MegaMek

MekHQ 0.1.11 Erschienen

Zuletzt aktualisiert am 11. Dezember 2011 von DarkISI

Eine neue Version von MekHQ ist erschienen. MekHQ erlaubt die Verwaltung von Kampagnen und Einheiten für MegaMek Spiele.

Herunterladen könnt ihr es hier.

+ options to limit unit purchases by year, canonicity and type (Clan/IS)
+ changed layout of UnitSelectorDialog
+ „All“ weight class option in UnitSelectorDialog
+ Bug: mmconf not being included with release
+ Bug: campaigns with personnel hired using the multiple hire option are not saveable
+ no refreshing hire dialog on multiple hires
+ Bug: memory problems in PortraitChoiceDialog with lots of images
+ Bug: person hired twice
+ updated force icons (thanks Urban Kufahl!)
+ no NPE when portrait or force image is missing – replace with default
+ Y/N dialog on force deletion
+ change MM options based on tech limits selected
+ multiple part selection
+ adjust parts value by clan modifier
+ limit parts in parts store by IS/Clan depending on options
+ Bug: armor being charged even if parts not paid for
+ Bug: gunnery and piloting not rounding correctly for multiple personnel units
+ new unit right-menu item to hire all missing personnel
+ Bug: not able to customize units in MM because artillery skill outside 0-8 range by default
+ Dragoons Rating (no support rating though)
+ approximation to support rating for Dragoons rating (waiting on StellarOps for final word)
+ set allowCanonOnly to false by default
+ Bug 3304647: Interstellar Map drop down remains open
+ some personnel pictures still not being properly scaled and sanity-checked

Ebenfalls erschienen ist die 0.1.10, die ich aber vergessen hatte, hier zu melden.

