OPEN GENERAL Versionen

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Spasteur de Mont Tonnerre
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OPEN GENERAL Versionen

Beitrag von Spasteur de Mont Tonnerre »

Da es bei OPEN GENERAL Manövern, etc, immer wieder zu Fehler kommt; Hier das Ganze zum nachlesen:


* Offizielle OG-Manöver und Meisterschaften sind prinzipiell mit dem aktuellen PANZERLIGA-OPENGENERAL zu spielen


im Moment ist das Open General Panzerliga Patch 3.5, erhältlich auf der PL-Updates Seite: http://www.panzerliga.de/dt/docs/downloads/updates.php
für Eilige, ein Direkt-Download-Link: http://www.panzerliga.de/files/PGII/PL_ ... on_3_5.exe


* Spieler, die auf dem neusten OG-Stand bleiben möchten, oder/und zB AG testen möchten, oder den neuen 4P-PbeM; benötigen einen AKTUELLEN OPENGENERAL


runterladbar hier: http://sourceforge.net/projects/opengen ... e/download
meist genügt aber auch ein update auf die neuste Version: http://luis-guzman.com/
für Eilige, ein Direkt-Download-Link: http://luis-guzman.com/OpenGen/OpenGenAdv.rar
(Neuste Version ist übrigens: OpenGen Version 0.90.41.2 (30-Mar-2015) )

...der Sinn des Ganzen ist, da OpenGeneral laufend verbessert wird, für Manöver etc identische Versionen zu benutzen... Ich weiss, das geht den meisten von euch auf die Nerven, aber im Endeffekt isses wirklich ganz einfach.... Im Idealfall habt ihr also ZWEI OG-Versionen auf eurem Rechner... (Ich hab im Moment drei, da Ich mir auch noch Napoleonic runtergeladen hab... guckt mal:
Dateianhänge
pl.gif
pl.gif (26.53 KiB) 16854 mal betrachtet
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Dietrich von Bern
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Re: OPEN GENERAL Versionen

Beitrag von Dietrich von Bern »

So ich lade gerade runter.
Kann ich dann mit dem 4 PBEM starten, oder muß ich dann noch was installieren?

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Re: OPEN GENERAL Versionen

Beitrag von Spasteur de Mont Tonnerre »

-fürs 4P PbEM brauchst du -wie gesagt- den neusten OG (im zweifelsfall das update draufmachen)

-das szen nach og/pl_efile/szenario entzippen

das wars auch schon... :angst: :D
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Re: OPEN GENERAL Versionen

Beitrag von Dietrich von Bern »

Wie jetzt?
Das OG Update der Panzerliga hab ich gestern installiert.

Für was brauche ich dann noch die Version von Luis?

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Re: OPEN GENERAL Versionen

Beitrag von Spasteur de Mont Tonnerre »

-siehe oben- ...na zum 4p pbem spielen oder ag testen... :D
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Re: OPEN GENERAL Versionen

Beitrag von Spasteur de Mont Tonnerre »

OpenGen Version 0.90.42.3 (2-May-2015)

Available hexes to move after setting a view-point in zoc of enemy is working properly now
Message when $upgrade_exp is active is rephrased
Planes could resupply if flying over a friend ground unit at the end of its turn.
units' names in HQ are cut to avoid overlapping
Fixed a bug in AI removing mines
Fixed a bug when AI was Allied, making to leave own VH empty and unprotected

http://luis-guzman.com/OpenGen/OpenGenAdv.rar

(http://luis-guzman.com/)

:angst: :dance: :crazy: :domina: :bier: :juhu:
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Re: OPEN GENERAL Versionen

Beitrag von Parabellum »

Spasteur de Mont Tonnerre hat geschrieben:OpenGen Version 0.90.42.3 (2-May-2015)
...
...
:angst: :dance: :crazy: :domina: :bier: :juhu:
:helpsmilie: :weiszeflagge1: :?
:sorry:, aber was ist an den Verbesserungen so spektakulär, dass hier der Originaltext im deutschsprachigen Teil des Forums wiedergegeben wird? Da ich ein bisschen :dumm: bin, habe ich den Google-Translator bemüht, der mir aber latürnich nur unwesentliche Erleuchtung brachte:

"Verfügbare Flüche zu, nach Setzung einer Aussichtspunkt in der feindlichen ZOC bewegen ordnungsgemäß arbeitet jetzt
Nachricht, wenn $ upgrade_exp aktiv ist, wird neu formuliert
Planes könnte versorgen, wenn am Ende seines Zuges über einen Freund Bodeneinheit.
Namen Einheiten in HQ geschnitten Überlappung zu vermeiden,
Ein Fehler wurde behoben in AI Entfernen von Minen
Ein Fehler wurde behoben, wenn AI war Allied, so dass die eigenen VH leer lassen und ungeschützt"

Die ersten beiden check ich nicht;
Nr.3 bedeutet doch nicht etwa, dass keine Flugplätze mehr gebraucht werden (???);
Nr. 4 ist Schaulaufen
und was die AI bei Nr. 5 und 6 macht - für mich nicht relevant, da ich z. Zt. noch als menschlicher Spieler gehandelt werde... (vor allem Nr. 6 sollte selbstverständlich sein!).
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Re: OPEN GENERAL Versionen

Beitrag von Spasteur de Mont Tonnerre »

-liebster para, ich wollte hier nur zum ausdruck bringen, das eine neue og-version verfügbar ist... zwecks dieses behufs schrieb ich gleich die aktuellen verbesserungen mit auf. englisch hat sich -im gegensatz zu russisch oder deutsch- nunmal als die sprache der internationalen kommunikation herauskristallisiert.... da sieht man mal wieder, das die meisten übersetzter eher ungeignet sind... wenn der herr wert darauf legen, werde ich in zukunft eine übersetzung mitliefern (stichwort: dippelschisser :D ;) )

bedeutet ungefähr:

-fehler beim automatischen-weg-eingeben korrigiert (vorher wurde kein endfeld in zoc-zone of controll, durch feindliche einheiten kontrollierte nachbarhex- akzeptiert)
-eine nachricht, wenn einheiten im hq geheilt werden sollen wurde verbessert
-Planes could resupply if flying over a friend ground unit at the end of its turn. hier hab ich nicht aufgepasst, siehe jp's
-einheiten-namen wurden gekürtzt, und werden so im hq dargestellt (um überlappen zu vermeiden)
-die ai räumt jetzt minen (is mir letztens in alesia aufgefallen)
-ai, wen allierter, besetzt vh, und bleibt dort.

