OpenGen Questions & Bugs - Latest exe:25.02.26.0 ( 26-Feb-2025)

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Re: OpenGen Questions & Bugs - Latest exe:24.11.08.0 ( 8-Nov-2024 )

Post by LuisGuzman »

sympatyk wrote: 2024-12-09 14:08, Monday :howdy
Thanks for the answer

oh again misunderstanding, sorry ... I'm not talking about gaining leaders ...
We play a campaign --> we have 12 core leaders after x scenario
We enter the next scenario (x+1)
Support units were assigned 5 leaders by the creator of the campaign
12 + 5 = 17

Will these 2 leaders be removed and in what way (order)
Which of them (three to complete 15) will be left?
After any scenario in campaign finishes all core units are carried on, then a proto is eventually added and then all units from the next scenario are loaded. Thus, before the next scenario units are loaded all existing leaders from the core units are filling their slots, then the next scenario units are loaded, starting from lowest unit's Global Number (correlative ID) to higher Global Number (regardless player).

In your sample as only 3 slots are available when the next scenario is loaded, the first 3 units loaded having a leader, set by Suite, will be assigned to these 3 free slots.

Hope this time I had understand your question properly.

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Re: OpenGen Questions & Bugs - Latest exe:24.11.08.0 ( 8-Nov-2024 )

Post by sympatyk »

:howdy
Thank you for your answer - that's what I meant
Thank you very much for your patience with me
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Re: OpenGen Questions & Bugs - Latest exe:24.12.10.0 ( 11-Dec-2024 )

Post by LuisGuzman »

:bullhorn Open General Version 24.12.10.0 ( file date: 10-Dec-2024 ) released
  • Game crashed after selling a unit at HQ and then clicking on AAR.
  • Leaders name was assigned wrongly.
  • Added scen_id (#) when getting AAR for campaigns.
  • Units killed when intercepting was not registered as kills by units and neither in unit Dossier.
  • Scenario title failing to show up in AAR should be fixed.
  • Enabled to assign a leader at design time for Bunkers and any Transport.
OpenSuite Version 24.12.10.0 is also available with no changes (only updated version to be the same than OG)

I am not releasing RC version this time, so both are included in All-in-One Installer
and can be downloaded from Update Packages or Luis' web site as: Core Pack; and Suite Pack.

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Re: OpenGen Questions & Bugs - Latest exe:24.12.10.0 ( 11-Dec-2024 )

Post by randowe »

Thank you very much Luis :bow
LuisGuzman wrote: 2024-12-11 07:20, Wednesday [*]Units killed when intercepting was not registered as kills by units and neither in unit Dossier.
It just happened while playing and I can confirm this works now! :cool
LuisGuzman wrote: 2024-12-11 07:20, Wednesday [*]Scenario title failing to show up in AAR should be fixed.
This does not work for me. At least not with the current run of the campaign.
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Re: OpenGen Questions & Bugs - Latest exe:24.12.10.0 ( 11-Dec-2024 )

Post by LuisGuzman »

randowe wrote: 2024-12-11 18:26, Wednesday
LuisGuzman wrote: 2024-12-11 07:20, Wednesday [*]Scenario title failing to show up in AAR should be fixed.
This does not work for me. At least not with the current run of the campaign.
Yes, it is a mystery to me why I get the title in my AAR and you cannot get it.
The scenario title is only retrieved with a function which is called every time the title should show up so I cannot understand at all what is the difference if you get the AAR or I get it, using the same save and campaign files. :dunno
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Re: OpenGen Questions & Bugs - Latest exe:24.12.10.0 ( 11-Dec-2024 )

Post by randowe »

Hello Luis :howdy

Choice scenarios (xsch) do not work anymore. They appear in the game like normal, I choose one of the options, but then the next scenario is not working, (most) aux units are not shown in the game and the game crashes after deployment.
Since I already played the first choice scenario of the Weltkrieg campaign without issues, I think it has something to do with the newest exe, which I installed after playing the first choice scenario and before the second choice scenario in my campaign.

Can you test this with a savegame from before a choice scenario that you have? Maybe also different campaigns/efiles? I don't have such savegames from other campaigns with a xsch choice.

