's only a matter of time before somebody reports this as a "bug".

Don

Imp March 20th, 2009 03:20 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
Quote:

16) Cluster munitions will now occasionally leave unexploded bomblets. These are treated as artillery mines.
Will certainly make it intresting in confined spaces like town you could inadvertantly block the road or get lucky & block the path for reinforcements or escape.
Cheers for all the hard work much appreciated
John

Sniper23 March 20th, 2009 04:47 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
damn,now i got to keep those engineers alive lol :D

Wdll March 20th, 2009 04:57 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
Quote:

Originally Posted by DRG (Post 681311)
Quote:

Originally Posted by Wdll (Post 681306)
Quote:

16) Cluster munitions will now occasionally leave unexploded bomblets. These are treated as artillery mines.
Does this mean fewer direct kills/hits for arti?

What is says is what it does. Did we say anything about less kills ?? We are telling players not to be surprised if they see a "mine" appear after cluster munitions are fired because cluster muntions are notorious for leaving unexploded ordanace that can go off at the slightest touch and this is our way of simulating that. However. I know it's only a matter of time before somebody reports this as a "bug".

Don


Well if some of the ammo that could hit a vehicle do not hit the vehicle but instead turn into mines then it could mean they have less chances of hitting a vehicle than not, depending on the exact mechanics/code. It was a valid question. I don't see a reason to act this upset about my question.

Ramm March 20th, 2009 05:13 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
Don is not upset, you have not even seen him upset, let it rest bro.

Just giving you a friendly warning.

Ramm March 20th, 2009 05:21 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
Quote:

Originally Posted by EJ (Post 681145)
A MILLION THANKS DON FOR CONTINUING TO IMPROVE THE GAME! I'm eager to update my game with the latest patch. Who's gonna take over when you retire???:D

Ten four to that! Even if we don't get along without you this game would be a lot different and not in a good way.

Epoletov___SPR March 20th, 2009 05:28 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
Quote:

21) Missile units with stabiliser can now move a couple of hexes and still have shot(s). Previously any movement disallowed firing21
:party: Cool ! Russian tanks the best ! :party:

Double_Deuce March 20th, 2009 05:31 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
Quote:

Originally Posted by Wdll (Post 681330)
Quote:

Originally Posted by DRG (Post 681311)
Quote:

Originally Posted by Wdll (Post 681306)

Does this mean fewer direct kills/hits for arti?

What is says is what it does. Did we say anything about less kills ?? We are telling players not to be surprised if they see a "mine" appear after cluster munitions are fired because cluster muntions are notorious for leaving unexploded ordanace that can go off at the slightest touch and this is our way of simulating that. However. I know it's only a matter of time before somebody reports this as a "bug".

Don

Well if some of the ammo that could hit a vehicle do not hit the vehicle but instead turn into mines then it could mean they have less chances of hitting a vehicle than not, depending on the exact mechanics/code. It was a valid question. I don't see a reason to act this upset about my question.

I don't think its a more or less hit issue, but more of a residual effect from the bombardment. A way to take account for those extra bomblets that would have missed anyway.

Double_Deuce March 20th, 2009 05:38 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
Quote:

Originally Posted by Epoletov___SPR (Post 681335)
:party: Cool ! Russian tanks the best ! :party:

So . . now that the OOB work is about done, when are you guys going to design a "Soviet/Russian" based user campaign? You could use Marek's maps and design one from the "Warsaw Pact" perspective. ;)

DRG March 20th, 2009 05:57 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
Quote:

Originally Posted by Wdll (Post 681330)

Well if some of the ammo that could hit a vehicle do not hit the vehicle but instead turn into mines then it could mean they have less chances of hitting a vehicle than not, depending on the exact mechanics/code. It was a valid question. I don't see a reason to act this upset about my question.


You where the one who read into the answer things that werte not there.

Think it through...... cluster munitions are fired. Some hit, some miss and some that miss don't explode. It has NOTHING to do with taking away from any hits that may be made on their way in and has everything to do with the ones that DO NOT hit anything and don't explode on contact with the ground and lay there on the battlefield until someone steps on or runs over them. This creates one or maybe two mines sometimes. Nobodys going to be making minefields this way and yes, one may just end up someplace that's awkward for either player

Don

DRG March 20th, 2009 05:59 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
Quote:

Originally Posted by Double_Deuce (Post 681336)
I don't think its a more or less hit issue, but more of a residual effect from the bombardment. A way to take account for those extra bomblets that would have missed anyway.


EXACTLY



Don

Wdll March 20th, 2009 06:03 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
Thank you for the clarification.

