VERSION HISTORY: ---------------- v0.29.43 (CVS) + Extra light woods hex in Citytech board. + RFE 959014 working again. + Dedicated server now loads game options from the xml file. + Patch 997507: Reworked how scrolling works, including a Drag-and-Drop right- click scroll option, like it is used in lots of other games. The default scrolling is unchanged, except that now right-click default scrolling works also in the firing phase, this was made possible because now we don't get a 'Target Hex' context menu after scrolling with the right mouse button, which also made the 'always scroll using right click' option obsolete. Shift scrolling works the same as before, but it can't be used exclusively anymore. To use the new Drag-and-Drop right-click scrolling option, activate the corresponding option (this also disabled Arrow-Key and Shift-Key scrolling), and see that you can scroll by holding the right mouse button and moving the Mouse. v0.29.42 (2004-07-25 10:45pm) + RFE 948700: "A players Infantry/Protomechs move after that players other units" game option added. + Bug 994182: customize mechdialog allows ammochoice for lvl1 mechs + New game options for keeping Vehicles and/or Protomechs safe from Infernos. + Omit jumping movement from units that don't jump in Mech Viewer. + Bug 992675,974358,877943: characterize Protomech armor to the AI bot + Bug 994206: not all targets are Entities + Data 986741: images for SHD-5M, PXH-3D, PXH-3K, PHX-3M + New image for the Goblin LRM -- made sure it has 2xLRM10s + RFE 695093, Bug 875300: Protos now have their physical attack. + Added "Save as Image" ability to the board editor. + Allow each roll to be tracked and each die to be reported. + Bug 996870: Made TargetRoll$Modifier implement Serializable. + Updates to support FLOSS Java hackers. + Bug 820500: When a hull breach happens, show which mech got breached, not only the location that got breached. + Bug 827083: Mech with breached IS XL engine should be destroyed by engine destruction v0.29.41 (2004-07-18 5:30pm) + Bug 985884: Attempt #2 at fixing this bug. + Track Kills for use in MegamekNET and in the end-of-game report. + Bug 991967: Magshot Gauss Rifles should not be able to start fires. + Bug 992597: -5 and below hexes with rubble no longer corrupted + Bug 974157: Splash screen now closes for the Bot + Task 101916: Mech Display font sizes now adjustable in cfg file. + Bug 993326: Esc key actually cancels attacks properly now. v0.29.40 (2004-07-11 6:15pm) + Bug 985884: Possible fix for this NPE bug. + Bug 953501: Attempted fix for the "memory leak". + RFE 988158: Add more armor info to entitystatus.txt. + More lessons learned from GCJ. v0.29.39 (2004-07-04 8:30pm) + Bug 982019: Fix for Hauptmann HA1-OA and Templar Grayson and Tancred pics. + RFE 899893: Use old Marauder IIC image + Patch 979497: lvl3 Diagramming LOS rule from MaxTech, thanks hentaizonga + Bug 830715: Breach locations when Mechs are displaced into water + Bug 954272: Mines shouldn't work underwater + Bug 878766: Mines should trigger only when entering hex + Bug 944326: remaining ammunition shown in MechDisplay is wrong when Mech has ammo for weapons that only differ in size, eg. LRM 20 and LRM 5. + Bug 845271, 876771, 917814: The offscreen buffer wasn't resizing with window. + MechDisplay.SystemPanel#getSelectedEquipment() didn't handle empty slots. + Bug 984459: Vehicle extra road movement does not cause Extreme Gravity PSR anymore + Updates to work with GCJ. v0.29.38 (2004-06-28 2:15pm) + RFE 941437: Show a "*" in the tooltip if the crew has special advantages + Window focus grabbing now a Client Option + RFE 941437: Pilot advantages now show in mechW. Also show pilot skills. Also changed the "*" into an "" tag, like in the lobby + Bug 974798: Mechs in Water now get Jump MP adjusted for gravity. + Bug 915168: Legless protos can no longer jump and turn more than one hexside + Use StringBuffer.append() instead of a bunch of String + operators. + RFE 941437: Oopsie -- mis-placed the "(n used)" line on the mechW + Bug 975512: extreme gravity PSR when using minimum movement rule + Data 917302: new Vedette, Goblin, Scorpion, and Skulker images + Bug 975949: Mechs can start the game with enabled Stealth Armor + Bug 975949: When targeting a stealthed Mech, you can only target it, not anything else (BMRr, pg. 147) Stealthed Mechs can't be secondary targets (BMRr, pg. 147) + Data 979738: added Mech pictures that are exactly centered + Data 958365: added Gargoyle and Hankyu pics + Data 958659: added Orion IIC, Templar, Templar Tancred, Thunderhawk, Direwolf A, Salamander, redone Thunder pics v0.29.37 (2004-06-14 8:15am) + Patch 946202: Optional Rule: Woods Burn Down, thanks AlbinoSqrl + some more bugfixing in high/low gravity rules + Bug 966960: Specialty Ammo with Mixed Tech works now + Bug 968198: BLK files have different ammo names from MTF files. + Bug 911899: TEMPORARY solution - treat smoke artillery ammo as normal ammo. + Bug 967231: Can now deploy inf in APCs etc with "Inf deploy last" game-option set + Bug 970608: low/high gravity & MASC or TSM now works correctly + Use an Enumeration rather than Vector#elementAt() whenever possible. + Bug 967231: Oops! Had made it possible to load enemy inf :) + Patch 962593: added jaxom_renard's MaxTech Extreme Range patch. + When a side torso is destroyed, and the adjacent arm is not yet destroyed, it should be blown off and available as a club. (p. 35, BMRr) v0.29.36 (2004-06-06, 10:30pm) + Bug 957390: a bot miscue from the last checkin + Bug 838318: Stealth was still working when mech shutdown. + Data 949800 and 949801: Cyclops CP-11-C3 and some mixed tech mech fixes. + Use StringBuffer.append() instead of String + String. + Task 99235: Fire/smoke processing faster now. + Patch 946255: added limbs entries to shrubbery theme + RFE 959014: Double-blind "Am I revealed?" indications. + Bug 954476: Double-blind deployment working again. + Bug 948061: Tactical Genius pilot ability fixed. + Bug 960006: vehicles can go to 0MP with "move system damaged" crits + Bug 954269: A few mechset.txt errors fixed thanks to coralbeach + Bug 963241: Units that die in the Movement phase are shown as such in clients + Bug 963307: Mechs with 6 Pilot hits are marked doomed + Bug 859571: A swarming Inf no longer causes a "/skip" error if it's the last unit the player has left + Patch 959200: optional lvl2 rule high/low gravity + Updated BMRr Feature List.txt + Bug 957197: Sturmfeur pic was backwards + further refinement to high/low gravity code (thanks Suvarov) + RFE 580405: added Long Tom, Sniper, and Thumper. Still a bit to go. + Updated readme-German.txt and fixed some typos in readme.txt + Removed a lot of unnecessary imports + RFE 826274: game option to stop Hover vehicles charging + access static fields only in a static way + damage dealt directly to legs IS due to extreme gravity should transfer to armor of next location, not IS v0.29.35 (2004-05-20, 2pm) + Time to start tracking memory usage in the log file. Where is it all going? + Use Java APIs to format numbers. P.S. set "memorydumpon" to "true" in CFG P.P.S. java.lang.Runtime#maxMemory() is a JDK v1.4.x API + Bug 