...ich kann immer wieder nur betonen, das ich das prinzip genial finde: immerhin werden fehler laufend korrigiert, und anregungen der internationalen gemeinschaft immer wieder umgesetzt... es gibt spiele, die 100€ kosten, und diesen "service" nicht bieten.... geschweige denn, die ssi-orginalversion von 1992.....
des weiteren sind neue patches für spieler, die ag testen, oder 4p etc immer interessant, wobei im deutschsprachigen raum ja auch nicht allzuviele leute luis seite, oder jp's kennen.
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08 15
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Re: OPEN GENERAL Versionen

Beitrag von 08 15 »

Parabellum hat geschrieben: ... (vor allem Nr. 6 sollte selbstverständlich sein!).
... da gebe ich Dir ausnahmslos recht.

Erfahre ich gerade mal wieder im 4 Player, dass es nicht wirklich schlau ist, ein Sieghex unbewacht zu lassen. :aua:

Matze ist begeistert ... :oops:
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Re: OPEN GENERAL Versionen

Beitrag von Parabellum »

Huhu Mark, danke für Deinen Übersetzungsbeistand! Ich würde mich mit großer Wahrscheinlichkeit auch in JP's-Forum herumtreiben, wenn mein Englisch nicht so desaströs wäre. Jedenfalls habe ich in den letzten Monaten auch dort Zeit zugebracht und regelmäßig die OG-Updates vereinnahmt, aber leider ohne hinter den Sinn jeder Neuerung/Bugbeseitigung zu kommen. Ausnahmen bestätigen natürlich die Regel, wie z. B. beim integrierten Karten-Zoom.
Spasteur de Mont Tonnerre hat geschrieben:..., wobei im deutschsprachigen raum ja auch nicht allzuviele leute luis seite, oder jp's kennen.
Dann habe ich gleich einen Vorschlag zu machen: Die Panzerliga spielt OpenGeneral, aber auf keiner Seite befindet sich ein Link zu Luis oder JP`s. Dafür gibt es unter Allgemeines/Links einiges, was ins Nirvana führt: Steve's Campaign Page :rip1: , WWII Online :rip1: , Tigerpanzer.de => Domain steht zum Verkauf.
Also die Links aktualisieren und beide Seiten zusätzlich aufnehmen. Eventuell einen Link auf die Startseite legen damit er gleich gesehen wird. Oder einen Informationsdienst über OpenGeneral-Updates einrichten, so wie Du es jetzt hier gemacht hast. Dafür könnte ein eigener Thread aufgemacht werden :genau: .
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Re: OPEN GENERAL Versionen

Beitrag von Spasteur de Mont Tonnerre »

Parabellum hat geschrieben:Huhu Mark, danke für Deinen Übersetzungsbeistand! Ich würde mich mit großer Wahrscheinlichkeit auch in JP's-Forum herumtreiben, wenn mein Englisch nicht so desaströs wäre
Spasteur de Mont Tonnerre hat geschrieben:..., wobei im deutschsprachigen raum ja auch nicht allzuviele leute luis seite, oder jp's kennen.
Dann habe ich gleich einen Vorschlag zu machen: Die Panzerliga spielt OpenGeneral, aber auf keiner Seite befindet sich ein Link zu Luis oder JP`s. Dafür gibt es unter Allgemeines/Links einiges, was ins Nirvana führt: Steve's Campaign Page :rip1: , WWII Online :rip1: , Tigerpanzer.de => Domain steht zum Verkauf.
Also die Links aktualisieren und beide Seiten zusätzlich aufnehmen. Eventuell einen Link auf die Startseite legen damit er gleich gesehen wird. Oder einen Informationsdienst über OpenGeneral-Updates einrichten, so wie Du es jetzt hier gemacht hast. Dafür könnte ein eigener Thread aufgemacht werden :genau: .
:oops: uups, 'tschuldige, wusste ja nicht das du überhaupt kein englisch kannst...
Dafür könnte ein eigener Thread aufgemacht werden : das isser! "OPEN GENERAL Versionen" :angst: :crazy: :D
-falls du willst, werd ich dir das dann in zukunft übersetzten... soweit ich das korrekt mitbekomm... (das mit den fliegern zb, hab ich keine ahnung...ich les auch nicht alles....mein englisch is bestimmt auch nicht das allerbeste... :D )

Also die Links aktualisieren -bitte informieren sie in diesem fall ihren zuständigen matze :D

:bier: :dance:
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Parabellum
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Re: OPEN GENERAL Versionen

Beitrag von Parabellum »

Spasteur de Mont Tonnerre hat geschrieben:... :oops: uups, 'tschuldige, wusste ja nicht das du überhaupt kein englisch kannst...
Vor 40 Jahren drei Jahre Schulenglisch auf freiwilliger Basis ohne anschließende praktische Anwendungsmöglichkeiten - da traue ich mir heute keine Konversation mehr, eben :dumm: .
Spasteur de Mont Tonnerre hat geschrieben: Dafür könnte ein eigener Thread aufgemacht werden : das isser! "OPEN GENERAL Versionen" :angst: :crazy: :D
-falls du willst, werd ich dir das dann in zukunft übersetzten... soweit ich das korrekt mitbekomm... (das mit den fliegern zb, hab ich keine ahnung...ich les auch nicht alles....mein englisch is bestimmt auch nicht das allerbeste... :D )
Dann bleiben wir beide mal dran und erinnern uns gegenseitig oder machen auf Aktualisierungen aufmerksam :)
Spasteur de Mont Tonnerre hat geschrieben:Also die Links aktualisieren -bitte informieren sie in diesem fall ihren zuständigen matze :D :bier: :dance:
Der kleine Matze möchte bitte zur PL-Info kommen... :D
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Re: OPEN GENERAL Versionen

