Thanks for clarifying.
TripleA 1.6.1.2 Stable has been released
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TripleA 1.6.1.2 Stable has been released, download it here,
http://sourceforge.net/projects/triplea/files/TripleA/1_6_1_2/
or: https://sourceforge.net/projects/tripleamaps/files/TripleA/stable/1_6_1_2_bundled/(You can install more than 1 version of TripleA at a time, and run them all at the same time.)
The Developers for TripleA 1.6.1.2: Veqryn
See dev forum post about the release for more details: http://tripleadev.1671093.n2.nabble.com/TripleA-1-6-1-2-Stable-has-been-released-tp7580662.htmlMajor Bug fixes since 1.6.1.1:
- Fixed null pointer for undoing a placement made by UK in global 1940 maps, caused by the new no-air-checking delegate [players will need to update their 1940 maps though].
- Fixed integer array error in Strategy Bombing with Heavy Bombers, causing the second half of all rolls to not be rolled, thereby defaulting to one each.
- Fixing “Edit Unit Bombing Damage” for maps that use territory based damage, such as ww2v3.
Major New Engine Features since 1.6.1.1:
* Improving “Draw Territory Borders On Top” so that it will automatically switch to “medium” if you are on “low/default” and are zooming, and switch back once you stop zooming out.
* Creating framework for TripleA to use proxies to connect to the internet. Allowing map downloading, PBEM/PBF, and dice servers to use a proxy.
_* Improving the menu “GAME -> SHOW DICE STATS” to give information per player, as well as totals.- Allowing new option for the Play By Email / Play By Forum poster, to “Include Overall Dice Statistics” in the post/email._
- Allowing people to hold SHIFT down while their mouse is over a territory in order to keep that territory in the Territory Panel, no matter where they move their mouse afterwards.
- Creating a simple Ping method inside of the Chat Controller, that will ping all computers once every minute, hopefully improving everyone’s connections.
Major Bug Fixes since 1.6.1:
_* Fixing scrambling again, so that even an amphibious assault on an undefended (blitzable) land territory, from an undefended sea zone, will still trigger scrambling.- Many many more bug fixes_
Major New Engine Features since 1.6.1:
_* Making game notes non-modal (doesn’t stop all action til closed) and making it always on top so that you can read it while you play.- Created framework for backwards compatibility. Including modified versions of older engine jars (1.5.2.1 and 1.6) with TripleA, and when you attempt to load or host/join a savegame made with these engines, TripleA will run that engine as a new application and have it lost or host/join that savegame._
Adding a new mod of Global 1940 Alpha 3/final.
Major Bug Fixes since 1.6:
- Fixing bug in Battle Calculator where damaged units got turned into healthy units before each battle was calculated.
- Fixed issue with null pointer resulting from mechanized inf tech.
- Many many more bug fixes
Major New Engine Features since 1.6:
- Greatly improved quality of Zoom.
- Added a menu option to have territory borders drawn a second time on top of the map.
- Make savegames for long games, games with many players, and games with many battles, much smaller, and improved memory efficiency in-game.
- Created an option in Play-By-Forum and Play-By-Email to send the move summary after the combat move phase, in addition to the summary at the end of the turn. This is to help with OOL and scrambling orders.
- Allowing additional nations to share the cost of technology, and creating a good user interface that dynamically adjusts to show how much is being paid by each nation.
- Created edit option to add technology to a player, and also a new option to remove technology from a player, except that shipyards and industrial technology can never be removed, and any technology that uses triggers is pointless to remove and removing will not undo their effect.
- Created edit option to change the amount of unit hitpoint damage on any and all units which can take more than 1 point of hit damage, and also a new option to change the amount of unit bombing damage on any and all units which can be damaged by bombing.
- Making scramble dialog non-modal so that the user can move the map around before choosing what to scramble. Note that saving the game while in the middle of scrambling can result in weird effects, so it is not recommended.
- Making kamikaze and interceptor dialogs non-modal so user can move around map while choosing. Again, saving during the dialog then reloading might have odd effects.
