.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   WinSPWW2 (http://forum.shrapnelgames.com/forumdisplay.php?f=139)
-   -   WinSPWW2 v4.5 -- NOW AVAILABLE (http://forum.shrapnelgames.com/showthread.php?t=47113)

DRG March 4th, 2011 11:14 AM

WinSPWW2 v4.5 -- NOW AVAILABLE
 
NOW AVAILABLE

Click HERE

WinSPWW2 version 4.5 Upgrade patch[/size]


12 New Scenarios
7 Updated Scenarios
1 Revised Campaign
2 Revised Campaign files
1 New Terrain type ( Desert Houses )
208 New or revised Photos
28 New or Revised vehicle or aircraft Icons
36 Updated OOB files
10 Revised Icon Graphic files
4 New or Revised Text files
Upgraded Cost Calculator
Upgraded MOBHack, MOBHack.INI and MOBHack Help file
Upgraded ScenHack
Upgraded Camo Map Editor
Upgraded Game Options

( the 4.5 upgrade patch contains all of the 4.25 upgrade patch files)

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/ The Italian long Campaign code was checking for a max year of 1944 as a
start date since that
fit VJ and VE days both being beyond that date. However, it took no account
of the 1943 Italian surrender date so you could set an Italian campaign to a
start date that was later than it's end date. This has been corrected

16/ There have been a number of new Romanian Vs Russians battle locations
added to the game. A Romanian player should set up a regular campaign with
Russia as the 3 possible opponents. Start date is 6/1941 and end date for
the new battle locations is 8/1944. This replaces the previous generic
Southern Russian and caucuses battle locations.


17/ The variety of battle locations for the Spanish versus a Russian
opponent from 10/1941 to 10/1943 have been fleshed out somewhat, rather than
the previous generic USSR locations. 10/41 to 8/42 is the Volkhov River
Front, Novgorod and 9/1942 to 10/1943 is the Neva River Front, Leningrad for
example,


18/ 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 .

19/ 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.

Cross March 4th, 2011 01:04 PM

Re: WinSPWW2 v4.5
 
Looks like there's some excellent improvements coming. Thank you for all your hard work.

Quote:

Originally Posted by DRG (Post 772387)
2/ All Anti Tank gun unit classes have had their cost reduced by
approximately 25%

I'm particularly looking forward to this. ATk guns were a bit of a luxury on the battlefield, but this should make them more common.

Thanks :up:

Cross

gabeeg March 4th, 2011 01:26 PM

Re: WinSPWW2 v4.5
 
This sounds like a great update! Sounds like some non-trivial interesting game play changes, and I am excited to be able to play WinSPWW2 without heating my house with my cpu :)

gila March 6th, 2011 12:10 AM

Re: WinSPWW2 v4.5
 
All good improvements and fixes.

New building for the desert is great.

I really like change 5 and 6, looking forward to it. Thanks!

iCaMpWiThAWP March 7th, 2011 12:39 PM

Re: WinSPWW2 v4.5
 
Yay! Yet another patch, thank you Andy and Don

Imp March 7th, 2011 05:25 PM

Re: WinSPWW2 v4.5
 
Nice touches especially modified unit behaviour routines, to me this "inteligence" is one of the aspects that makes this game stand head & shoulders above the rest of the crowd.

Sgt_Walrus March 7th, 2011 08:29 PM

Re: WinSPWW2 v4.5
 
Hurrah!
Looking forward to these changes and improvements.
As always...great work chaps!
Thanks!

glaude1955 March 13th, 2011 09:19 AM

Re: WinSPWW2 v4.5
 
Where i can download this patch ?
The download page is 4.25 not 4.5

Glaude1955

glaude1955 March 13th, 2011 09:25 AM

Re: WinSPWW2 v4.5
 
I'm so anxious to get your patch that I misread the first sentence.

OK, I'll be patient.
Thank you for your work and especially to monitor your work.
Glaude1955

PanzerBob March 15th, 2011 03:08 PM

Re: WinSPWW2 v4.5
 
Thamks in advance, Awaiting the wide screen support, got it working on MBT, but the Beta Fix didn't seem to take on SP, It will be nice to have.:up:

glaude1955 March 16th, 2011 02:57 AM

Re: WinSPWW2 v4.5
 
Downloaded, thank you!