Merry Christmas everyone :howdy
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Re: OpenGen Questions & Bugs - Latest exe:24.12.10.0 ( 11-Dec-2024 )

Post by LuisGuzman »

randowe wrote: 2024-12-22 13:26, Sunday Hello Luis :howdy

Choice scenarios (xsch) do not work anymore. They appear in the game like normal, I choose one of the options, but then the next scenario is not working, (most) aux units are not shown in the game and the game crashes after deployment.
Since I already played the first choice scenario of the Weltkrieg campaign without issues, I think it has something to do with the newest exe, which I installed after playing the first choice scenario and before the second choice scenario in my campaign.

Can you test this with a savegame from before a choice scenario that you have? Maybe also different campaigns/efiles? I don't have such savegames from other campaigns with a xsch choice.

Merry Christmas everyone :howdy
I won't be able to see this issue in 2 weeks at soon, because I am on a wild, peacefully and beautiful place for holidays with only my phone.
But I'll check as soon as I return home.

Merry Christmas to everybody :best

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Re: OpenGen Questions & Bugs - Latest exe:24.12.10.0 ( 11-Dec-2024 )

Post by randowe »

LuisGuzman wrote: 2024-12-23 12:55, Monday I won't be able to see this issue in 2 weeks at soon, because I am on a wild, peacefully and beautiful place for holidays with only my phone.
But I'll check as soon as I return home.

Merry Christmas to everybody :best

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Re: OpenGen Questions & Bugs - Latest exe:24.11.08.0 ( 8-Nov-2024 )

Post by sympatyk »

LuisGuzman wrote: 2024-12-09 12:59, Monday
sympatyk wrote: 2024-12-09 11:00, Monday Do I understand correctly?

A player can only have 15 leaders at most
First thing to understand clearly is that we speak about leaders somehow ambiguously.
Each player has 15 leaders slots, but that player can have more than 15 units having a leader, if several units share the same slot.
When do units share the same slot (what conditions must be met)?

E.g.

25 Pdr , Morris Quad , , 5 bars , 669 exp , Great Britain , 15/10 , Overwhelming Attack , Special Munition ,17 kill,669 exp ,522 pp ,U:011 ,]

* 25 Pdr , Morris Quad , 4 RHA , 5 bars , 742 exp , Great Britain , 15/10 , Overwhelming Attack , Special Munition ,21 kill,742 exp ,0 pp ,U:014 ,

--> should they share the same slot or two separate slots?
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Re: OpenGen Questions & Bugs - Latest exe:24.11.08.0 ( 8-Nov-2024 )

Post by LuisGuzman »

sympatyk wrote: 2024-12-27 18:32, Friday
LuisGuzman wrote: 2024-12-09 12:59, Monday
sympatyk wrote: 2024-12-09 11:00, Monday Do I understand correctly?

A player can only have 15 leaders at most
First thing to understand clearly is that we speak about leaders somehow ambiguously.
Each player has 15 leaders slots, but that player can have more than 15 units having a leader, if several units share the same slot.
When do units share the same slot (what conditions must be met)?
then engine raise a leader sharing another's slot in game.
Sharing generals must be done at design time using a new feature in Suite to "try" to share a leader
To do must set a leader the .xscn (or .xsav/xcsv) by stting it with "share slot" option (third after randon and custom)
and defining both attributes.
Then when the scenario/savegame is loaded if OG engine finds an existing leader matching both attributes will assign the new leader the existing slot instead of assigning a new one.
Remember the units are loaded according their global number, so you can design in the start scenario 2 leaders sharing the same slot, by defining the first (lower unit number) as custom and the second (higher unit number) as "share slot" with exactly the same attibutes than the former.

[E.g.

25 Pdr , Morris Quad , , 5 bars , 669 exp , Great Britain , 15/10 , Overwhelming Attack , Special Munition ,17 kill,669 exp ,522 pp ,U:011 ,]

* 25 Pdr , Morris Quad , 4 RHA , 5 bars , 742 exp , Great Britain , 15/10 , Overwhelming Attack , Special Munition ,21 kill,742 exp ,0 pp ,U:014 ,

--> should they share the same slot or two separate slots?
If they are set in Suite with those attributes and seconds was set as "share slot" yes, the will share the same slot, but if you got them during the play, they should have a different slot.

As I wrote I am out of home for holidays until third week of January, and I am writing by memory, so I hope I am not mistaking.