+ beginnings of a proper splash and loading screen
+ added load campaign and quit options to splash screen
+ improvements to splash and load screen operations
+ save and loading XML is the default (no more binary saves!)
+ RFE 3304267: EXIT
+ improvements to layout of top and bottom panels
+ added missing data from MM data folders
+ beginning of MM game threading
+ moved directory items and mech tileset from MekHQView to MekHQApp
+ print record sheets for scenario
+ resolution of MM games from within MHQ
+ proper starting and stopping of MM host within MHQ
+ added images for record sheet printing
+ gridlayout for scenario buttons
+ grey out scenario buttons when no scenario selected, selected scenario is completed, or scenario has no units assigned
+ load/save MM game options in xml serialization
+ Kill object and kills record for personnel
+ beginning of kill assignment from scenario resolution
+ ResolveWizard for kill assignment
+ look and feel setting done in MekHQApp#initialize
+ replaced jdesktop.ResourceMap with ResourceBundle in CustomizeScenarioDialog as an example
this will eventually be done for all gui objects in anticipation of removing the SingleFrameApplication framework
+ customizable XP awards for kills
+ switched from ResourceMap to ResourceBundle and moved most dialogs to mekhq.gui
+ remainder of dialogs updated
+ removed swing-layout and swing-worker libs (yay! – only one more left)
+ consolidated all the *Info classes into a single BasicInfo class
+ show portraits of techs and doctors in repair bay and infirmary
+ replaced resourceMap with ResourceBundle in all panels and moved to mekhq.gui
+ converted MekHQView to CampaignGUI and removed FrameView
+ MekHQApp renamed MekHQ and no longer inherits from SingleFrameApplication
+ nag when quitting
+ created gui subfolders for dialogs and views
+ really crappy about box
+ updated MM.jar and MML.jar
+ new build.xml (this one works)
+ changed xml save suffix to cpnx (and updated FoxsTeeth to it)
+ added a default campaigns folder for saved campaigns
+ added PngEncoder library and source code for TinyXML
+ corrected mmconf files to default
+ trying out Nimbus look and feel
+ forgot to set default loading directory to campaigns in CampaignGUI
+ menu items to choose look and feel from available L&F
+ get rid of grid lines in Tables
+ beginning of a parts store dialog
+ gridlayout for mission buttons
+ better display of planetary neighbors in PlanetViewPanel
+ insets for view objects in Personnel, Unit, and Parts tab
+ Patch 3385171: fixes bug 3373903 (destroyed units not removed from TO&E), thank tathas!
+ added „Load Last Save“ button to StartUpGUI
+ changed the layout of StartUpGUI so that the splash image is the background
+ use static string for campaign directory
+ mekhq.properties file (contains only L&F feel preferences for now, but expandable)
+ check campaigns subdirectories for last save
+ parts store dialog actually allows you to buy parts
+ more parts for the parts store
+ beginning of a chat client/server
+ beginning of MegaMekLab integration
+ a partially functional Refit object
+ Bug: phantom parts
+ improvements to refit calculation
+ refit tech assignment and rolls
+ improvements to refit/customization process
+ xml load/save for Refit object
+ armor refits processed properly
+ added system position to planet data
+ custom unit info is saved within xml so that cpnx are transportable without accompanying custom data
+ dont remove unit from lab when tech is missing on refit
+ add detail column to parts store
+ updateConditionFromPart method for MissingParts for refits
+ Bug: total armor amount for Armor part incorrect when salvaging
+ Bug: field refits showing up as Class D
+ Bug: alternate munition ammo type not properly loaded with xml
+ improvements to look of MekLabPanel
+ Bug: NPE when refitting
+ don’t refit for a change in munition type
+ add in heat sink type changes and CASE changes
+ Bug: no refit kits for non-mech units
+ properly sourced refit kits
+ Bug: Center Torso not being replaced when internal structure changed
+ reserved status for refit kit parts (still need to include armor and ammo here)
+ tag unit as a custom unit menu option
+ proper reservation of armor for refitting
+ Bug 3403515: Negative Fix times
+ Bug 3430084: Artillery skill does not get saved in MUL file
+ personnel options affect corresponding megamek options
+ Bug 3413047: 0.1.9 Deplyed Units Issue
+ Bug: checked units not recovered in resolvemissingunitsdialog
+ OrgTreeModel: no more TO&E collapsing
+ Cockpit part type (made up values until next errata)
+ Bug 3402178: Mechs with destoyed cockpit still useable
+ Bug 3380632: Mechs with Destroyed Head never Usable
+ Bug 3430515: Cannot Load Campaign
+ Bug 3403476: Using Ampersand In Scenario/Mission Description Causes Issue
+ Bug 3401092: Loading a save with „MechWarrior“ units crashes MekHQ
+ Bug 3398514: Jumpships inoperable
+ Bug 3371755: Medic Count
+ Bug 3369530: Infantry
+ Bug 3371759: Vehicle Crews
+ Bug 3380630: Warehouse Fields All Sort as strings
+ Bug 3373302: Able to salvage or repair components in a destroyed location
+ Bug 3401029: Non-Salvagable Torso
+ Bug 3376390: Cannot Scrap Arm
+ Bug: GM Mode not properly set on button when campaign loaded
+ Bug 3288072: Search query is case-sensitive
+ Bug 3440335: Contract Transportation Bug
+ Patch 3411830: Patch for 3288090 (Date Chooser), thanks derikpage!
+ Bug 3317572: Salvaged units bug
+ Bug 3388419: Destroyed Units Repairable
+ Bug 3323097: Clan tech price modifier bug
+ Bug 3371756: One-Shot Ammo
+ Patch 3411833: GM Edit & Delete Financial Transactions
+ Patch 3413431: Hire/Add Multiple Infantry (Feature Request 3391637)
+ increment display name for multiple units of the same type
+ added cockpits, more armor, and mek locations to the parts store
+ Drag-n-Drop functionality for OrgTree
+ don’t allow customization that adds new equipment to missing locations
+ Bug: armor not set to actual amount when customization complete
+ various gui checks and notifications when unit is being customized or is in Lab
+ various fixes to new ammo in customizations
+ Bug: customization not handled right when armor type remains same but amount changes
+ updated MM.jar and MML.jar
+ Bug: ammo munitions getting switched in Refit#unscrambleEquipmentNumbers
+ Bug: refit armor amounts reverting to old unit values when refit is loaded from save
+ Bug: refitClass not being saved to XML
+ Bug: canceling at tech selection and model name does not stop refit
+ Bug: don’t include techs for selection of refit who are already working on a refit
+ Bug: variable cost equipmentparts screwing up equipment cost calculation
+ aero and vehicle parts for parts store
+ new MM.jar
+ check for internal name and munition type when restoring type in AmmoBin (MML problem)
+ Bug: NPE on game resolution when no killer
+ Bug: slots in destroyed locations are set as repairable when loading even if they have been scrapped

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