Major New Game XML Features and Game/Map changes since 1.6:
- Created new game option, “Remove All Tech Tokens At End Of Turn”, which will remove tech tokens after each tech roll.
- Adding methods to ensure that any power sharing technology (like British to UK Pacific) will still roll for war bonds even if its capital is taken, so long as the shared power is not able to have the warbonds technologies.
- Created new game option, “Kamikaze Suicide Attacks Only Where Battles Are”, and implemented it.
- Created new game option, “Submarines Prevent Unescorted Amphibious Assaults”, that prevent unescorted transports from conducting amphibious assaults.
- Fixing more bugs in Global 1940 and getting it closer to the real thing.
- Adding a new 5 player FFA map for Napoleonic Empires.
Major Changes since 1.5.2.1:
- Fixed problems with Edit mode.
- Fixed problems with Scrambling not working.
- Fixed several fatal errors, and many many more bug fixes.
- Disallowed Bombardment from any sea zone that had a kamikaze suicide attack.
- Allowed loading of transports in Sea Zones where all enemies just became hostile this turn due to politics.
- Allowed downloading of multiple maps/games in one go, by holding down CTRL while selecting maps in the “Download Games” dialog screen, and out of date maps will show up in bold, and maps up-to-date will show in italics.
- Created new game option, “Subs Can End NonCombat Move With Enemies”, which allows submarines to end their noncombat movement in a sea zone containing any enemy units.
- Created new game option, “Convoy Blockades Roll Dice For Cost”, which will now allow dice to be thrown for all blockade damage.
- Completely creating technologies for Global 1940, including Paratroopers and Improved Mechanized Infantry.
For a full changelog see here:
https://triplea.svn.sourceforge.net/svnroot/triplea/branches/1_6_1_2_stable/changelog.txtPlease report any bugs encountered here:
http://sourceforge.net/tracker/?group_id=44492&atid=439737
If you find bugs, I really can’t do much about them unless you upload an autosave. It will save me tons of time if you give me an autosave / or save game made sometime before the bug occured. Also mention what map the bug occurred on, and copy and paste the error if there is one.
Your save games are in a folder right next to where the maps are:
(Windows XP) C:\Documents and Settings\userName\triplea
(Windows 7) C:\Users\userName\triplea
(Mac) /home/user/documents/triplea/
(Linux) /home/user/triplea/[They are NOT in program files. They are in a folder in your user account.]
When you are making a post, click the “More Options” button. From there click “Upload a file”.
Simply upload the autosave, or other save, to your post.I really really appreciate savegames, it makes my life a lot easier.
Please also describe what happened before the bug occurred, and copy and paste the full error message, and of course say what map and what version of TripleA you were using!
thanks,
veqryn -
The main improvement with this release, (besides all the extra little bug fixes to make it a Stable release), is that I have figured out a way to make TripleA fully backwards compatible.
I spent about 25 hours over the last week and half getting this working.
Essentially, I made extensive modifications to the main engine, as well as modifications to the old 1.5.2.1 and 1.6 releases. Then I include 1.5.2.1 and 1.6 engine jars (the java files) with the latest release (1.6.1.1).
Now, when you try to open an old savegame, TripleA will see if any of the old jars included with it can run it, and if so, will run that jar as a new application automatically loading that savegame.
Similarly I have figured out how to make the lobbies backwards compatible too. When you join the lobby (using 1.6.1.1) and host a game, then try to load an old savegame, 1.6.1.1 will get one of the old jars to run it and connect to the lobby as a host automatically. (And when someone tries to join that game from the lobby, they will run that old version of triplea in order to join.)
TripleA’s version system is 4 numbers (major, minor, point, and micro).
Each engine (the jar file) is only able to load savegames made with an engine with the same first 3 numbers (x_x_x_y), and it ignores the last number.
When playing a live game with someone, each person must have the exact same version to play together.This means that 1.6.1.1 will be able to load any of the following savegames:
1.5.2
1.5.2.1
1.6
1.6.1
1.6.1.1I hope everyone can download this version, and give it a spin!
thx,
Veqrynps: don’t forget to donate to our cause:
http://tripleadev.1671093.n2.nabble.com/2010-2012-Donation-Drive-tp7485464.html -
Having trouble downloading this. Seems to take and hour. Is this normal. I’ve got Windows7.