... in case I cannot find a place to connect to internet

I wish you all a very Happy New Year 2025 :best :cheers :celebrate :drink

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Re: OpenGen Questions & Bugs - Latest exe:24.12.10.0 ( 11-Dec-2024 )

Post by sympatyk »

Luis,
thank you very much for your detailed explanation
Have a good rest and Happy New Year 2025 :best :best :best
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Re: OpenGen Questions & Bugs - Latest exe:24.12.10.0 ( 11-Dec-2024 )

Post by randowe »

Sounds like you are at the end of the world Luis :lol Have a great vacation and I wish you and everyone a happy new year 2025 :best
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Re: OpenGen Questions & Bugs - Latest exe:25.02.01.0 ( 1-Feb-2025)

Post by LuisGuzman »

:bullhorn Open General Version 25.02.01.0 ( 1-Feb-2025 ) released
  • Game crashed after deployment in the scenario following a choice one,
OpenSuite Version 25.02.01.0 is also available with no changes (only updated version to be the same than OG)

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Re: OpenGen Questions & Bugs - Latest exe:25.02.01.0 ( 1-Feb-2025)

Post by randowe »

It works :banana :banana Thank you Luis :notworthy :notworthy
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Re: OpenGen Questions & Bugs - Latest exe:25.02.01.0 ( 1-Feb-2025)

Post by ramba_ral »

Can confirm fix worked! thanks
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Re: OpenGen Questions & Bugs - Latest exe:25.02.01.0 ( 1-Feb-2025)

Post by sympatyk »

:howdy


There is a problem with the last engine from February 2025

It consists in the fact that in a large part of the campaign in the Gustlik e-file - core units in the first scenario are replaced with aux units

I will show this on the example of the G05 BLITZKRIEG campaign by Gustlik v.5.4

First, an image from the Suite showing - what core units should be present

Image

Now the question that occurred to me - why is the core field unchecked? , and why is it not active? - where can I assign it to be a core or aux unit?

Image

Back to G05 - map with units - red marking for core units --> no graphical distinction - core, aux

Image

After entering the unit properties - you can see that it is not core (and it should be)

Image

I played the scenario to the end - the map shows the situation just before BV

Image

Report exactly from the moment shown in the previous image
During the scenario I bought 2x TB, 1x RCN

Image

Report view after BV - units bought + reward INF

Image

I change the game engine to the previous one from December 2024 and restart G05

Image

The core unit graphics have changed, and there is no "no core" entry in the unit preview

Image

Report from this moment

Image

Not all campaigns behave like G05 (but there are a few)
The first thing that comes to my mind is --> only those old campaigns that have not been edited in Suite for the last 4, 5 years (there was no change)

Aha, it was not me who detected this bug, but user Alberich
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Re: OpenGen Questions & Bugs - Latest exe:25.02.01.0 ( 1-Feb-2025)

Post by Puma »

I have instances in the Weltkreig campaign where at the start of some scenarios some enemy units did not appear because they were marked as "killed" instead of deployed. When I checked the campaign they were deployed. Weird.
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Re: OpenGen Questions & Bugs - Latest exe:25.02.01.0 ( 1-Feb-2025)

Post by sympatyk »

:howdy
@ Luis
It seems that the new game engine takes information about core units from a different place than Suite, or at least from a different place than previous game engines

If you look at the drawing in my previous post

Image

- you will see that Suite can indicate core units after selecting - "Only Core" even though the "Make Core" checkbox is not selected for any unit
Previous game engines also correctly read information about core units

I will add that campaigns that load core units incorrectly under the latest engine (February 2025) were mostly created in the years 2012 - 2019
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Re: OpenGen Questions & Bugs - Latest exe:25.02.01.0 ( 1-Feb-2025)

Post by LuisGuzman »

Sorry for delay, but I was travelling last week.

I've already see why what happens but I must check how fix it without affecting previous fixes :-?

The reason of the bug is that this scenario doesn't include the map size but I have to check more deeply how to fix better.