Beitrag von Spasteur de Mont Tonnerre »

Der kleine Matze möchte bitte zur PL-Info kommen... :D

:D :D :D :D :D :D :D :D :D :D :crazy: :D :D :D :D :D :D :D :D :D


Vor 40 Jahren drei Jahre Schulenglisch auf freiwilliger Basis

...hmmm...warte...kopfrechnen war nie meine stärke (ich hab ja computer :D ) ....du bist dann also mindestens an die 120...? korrekt? :aua: :crazy: :angst: :D :dance:
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Re: OPEN GENERAL Versionen

Beitrag von Parabellum »

Spasteur de Mont Tonnerre hat geschrieben:....du bist dann also mindestens an die 120...? korrekt? ...
...Jahre :alt: ? :genau:...aber Euch jungen Bürschlein zeige ich es noch allemal :crutch: (para) ...verdammt, bleibst Du wohl stehen........ :grinundwech: (spasteuer)
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Re: OPEN GENERAL Versionen

Beitrag von Spasteur de Mont Tonnerre »

OpenGen Version 0.90.42.4 (6-May-2015)

AI could attack and then clear mines
Way points are now set using CTRL+Click

=

die ki attackiert jetzt und räumt minen korrekt
wg-punkte können mit strg+linksklick gesetzt werden

http://luis-guzman.com/OpenGen/OpenGenAdv.rar
(http://luis-guzman.com/)

:angst: :bier: :domina:
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Parabellum
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Re: OPEN GENERAL Versionen

Beitrag von Parabellum »

SDMT war schneller, dafür habe ich noch eine schöne Google-Übersetzung für die erstgenannte Verbesserung: "AI konnten klare Bergwerke anzugreifen und dann" ... ja und was dann?
Klare Bergwerke - Clear Mines => da muss man erst einmal drauf kommen. Hat sicher wieder das Wortspielmonster am Übersetzerschreibtisch gesessen.
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Re: OPEN GENERAL Versionen

Beitrag von M. Kessler »

Alles gut bei euch ??? :kaffee:
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Re: OPEN GENERAL Versionen

Beitrag von Spasteur de Mont Tonnerre »

OpenGen Version 0.90.42.6 (11-May-2015)

Any fault in DShow will pop up a message instead of show up a log when game is closed
Added a log when game is closed reporting if any sound channel is no closed yet
Range of fire were not shown for other players if friends of current active player

=

eventl. grafikfehler rufen ein extra-fenster auf, anstatt nur im log gezeigt zu werden
im log wird nach spielende angezeigt, ob alle sound-kanäle geschlossen wurden
feuerreichweite wird keinem anderem spieler gezeigt

(die ersten beiden sind nur für entwickler interessant, das dritte wundert mich jetzt selbst ein bisschen... aber ich vertrau mal darauf, das die buben wissen was sie machen...) :crazy:

http://luis-guzman.com/OpenGen/OpenGenAdv.rar
(http://luis-guzman.com/)

[interne notiz @para: klar, "minen räumen" kann ja auch im deutschen soviel wie "bergwerke aufgeben" oder eben minen räumen bedeuten... wobei ich nicht wusste, das man im englischen ebenfalls "mine" zu bergwerk sagen kann...]

:bier: :domina:


EDIT:
macht euch die version lieber erstmal nicht drauf! ich hab eben gemerkt, das man mit version 42.6 kein pbem mehr spielen kann!!!

...hab eben gleich luis bescheid gesgt, hoffe er repariert das schnell..... klugerweise hab ich die älteren versionen archviert; mach mir also eine ältere version drauf, damit ich matze und björn und nils pbem-mässig antworten kann...
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Re: OPEN GENERAL Versionen

Beitrag von Parabellum »

Neue Version am Start, aber ich sehe noch nicht die Lösung des pbem-Problems, von dem SDMT berichtet:

OpenGen Version 0.90.42.7 (24-May-2015)
•All sounds channels are closed when any scenario is loaded to be sure there are no left any opened.
•When a unit was embarked and had organic transport, Mount-Dismount button was not painted
•Added $evade_special to further customize evade ability allowing these values:
* 0 default, as it is now
* 1 = evade is disabled when attacked from air
* 2 = evade s disabled if attacked from range>1
* 3 = 1+2
* 4 = evade is disabled completely
•When using air missions, enemy planes returned to base before active player checked end-turn-supply, so blocking enemy supply with planes was released before taht end-turn-supply
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Re: OPEN GENERAL Versionen

Beitrag von Spasteur de Mont Tonnerre »

OpenGen Version 0.90.42.8 (29-May-2015)

New $trigger_ex added to allow triggers being activated by any unit regardless side and even if the hex is not owned.
Revised deploy planes in carriers, dirt airfields and containers
Fixed a couple of issues with leaders when no properly set by Suite (autofix mechanism)
If $evade_special includes value 8, options 1 and 2 only apply to ground units (air units can evade yet)
Windows dialogs' transpacency level can be defined in Colors.txt (recomended 220-255) adding a line with transparency level (see Colors.txt in templates)

====================================================

-neue "trigger" ("aktions-auslöser bei betreten von hex"). trigger können von allen einheiten (freundlich oder feindlich) audgelöst werden, auch wenn das betrf. hex nicht im eigenen besitz is..
-verbesserte aufstellung von flugzeugen auf/in flugzeugträgern, feldflugplätzen und "containern"
-einige dinge mit anführern repariert (keine ahnung was)
-(nur für designer interessant) irgendwas mit den evakuierungshex und flugzeugen (sorry, weiss ich auch nicht so genau)
-transparenz für dialogfenster kann in colors.txt definiert werden

http://luis-guzman.com/OpenGen/OpenGenAdv.rar
( http://luis-guzman.com/ )