Glaude1955

Mobhack March 16th, 2011 03:21 AM

Re: WinSPWW2 v4.5
 
The patches are now up

They can be found at:
WinSPWW2
http://www.shrapnelgames.com/Camo_Wo.../WW2_page.html

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

Sgt_Walrus March 16th, 2011 05:10 AM

Re: WinSPWW2 v4.5
 
Thanks guys...great work.
I shall spread the word.

Griefbringer March 16th, 2011 07:06 PM

Re: WinSPWW2 v4.5 -- NOW AVAILABLE
 
Thanks for the patch!

However, I think I found a minor consistency problem:

Quote:

Originally Posted by DRG (Post 772387)
2/ All Anti Tank gun unit classes have had their cost reduced by
approximately 25%

Unfortunately, in the German OOB there are a number of ATGs that are of the class "Infantry support gun" (used for the OrPo PAK units), and these have not been reduced in price, making them rather pricy compared to the other German ATG units.

That said, I don't think I have ever used those OrPo PAK units anyway. :o

Roman March 16th, 2011 07:20 PM

Re: WinSPWW2 v4.5 -- NOW AVAILABLE
 
Thanks guys. I'm moved by the news. :cry:
:clap:

gila March 16th, 2011 07:58 PM

Re: WinSPWW2 v4.5 -- NOW AVAILABLE
 
Quote:

Originally Posted by Griefbringer (Post 773206)
Thanks for the patch!

However, I think I found a minor consistency problem:

Quote:

Originally Posted by DRG (Post 772387)
2/ All Anti Tank gun unit classes have had their cost reduced by
approximately 25%

Unfortunately, in the German OOB there are a number of ATGs that are of the class "Infantry support gun" (used for the OrPo PAK units), and these have not been reduced in price, making them rather pricy compared to the other German ATG units.

That said, I don't think I have ever used those OrPo PAK units anyway. :o

Re; "Infrantry support gun"

What year,are you talking about?
In the early years, some atg's had higher HE due to WWI mindset at that time.
Thus were not dedicated atg's more like infrantry support arty.

Griefbringer March 17th, 2011 05:14 AM

Re: WinSPWW2 v4.5 -- NOW AVAILABLE
 
Quote:

Originally Posted by gila (Post 773211)
Re; "Infrantry support gun"

What year,are you talking about?

I am referring to the formation "OrPo PaK Grp" (formation 404 on Germany OOB) which consist of four ATGs classed as "Infantry support guns". The majority of the ammunition for these guns seems to be AP.

This formation is available from September 1940 to September 1944.

(I have no idea why the OrPo units historically had ATGs in the first place, or how those ATGs were employed.)

DRG March 17th, 2011 07:18 AM

Re: WinSPWW2 v4.5 -- NOW AVAILABLE
 
Couldn't be helped and not likely to be changed from what I can see. "Infantry support gun" is not normally an ATG class but was used in the German OOB as such for third rate units. If all you do is play the game from MOBHack a 4.7cm PaK 36(t) costs 8 points more for the OrPo units but if you play it in the actual game that same gun used by regular troops in a PaK Gruppe cost 28 points per gun and when used by OrPo it's 33 points per gun so "only" 5 points difference.

I'll put this on the list for next year. There may be ways to work around this without screwing up legitimate infantry support gun units in other OOB's but it may be possible to utilize an existing AT gun class already used by other units for these OrPo units as well and there is also an unused unitclass that might be used with code changes OR we could just leave it alone and live with the difference

Don

Cross March 17th, 2011 08:47 AM

Re: WinSPWW2 v4.5 -- NOW AVAILABLE
 
Some cool additions in this release. The new desert buildings look excellent, as do the new anti-aircraft truck icons (with 20mm guns).

I see the RAF/RN now have the Corsair and Thunderbolt available. :)

Thanks,
Cross

gabeeg March 17th, 2011 07:41 PM

Re: WinSPWW2 v4.5 -- NOW AVAILABLE
 
I swear that the only way to find out what unit was loaded on a transport (HT, tank, truck, etc.) was to go to the Unit Menu. Now I notice that if you right click on the loaded transport you can see what unit is loaded in the information screen! ...so I go back to 4.26 (4.25 with the widescreen beta) and it is in there also...I swear it used to not be available in the transports information screen...but maybe I just never noticed... Is this something relatively new or was always doing it the hard way?

spwaw March 19th, 2011 03:54 AM

Re: WinSPWW2 v4.5 -- NOW AVAILABLE
 
Thanks for update!