Be patient please :howdy
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Re: OpenGen Questions & Bugs - Latest exe:25.02.01.0 ( 1-Feb-2025)

Post by sympatyk »

:howdy

Thank you Luis for taking up the subject :notworthy
You don't have to hurry
It is important to manage to make a stable version of the game engine

Well, few people install the latest version and play - some use much older engines
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Re: OpenGen Questions & Bugs - Latest exe:25.02.01.0 ( 1-Feb-2025)

Post by none »

Hm, I got a strange bug in an older version (but as I see no mention, I assume it's still there, unless it's just me):

Edited and changed:

In OpenGen_0.93.5 RC6c (30 May 2024), in the upgrades menu, the little "details" panel is unable to display your units data, except the name.
If you don't select any potential upgrade in the left panel, it remains empty (and no picture). If you select some unit on the left, it keeps displaying that unit no matter which of your existing core units you select.

Hm, MediaFire doesn't let me display images inline anymore :(, so please open this link for a picture.
I've clicked on a tank in the left panel, and then selected an AA unit. The picture and the data on that "88mm FlaK 41" unit are still displaying the Panther ones, only the name has changed...

I don't know when exactly that quirk appeared since the last scenarios I played had no upgrades.
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Re: OpenGen Questions & Bugs - Latest exe:25.02.01.0 ( 1-Feb-2025)

Post by randowe »

I can confirm the bug reported by none, using the latest version of OG from 1 February 2025.

EDIT: I don't know why i did not notice it before :huh
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Re: OpenGen Questions & Bugs - Latest exe:25.02.01.0 ( 1-Feb-2025)

Post by none »

Not a bug, rather a question. Was custom weather supposed to work?

Apparently it does work (there is weather, although I can't say if it's my custom one or the one in the scenario file), but each time I quit OpenGen_0.93.5 RC6c (30 May 2024), I find a Notepad telling me "Bad weather data pointer accesing NextWeather()". :huh

For the record, here are the contents of the weather file I used:

Code: Select all

* Custom weather zone for scenario "NO2Russ4513.xscn"
#99  weather data for scenario
0, 0, 0, 0
0, 0, 0, 0
0, 0, 0, 0
0, 0, 0, 0
1, 5, 0, 80
0, 0, 0, 0
0, 0, 0, 0
0, 0, 0, 0
0, 0, 0, 0
0, 0, 0, 0
0, 0, 0, 0
0, 0, 0, 0
(Yes, the scenario takes place in the jolly month of May.)
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Re: OpenGen Questions & Bugs - Latest exe:25.02.01.0 ( 1-Feb-2025)

Post by LuisGuzman »

none wrote: 2025-02-24 14:41, Monday Not a bug, rather a question. Was custom weather supposed to work?

Apparently it does work (there is weather, although I can't say if it's my custom one or the one in the scenario file), but each time I quit OpenGen_0.93.5 RC6c (30 May 2024), I find a Notepad telling me "Bad weather data pointer accesing NextWeather()". :huh

For the record, here are the contents of the weather file I used:

Code: Select all

* Custom weather zone for scenario "NO2Russ4513.xscn"
#99  weather data for scenario
0, 0, 0, 0
0, 0, 0, 0
0, 0, 0, 0
0, 0, 0, 0
1, 5, 0, 80
0, 0, 0, 0
0, 0, 0, 0
0, 0, 0, 0
0, 0, 0, 0
0, 0, 0, 0
0, 0, 0, 0
0, 0, 0, 0
(Yes, the scenario takes place in the jolly month of May.)
I am travelling a lot so I have very few time to set up a scenario using your custom weather file, and debug it to check what does it happen :thud
So providing a .xscn / .xsav and the custom weather table, would help a lot and would allow a much faster debug (and eventual solution).
Could you please send me one by email ?
Thanks in advence :bow

Edited: and the same for the latest reported bug ...
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Re: OpenGen Questions & Bugs - Latest exe:25.02.01.0 ( 1-Feb-2025)

Post by none »

LuisGuzman wrote: 2025-02-25 08:31, Tuesday I am travelling a lot so I have very few time to set up a scenario using your custom weather file
Oh no, it is not necessary, I am just under the (vague) impression that this message is not new, but forum search doesn't help, I can't find the relevant thread (which must be old, about the time you implemented custom weather).

In short, it was more a "is this a case of déjà vu?" question...
The weather seems to work, except for that error log popup you find when quitting. :dunno

If at some moment you have more time and want to investigate, I will make you a test scenario. But for the time being it's not urgent, especially since I seem to be the only one using custom weather files... :(

LuisGuzman wrote: 2025-02-25 08:31, Tuesday Edited: and the same for the latest reported bug ...
For that I'll make you a mini test campaign (savegame + next scenario). I'll upload it some time before this evening.