946149: moved and fixed TestDice + Bug 951457: added back the call to bing + Bug 950386: added the ability to edit bot units + Bugs 941075, 790783, 800960: were either fixed or are no longer relevant + First wave of changes to help shore up bot code. + Escape out '"' in playername in config file. Should probably be used for other config elements. + Bug 953660: Fixed error in Drawing Board and Mech Engineer parsers. + Bug 955257: Fixed the wrong index in Compute.getBattleArmorHits + Patch 946255: new (working) images + Bug 954757: "Flip Arms" menu now flips arms instead of torso-twists + Patch 954053: optional lvl2 rule extreme temperatures courtesy of BeeRockxs + Patch 946521, Bug 838318: ECM was still working when mech shutdown. Courtesy of BeeRockxs v0.29.34 (2004-05-11, 10:30pm) + Bug 945047, Patch 946170: Lvl3-rules smoke now stack with terrain right. Thanks AlbinoSquirrel! + Patch 946255, RFE 734354: beerockxs' patch to show blown off limbs + Bug 950086: initialize EquipmentTypes before use. + Bug 950435: UnitOverview now "floats on top" of the battlefield + Data 911874: a MiniMap colours file to match the default hexset + Bug 940016: CommonSettingsDialog now has a scroll pane + Bug 949292: Drawing Board and Mech Engineer parse errors fixed. + Bug 951005: fix NotSerializableException with TargetRolls v0.29.33 (2004-05-02, 7:00pm) + Bug 937996: Fix NPE when starting a scenario against the bot + Bug 937431: fix race condition. + Artillery bugfixes and neatening of code; spotters implemented. Battle-ready? + Bug 937752: correct the pathfinder moves for Jump and DFA. + Artillery actions can't count on entities lasting until the shot lands. + Patch 920175: Added albinosqrl's level 3 smoke/fire rules. Speed optimizations still to come. + Bug 929309: Woods clearing reports cleaned up. + Bug 939860: print error message (don't throw) if owner can't be found. + Bug 937734: a player connecting after the init phase no longer NPEs later + Bug 931003: spelling fix in TestBot.java + Bug 911777: Artillery attacks now resolve on correct side table. + Brought ChatterBox2.java up-to-date with recent commits + Corrected some more stray references to client.bv + Refinement to the earlier fix for Bug 937734 + Bug 940811: MM menu still visible fixed + Bug 938300: Bot is now able to stand + Added random minefield support for the bot. + Bug 940937: when applying damage, add destruction reports to damage report + Mech loading delay reduced, startup is now quicker. + Start to fix bugs with running under SableVM and Kaffe. + Java 1.1 compatibility fixes. + Bug 944134: seperated query and new map events + Bug 937752: final fix... dfa and charge should now be fully compatible with the pathfinder. + Bug 944331: Fixed getNextMoves so that you can immediately change directions. + Changed ChatLounge to control bots. + Bug 940019: Fixed ConcurrentModificationException (but this will need to be looked at more) + Added minor multi-lingual support for the main help file. + Bug 940015: put support for Settings.explicitScrollOnly back in + Bug 946395: CTL+U shortcut works again on Unit Overview menu + Fixed typo in ammo slot for Phoenix Hawk IIC 4 + RFE 859679, Bug 941362: Additional mixed tech support added. Mech loading log cleaned up. Refactor of EquipmentType class. Existing mixed tech unit files edited to work with new format. Failed equipment check added. v0.29.32 (2004-04-18 10:00pm) + Bug 933545: Mech stacking violation bug fixed. + Bug 933550: Prone mechs can eject again. + Patch 932742: All hexes highlighted when "ANY" deployment option selected + Patch 932734: "Host Saved Game" now limits filelist to *.sav on Linux + Patch 932367: Cursors now sit "underneath" other info + Bug 785820: Breached equipment affects movement + Minimap now indicates when a hex has both smoke and fire in it. + Bug 891496: Mechs loosing a leg while trying to stand up don't get to try again + RFE 934547: MiniMap now shows Drop Zone + Bug 935510: don't allow to replace the game options with a null. + Bug 933474: Refactored code from the bot to MovePath to refine the A* path finder. + Refactored lots of other code. + Players can set the time for the pathfinder to "think". + Bug 936861: LOS dialog no longer locks up MM client + Patch 927127, RFE 711582: Allow players to zoom in and out on the board. + RFE 936863: ConfirmDialog can now have the Yes or No button focused + RFE 867650: More obvious help for a newbie + Indirect Artillery Fire. INCOMPLETE and EXPERIMENTAL. USE AT YOUR OWN RISK. + Removed extraneous bug-testing System.out prints. Woops. + RFE 923247: Bot and Map Editor now have "stop nagging me" options + RFE 937330: HelpDialog no longer eating empty lines (nicer formating for the readmes) + Bug 934527: "Board" menu no longer enabled in Client. Also tidied up some other menu items. + RFE 933543: Right/middle-click scrolling in fire phase restored as option. + Bug 932393: Once the pilot is dead, stop showing "PILOT DEAD" messages. + Patch 933200: Allow scenario authors to specify specific damage. + Changed build.xml to leave classes/ behind to stop annoying CVS errors. + Reordered phase numbers. + Minor refactoring of artillery code. v 0.29.31 (2004-04-11 9:00pm) + Heat prognosticator on weapons tab now takes standing in fire into account. + Bug 913240: clear deployment on every phase change. This needs a cleanup. + Patch 915479: incorporated ecthellion's A* pathfinder. Temporarily disabled. + Bug 929255: Class cast exception fixed. + The "bing" server message sound now works in Java 1.1 VMs. + RFE 810539: Performance improvement 1: map autoscroll can now be disabled + Bug 930545: Level 3 Maxtech leg damage rule fixed. + New improved batch file for Windows users. + Bug 929167: Running/Jumping with damage fix. + Bug 859683: 0 MP tanks are not *necessarily* "immobile" v 0.29.30 (2004-03-29 7:30am) + Bug 922776: Salamander BAs can explicitly raise Mek heat (BMRr, page 65). + Minimap now remembers its size. + General settings now available. General settings can be overriden by system defaults or at runtime. Values set at runtime are saved. v 0.29.29 (2004-03-21 4:35pm) + Bug 802115: Failed MASC now marks mech as "done". + Bug 915164: Cust. Mech button disabled for other players mechs in blind drop. + RFE 916248: Right-clicking no longer scrolls the board. + RFE 916953: Board can now be scrolled by holding down the shift key while moving the mouse. + Java 1.1 bug with Arrow IV implementation fixed. + Attempt to fix sometimes botched logo that occurs on MS JVM. + If an ignition report is needed, then don't return without one. + Bug 912143: fix infinite loop in getFirstDeployableEntityNum. v 0.29.28 (2004-03-14 3:30pm) + Bug 911899: TEMPORARY solution - treat special Arrow IV ammo as normal ammo. + Bug 911954: BA flamers shouldn't cause heat. + Bug 912262: Don't cause infinite loops on a disconnection. + Java 1.1 compatibility bug affecting proto customization fixed. + Made minimap more responsive to clicking. + Ant clean no longer deletes *any* zip files, just megamek-*.zip ones + Custom Stealth Mechs with no ECM would load, but then crash the game. + Patch 909272: different symbols on