-das mit der pbem-fähigkeit war evntl. das letzte mal schon behoben, keine ahnung, ich versuchs mal dieses we mit dieser version...
:bier:
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Re: OPEN GENERAL Versionen

Beitrag von Parabellum »

OpenGen Version 0.90.42.9 (1-Jun-2015)

•Leaders autofix didn't work fine yet
•new $force_weather, to skip random weather at start of scenarios
•Enemy containers' hangars could be inspected if carrier/container was spotted
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Re: OPEN GENERAL Versionen

Beitrag von Spasteur de Mont Tonnerre »

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Re: OPEN GENERAL Versionen

Beitrag von Parabellum »

OpenGen Version 0.90.43.0 (14-Jun-2015)

•Units can also deploy in containers as far as these are in DH,SH or Ports (if they behave as SH)
•New $flak_range to set air defense limited to range different than 1
•Switching between normal/strategic view, made cursor to move to a different position
•When hold victory condition was set and ai run out of units in map, player was losing!
•When AI had units close to bottom map edge, those units rarely moved because pathfinding was broken.
•Somehow engine were assigning duplicated leaders due to corrupted counters of leader in use. Now engine reset leaders' counters at load time.
•When a unit is embarked to deploy and then it is undeployed and deployed again not embarked, unit result out of fuel
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Re: OPEN GENERAL Versionen

Beitrag von Parabellum »

OpenGen Version 0.90.43.2 (16-Jun-2015)

•Fixed bugs with Flaks at combat
•Newly purchased units had no fuel
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Re: OPEN GENERAL Versionen

Beitrag von Spasteur de Mont Tonnerre »

para, diesmal war ich schneller... :D

OpenGen Version 0.90.43.3 (17-Jun-2015)

Still there was glitch with fuel.
if scenario was set to add core units and campaign was set to remove core units, the units added become aux unit
Terrain.txt include in OPENTXT_SAMPLE folder was wrong, now is fixed (see JP's OG Questions & Bugs http://www.panzercentral.com/forum/view ... 609#p746586 )

===================================================

-einige ungereimtheiten mit treibstoff behoben
-falls im szenario kern-einheiten hinzugefügt wurden, und falls in der kampagne kern-einheiten entfernt wurden, zählen die hinzugefügten einheiten als auxiliares
-Terrain.txt in OPENTXT_SAMPLE war falsch, wurde verbessert. (siehe JP's OG Questions & Bugs http://www.panzercentral.com/forum/view ... 609#p746586 )

( http://luis-guzman.com/ )
http://luis-guzman.com/OpenGen/OpenGenAdv.rar

(@björn, nils, matze: keine bange, ich machs mir erstmal nicht drauf.... :D )
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Re: OPEN GENERAL Versionen

Beitrag von Spasteur de Mont Tonnerre »

...und wieder zwei neue versionen....:

OpenGen Version 0.90.44.0 (26-Jun-2015)

When terrain.txt didn't use [rails] token rail movement for dry terrain become zero (infinite movement)
When selecting unit in deployment right list, map scrolls as needed to make first deploy hex visible in map
Red color in game, can be customized adding a line in Colors.txt (see sample within OPENTXT_SAMPLE folder)
Deployment routines reworked, as there were some glitches with some specials/options combos
New $g2a_intercept_mode to customize ground-to-air interception. Use a bitwise logic allowing these values
0 * default:
* Hidden AD/Flaks can intercept in range 1 when plane is moving
* Hidden/Spotted AD/Flaks can intercept when plane ends movement in range 1
* AD/Flaks can also do air-defense if plane attacks any friend unit in range
1 * disable air-defense after interception
* Hidden AD/Flaks can intercept in range 1 when plane is moving
* Hidden/Spotted AD/Flaks can intercept when plane ends movement in range 1
* AD/Flaks cannot do air-defense after intercepting
2 * disable interception if not hidden, even in final position of plane
* Hidden AD/Flaks can intercept in range 1 when plane is moving
* Spotted AD/Flaks cannot intercept when plane ends movement in range 1
* AD/Flaks can also do air-defense if plane attacks any friend unit in range
3 * disable interception if not hidden, and air-defense after intercepting
* Hidden AD/Flaks can intercept in range 1 when plane is moving
* Spotted AD/Flaks cannot intercept when plane ends movement in range 1
* AD/Flaks cannot do air-defense after intercepting

...und die neuste:

OpenGen Version 0.90.45.0 (28-Jun-2015)

Units were not forced to abandon transport when moving further than transport's allowance
When last player's msu unit was destroyed in campaign, result was incorrect
Interception rule rolled back. Only unspotted units can intercept by default
value = 2 for $g2a_intercept_mode is reversed now
0 * default:
* Hidden AD/Flaks can intercept when plane is moving or finish movement in range 1
* AD/Flaks can also do air-defense if plane attacks any friend unit in range
1 * disables air-defense after interception
2 * enables spotted Flaks/ADs to intercept planes finishing movement in range 1
3 * 1+2
* Disables air-defense after interception
* Enables spotted Flaks/ADs to intercept planes finishing movement in range 1

http://luis-guzman.com/OpenGen/OpenGenAdv.rar
( http://luis-guzman.com/ )

========================================================================

-einige kleinigkeiten verbessert.... vor allem was das abfangen von fliegern durch flak betrifft....
(das meiste is wieder nur für designer interessant, da es mit gewissen variablen auf efile-ebene extra eingestellt werden muss ....sorry bin jetzt zu faul das alles zu übersetzten..... :D )

---im moment läuft eine interessante diskussion, und so wie es aussieht, wird luis wohl ein paar monate keine änderungen mehr vornehmen (..."freeze it in..."), um zb. auch alle relevanten, noch existierenden fehler aufzuspüren.... in der diskussion is auch ein og II...
http://www.panzercentral.com/forum/view ... 22#p746822