Sniper23 March 20th, 2009 06:53 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
Quote:

Originally Posted by Epoletov___SPR (Post 681335)
Quote:

21) Missile units with stabiliser can now move a couple of hexes and still have shot(s). Previously any movement disallowed firing21
:party: Cool ! Russian tanks the best ! :party:

oh no....i have enough problems with those tanks already!! :D

Skirmisher March 20th, 2009 07:30 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
1 Attachment(s)
Quote:

Originally Posted by Sniper23 (Post 681356)

oh no....i have enough problems with those tanks already!! :D


This will help.

Imp March 20th, 2009 07:56 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
Skirmisher I am assuming thats not for him to drink rather the goal of Partisan parties to smuggle across the border & leave in a place tank crews are bound to frequent in a bid to "improve" their aiming.

Skirmisher March 20th, 2009 08:03 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
Quote:

Originally Posted by Imp (Post 681364)
Skirmisher I am assuming thats not for him to drink rather the goal of Partisan parties to smuggle across the border & leave in a place tank crews are bound to frequent in a bid to "improve" their aiming.


Not bad, I had not thought of that.
I was thinking if your having trouble with Russian tanks, that might ease the pain.
But in retrospect your idea seems better.

Wdll March 20th, 2009 08:15 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
Wow, only I thought of using it as a bomb then.

Skirmisher March 20th, 2009 08:35 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
Quote:

Originally Posted by Wdll (Post 681370)
Wow, only I thought of using it as a bomb then.

Better to use rot gut vodka for the bombs.

Ramm March 20th, 2009 10:41 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
Quote:

Originally Posted by Skirmisher (Post 681374)
Quote:

Originally Posted by Wdll (Post 681370)
Wow, only I thought of using it as a bomb then.

Better to use rot gut vodka for the bombs.


Just curious; do Molotove cocktails, like the ones used in the game contain alcohol?

Wikipedia said yes but Wikipedia is not 100% correct.

KraMax March 21st, 2009 01:15 AM

Re: WinSPMBT version 4.5 Upgrade patch
 
Don and Mobhack - you good fellows!!!
I respect your work.

Fokko March 22nd, 2009 04:30 AM

Re: WinSPMBT version 4.5 Upgrade patch
 
Understand that the patch affects ongoing PBEM's .
Does that include PBEM campaigns when and the patch is applied between battles ?

Fokko

Mobhack March 22nd, 2009 07:03 AM

Re: WinSPMBT version 4.5 Upgrade patch
 
Quote:

Originally Posted by Fokko (Post 681586)
Understand that the patch affects ongoing PBEM's .
Does that include PBEM campaigns when and the patch is applied between battles ?

Fokko

The letters "PBEM" in "PBEM campaigns" should be all the clue needed, since a PBEM campaign is a series of PBEM games....

Andy

DRG March 22nd, 2009 11:17 AM

Re: WinSPMBT version 4.5 Upgrade patch
 
Quote:

Originally Posted by Fokko (Post 681586)
Understand that the patch affects ongoing PBEM's .
Does that include PBEM campaigns when and the patch is applied between battles ?

Fokko




The phrase "PBEM" encompases EVERYTHING that is played by email.


Don

DRG March 22nd, 2009 11:22 AM

Re: WinSPMBT version 4.5 Upgrade patch
 
Quote:

Originally Posted by Ramm (Post 681389)
Quote:

Originally Posted by Skirmisher (Post 681374)
Quote:

Originally Posted by Wdll (Post 681370)
Wow, only I thought of using it as a bomb then.

Better to use rot gut vodka for the bombs.


Just curious; do Molotove cocktails, like the ones used in the game contain alcohol?

Wikipedia said yes but Wikipedia is not 100% correct.


ANYTHING flammable could , would and has been used to make a "Molotov"

Don

Imp March 22nd, 2009 12:43 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
Quote:

ANYTHING flammable could , would and has been used to make a "Molotov"
Alcohol might be better than petrol as it won't burn so fast.

DRG March 23rd, 2009 12:41 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
... the point is anything that burns works and the secret is to get that burning liguid into places it will do the most good. An open hatch gets you a gold star but the engine deck with all the air intakes and wiring is the bigger target. Once it's immobile it's just a matter of time before it's dead

Don

Stian March 24th, 2009 04:07 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
Wonderful news, really looking forward to it! :D:D:D

The view connected units feature is something I've missed for a long time, good work guys :up:

DRG March 24th, 2009 05:52 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
The patch should be available within the next 24 hours

Don

Lt. Ketch March 24th, 2009 06:33 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
Wahoo!

Warhero March 25th, 2009 07:21 AM

Re: WinSPMBT version 4.5 Upgrade patch
 
Wow thanks about info Don:)! Can't wait...

Marek_Tucan March 25th, 2009 07:35 AM

Re: WinSPMBT version 4.5 Upgrade patch
 
Wow! Great! So now it's really time for me to finish those last maps for the SLII :)

rfisher March 26th, 2009 05:50 AM

Re: WinSPMBT version 4.5 Upgrade patch
 
Got it! Thanks.