MiniMap for different unit types. + RFE 915158: Infantry/Protomechs should not be forced to fire last. + Bug 811987: Level 3 PSR rules tweak. + Data 914815: updated readme.txt and readme + Bug 802867: Game save bug finally quashed. + Patch 914025: use different minimap icons for different unit types. v 0.29.27 (2004-03-07 9:35pm) + Bug 897585: Initiative phase bug fixed. + Bug 760628: Clear PSRs for any entity after it falls (no PSRs from crits sustained falling down). + Bug 898870: nagForPSR and nagForNoAction were cross-tied + RFE 889959: configuration file for the MiniMap + Bug 898207: players should have to enter in a non-blank, non-whitespace name + Bug 899181: unconcious and shut down meks can't find clubs. + Better width calculation for Game Options dialog. + Infantry move last, deploy last, and move multi game options now include Protomechs as well. + Made above fix for bug 760628 Java 1.1 compatible. + RFE 898795: MiniMap now shows whether units have acted already or not + Bug 895352: Entitystatus.txt more complete now. + Bug 899802: don't send skip messages after the last turn. + Bug 900185: any move that leaves the board shouldn't be considered + Bug 898576: HmvFile had the wrong values for rocket launchers. + Bug 900512: swap ID and type in ThrashAttackAction and AbstractAttackAction + Bug 898218 and 900906: HMVee is packing the bits in very tight. + RFE 733070: write "END OF GAME to MegaMek.log when game is reset + RFE 567481: have the server reset the game when the last player leaves + Bug 901362: any pending PSRs should cleared when a Mek stands from prone + Handle TroopTransport in HmvFile. + RFE 703357: Implemented AP Pods (still need OS missile racks). + Have the nagForNoAction screen include the "Do not bother me again" checkbox. + Fixed bug with "no move" animation. + Blind Drop now lists unit type (inf/proto/veh/mech) + Protomech sprites now torso twist just like mechs. + Unit sprite now has "loaded infantry" indication. + Slight tweak to Systems tab Mode box + MegaMek.bat now more user friendly. Defaults to Sun JVM if possible. + Artillery implemented. Right now, just onboard direct fire with Arrow IVs, nothing else, no special ammo. + RFE 898792: MiniMap now shows declared fire + Fixed a typo in the apidoc target in build.xml + Protomechs shouldn't suffer lvl 3 engine explosions. + Bug 877038: Indirect fire spotter movement is described as such + Tabs on Mech Display window made more sensitive to mouse clicking. + Bug 781250: MASC bug rises from the grave to attack quad mechs, buried again. + Made NARC missile beacon indidcation more obvious in extras tab. + Bug 905261: missing minimapcolours no longer NPEs. Also, better exception handling in Client#initializeDialogs() + New "SINKHOLE" MiniMap colour/setting + Patch 870086: mechW now stays open when the same player moves several units + Bug 908952: MiniMap no longer NPEs when the target is a non-Entity (woods etc) + Oops... Above fix meant return fire on the MiniMap was only in one colour + Customize Mech dialog no longer enables ammo choices that aren't yours. + Bug 900531: Customize Mech had problems with Clan Mek and Proto MG ammo. + Data 897783: New/additional images for Cerberus, Hauptmann, and Sagittaire. + Bug 909049: Fixed a bug with charging (Could not reach target with movement) + Bug 911587: My "Better NPE handling" messed up BoardEditor :( + Separate "Inf Move Last" and "Protos Move Last" into separate options. + Bug 849132: shouldn't be able to dump ammo during Deployment Phase + Protomechs now declare fire in Points (configured in Chat Lounge). + Bug 875913: "stranded" infantry can dismount at the beginning of movement + Bug 781660: corrected team initiative problem + Bug 804786, 875101: stop deallocating panels; switch between them instead + Use a single button row, not a panel to the left of the chat lounge. + Various updates to the chat lounge to make it more obvious to a new player. v 0.29.26 (2004-02-14 2:15pm) + Updated "BMRr Feature List.txt" to show recent progress. + Bug 893185: Protomechs get to roll to regain conciousness. + Bug 848517: Anti-mek infantry can only swarm enemy units. + Added level 3 "Tactical Genius" pilot advantage. + RFE 729854: Battle Value calculation for damaged units more accurate. + RFE 678287: dedicated server can now load saved games + Bug 893423: Don't use AMS ammo that is being dumped. + Bug 887207: Ensure that the wr.amsShotDown vector is not null. + Bug 798849: Illegal moves now grayed out when MASC in use. + Fixed bug: Multiple pilot advantages now save/load from .mul files. + Added level 3 "Weapon Specialist" pilot advantage. + Bug 875008: Don't try to display null wreck images. + Clan mechs now auto-dodge when available if "No Clan Physicals" opt. in use. + Added static (decode|encode)Transporters to Entity. + Moved a bunch of Entity#set* methods into public access. + Bug 895717: check for previous count value before adding equipment. + Bug 799798: bot shouldn't try to torso twist; the server shouldn't let it. v 0.29.25 (2004-02-08 10:00pm) + Data 887963: added images for Berserker, Lao Hu, and Naginata; updated images for Bushwacker, Fafnir, and Uziel + Data 887869: added all changes that coralbeach submitted (images by Vertigo) + Added test to confirm correctness of BoardEncoder.java. + Added marker in MechDisplay's weapon panel to note fired OS weapons. + Moved adding BattleArmorHandles from MechFileParser to Mech#setOmni(boolean) + Bug 879363: Firefly FFL-7A-WDR (in unofficial.zip) was missing a DHS. + Shrank the Protomech public interface. + Patch 870394: Added a KeyListener to the CommonMenuBar + Bug 833588: Randall sez, "Only kick Infantry in the same hex" + Ignore .log files in the data/mechfiles folder + RFE 810540: added client settings for board hex popup and tooltip delay + RFE 697418: New client option for confirming "done". + Bug 864751: Java 1.1 issues. + Fixed Java 1.1 bug with adding craters (thanks to Florian) + Added option to disallow clan meks from using physical attacks. + Load game, scenario, and unit list dialogs filter by extension on Windows + Line number debug info added to stacktraces for all the bugfixers out there + Added text to MegaMek.bat to guide users when wjview isn't there. + McWizard's C3 update to calculateBattleValue allows a TODO to close. + Expanded Tank's public interface to allow XML serialization. v 0.29.24 (2004-01-31 12:45pm) + V minor change (a bit more readable) to suvarov's fix for my AMS null vector :) + Bug 879938: Fixed. More Java 1.1 compatability issues. + Rewrote RL/OS code for friendliness;while other OS missile racks aren't supported yet, the code is ready to take them. + Bug 849862: Heat Calculator no longer cropped. + Bug 868218: Fixed bug in backwards lateral shifts + Bug 885742, 885825: correctly handle null or "No Camo" categories + Feature 886721: "Infantry deploy last" option added + The Drawing Board mech file parser now recognizes rocket launchers + Added an ammo type for Rocket Launchers. + Bug 875324: create special munitions for *all* clan SRM and LRM sizes + Forgot to add T_ROCKET_LAUNCHER to the nCluster = 5 if test. v 0.29.23 (2004-01-25 