That been said it's just a stupid GUI bug, some part of the Upgrade Screen's GUI seems to have got disconnected at some point.
Everything in the Upgrade Screen works perfectly (I've tested)--except that the info panel isn't showing your own units' data anymore. :dunno
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Re: OpenGen Questions & Bugs - Latest exe:25.02.01.0 ( 1-Feb-2025)

Post by none »

Here it is, and making it I discovered another issue (sorry... :(): Scenario names can't have over 19 characters, if they do, Open Suite (v.5.0.73.13 - 28 May 2024) crops them to 19... Is this a bug or a feature?

Anyway: Test scenario for the Upgrade Screen bug. Unzip in my old Efile's scenario folder. It's a campaign.
Instructions: In the start scenario just move one of your units into the empty VH to win, and in the next scenario try to upgrade one of your 3 units. Note the empty unit info screen, then click on one of the units on the left panel and see what happens when you select another of your units...
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Re: OpenGen Questions & Bugs - Latest exe:25.02.01.0 ( 1-Feb-2025)

Post by LuisGuzman »

none wrote: 2025-02-25 10:54, Tuesday Here it is, and making it I discovered another issue (sorry... :(): Scenario names can't have over 19 characters, if they do, Open Suite (v.5.0.73.13 - 28 May 2024) crops them to 19... Is this a bug or a feature?

Anyway: Test scenario for the Upgrade Screen bug. Unzip in my old Efile's scenario folder. It's a campaign.
Instructions: In the start scenario just move one of your units into the empty VH to win, and in the next scenario try to upgrade one of your 3 units. Note the empty unit info screen, then click on one of the units on the left panel and see what happens when you select another of your units...
Thanks for the test zip file, I'll check ASAP

Regarding "scenario names", which names ar cropped to 20 chars exactly ?
If you mean the files defined in a .xcam file, yes, they can be only 20 chars.
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Re: OpenGen Questions & Bugs - Latest exe:25.02.01.0 ( 1-Feb-2025)

Post by none »

LuisGuzman wrote: 2025-02-25 11:55, Tuesday Regarding "scenario names", which names ar cropped to 20 chars exactly ?
If you mean the files defined in a .xcam file, yes, they can be only 20 chars.
I meant indeed the scenario names, I initially named those test scenarios "none_UpgradeTest2025_1" (and "_2"), and Open Suite only retained "none_UpgradeTest202"... :lol
So it's normal, all right.

Could you please (next time you edit Open Suite) add a little warning in the scenario selection menu of the campaign screen?
I'm pretty proficient with Open Suite, but new users might be stumped why their new campaign doesn't work.
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Re: OpenGen Questions & Bugs - Latest exe:25.02.01.0 ( 1-Feb-2025)

Post by LuisGuzman »

none wrote: 2025-02-26 08:10, Wednesday Could you please (next time you edit Open Suite) add a little warning in the scenario selection menu of the campaign screen?
I'm pretty proficient with Open Suite, but new users might be stumped why their new campaign doesn't work.
Of course I'll do, but limiting to 20 chars the file names defined within the campaign is that way since SSI released PG2, and nobody has ever asked to change that ... Maybe everybody is used to it :dunno

On the other hand, the trip scheduled today has delayed, so I will - hopefully - be able to fix and release a new version late today (to be available tomorrow) .. including fixing the custom weather table (it was not loaded when force weather was set)
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Re: OpenGen Questions & Bugs - Latest exe:25.02.01.0 ( 1-Feb-2025)

Post by none »

LuisGuzman wrote: 2025-02-26 08:30, Wednesday nobody has ever asked to change that ... Maybe everybody is used to it :dunno
Well, back in time everybody was conditioned to respect the strict DOS 8+3 naming convention... It's only later, with WinXP, that users slowly started using long names, despite Windows still having limits (255 characters for a path IIRC), which resulted in some funny issues back then. I remember a salesperson saving his reports in a huge, well organized folder tree, but he was unable to open any of the files he saved: The total path+filename was too long, and Windows wasn't able to find the files! I simply suggested shortening his (very detailed and descriptive) folder names and everything returned to normal... :lol