...ausserdem hat luis nochmal an den "containern" rumgeschraubt... gut das ich mit dem neusten ag-eqp noch etwas gewartet hab, sollte jetzt besser sein.... gibt also demnächst ein neues ag-eqp, wo unsere galleeren auch normale infanterie befördern können.... (matze und ich findens gut :D )
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Re: OPEN GENERAL Versionen

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OpenGen Version 0.90.50.0 (22-August-2015)

•New "All-cams-browser" dialog will pop up when launching OG now. It can be disabled at any time and re-enabled from Settings dialog.
This dialog requires to have a file "Campaigns.csv" in main root folder to work. First time you launch OG and that csv file doesn't exist, OG will prompt to create by scanning game folders. If you reject to create you wont be prompted again. This dialog can be launched again ata any time, by clicking the credits button on main menu
•Added "OpenIcons.keep" file to improve management of OpenIcons.dat in main game folder
•There was a subtle glitch giving very high prestige when buying
•When Another subtle glitch returning more prestige than cost, when selling units with attachments and $attach_armycost is set
•Colors for tiled maps in strategic view slighly changed to show clearer
•Ammo attachment is shown properly when attachment is made/removed
•Combat result when retreating last unit through EH, was reversed for some instances
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Re: OPEN GENERAL Versionen

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OpenGen Version 0.90.50.5 (31-August-2015)

•Fixed a bug when a carrier hosting units in its hangar was arriving as reinforce
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Re: OPEN GENERAL Versionen

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OpenGen Version 0.90.51.0 (2-Oct-2015)

When setting taskbar to hide, transport boxes show babdly at Purchase/Upgrade window
Auto-supply campaign option wasn't working when scenario used "keep fuel/ammo as defined"
If ignore_custom_ename = 1 is set, the Custom Names were also deactivated in HQ
Fixed a glitch making units contained in hangars to appear at HQ in scenarios version 24 and older
when an aircraft is above a container with content and attack and destroy the container, the container with content disappears, but also only a shadow of the attacking aircraft remains. The aircraft is no longer selectable until the next turn
Fixed a bug showing a shadow in hexes assigned as air-bases
Secenario setting "keep fuel as defined" was not working if scenario was played within a campaign.
Custom efile's dat file is checked first if available, and then main OpenIcons.dat. This way any efile designer can use a small custom dat file to add/replace icons from main OpenIcons. Fake icons table (OpenIcons.keep) is only checked on main OpenIcons.dat ... that is: after checking efile's custom datfile.
Because Suite creates by default EquipIcons.dat as custom efile dat, the game will search first for EquipIcons.dat, then OpenIcons.dat and finally Panzer2.dat

---

http://luis-guzman.com/OpenGen/OpenGenAdv.rar
http://luis-guzman.com/

----

....immerhin.... wenn ich das richtig mitbekommen hab, wird luis die update-frequenz wesentlich verringern: er macht jetzt erstmal viele og"test" .xx.soundso.xx versionen; und wesentlich seltener "richtige" og-updates.... was ich für einen vernünftigen schritt halte.... die ständige updaterei schreckt ja viele von og ab..... was wirklich schade is, og is einfach die ultimative panzergeneral-weiterentwicklung im quadrat :D :dance: :dance: :dance:
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Re: OPEN GENERAL Versionen

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OpenGen Version 0.90.52.0 (14-Jan-2016)

•Tiled maps can use an additional png to make terrain less symmetric hex_tiles_sides.png).
•When using tiled maps, OG can use zone (latitude) specific tilesets (hex_tiles#.png being # the latitude index)
•Logging "Undeploy" immediately after a "place" will remove both entries in xlogs
•new $player_sp_row available in .CFG files to define the row within unitinfo.png should use each player as the base-row for unit's strength
•Bridge units don't provide pontoons if hex has roads (bridge), but they will do if Pg2Mode
•Message when trigger: "Change stance is raised" is changed when there is only one AI player to be .. "AI stance changed from "defensive to offensive" or "offensive to defensive
•When deploying air mode is set automatically on/off when selecting a unit in the list
•New $player_sp_row can define active-core-row for each player unit's strength (see discussion at JP's forum: OG Questions & Bugs)
•Intro picture files was always searched in the folder the text intro was found. Now they are searched in efile's SCENARIO also when scenario is in USERSCEN folder
•Bugs fixed:
◦Logging names is fixed regardless how you assign or remove unit's names. Entries will use the pattern "rename x $y" (being y empty if removing a name)
◦Units set to follow another unit in scenario file, were losing the link when scenario was played in campaign, because carried core units was not updating the links set at design
◦If you moved a recon unit out of a Naval container and moved back into container again in the same turn, you could not select the container unit no longer. Only after selecting another unit it working again
◦OH objectives set at design time was not properly released when unit starts turn within the range to release it.
◦AD units were not getting entrenchment regardless terrain.
◦There were possible to deploy into a container placed in Port when "Port don't act as SH" was set
◦Enemy spotted hexes were not updated sometimes after deploy or being killed (Ctrl+TAB can reset "red-binocular marks" manually if you find any instance yet)

http://luis-guzman.com/OpenGenChangeLog.html
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Re: OPEN GENERAL Versionen

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OpenGen Version 0.90.53.09 (15-Apr-2016)

* Deploy button for strategic view was not always updated when toggling using mouse
* Repaired and Built was not logged
* Cancelling building/repairing was not logged
* When using a custom .ai file and there were not items for a given class defined in the $buy_aggresive or $buy_defensive, game crashed/li>
* Ctrl+TAB didn't update spot by enemy flagged hexes
* Sound/Music system adjusted (rolled back to a previous implementation)
* Campaign will use a new xproto file, whcih should be defined in the scenario eventually raising the proto. Anyway OG can use old .proto files, but new .xproto will take precedence
* Save dialog reworked, now the line for a new file is always accessible, either by selecting or by clicking Add New button
* Planes using air missions won't return to base at start of scenario now, so they can be defined covering units at start.
* Waypoints was not working properly when barrage was enabled
* The unit's cost when displayed at the top of the HQ window, was not updated after changing attachments.
* When an intro text file was defined for Choice scenario, the title at top of dialog still wrote the title of the previous scenario
* Entrench base and initiative cap is shown in top banner when option to show always terrain is enabled
* Tiled maps ahow now full hexes (same than Suite does in last version)
* Tiled maps will add river conections to edges
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Re: OPEN GENERAL Versionen