9:45pm) + Bug 828741: jumping bypasses fire, but not on the first step. Also optimised the logic in that section as well. + Handle "near miss" for Protomechs better. + Bug 776006: >1 AMS reporting + Changed mechset.txt to accommodate lower-case "guillotine.gif". + Bug 878087: Left clicking no longer targets friendly units. + Added calculateBattleValue(boolean assumeLinkedC3) to Entity so MMNet can calc C3 easier. + Bug 874179: Moving through hexes with friendly units no longer a problem + Read images from directories or ZIP files; separate them into categories. + Data 777032, 778903, 779051, 786208, 786400, 786787, 787080, 788382, 788439, 792441, 855114: Released all submitted camos as separate files. + Bug 883975: When there is no AMS, set the WeaponResult#amsShotDown to int[0]. + Damage the Protomech pilot when a section is destroyed. + Bug 875298: Protos shouldn't charge or DFA + Implementation of Rocket Launchers!!! This does *not* cover OS missle racks. v 0.29.22 (2004-01-17 2:25pm) + In ChatLounge.java, s/Mech/Unit/ in buttons and dialogs. + From coralbeach: split unofficial and Dark Age (TM) units in "data/mechfiles" + Bug 857284, Data 861076: Fixed Road Runner (and 10 and 15 ton Meks). + Data 872169, 872875: Added new mech images from majortom88. + Used splash screen submitted by freakboy2571. + Bug 874582: Shouldn't be able to back up across an elevation change. + Bug 869821: fixed transparency on challenger.gif + Torso crits have no effect 1/3 of the time. Handle 'Proto crew hits. + Bug 869807: "Armor-Piercing" should be hyphenated as well. + Data 875342: added the new Protomech images + Data 867632: added the new unofficial mechs and images + Bug 877221: the word is spelled "grenade", not "gernade" v 0.29.21 (2004-01-10 11:45am) + Patch 867652: cleaned up megamek-icon.gif + Patch 868927: Hide MechDisplay at end of turn + Patch 867864: only twist turrets if crew conscious + Patch 867883: put unit shortName into MechDisplay title + Bug 865498, Patch 866472: infantry first-step amnesty corrected + Bug 869818: IS Frag missles are level 2 technology. + Bug 869815: Reverse the "Clan ammo limits" boolean value. + Made OK button have focus when the LOS dialog opens (a different way) + Bug 869878 (, 872136?): EquipmentTypes *must* have mepName and blkName. + Bug 869816: check for no proto ammo in non-proto units was buggy. Proto SRMs and SSRMs need the proto flag too! + Patch 869079: Added HmvFile.java... Now MegaMek can read HMVee files!!! + Bug 869807, Patch 870075: hyphenated thunder-augmented and armor-piercing + Patch 868676: Fix the NPE mentioned in one of the ammo patches. + Patch 867630: updated README files + Full ProtoMech implementation. Probably bugridden, but feature complete. + Bug 831347, Patch 874446: Head explosions shouldn't devestate Meks. v 0.29.20 (2004-01-02 10:40pm) + Bug 797649, Patch 862927: Stop accepting arbitrary block delimiters. + Patch 851394: initial ProtoMech implementation. NOT BATTLE READY!!! + Fix bugs in encoding Buildings. Don't compress XML in PacketTool. + Patch 863376: added Thunder-Augmented LRM ammo type. + Patch 864088: added Fragmentation missiles. + Fix bug with turning using running movement after walking backwards + Patch 864818: added new ammo types + Bug 837828, Patch 865451: Double-blind entities aren't necessarily dead. + RFE 867570: DOS line-endings in .bat files + Bug 849863: Updated mechset.txt, changed existing images, and added Hatamoto. + Bug 856217: Updated document (a bit... suggestions welcome). + Bug 859805: Integrated more mechset.txt fixes. v 0.29.19 (2003-12-16, 10:55pm) + Bug 849222: Need to check for clubbing in Server#canPhysicalTarget. + Fix the FiringDisplay NPE that McWizard mentioned in bug # 849441. + Incorporated the Ostermiller utility library (need Base64 for PacketEncoder). + Initial implementation of the PacketTool. It only sends XML-encoded Boards. + Bug 775759: CHECK_FALSE overrides other autos in target rolls + Bug 855550, Patch 855623: don't allow shutdown or unconcious units to flee. + Bug 854422: Notify user when AMS shoots down a Narc pod + Patch 819982, RFE 748896: add option to allow tanks to "eject". + Patch 846789, RFE 777616: report roll for igniting hex. v 0.29.18 (2003-11-26, 7:30am) + Bug 843723, Patch 842834: fix race condition with "Done" button + Data 841109: applied Hopalong's updated mechfiles and mex set. + Bug 841393: Blackjack BJ-1 should have lower arm actuator + Bug 825836: Gurkas and Firestarter FS9-OE should have swords. + Bug 834117, Patch 844447: set the game of loaded units. + Include movement type in MUL files. + Data 739343: Timber Wolf A & D should not have lower arm actuators. + Bug 842086: Check game.getPlayer(connId) for null. A lot. + Bug 755993: Reduce stack trace to log message when error closing connection. + Possible source of Bug 826463: MechMapSet *requires* construction inside ArmorPanel#addNotify()!!! v 0.29.17 (2003-11-12, 8:30pm) + Patch 832885: use alternate LOS tool. + Marked data/sounds/call.wav as a binary file. + Bug 833851 -PARTIAL FIX- Catch all Throwables when trying to get the "bing" sound. + Setting "memorydumpon" will track memory usage during a game in MegaMek.log. + Bug 829228: applied floio's patch + Bug 790019: use minimum sizes for alert, choice and multi-choice dialogs. + Bug 834364: Board.java changes for Map Generator use collections.jar classes. + Bug 834457: MicroSoft JRE can't use PNG files. Sad, really. + Bug 837237, Patch 838203: you can define "rear of leg/arm" hit locations! + The Board#reverseHex variable is only used during map generation. + Data 835352: Corrections to Tallassia 1, 3, 6 & 7 + Bug 836156: If entity has a null owner, compare ownerId values. v 0.29.16 (10-29-03, 8am) - Bug 744962: For some reason, the entity still thinks the pilot is not dead. + Still more attempts to solve bug 825739. + Bug 826463: Stop the loop until we can fix InputMethod's state. + Removed java 1.1 incompatible method. + Removed change mode from the M key. + Shows wreck after ammo explosion. + Removed the new chat box. + Added vehicle images by bh-21. + RFE 828165, partial 608588 and 544504: "bing" when chat arrives. + Data 805836: updated mechset.txt to use V_* images for clan variants. + Data 827910: updated scenario_readme.txt + Data 829347: added legionnaire.gif and fixed rakshasa.gif + Patch 819976 : Random map generator with some GUI work. v 0.29.15 (10-19-03, 9:30pm) + Fa Shih units have superior mine-clearing capabilities. + Added movement menu. + Added physical attack menu. + Modified MegaMek.bat to be more friendly for Sun JRE. + Some menu work. + Bug 825739: Attempt to squash InputContext exception in Client#die(). + Added confirm dialog for ammo dumping + Ammo dumping now reported in the final report of the round + Bug 824473: Retain building damage from saved games and restarts. + Bugs 798306, 822293, 825064: Restore Entity & Owner in Entity#setGame. + RFE 783395: Add a "Cancel" button to the Movement Display's menu. + RFE 787056: Set the default Mech Display window width to 235. + Sort the available boards by name. + There should be no megamek.client classes in megamek.common or megamek.server + RFE 744493: Have an "IS All" tech level option. + RFE 734912: Change "NARCed by" to "Affected By". + RFE 720869: Show (turret) "Locked" where "Prone" is shown. + RFE 712315: Update fuel tank explosion text. + Fixed an NPE in Game#removeEntity(int, int). + Partial bug 826249: Typed chat message is deleted only on escape. + Displays wrecks after Mechs and vehicles. Images in data/mex/wrecks/. Optional in Client Settings. + Bugs 787045, 810017: Fix ammo in Tyr Infantry Support Tank. + Bug 780999: Streak message should be "failed to lock", not "missed". + Bug 753507: Append the victory report to the server log. + Bug 744962: Dead (or doomed) pilots are never concious and auto fail PSRs. + Bug 744623: Report when the pilot bakes to death, and destroy the Mek. + Bug 826410: The PHASE_LOUNGE change clears all entities, so send it first. v 0.29.14 (10-13-03, 5pm) + Fixed NPE in menu bar. + Moved to-do list out of history.txt and into its own file + Data 809664: Added Brandfuchs Mech images. + Data 806313: Added Ploppys Mech images. + Bug 821063: Fixed BV of some precision AC ammo + In-game unit list/selector/overview. + Larger, bold font in chat. + Patch 819951: MaxTech Crunchy Hip Rule by Alexander Schlling. + Moved phase action buttons around + Made "Turn Report" menu item work + Removed little one-letter buttons in favor of menu and hotkeys v 0.29.13 (10-05-03, 11pm) + RFE 814576: Show PlayerColor when Camo is missing. + Added common client settings dialog. + Game Options works from the menu. + New chat box. v 0.29.12 (09-28-03, 10:30pm) + Shows movement step by step, optional in MegaMek.cfg. + Bug fix for the above. + Bug 802741: "check false" should *not* be added as a modifier. + Use the build.xml from thebohemian. + RFE 807590: Distinguish "fled" from "pushed offboard" and "ejected". + Bug 803965: Changed option label from I.S. Equipment Limits to Ammo & Equip.. + When a transporter ejects, unload all passengers. PARTIAL IMPLEMENTATION: + RFE 555499, 702795, 726478, 783395: Added a menu bar. + Data 808992: added tallasia maps from German box set + Added Deploy-menu. + Sorts camolist + Added common settings dialog. v 0.29.11 (09-15-03, 3pm) + All movement resets result in the "walk" gear being selected + Back space removes the last movement step. + Fixed NPE with quad lateral shifts v 0.29.10 (09-08-03, 2pm) + Bug 799275: Gauss ammo defensive BV correctly calculated.--LDE + Fixed problem with turning and backwards movement + Added /defeat command to acknowledge /victory command. + Fixed bug with Mech preview image. + RFE 799511: defined images for Enforcer III and Grand Dragon + Data 796980: added Hauptmann image by brandfuchs + Patch 794111 MaxTech Target Movement Modifiers by Alexander Schlling. + Bug 787486, 789749: LOS bug over water, also fixed bug with smoke on water. v 0.29.9 (08-31-03, 10pm) + Fixed bug 781250 and cleaned up MASC code a bit + RFE 795292: Added "data/hexes/shrubbery.txt" for "maptileset" in MegaMek.cfg + Finally located a copy of the source for TinyXML. + Bug 774533: Added isRepairable() to indicate that a unit can be rebuit. + Bug 762509: Can't run or jump when unjamming a RAC. + Found and fixed an NPE when hit "done" in movement phase. + MSJDK compatibility changes(Vector issues). No net change. + Mech preview image in Select Mech... dialog and Mech Quick View dialog. + Bug 796081: updated "BMRr Feature List.txt" to indicate how to face off-board + Fixed repeating "Player X disconnected" problem + Bug 794377: fixed main menu not reappearing when client disconnected + Data 796410: Added Uziel.gif (submitted by brandfuchs). + Fixed MSJDK compatibility issues + Continue movement state refactoring (some PSR warnings broken, watch out) + RFE 706481: recognize units with two C3Master computers. + Bug 686063: Count the members of the C3 network and alert the user. + Bug 791578: C3 range: use Entity#isActive() not Entity#isSelectableThisTurn() + Added the minimap to the map editor. Also, made minimap more efficient by disabling its drawing if it's hidden (it can slow down the game on large maps) + Bug 797819: Pre-loaded infantry can now be deployed when using "Infantry move after meks" option. + Bug 795729: inactive units may not eject, spot for IDF, or dump ammo + Fixed bug with Artemis IV hanging the server + Bug 782037: fixed problem with movement paths and re-selecting units v 0.29.8 (08-24-03, 8pm) + Bug 786735: Vibrabombs now works correctly. + Added minefield option under Game Options. + Splash screen image code now uses natural image size + Vehicles now use red secondary arrow to indicate turret direction + Fixed bug where locked turrets wouldn't show a direction + Bug 780962: tree clubs work again + Bug 760256: mechs dumping ammo try to reload weapons using that ammo + RFE 675994: "I.S. Equipment Limits" option allows TL2 ammo in TL1 units + RFE 762234: Support "Mixed" tech base in MTF files + New wood images. + RFE 730456: "Load Unit List..." now appends. + RFE 730457: Added a "Delete All" to compensate. + Bug 735499: Delay RNG start until beginning to host. + Updated BMRr Feature List. + RFE 700190: unconscious units count for initiative (option disables) + Bug 793574: TDB uses the "Missile" spelling, not "Missle". + Bug 783641: Unloaded infantry are deployed. + Removed opportunity for unconscious units to move or attack + Restored old woods images (I love them so) v 0.29.7 (08-08-03, 6pm) + Data 779006: Added BH-21's resized mech images + Minefields(no command-detonated, but Thunders). LOS setting button back. + Bug 782105: Can't make physical attacks while spotting + Bug 775122: Map editor load button now never disabled + Bug 777415: No Artemis IV bonus while using IDF v 0.29.6 (08-03-03, 7pm) + Merge of underwater patch undid the Inferno SRM2 fix. + Bug 776023: Made "Warhammer IIC" the model for all clan whammys. + Bug 755993: fixed NPE when closing a non-initialized connection + Changed main menu behavior (Client is now responsible for its own Frame) + Added aimed shots for targeting computers and against immobile targets. + Added explosive NARC pods. + Bug 775122: fixed NPE which broke map editor load button + Saved game load dialog starts in base directory + Bug 775472: wait for new hex images (like smoke) to load before drawing + Bug 779344: Entity.ARMOR_DOOMED made human-readable in display + Added a LOS tool setting dialog. + Added delayed deployment code + Patch 781242: Applied BobTheDull's patch, fixing a few water issues + Movement code refactoring step 1: MovementState object made + Removed the LOS tool from the board editor. v 0.29.5 (07-27-03, 9pm) + Bug 759032: fixed NPE in MovementDisplay + Bug 774767: attacks at 0 range prohibited again for non-infantry + Patch 770478: Added nalleolsson's LOS/Range tool. + Data 775715: Added carpe_mortis' image. + Data 775886, 775888, 775891: Added rancherion's images. + RFE 775704, Data 775984: Added starcaptaintorc's images. + Bug 776084: target partial cover now counts in indirect fire + Patch 726073: Applied bobthdull's updated patch for underwater rules + Bug 776522: Meks missing a leg should have a run MP of 1, not 2. + Bug 755001: Passengers with ECM should