PanzerBob March 19th, 2011 02:30 PM

Re: WinSPWW2 v4.5 -- NOW AVAILABLE
 
As always, excellent work gentleman.

One question, what does the new three arrow button in the setup menu? It doesn't say when you paas the mouse over it, and pressing it does nothing either. My guess is an upcoming feature?

Such beauty WWII on widescreen!!!!! Yes I know I'm a sick puppy!!!:hurt:

Again, many thanks.

BTW, really like the Desert Houses.:cool:

DRG March 19th, 2011 03:45 PM

Re: WinSPWW2 v4.5 -- NOW AVAILABLE
 
Quote:

Originally Posted by PanzerBob (Post 773428)
One question, what does the new three arrow button in the setup menu? It doesn't say when you paas the mouse over it, and pressing it does nothing either. My guess is an upcoming feature?


It's used to re-join crews from guns or vehicles that have been loaded then unloaded from transport aircraft during deployment and is part of the 'j'oin code mentioned in the release notes. We'll make sure text is added to describe that for the next release

Don

Stian March 21st, 2011 06:34 PM

Re: WinSPWW2 v4.5 -- NOW AVAILABLE
 
Thanks a bunch for your hard work, as always!

AndyOneill April 6th, 2011 03:24 PM

Re: WinSPWW2 v4.5 -- NOW AVAILABLE
 
The in exe fix for explorer doesn't work on my machine.
Everything is all speckly.
I have to still use the cmd file fix.

I have win 7 ultimate pro 64bit.

Mobhack April 6th, 2011 09:37 PM

Re: WinSPWW2 v4.5 -- NOW AVAILABLE
 
Quote:

Originally Posted by AndyOneill (Post 775161)
The in exe fix for explorer doesn't work on my machine.
Everything is all speckly.
I have to still use the cmd file fix.

I have win 7 ultimate pro 64bit.

Did you read the sticky thread immediately below this re Windows 7 and Vista installation?

(Which is the thread you should have posted to, really)

In particular - where do you have your game installed?. See that sticky thread for details - I'm betting that you have it in the default /program files/ - where it should not be.

Cheers
Andy

AndyOneill April 7th, 2011 07:39 AM

Re: WinSPWW2 v4.5 -- NOW AVAILABLE
 
You'd lose that bet, mate.
It's installed in D:\WinspWW2 and previously had up to patch 4.25 applied.

DRG April 7th, 2011 09:02 AM

Re: WinSPWW2 v4.5 -- NOW AVAILABLE
 
When we released this patch it included a new GameOptions that would auto detect what OS you are using and whether you wanted fullscreen or windowed then, depending on the combination, launched a CMD file command if required.

That said, I'm not sure what you mean by "The in exe fix" as all game options is doing is running a modified cmd file fix if it thinks you need it and there is very little difference between the originally posted "cmd file fix" and what we've automated into Game Options

Don

trawler10 September 14th, 2011 01:57 PM

Re: WinSPWW2 v4.5 -- NOW AVAILABLE
 
Have downloaded patch 4.5 for SPWW2 into a separate folder as instructed (Windows 7) but how to I apply the files into the actual game itself? I are a dummy on this one... thanks

Mobhack September 14th, 2011 04:29 PM

Re: WinSPWW2 v4.5 -- NOW AVAILABLE
 
Quote:

Originally Posted by trawler10 (Post 783564)
Have downloaded patch 4.5 for SPWW2 into a separate folder as instructed (Windows 7) but how to I apply the files into the actual game itself? I are a dummy on this one... thanks

I'll assume that you don't know anything then :)!

A) There are seven patch files. All patches require to be installed in ascending order. 1.1 -> 4.5. So firstly, download them all to a folder on your hard drive. (Someday we will have to make a consolidated patch)


B) Read the "Windows Vista and Windows Seven Installation" sticky thread message #1 for the details. Especially read "Step 1".

B.1) i.e. you will have to first install the game as described there, changing the installation path from the default "Program Files" to something as described.

B.2) Then run each patch installer 1.1 through 4.5 in turn changing the path to the one you installed the game under. Patch files are self-installing executables - double click on the patch file to run it.

Cheers
Andy

trawler10 September 14th, 2011 04:57 PM

Re: WinSPWW2 v4.5 -- NOW AVAILABLE
 
Thanks, Andy ... got it

Bob


All times are GMT -4. The time now is 05:00 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.