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OpenGen Version 0.90.55.0 (16-Oct-2016)

•$allow_pontoon_ex needed to be 1 to allow pontoons work over hexes different than river or stream. Now it can be defined as zero too
•New $AiRefitFree allow making AI refir for free (like in pg2) for any "mode" (replacement for Pg2AiMode.ini)
•Embarked units able to build a bridge, were able to move embarked to hexes where where they could build. Now should disembak first.
•Increased a bit the attraction of enemy VH for AI default when aggressive
•When more than 2 players and last player was enemy commanded by AI, then all enemy AI units were reveled
•When playing at zoom 200% unit's movement didn't pam screen and neither centered after a unit move.
•After loading a savegame current player was alwys reset to player 0
•Dialog after finishing a scenario includes a new button to review the map (it is same that HQ dialog, so no units are included)
•F/F was not reset when loading next scenario using old-formats scenarios (.scn)
•Fake deployment hexes were marked as available for air units in carriers located in hexes the air unit could not enter
•Also containers not located at port were marked as available to embark ground units, unless it was not possible
•When last valid column is 70, units located there was removed at load time
•ame crashed when a recon tried to move on second phase over a friend unit in contact with enemy unit.
•When saving from HQ, default filename proposed now uses xxxxx_HQ instead of xxxxx_t01
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Re: OPEN GENERAL Versionen

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OpenGen Version 0.90.56.0 (1-Jan-2017)

•AddCore is reset when core units are carried on
•Internal scenario filename strored in .xscn files are no read anymore, as it is only needed when leading savegames
•New $aux_leader variable in the cfg, 0 default, 1 aux units of player 1 cannot get a leader
•New $disable_leader array of random leaders (9..25) that will be disabled for any player efile/campaign/scenario level (accumulative)
•BYEAR was not properly read from equip.txt
•aircraft pre-placed in a hangar/ship at scenario start, did not start in the hangar, if the hangar was not on a port hex or land hex
•aircraft could not enter a hangar, if the hangar was not on a port hex or land hex
•TB's Leader Class (SKILLED_ASSAULT) didn't avoid "out of the sun"
•Doomed planes will fly to unspotted hexes using AI 0.91
•New $noldr_auxunits, can be set to 1 to avoid P1 aux units to get a leader (when playing campaigns)
•New $noldr_randtype, can define a list (delimited by commas) of random leader type numbers to disable ( >=9 and <=34 )
•When killing the top unit from a stack having more than 2 units, GUI show the bottom unit stats for a while
•Game was rising "Encountered an improper argument" and crashed during AI turn
•OG uses new customizable base-strength.
•New $build_start_ex, allowing to start build/blow/repair if unit can fire, regardless movement
•New $build_terr_ex, allowing to build also in terrain: Mountain and Forest and also convert City in Port (if connected to sea)
•New $noldr_auxunits, will work also for standalone scenarios (PBEM or against AI) as far as they include some units made-core
•New $noldr_classunits, can define a list (delimited by commas) of unit's class type to disable getting a leader
•R hotkey is now disabled when deploying, to avoid DH disappear when closing purchase window
•Triggers always failed to deploy, thus were sent to HQ
•Added new "Hovercraft" movement method (but not provided in uniticons.png atm)
•When zooming 200%, map didn't cover the available screen.
•Fuel markers were shown for planes even when located in airfield!
•Carriers could never refit.
•When launching air unit from an air-carrier upon a ground unit, that hex's status got messed (ground unit become ghost)
•Rail tiles were drawn into ports in tiled-maps. Now they are only drawn if port has also a rail-station.
•When using tiled-maps coastal hexes draw the adjacent water (sea or shallow) after drawing the coastal layer
•Island ports improved
•Rivers ending in ports are a bit improved when using tiled-maps
•Attachment icons were lost from unit's list (purchase and upgrade views) after inspecting any existing unit. (closing inspect unit's dialog)
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Re: OPEN GENERAL Versionen

Beitrag von Spasteur de Mont Tonnerre »

OpenGen Version 0.90.57.0 (16-Feb-2017)

Airfields/Forts set as "paint" are no more painted with hex_grids.png when using tiled-maps
OG will try to load new UnitIcoMoves.png and UnitIcoTargets.png (splitted from UnitIcons.png) and if not found will load uniticons.png
When no hex_tiles nor hex_tiles_sides are found on any OPENGUI, game didn't reported which file was trying to load.
Road and railroad branched were painted on top of the city side tile
Ports between a river hexside and a island-hex having a road, looked strange, now the road is painted.
Can add a new row 40th in hex_grids.png for dirt-airfields.
Air units embarked on another air unit transport was showing out-of-fuel red markers
Roads/rails were still painted over city's sides when using tiled-maps
New user option to show movement cost on top-right banner.
Terrain marked as “Paint” is now painted when map is "strategic"
40th row in hex_grids will mark dirt hexes now, both in picture and tiled maps.
Game allowed one additional half-hex at bottom of map
Increase size required to have last valid row having less than full hex size to 35
Ç]Clicking chat menu entry allow to reset Spot and Fow
Max map size increased. It can be now as big as 110 rows x 121 columns (last col = 120), being picture size up to 5400x5500 pixels. But map pictures bigger than 3120x3000 pixels won't be uploaded to MapFinder neither to server for automatic downloading
Replacement" trigger was only resupplying
flags and hex type (VH,EH,SH) was painted too small in strategic view.
Rivers adjacent to ports were drawn wrongly when using tiled maps
Kamikaze units could not do barrage-fire if having ammo=1 only
AirDropMines was not working properly
$allow_pontoon_ex was not working properly when set to zero. It still allowed pontoons on rivers/streams
Added more info to Debug-combat (Alt+C) report
Clicking on the Title (top row) of the Alt+C report (debubg-combat report) will launch default text editor with that repòrt content. (similar than can be done with AAReport)
When Suite saved map having roads/rails markers, OG didn't paint, but wrote on top that hex has any

ha, para! diesmal war ich schneller :)
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Re: OPEN GENERAL Versionen