Back to topic, I never stumbled upon this limit in Open Suite before, and I've been making campaigns for years. The chance somebody tries a name longer than 19-20 characters is indeed rather small, but I think a warning might still be appropriate. :dunno
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Re: OpenGen Questions & Bugs - Latest exe:25.02.01.0 ( 1-Feb-2025)

Post by LuisGuzman »

LuisGuzman wrote: 2025-02-26 08:30, Wednesday
Of course I'll do ...
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Re: OpenGen Questions & Bugs - Latest exe:25.02.26.0 ( 26-Feb-2025)

Post by LuisGuzman »

:bullhorn OpenGen Version 25.02.26.0 ( 26-Feb-2025 ) released, fixing:
  • Fixing a bug appearing all core units as aux units (found in Gustlik Blitz cam)
  • When upgrading, neither main equip nor transport data was shown matching the selected unit to update.
  • When defined forced weather the custom weather table was not loaded, raising an error after finishing
Matching Suite 25.02.26.0 is also released with no chages.

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Re: OpenGen Questions & Bugs - Latest exe:25.02.26.0 ( 26-Feb-2025)

Post by none »

:notworthy :notworthy :notworthy Thanks!
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Re: OpenGen Questions & Bugs - Latest exe:25.02.26.0 ( 26-Feb-2025)

Post by sympatyk »

:howdy
Fixing a bug appearing all core units as aux units (found in Gustlik Blitz cam)
Thank you very much :bow :bow :bow
The problem with changing basic units to auxiliary units - when loading the first scenario in many old campaigns has been fixed --> now everything is fine :yes :notworthy
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Re: OpenGen Questions & Bugs - Latest exe:25.02.26.0 ( 26-Feb-2025)

Post by none »

Sorry, couldn't test earlier since I was about to leave:
  • Upgrades work again. :cool
  • As for the "custom weather" error, I don't see the error message when I start a scenario with custom weather, deploy, save and quit OG.
    But, when I reload that new savegame I made and then quit OG again, the "Bad weather data pointer accesing NextWeather()" error comes back. Seems the custom weather thing isn't saved correctly.
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Re: OpenGen Questions & Bugs - Latest exe:25.02.26.0 ( 26-Feb-2025)

Post by none »

Me again. :(

First a funny one: For some reason when I deploy composite submarines (submarine in a naval transport), the game asks if they should be put into (yet another) naval transport! :lol
Doesn't matter besides the "WTF" moment, because you can still deploy them--if you don't decide to add yet another naval transport (it's naval transports all they way down...). :lol


Now for the serious one, this time a showstopper: You can not deploy ground units in (fitting) hangars (during deployment I mean, during the game it works of course).

I'm working on the 2025 version of my marine campaign, and want the player to deploy his infantry in ships. The ships have hangars able to contain infantry, but when I try to deploy the infantry unit inside that ship, the game just un-deploys that ship instead... :cry
Is there a trick I missed, or do I have to scrap the campaign?
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Re: OpenGen Questions & Bugs - Latest exe:25.02.26.0 ( 26-Feb-2025)

Post by LuisGuzman »

none wrote: 2025-03-02 12:24, Sunday First a funny one: For some reason when I deploy composite submarines (submarine in a naval transport), the game asks if they should be put into (yet another) naval transport! :lol
Doesn't matter besides the "WTF" moment, because you can still deploy them--if you don't decide to add yet another naval transport (it's naval transports all they way down...). :lol
:huh I'll check that ...
Now for the serious one, this time a showstopper: You can not deploy ground units in (fitting) hangars (during deployment I mean, during the game it works of course).

I'm working on the 2025 version of my marine campaign, and want the player to deploy his infantry in ships. The ships have hangars able to contain infantry, but when I try to deploy the infantry unit inside that ship, the game just un-deploys that ship instead... :cry
Is there a trick I missed, or do I have to scrap the campaign?
:dunno
I don't see how I could solve that, as I see no way to let OG knowing when you want to deploy a unit in a container or you want to un-deploy the container when you click on it. :notsure
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Re: OpenGen Questions & Bugs - Latest exe:25.02.26.0 ( 26-Feb-2025)

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LuisGuzman wrote: 2025-03-03 08:33, Monday I see no way to let OG knowing when you want to deploy a unit in a container or you want to un-deploy the container when you click on it. :notsure
Why, how does it work for planes? It does put them into containers just fine. :huh