still affect enemy electronics. v 0.29.4 (07-20-03, 7pm) + Added all new files from xylaan (no net change). + Bug 773000: Tank hit locations + Bug 773001: Tank locations on armor diagram + Added files for 'camo' schemes from nalleolsson (no code changes) + Patch 768978: Allow selection of camo schemes instead of colors. Camo schemes take precedence but default to 'No Camo'. Patch originally submitted by nalleolsson (Bjrn Olsson). Tweaks and additional code by kipsta. + Bug 769106: Fixed bug that was messing up "go prone to dislodge swarmers." + Data 762795: Added BH-21's Avatar image. + Data 764066: Added BH-21's updated images. + Data 769828: Swapped Perseus' & Yeoman's images. + Bug 764704: Inferno SRM-2's can still target woods for ignition. + More cleanup work on "go prone to dislodge swarmers" code. (no net change) + Bug 772328: the spotter flag now resets every round + Bug 772328: no benefit from C3 when using indirect fire + Bug 774509: fixed infinite loop in camo selection on linux v 0.29.3 (06-14-03, 9pm) + Did some to-hit code refactoring (no net change). + Added indirect fire mode to LRMs (spotters must use spot button) + Indirect fire rules made optional v 0.29.2 (06-07-03, 12am) + Task L3 Advantages: Added core code for L3 (MaxTech) pilot advantages. To enable these you must enable the MaxTech pilot advantages Game Option. This will make a scrollable box visible in the customize mech dialog. Advantages finished are: Dodge Maneuver, Maneuvering Ace, Melee Specialist and Pain Resistance + Task L3 Engine Explosions: Engine explosions, per MaxTech (BTH12 after 2 or more engine crits in a round), are done. + Task L3 Scenario Improvements: Added ability to define pilot advantages for a scenario. See new Example.mms + File Added: data/scenarios/Example.mms to explain all scenario posibilities + Task L3 Weight Class Mods: MaxTech 20+ damage per round weight class mods added. Assaults are -2 to BTH, whereas lights are +1. Mediums and heavies are in between. When turned on, also enables cumulative damage tracking. Roll is now +1 for EVERY 20 damage taken in a round instead of just for the first 20. It's still only 1 pilot roll for the damage. Therefore, 20-39 damage is +1, 40-59 is +2, etc... + Feature 734125+: Added "are you sure" check for movement that requires piloting skill rolls. + Bug 763169: Dropping prone now has chance to dislodge swarmers. + Bug 756126 (possible): Only needed hex images loaded during board load + Found and fixed bug in L3 weight mod damage rolls. Was forcing 2 pilot rolls. + Added ability to save game options. On the Game options dialog is a save button which will write the current state of the game options to the gameoptions.xml file. This file is read at start up if you are hosting a game and will automatically set your desired 'default' options. + Task L3 Firing while down: MaxTech firing while down rule: can fire if you still have one arm but are at a +1 to hit with all weapons and can not fire weapons in that arm. + Task L3 Opposed weight mods for physicals: PSR BTH when being kicked or pushed is modified by weight class difference. Modifier is 1 for every weight class difference. Add the difference to the PSR BTH if the attacker is heavier, subtract if the attacker is lighter. + Extracted multiple version of status bar code to one StatusBarPhaseDisplay class and changed all phase display subclasses to extend this. This allows changes to the status bar to happen in one and only one place. + Added save/load of advantages for unit list + Bug 767439: Made CT of engine boomed mechs marked as destroyed v 0.29.1 (06-27-03, 11am) + Bug 760509: apply case-insensitive comparisons to default images, too. v 0.29.0 (06-25-03, 12am) + Data 754926: Added kurt_kajal's bridge images. + Bug 755006, Data 755442: Desertmountain boards should have rough, not rubble. + Data 754488: Applied graphics submitted by McWizard. + Bug 756028: Java library problem, used work around. + Feature 736136: Locations on tanks and mechs that have zero armor (or zero internal) are now dark grey instead of red. + Bug 757449: don't swarm if the target was destroyed by weapons fire. + Bug 757383: Mechs with MASC have correct BV again. + Skidding mechs only use MASC movement when player intended it. + Mech preview shows proper movement again for MASC equiped mechs. + Bug 756054: partial fix: bot shouldn't throw exception when it gets swarmed. + Bug 754730: Mek can't dump ammo and jump; also, can't shoot w/ dumping ammo. + Bug 757794: Give a doomed or destroyed pilot 6 hits for MegaMek.NET. + Bug 754614: A tank that dies by critical should have dead crew. + Bug 755991: Fix reported NPE during disconnections + Bug 759464: No longer allow mechs to use Battle Armor LRM 5 ammo. + Changed syntax of MegaMek.bat to avoid errors on older Windows versions. + Bug 759858: Use case-insensitve comparisons to find an image for a unit. v 0.29 release candidate 1 (06-16-03, 11pm) + Bug 748959: fixed bug with moved units not updating + chat box may scroll to bottom properly on Linux (thanks Bluebird) + Only the xml file needed now to use The Drawing Board mechs. + Fixed 25 misnamed mech files (mostly capitalization errors) + Updated data/mex/mechset.txt to handle missed names. + Bug 751181: Code bot to handle null pointers. Bot still doesn't handle BAs. + Bug 710309: bot now seems to be able to cope with fallen mechs + Bug 733536: Disable the "Load Board" button until tileset manager loads imgs. + Bug 705877: Use the highest "dead" level for a unit. + Data 754118: added revised readme-German.txt. + Bug 754610: Revert fix for bug 702735. + Bug 720322: Apply defensive systems, targ comp, and C3 BV logic to Tanks. + Added "Unit Loading Failures" dialog. + Added ability for scenario system to support multiple people on one team using 'Team_=#' attribute + Bug 755088: Tanks should initialize their body section. Tank ammo slots are loaded strictly by order encountered in their location. N.B. this means that you can't delete ammo slots from a Tank's MUL entry, or things get all screwy. v 0.28.22 (06-08-03, 9:30pm) + Bug 745922: jumping into water washes off infernos properly + Applied Wirianto Djunaidi's 2003-05-30 updates. + Bug 721574: several changes to GAAttack and GALance to avoid lockup problem. + Data 744969: added shockmilk's boards + Bug 746671: misses accidentally start fires again + Bug 703115: charging units move into dest hex even if defender is destroyed + fixed nonfatal bug initializing mech selector on Mac OSX + Bug 705806: the bot doesn't outright crash when fighting battle armor + Bug 748959: possible fix for moved units not updating + fix for SpecificEntityTurns being granted + Applied patch #748127 to the main menu buttons in MegaMek.java + Bug 741112: mention destroyed locations in the MUL and then reset the flag. + Bug 750573: removed incorrect modifier to standing up in development versions + Bug 750323: when player switches ammo, update the targeting information. + Bug 748648: Stop assuming external passenger I.S. is positive. + Make ammo selections work in *all* phases. + Bug 738011: Misses with Inferno rounds should still ignite the target's