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OpenGen Version 0.90.58.0 (11-Apr-2017)

•Music and Sounds reworked, and also fixes a bug making the game intro not played.
•New option to use improved tiled-maps (tiles 2.0). Please check Tiled-maps to read more details
•New $upgrade_ldr used when leader random attribute is obsolete for new equipment.
0 default, keeps the leader
1 assign new random (according new equipment) but losing 1 bar
2 remove leader and eventually reduce unit's exp and bars, as to be able to get another leader.
•New $blow_any_terrain to let units to blow any terrain type- except: Ocean. River. MajorRiver and Shallow - if set to 1 (0 default same than before)
•New $var: avoid_cbf, allowing aty/ships units having "Recon" special to avoid CounterBatteryFire as far as thety have remaining movement
•New $air_carrier to allow air-container units (as modern helos) to host both ground/air units. Ground units enter the air-carrier hangar by moving to same hex than container, except if player hit Ctrl+K hotkey
•New $wild_weasel_ex to allow planes enabled to fly wild-weasel mission in efile to attack AD/Flaks units firing first. Also if set to 2, it allows the same when flying this as AirMission
•UI didn't show hexes blown by bombardment or mines exploding. Also these blown hexes were removed when reloading.
•Built Airfields/Ports/Forts were not painted in map
•Purchased units able to fire air units, showed AA bracketed until deployed.
•When last unit able to retreat through EH exits the game, result was not checking turn properly, and thus text was not accurate
•New hotkey: 'Y' added to show city/ports name in map.
•Current map size policy was cutting bottom row in some scenarios having important data (like EH), so I've adjusted to allow bottom rows for even columns not being aligned with bottom edge of map.
•Pressing twice 'G' hotkey, was leaving text on the main map, after closing the popup
•sabotaged units could give fire-support, air-defence and CBF, now they cannot.
•When clicking GOTO button (in HQ) for a unit belonging any active's allied player, that unit was selected in map, now engine shows in map, but doesn't select it
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Re: OPEN GENERAL Versionen

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OpenGen Version 0.90.59.0 (28-May-2017)

•When matching hex_layers.png was not found in local efile opengui folder, it was not used. Now it is searched and loaded from main opengui
•Choice scenario's map should not paint any icon from hex_grids.png, but in some rare cases it painted a station
•AI was not using properly units embarked in helos. Now they follow a similar logic than paratroopers and will drop when within 3 hexes from OH.
•Added $peg_firesup to restrict fire-sup/air-defence to happend only once per turn. 1 for fire support, 2 for air-defence, 3 for both.
•Recon air units inside ai's hangars didn't launch to scout
•Marks for hexes don't giving prestige was shown even if hex was not owned.
•Air recon units was too passive when no airfields, not they will move more actively
•EH will show which units can use it by hovering mouse over
•No prestige mark, will only show when hex has owner and flag
•Music system worked out, so it should work fine now.
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Re: OPEN GENERAL Versionen

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OpenGen Version 0.90.60.0 (12-Nov-2017)
*** Note: This will be the last version using DirectDraw, next version will use SDL2 to allow a different graphic system ***
Achtung: Heute (13-Nov-2017) ist bereits das Update auf 0.90.60.1 erschienen !!!

Changes included in OpenGenTest 0.90.99.9
Spot was not updated after closing deploy window
Fixed loging as error in pause/resume when music is disabled
When unit is embarked/mounted, UnitDialog displys now range+1 for artillery units (having marksman leader) when swiching to view main equipment.
Finishing construction is no more checked for unit's side. Now engine checks for unit's player - so time is only update when unit's player is active
When an AI friend unit finishes building something that can show a flag, that flag is set for unit's country now, regardless it is an AI unit
Barrage fire is now activate with Alt+B instead of Shift
"Painted" terrain was not shown until spotted.
Hotkey for Debug-Mode added to hotkey's Help Dialog
Containers cannot have organic transport, neither can be embarked. Fixed some "holes" in logic, leading to weird effects
Containers can use transports now, but can only load, launch, supply and reinforce hosted units when neither mounted nor embarked.
Containers cannot move when mounted (using GTP) and hosting any unit
Purchasing/Upgrade allows containers to pick a matching GTP (if class/movement allow that)
Music engine removes spaces from filename when setting up the device alias, so music should work now even if filename has spaces.
* But it's safer to rename music files removing any space or tab.
When upgrading a container, it could pick an available unit to host (blue box unit) as transport
No unit could enter a container if adjacent to enemy
Containers having GTP could not be used for deployment, even if not mounted.
Screen flashed randomly during AI turn, not it shouldn't
Units were adding 1 sp suppressed when mounting to move
If a recon unit start moving in a blown hex, its movement allowance is reducd, but after the first tranche it recovered initital base movement
New Equipment didn't check .buy file to show new equipment available
Clicking on an empty space of the list of campaings installed, always loaded AG campaign
If after pressing hotkey 'H' to embark, the embarkment was aborted, the grid was toggled.