NOT a complaint, merely an observation/FYI (as the last patch IIRC said everything had a picture now) in the British OOB the LR sniper and the Scimitar SLAT do not have a picture.
What is the Scimitar SLAT and would it be ridiculous for me to give it the scimitar picture in the OOB editor?

spirek March 26th, 2009 06:48 AM

Re: WinSPMBT version 4.5 Upgrade patch
 
the patch isn't ready yet? or i just can't find it

DRG March 26th, 2009 07:43 AM

Re: WinSPMBT version 4.5 Upgrade patch
 
The patch can be found at

http://www.shrapnelgames.com/Camo_Wo.../MBT_page.html

DRG March 26th, 2009 07:51 AM

Re: WinSPMBT version 4.5 Upgrade patch
 
Quote:

Originally Posted by rfisher (Post 682283)
Got it! Thanks.

NOT a complaint, merely an observation/FYI (as the last patch IIRC said everything had a picture now) in the British OOB the LR sniper and the Scimitar SLAT do not have a picture.
What is the Scimitar SLAT and would it be ridiculous for me to give it the scimitar picture in the OOB editor?


Both those units have photos in my master game but the PIC's themselves didn't make it into the patch files. I'll need to sit down today and find out if there are any others that were missed and when I've figured that out I'll post them to the forums

Don

Imp March 26th, 2009 08:59 AM

Re: WinSPMBT version 4.5 Upgrade patch
 
Quote:

won't detail everything that was done for every OOB but Russia and Iraq have had a lot of work done but really, every OOB has had some work done to it.
Only had a quick look but you were not joking thanks for the effort guys much appreciated.

Hub01 March 26th, 2009 09:25 AM

Re: WinSPMBT version 4.5 Upgrade patch
 
First rate - thanks Don and Andy for all your work.

Wdll March 26th, 2009 12:58 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
Great news, now I have to figure out a nice name for the new installation of the game since winSPMBT is taken. I can't use winSPMBT4_5 since I might upgrade it when/if there is a new patch out. Hmm, winSPMBTa could do the trick, then when I am finished with all my PBEM games on the original just uninstall it. Yes, solution found!

PanzerBob March 26th, 2009 04:57 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
:rock:Well guys again so many thanks, knowing the work you've put in to this even that somehow rings hollow. But Man, you guys ROCK!!!:jam::jam::jam:

:you:Bob out:D

PanzerBob March 26th, 2009 06:42 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
Quote:

Originally Posted by DRG (Post 681311)
Quote:

Originally Posted by Wdll (Post 681306)
Quote:

16) Cluster munitions will now occasionally leave unexploded bomblets. These are treated as artillery mines.
Does this mean fewer direct kills/hits for arti?

What is says is what it does. Did we say anything about less kills ?? We are telling players not to be surprised if they see a "mine" appear after cluster munitions are fired because cluster muntions are notorious for leaving unexploded ordanace that can go off at the slightest touch and this is our way of simulating that. However. I know it's only a matter of time before somebody reports this as a "bug".

Don

I love this feature (may not be a fan when I runover one of my own CM's but C'est l'guerre :doh:) and the CM Rocket load-time change. :up::up::up:

Bob out:D:D

DRG March 26th, 2009 07:10 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
It will make things more interesting becasue you know if you want to "clear" both sides of a road with cluster munitions that one of these little pests is going to appear right in the middle of that road

Don

Wdll March 26th, 2009 08:10 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
will there be a mismatch or something if one has the photo supplement and the other doesn't? Just curious.

EJ March 26th, 2009 08:12 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
Fellow gamers,
I extracted the 4.5 patch to winspmbt and it still says version(4.0)Did I do something wrong or neglected to do something? Was I supposed to extract it to a certain folder inside winspmbt? Somebody please help me get it right.....

junk2drive March 26th, 2009 08:42 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
The file in the zip is an installer exe. I have a separate folder just for WinSP updates. Extract the exe somewhere, then run the exe, pointing it to the install that you wish to upgrade (if you have more than one or other than the standard C:)

Mobhack March 26th, 2009 08:46 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
Quote:

Originally Posted by Wdll (Post 682401)
will there be a mismatch or something if one has the photo supplement and the other doesn't? Just curious.

Why?

It is just the missing LBMs, not any OOB changes.

Andy

Wdll March 26th, 2009 08:57 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
Quote:

Originally Posted by Mobhack (Post 682407)
Quote:

Originally Posted by Wdll (Post 682401)
will there be a mismatch or something if one has the photo supplement and the other doesn't? Just curious.

Why?

It is just the missing LBMs, not any OOB changes.

Andy



I am paranoid with security. :D

DRG March 26th, 2009 09:42 PM

Re: WinSPMBT version 4.5 Upgrade patch
 
There are no security issues with photos.


Don


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