Well, I'm no developer, but to me it looks like just a simple check: Is the hex free? If not, can I put the current unit inside the already deployed unit? If not, un-deploy the deployed unit, if yes, put the new unit inside it. :dunno
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Re: OpenGen Questions & Bugs - Latest exe:25.02.26.0 ( 26-Feb-2025)

Post by LuisGuzman »

none wrote: 2025-03-03 09:35, Monday
LuisGuzman wrote: 2025-03-03 08:33, Monday I see no way to let OG knowing when you want to deploy a unit in a container or you want to un-deploy the container when you click on it. :notsure
Why, how does it work for planes? It does put them into containers just fine. :huh
:) because - luckily - there are no air-containers ...
Well, I'm no developer, but to me it looks like just a simple check: Is the hex free? If not, can I put the current unit inside the already deployed unit? If not, un-deploy the deployed unit, if yes, put the new unit inside it. :dunno
And how would you un-deploy an already deployed container ? ... selecting a different space unit is not always possible.
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Re: OpenGen Questions & Bugs - Latest exe:25.02.26.0 ( 26-Feb-2025)

Post by none »

LuisGuzman wrote: 2025-03-03 10:20, Monday :) because - luckily - there are no air-containers ...
:huh I'm suspecting there is a misunderstanding about what I meant: I mean deploying non-airplane units into hangars, not composite units like the composite submarines! :lol

The "put in fitting hangar" code already exists, since it works during the game: I have hangars for small planes, for big planes, for infantry, for heavy units, and they all work just fine, during the game. What is apparently missing (except for planes), is being able to do it during deployment.
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Re: OpenGen Questions & Bugs - Latest exe:25.02.26.0 ( 26-Feb-2025)

Post by LuisGuzman »

none wrote: 2025-03-03 10:47, Monday
LuisGuzman wrote: 2025-03-03 10:20, Monday :) because - luckily - there are no air-containers ...
:huh I'm suspecting there is a misunderstanding about what I meant: I mean deploying non-airplane units into hangars, not composite units like the composite submarines! :lol
I do not think that I am misunderstanding you, the point is that I have no time right now to enter the most hazard, twisted and difficult part of the OG code: "Deployment"

Even adding a very minor slight change (I'm sure that you see that way) allowing what you want, can turn quite unstable the game.

Deployment is the most convoluted part of the entire code, full of alternative conditions, changes and functions, due to the different changes and options that have been done, especially since the additions of "containers" units.
I can accept that you can't see why the rules for Air units deployment are not the same than for the rest of units, but actually each type of units has completely different conditions to get deployed. Air units seek for an abstract compatible "HexAirBase" (either a dirt/normal AP, a land unit or a "carrier-sea" unit to deploy according the different optional choices like air missions; land/sea containers, ...).
Naval units are based on DH and ports and their variants and Land units are focused on DH and SH positions, with some variants to deploy embarked in naval/air transports.
So, yes, luckily there are not air units able to carry other air units, that makes deployment of Air units slightly easier.

But the most critical point is because while deployment is active the player must be able to un-deploy units already deployed in that active deployment action, which does not happen during the battle; then the rules to enter a container are easier and cleaner after that.

So try to set your units already sat into the container or deploy separately and let the player "embark" them.
:howdy
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Re: OpenGen Questions & Bugs - Latest exe:25.02.26.0 ( 26-Feb-2025)

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LuisGuzman wrote: 2025-03-03 18:32, Monday I have no time right now to enter the most hazard, twisted and difficult part of the OG code: "Deployment"
That's okay. I understand you have more important (or interesting) things to do than chasing complicated yet rarely used features. :lol
No hard feelings.