Additional changes (not included in OpenGenTest 0.90.99.9)
New $subcd_naval_only to avoid using CD if submarine is involved and defenders target-type is not naval
New $allow_country0_gtp to allow units defined in efile as all-country (country zero), to use GTP units defined also as all-country in efile as far as both match F/F set in efile
Bridging leader works properly now
Units launched from submarine's hangars could not re-enter after launched
Fixed a bug in AI making units having Aggressive Maneuver not moving because a data overflow
$blow-mask was not congruent with default $blow_any_terrain.
AM_RECON mission didn't deselect plane after returning to base, allowing it to perform the mission until manually deselected
For planes using Air Mission was able to select the RECON mission after first phased movement
Planes landed in hangars, didn't return to hangar after AM_RECON or AM_WILD
As .cfg files are loaded after scenario, units defined in scenario as having random leaders were not affected by $Vars restricting leaders.
'?' hotkey showing the scenario settings didn't warn the players when the $noldr_auxunits=1 (aux units can't get leaders)
Threshold to figure last valid row set to 25 pixels
When deselecting an air/gnd unit having an enemy unit in same hex, enemy's range of fire shows up now
Can use River's connections to draw rivers using Ocean or Shallow tiles instead of layers. Requires latest Suite.
Pg2Mode had a bug and units never lost GTP when embarking or disembarking
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Re: OPEN GENERAL Versionen

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Hier mal wieder eine Information über die aktuelle Vollversion 0.93.4.0 und anstehende Release-Kandidaten (RC).
Alles zu finden unter http://luis-guzman.com/

OpenGen Version 0.93.4.RC5 ( 24-Feb-2022 )

New option for Subs having Evade special, won't evade at all when $evade_special is 32

OpenGen Version 0.93.4.RC2 ( 21-Dec-2021 )

Units could not enter ground carriers.
Fixed a fake warning when checking map repositories.
Fixed a fake missing map when checking tiled maps.
Fixed: smkAfter was played twice while smk file was never played.

OpenGen Version 0.93.4.0 ( 25-Dec-2020 )

AI3 improved
Some tips in unit dialog was wrong
Obsolete units included in .buy4 was not included in the view if it was the only unit in the group.
Embarked units (NTP) assigned an OH inside land, made OG to enter in a loop.
Units embarked in NTP no spotting enemy units and not having enemy none VH in the shore, didn't move toward the coast
Alt+M didn't allow mounting/dismounting
Renaming units from HQ has a glitch yet, now is fixed
Unit Dialog (right-clicking unit in map) after doing in another embarked unit, was showing bad icon and stats.
When scenario allow blowing terrain, units having bomb-size, attacking enemy located in a gnd/sea-mine, could blow up the hex, despite terrain is Ocean, Rivers or Shallow, and regardless &blow_mask and/or $blow_any_terrain is defined or not.
Units didn't mount to move, but got the transport allowance. Also towed units were not able to move unless mounted manually
Ocean terrain could be blown by barrage fire
Roundels are resized to 30x25 before creating the surface+texture
Fixed sequence to show MAIN, GTP and NTP
Some units with all strength suppressed could fire yet
Game was crashing when playing AI vs AI
Improved disembarking from NTP
Scanning units in "Inspect" dialog allowed to see also reinforces
When raising a prototype able to use a GTP, but no GTP is found for it, no proto was raised.
Demi-spotted units were revealing if they have ammo by means of the attacker odds. Now these demi-spotted will be skipped when figuring odds
Airfields can be unlighted (same than air units) optionally from UserInterface Settings
Reworked menu buttons for Music and Sounds in second map menu: Music will pause on/off music without affecting volume.
Sounds will mute/activate all sounds effects (Mels, Clicks, Weather, ...) witheout affecting volume defined for each one
Optimized the routine finding map pic (specially when defined as .shp)
camouflage expert units were adding air defense to predictions
Bug-report was storing user Nick and Mail in registry only, but not saved to Settings.cfg
"handwriting icon" in map menu allows now to reset foe spotting
Air units (using Air Missions) were not auto resupplying regardless not taken any mission during a turn
When a unit was losing its leader while upgrading but the unit had no exp-bars, the unit's experience did overflow to a huge value
Planes using air mission could resupply if over a friend airfield different than its air-base
Can add $ai_delay defining a different delay after AI actions (default is 300 ms)
When $am_delaydrop was enabled and game was saved before an airborne unit was dropped after moving, the unit was moved to base after reloading
When attacking ground unit was in a river, the defender was able to fire back, regardless stats
Removed text tooltip on map when labels on map are enabled
When raising protos the first GTP matching eight and F/F was assigned without checking if GTP was obsolete.
Naval units could not deploy in Ports when the scenario setting "Ports don't behave as SH" was set.
When assigning a leader to units of class: BS,BC or Cruiser in Suite, the increased range was not used in game.
It was not possible to barrage an hex having a hidden unit
When scenario defined default sp and terrain limit refitting based on %, units having current sp equal to default sp could refit 1 sp if terrain was less than 100%
Depots was not working if $supply_ex was not defined
The units in naval transport were not landing
Scroll of map while deployment, is improved.
AI hanged when there were units starting embarked in NTP
Reassigning units, added double prestige
DH hexes were not available for deployment
When using Air Missions, after returning to base, planes could not rebase (no bases were highlighted)
AI planes using air missions and located at start of scenario out of an air base, didn't return to a base after his turn.
Photos and medals were not updated when cycling prev/next within Inspect Dialog
Photos and medals where not loaded if the png was 256 colors.
Optimized loading medals and photos (dossier and inspect) to load only the image needed. (#1)
Default videos can be put into efile's SMACK folder too
Default videos [scen_won, scen_lost, cam_won, cam_lost] are checked if defined and not found in main SMACK folder and videos are enabled in settings
Equipment size increased to 10999 units
Leaders' names are stored in the savegames
Leader's names can be read from existing names.txt or from new namesEx.txt which must not include the unused first dummy 31 entries and can include comment lines starting with token * (asterisk) (#2)
Replacing JP forum button with OG forum button
Reinforces was not marked to track experience
Die Mel was not playing
Implemented navigating units at HQ with cursors (including scroll)
Units spotted but unable to move was ignored when figuring combat fire/air support
Unexpected "No attachment" line when showing specials was showing up with a few units.
Items included in custom purchase list (.buy4) won't be excluded if outdated *** Not in RC3
AD attacked from a longer ratio than its range of fire was able to retaliate.
Nickname and email for bug-tracker was not saved to Settings.cfg
When enabling option to enhance hexes having planes when AirMode is active, airfields will be also enhanced
Added map in AAR although commented out yet
Naval units could not deploy in Ports when the scenario setting "Ports don't behave as SH" was set.
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