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the size is, depending on bundled or not, either around 130mb or 230mb
since it was recently uploaded to sourceforge, it might not have been spread to all their mirrors yet
just give it a try again later, or pick a different mirror
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Thanks for all your hard work Veq.
triplea is awesome.
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Great improvement! 1611 runs pretty fine. I tested loading older savegames - works perfectly!
Thank you!And thanks a lot for the new Global map, too!
:-) -
It’s so nice that this game is constantly upgraded… we are blessed.
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the size is, depending on bundled or not, either around 130mb or 230mb
since it was recently uploaded to sourceforge, it might not have been spread to all their mirrors yet
just give it a try again later, or pick a different mirror
You’re talking Greek to me. Can you explain this further??? Also, I uninstalled TripleA and tried to install this new one. Took a long time and still wouldn’t let it download fully. Allowed it anyway but got an error message. I’ll have to show it to you next time I try.
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the size is, depending on bundled or not, either around 130mb or 230mb
since it was recently uploaded to sourceforge, it might not have been spread to all their mirrors yet
just give it a try again later, or pick a different mirrorYou’re talking Greek to me. Can you explain this further??? Also, I uninstalled TripleA and tried to install this new one. Took a long time and still wouldn’t let it download fully. Allowed it anyway but got an error message. I’ll have to show it to you next time I try.
don’t bother,
just re-download it
sourceforge (our hosting webservice) has been slow these days
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Got it this time- thanks. :-)
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Any bug reports on 1.6.1.1??
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Where can i find the Global map for 1.6.1.1 and how to install it ?
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Where can i find the Global map for 1.6.1.1 and how to install it ?
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last minute call for any bug reports?
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Just the game notes RE Kamikaze’s and Russian NO.
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TripleA 1.6.1.2 is released
(i just updated this thread instead of making a new one…)Major Bug fixes since 1.6.1.1:
- Fixed null pointer for undoing a placement made by UK in global 1940 maps, caused by the new no-air-checking delegate [players will need to update their 1940 maps though]. (veqryn)
- Fixed integer array error in Strategy Bombing with Heavy Bombers, causing the second half of all rolls to not be rolled, thereby defaulting to one each. (veqryn)
- Fixing “Edit Unit Bombing Damage” for maps that use territory based damage, such as ww2v3. (veqryn)
Major New Engine Features since 1.6.1.1:
- Improving “Draw Territory Borders On Top” so that it will automatically switch to “medium” if you are on “low/default” and are zooming, and switch back once you stop zooming out. (veqryn)
- Creating framework for TripleA to use proxies to connect to the internet. Allowing map downloading, PBEM/PBF, and dice servers to use a proxy. (veqryn)
- Improving the menu “GAME -> SHOW DICE STATS” to give information per player, as well as totals. (veqryn)
- Allowing new option for the Play By Email / Play By Forum poster, to “Include Overall Dice Statistics” in the post/email. (veqryn)
- Allowing people to hold SHIFT down while their mouse is over a territory in order to keep that territory in the Territory Panel, no matter where they move their mouse afterwards. (frigoref)
- Creating a simple Ping method inside of the Chat Controller, that will ping all computers once every minute, hopefully improving everyone’s connections. (Sean Bridges & veqryn)
**Basically, what this means is that:
1. You can how use Play By Forum behind a proxy (like a vpn, or from work, etc).
2. You now have an awesome Dice Stats option in the “Game” menu. You can also print the dice stats as part of your Turn Summary.
3. When Zooming out, territory borders will always be drawn on top of the artwork, so you can ALWAYS see Sea Zone borders, etc.
4. Live Games in the lobby, and network games, should have more stable connections.**
Also, just like the last release, this one is fully backwards compatible with your current game saves!
So go update TripleA, and also update any maps like Global that need updating!
thx,
veqryn -
Dice stats settle luck debates.