LuisGuzman wrote: 2025-03-03 18:32, Monday So try to set your units already sat into the container or deploy separately and let the player "embark" them.
I do give them to the player already deployed in the first scenario, but in the next one he'll have to deploy them himself, and if he deploys his infantry units in water they will end up in naval transports. The whole campaign is about sea assaults by submarines... :dunno

Of course I could cheat an invisible "land" patch to deploy to and then load into the submarines, just as I could tell the player to use Open Suite to fix his deployment (like I did to test those scenarios), but neither is really elegant (nor fun), so I'll better stop working on that campaign. No hard feelings.
It was definitely pushing the envelope anyway: Composite cargo submarines with hangars, I even tried again that composite supply submarine (doesn't work, transports lose their E-File level "supply" bit when they get a passenger), and many more definitely non-standard things I'll be the only one to ever use... :dunno

Thank you for this great game!
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Re: OpenGen Questions & Bugs - Latest exe:25.02.26.0 ( 26-Feb-2025)

Post by LuisGuzman »

I'm sorry if my previous post was something rough :bonk I do apologize.
none wrote: 2025-03-02 12:24, Sunday First a funny one: For some reason when I deploy composite submarines (submarine in a naval transport), the game asks if they should be put into (yet another) naval transport! :lol
Doesn't matter besides the "WTF" moment, because you can still deploy them--if you don't decide to add yet another naval transport (it's naval transports all they way down...). :lol
This one would be easy to fix; actually this was avoided time ago by restricting to ask for NTP if the deploying unit was a naval class unit.

But the constrain was removed when some very creative designer, asked to allow a cruiser - acting like land unit - to deploy embarked in a river with a somehow special configured NTP. I commented out the restriction with a comment to remind me of the reason for such strange comment.

I sometimes regret for being somehow too soft too often before :huh
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Re: OpenGen Questions & Bugs - Latest exe:25.02.26.0 ( 26-Feb-2025)

Post by sympatyk »

:howdy

In the last few versions of the game engine, when loading the campaign - for a very short time (for me for about 1/5 sec) a message appears

Image

All maps are in the MAP directory
Connection is available

Code: Select all

C:\Windows\System32>ping open-general.com

Pinging open-general.com [37.187.103.38] with 32 bytes of data:
Reply from 37.187.103.38: bytes=32 time=27ms TTL=53
Reply from 37.187.103.38: bytes=32 time=28ms TTL=53
Reply from 37.187.103.38: bytes=32 time=27ms TTL=53
Reply from 37.187.103.38: bytes=32 time=28ms TTL=53

Ping statistics for 37.187.103.38:
Packets: Sent = 4, Received = 4, Lost = 0 (0% loss),
Approximate round trip times in milli-seconds:
Minimum = 27ms, Maximum = 28ms, Average = 27ms
Second thing
The last game engine from February 26, 2025 (only this one --> I checked it on several previous engines) exits to windows, without any warning in the following situation

https://drive.google.com/file/d/1ThRDUx ... sp=sharing

Campaign H01 GUDERIAN'S GAMBIT Gustlik e-file
Campaign starts --> we have to buy core units ourselves (we have assigned pp)
During purchase (purchase window), when changing the class of purchased units --> after buying from two different classes --> when switching (pressing the button) to the next class, the game unexpectedly closes

Supplement
When after buying units from only two different classes --> I go to the command center --> then I renew further purchase from the third class --> then I go to the command center again (or e.g. I put previously purchased units into the game) --> I can continue buying --> without a glitch
The order of unit classes does not matter

The film shows a situation with a message appearing (it lasts 6 frames - the film has 30 fps --> so it lasts 0.2 seconds)
At the end of the film, I open the file that is created during the situation presented in the film in the OPENLOG directory
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Re: OpenGen Questions & Bugs - Latest exe:25.02.26.0 ( 26-Feb-2025)

Post by Uzbek2025 »

Who can advise for example I would like to play maps and companies of the Cold War but judging by the inscriptions they are not ..... or I do not connect something right ) ) There are instructions maybe some additional map pack to download (although I downloaded and installed your official full latest version) !? :bullhorn

[spoiler]
Image
Image
Image
Image
Image
[/spoiler]
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Re: OpenGen Questions & Bugs - Latest exe:25.02.26.0 ( 26-Feb-2025)

Post by sympatyk »

:howdy

Sorry, but where exactly did you get these campaigns for OLGCW?

Image

Currently there is only one campaign in this folder

Image

Maybe tomorrow or Saturday I will convert some campaigns to balls compatible with current OG ...
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Re: OpenGen Questions & Bugs - Latest exe:25.02.26.0 ( 26-Feb-2025)

Post by sympatyk »

I changed my mind - now everyone can go from PG2 to OG

Recently, several people have had problems with old campaigns in OG
I made instructions - how to go from PG2 to OG automatically (Suite)
https://forum.open-general.com/viewtopic.php?t=1098
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