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Old 09-16-06, 09:16 AM   #18
Dust
Torpedoman
 
Join Date: Jul 2003
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http://prdownloads.sourceforge.net/g...1.exe?download

Quote:
Summary: GCB 0.8.3 Released *** Bug fixes ***

- Fixed flicker that occurred sometimes when opening popup menu

- Updated OpenAL to 1.1. Fixed sound crash problems some systems were experiencing

- Fixed bug that would cause some aircraft to circle endlessly while trying to land.

- Fixed bug that would always unload first launcher with matching item when using
drag-drop unload in panel GUI

- Fixed crash that occurred when unit is selected that uses more than 8 launchers

- SetUnitLauncherItem should now work with aircraft within airfield and carrier objects



*** Database ***

- Increased the launcher count to 16 in generics, air, and sub tables

- Added AngleError_rad field to ballistic table. This allows gun accuracy to be adjusted.

- Added PayloadClass to missile to support asroc's

- Eliminated the character limit for database names.

- Added IsCarrierCompatible field to generics, air, sub tables to indicate which
aircraft are capable of landing on carriers. (Sub table is affected because of
class structure.) Easiest way to add field is to export table to CSV, delete table,
add column in CSV, then import back into sqlite.

- Added "mod" database feature. This allows addional databases to be loaded at the
beginning of a scenario. Additional database files will augment or overwrite entries
in the stock database in local memory. See Scenarios/Test/DatabaseModTest.py which
loads database/test_addon.db as an example. (Need to add feature to restore database
to stock as well.)

- New database viewer to browse database (in-game popup with 'i' key when unit selected)



*** Gameplay ***

- Expanded scenarios (thanks to raven58) and database content (amraam and raven58)

- Enhanced landing menus. Added a "Return to base" option and changed "Land at" to
list compatible airfields and carriers within 500 km, sorted by range.

- Updated and enhanced auto attack script to automatically attack targets

- Radar target and sensor height is now based on 3D model dimensions for surface ships

- Added capability for missiles to carry torpedoes (ASROCS, guided anti-sub rockets).

- Added simple ground vehicle model. Need to add setup/takedown behavior so that SAMs
can't be launched while on the move (unless desired).

- Added ECM sim model. Simple barrage jamming for now. Quirk in system that
allows ESM to identify ECM sources.

- Added unit cost to database. This will act as a default scoring value for kill/loss
adjustments. Also can be used for purchase cost in multiplayer.

- Added score features to establish value for objectives and track kill/loss balance



*** GUI ***

- Expanded map scrolling to all directions

- Hooking an object in the unit summary window (upper left) will now center the map
on it if it is not in the current view

- Added feature to gray loadout automation buttons for loadouts that are
not available

- Adjusted map contrast to better represent maps with high terrain

- Added map mode submenu to main popup menu to switch map color scheme from
within game

- New icons for carriers and airstips

- Added scrollbars to database viewer

- Updated mission editor to use multiple menu pages for the db classes with large
numbers of entries

- Added a page feature to the mount status panel. This lets you flip between banks of
8 launchers for units with lots of mounts.

- Added lat/lon lines back

- Changed zoom behavior to use hooked unit as center of zoom

- Added a feature to hit 'r' to bring up a range circle centered on the hooked unit/track.



*** General ***

- Upgraded to OSG 1.0

- Upgraded code for vc8 compiler
@xabarus, i use amd1700, 512mb, geforce2mx. it dosnīt run but it works. the time between switching units in the overview isnīt about the graphic card, it needs some time to load the data from disc. maybe run a disc defragmenation?

Last edited by Dust; 09-16-06 at 09:33 AM.
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