hex. + Misses can't ignite fires or damage buidings if AMS shoots all missiles down. + Bug 748627: Reorder PHASE_END case in Server.prepareForPhase. + Added the scenario-readme.txt file submitted by Lee "T-Bolt" Smith. + Bug 716034: a themed hex in a board should match any unthemed hex in a hexset + Bug 702735: a Mek or Tank in a hex with pavement, road, or bridge (at the same elevation as the Mek or Tank) checks for skids if it turns and runs v 0.28.21 (06-01-03, 10pm) + Bug 743355, Data 742085: applied updated infantry.zip from Hopalong. + Bug 712311: use only lower case letters in the image file names. + Bug 743256: don't use Vector#add, use Vector#addElement. + Feature 730413: Mech preview now shows vehicle traction type. v 0.28.19 (05-25-03, 12am) + Mech readout window in lobby closes with "x" in corner too + proper "waiting to..." message in physical attack phase + server sends all IP addys on multi-homed hosts to connecting players + Bug 632803: falling into water only counts levels to surface for damage + centralized all out-of-game entity storage + Bug 741214: clients sent all entities, living & dead, during victory phase + Prettier confirmation dialogs + Feature 722106: Automatic MASC engagement + No longer possible to change the mode of destroyed equipment + "test-msjdk" target in ant build.xml works again + bug 710329: secondary target modifier now appears properly during fire phase + firing player sees his attack arrows as attacks are made + Bug 740276: reverted fix for bug 732188 + buildings need all three parameters (building, bldg_elev, and bldg_cf) + Bug 737441: torso twists resolved before AMS is assigned + Patch 730635: updated mechdisplay v 0.28.18 (05-18-03, 11:35pm) + Bug 732188: Poor terrain matches shouldn't throw out the base image. + Bug 732044: Use more intelligent hit locations on skids. + Bug 725946: Handle falls during skids. + Bug 725075: Handle infantry that is killed in same phase that it swarms. + Bug 730729: No more extra movement when getting up with walk MP of 1. + Updated get up and go prone graphics (and fixed problem with getting up arrow not displaying). + Bug 736534: Fixed Scenario Loading to use new initiative code. + Fixed bug preventing Systems Mode dropdown from showing current choice. + Bug 739057: Fixed MASC rolls after first turn. + Bug 737972: 3 Infantry per 1 Mech should work now. + Made small layout/format changes to the mech display's systems tab. v 0.28.17 (05-11-03, 1pm) + bug 731676: allow skipping a player w/ no entities to move + Bug 731933 fixed, mostly. + Bug 732001: Infantry weapons should not be IS-only. + Bug 732327: Don't allow deployment into prohibited terrain. + bug 717273: possible fix for "dead mech makes physical attack" + bug 730075: fixed crash during DFA against destroyed target + similar fixes to charge against destroyed target + Bug 729877: save games load without error again + Bug 729795: fixed bug with split weapons not counting for physical attacks + Mech selector, mech display, minimap windows close normally (X in corner) + Bug 693885: Ignite choice not displayed if fire option turned off + Bug 724533: Displaced DFA'd units can't displace their own attacker + Added swords + Reordered "data/hexes/defaulthexset.txt" to better support rooftop fluff. v 0.28.16 (05-03-03, 4pm) + RNG type changable in game options + RNG type changes print message to the logs + "Loading mechs..." dialog added. + Feature 652625: Applied xylaan's Team Initiative patch (728677). + Bug 709873: Applied xylaan's RAC heat BV patch (729332). + Bug 728998: Changed internal name for IS AP Pods. + It should no longer be necessary to delete mechcache.txt (Bug 691364) + Mech selector now has "All" option for weight and type. + bug 712051: ECM now correctly prevents narc & artemis iv bonus + Bug 724556: Fixed Multiple MASC failure checks + Feature 698967: Added /seeall command to let an observer see in double blind + MegaMek.exe is now MegaMek.bat (the functionality has remained unchanged) + Bug 728603: bad developer, put a "not" where it didn't belong... no donut. + Feature 729851: Updated code for MW : DA squads. + Bug 731720: fixed data/mex/mechset.txt for Atlas AS7-S. + Data 729975, Feature 723876: added hopalong's Clan platoons. + 717973: Pilot death is delayed until end of phase + 695374: Vehic weapon jams should work correctly now v 0.28.15 (04-27-03, 7:30pm) + Added BAP, TAG, and AP Pods just to calc BV correctly, rules not implemented. + Target buildings for ignition. + 723043: Stop casting a Tank to a Mech to show C3 BV affects. + 724350: Updated mechset.txt for the new Infantry names. + 724351: Running away with someone else's Battle Armor squad shouldn't crash. + Add check for existing fires to Server#tryIgniteHex(). + Renamed Server#burn() to Server#ignite(), to match Inferno naming convention. + Only shots that miss Entities accidentally ignite fires. + Tooltip for weapons fire should use text value. + "/skip" command should handle NULL entities. + RFE 658785: config file now has a setting to not auto-confirm weapons fire + 725772: possible fix for NPE in C3Sprite#drawOnto + Added support for mechs created with The Drawing Board. + 586306: Added FASA maps. + 724966: Added corrected maps. + 726265: Added Dirk Wilhelm's "Blind Drop" patch. + Added Wirianto's formatting update. + 702704: Added Wirianto's fix that prevents fires from crashing the game. + Weapons fire inside multi-hex buildings now works. + 720663: Multi-hex bldgs were getting added multiple times because I'm moronic + 724780: Rebind Board's data after loadGame() (bldgByCoords was null). + Pressing enter will dismiss the host game/connect/configure mech windows. v 0.28.14 (04-19-03, 4:45pm) + Eliminated unused local variables thanks to (forgot to write down name). + Infantry should be moving last again when the option is selected. + MovementData.Step.clearAllFlags() should be working now. + Added more building images from kurt_kajal. + 721548 & 721991: don't blow up when everybody dies. + 706086: Included Blazindizzy's images. + 723157: Skimmer file updated. + Allow a player to configure a log to track Mek Hit Location rolls. + clients are now aware of who wins or loses in the victory phase + 711573: charges always hit full/kick table for mech/vehicle attackers + added eject movement action (not full ejection rules yet) + moved a few movement buttons around v 0.28.13 (04-12-03, 5:30pm) + Players aren't allowed to target infantry with Inferno rounds. + Physical attacks can now use Targetable interface. + Initial implementation of buildings. You can't burn them or climb on them, they have no basements, and multi-hex combat doesn't work correctly. + 705262: The EXE can't seem to handle UTF-8 output. We'll restore UTF-8 when we can figure out the root cause of the problem. + 716051: Allow boards to disable auto-exiting roads into pavement hexes. + 711714: Added swamp hexes. + 712049: Added "snow" theme hexset. + 715999: Battle Value with linked c3 shown in mech viewer for c3 mechs. + 716548: The club in a ClubAttackAction is transient, so it must be re-bound. v 0.28.12 (04-05-03, 1pm) + Stealth Armor should affect the BV calculation. + The +2 skid modifier is *in addition to* the movement modifiers. + 709127 and 712227: Incorporated changes into vehicles.zip; note that I believe that several vehicles listed in the 3050+ TROs were in service in 3025 (e.g. the Heavy APCs, the Light SRM Carrier, and the Zhukov Heavy Tank). + added "fluff" terrain type with no intended game effect + hex theme settable from the map editor + ".board" extention checked for in map editor + exits terrain parameter counts for base images too + applied Oscarmm's patch adding heat tracking to the firing display + The way the BMRr handles Mek Stealth Armor has been superceded. + New images for Rubble hexes. + Applied Oscarmm's Light Engine BV patch. + Applied oscarmm's "Unit Type" filter patch (711891). + Applied oscarmm's MechView patch (715044). + Added kurt_kajal's "fluff" hex graphix (711714). + Added hopalong's infantry files (712083). + Reverted BattleArmor short names back to the default generation procedure. + 712054: Only Longinus and Purifier are "burdened" by their ammo. + applied Oscarmm's patch to hide the minimap during report phases (712339) v 0.28.11 (03-29-03, 7:30pm) + 708743: minimap now initialized correctly even if "disabled" + winning player or team tracked during normal or force victories + Added vehicle flamers--LDE + Flamers can now clear woods (per BMR's less stringent clearing)--LDE + Infantry can no longer clear woods (per BMR's more stringent clearing)--LDE + Flamers (except platoon infantry flamers) now have "Damage" and "Heat" modes (flamer option now default on)--LDE + 708441: Merged changes into "data/mechfiles/vehicles.zip" + Added new images for Highlander and Bushwacker. + BattleArmor troopers can still receive hits in the phase that they are killed + Players shouldn't be allowed to declare infantry to clear woods, some weapons to ignite fires, or use flamers to raise the heat of infantry or tanks. + 708217: Meks with active stealth can't be on C3 networks. + 708661: actions reset when switching units using the right click menu + cleaned up some unfinished code (argh) v 0.28.10 (03-22-02, 2pm) + updated build.xml, build.bat for TinyXML.jar + attacks now clear correctly again if there is no physical attack phase + 668491: pop-up "view" menu item works any time + unit display position, size saved to MegaMek.cfg + "D", "M" buttons toggle unit display, minimap + 662477 and 664446 and 705062: applied data item 705355 and patch 705169 + The new file, vehicles.zip, includes and supercedes the files, vehicles3025.zip and vehicles3058.zip. + 702762: applied submitted file + 705358: read TroopSpace as a Double, and drop fractions. + Handle chassis-only vehicles correctly in the XML unit file parser. + Internal structure for tanks should round all fractions up. + prefer attacker partial cover slightly in split LOS situations + 704999: actuator hits on other leg count with one hip hit + 702760: going prone in water can wash off inferno gel + 706738: If there are many choices, display them in a ScrollPane. + Hetzer should have a 4/6 move, not a 5/8. + 706682: Stop processing movement in the server after removing the entity. + 700148: Using cluster ammo prevents the use of a targeting computer. v 0.28.9 (03-15-03, 5pm) + Added XML parsing to MegaMek. + Changed MUL files to an XML format. + client now is more aware of charge-type attacks, and displays them + fix NPE in movement when determining prone status + heavy woods made somewhat distinct on minimap + 701259 and 701649: used the updated vehicles3025.zip file. + 701999 and 702237: used the updated vehicles3058.zip file. + 702590: the AMS (and NARC launcher) system had incorrect name in ZIP file. + 700644: unload transported units when they're destroyed. + 671513: added all images (even bad ones) and updated mechset.txt. v 0.28.8 (03-07-03, 7:20pm) + Added ability to go prone + Added movement path sprites for getting up and dropping prone + 694497: ability to view turn report in popup window during other phases + 690845: server options can be set in scenario games + 630298: can use shift+arrow keys to torso twist + client keeps better track of recieved attacks + 692607: crits transfer from loc with non-hittable crits, like endo steel + added zipp32's attack arrow patch + Applied latest version of oscarmm's Mech Viewer patch. + Typo in Client#loadListFile method. + 696097: When removing turns, keep the client's turn lists in synch. + server no longer can assign duplicate entity or player ids + 694893: When calculating stacking violations for unloading, the transport may not have reached the destination hex yet. + 699057: possible fix for deployment hexes highlighted during the game + fixed vehicles going prone + Added an "Extras" panel to the Mech Display. + 660040: Added a "NARCed by" field to the Extras panel. + 678434: Moved the transport fields to the Extras panel. + 698398: Dead pilots are *dead*, not *unconcious*. v 0.28.7 (02-28-03, 9:00 pm) + Roads exit into Pavement hexes. + Updates to cityruins.txt; are the road exits still right? + echo version, java info to console log on startup + log might finally contain correct ip address + Tank BV formula corrected.--LDE + Turrets no longer displayed on turretless tanks.--LDE + Implemented road bonuses to movement. Includes moving through terrain. + Skids now use BMRr rules (and not CityTech) for hex that starts the skid. + cache IdealHexes for Compute.intervening() + fixed null exception in boardview + replaced old bot LOS evaluation + unit list file save & load now includes & obeys a file path + fixed divide by zero in Coords.radian() + fixed bot feeding negative values to randomInt + Applied Michael Newcomb's HmpFile patch (after fixing several bugs). + 691583: Mimetic armor has a +0 movement modifier when it moves 3 hexes. + 693011: need to replace "chassis" matches with "exact" for vehicles. + Applied latest version of oscarmm's Mech Viewer patch. + 692963: on DFA misses, the defender moves to the highest valid hex + RFE 694587: right-click menu allows you to select a unit for use + 629707: fixed HGR psrs' cumulative-ness (cumulativity?) + 694174: possible fix for null exception in toHitThrash + new "save any time" technology (/save) v 0.28.6 (02-22-03, 12:00 am) + Allow tanks and infantry in the preview pane. + 683267: correctly allocate spaces for Endo Steel and Ferro-Fibrous. + Allow scenarios to define a rotated board. + all selectable entity determination controlled by GameTurn + 682166 LMG and HMG racksize == weapon damage; add half-ton ammo + 679250 Change BA NARC racksize to prevent listing in ammo selector. + Striker Light Tank (level 1 & 2, and LRM variant) shouldn't show Mek gif. + rough byte count kept per connection (use /who) + externalId field added to entities (for mm.net use) + 687825: fix crash going back to lobby from a scenario + first initiative phase not lost when using a scenario or loading a savegame + autosave takes place at beginning of initiative, not end phase + 675633: NullPointerException squashed + disconnected players must be manually skipped (with new /skip command) + added zipp32's minimap overhaul patch + 679061 Don't allow Battle Armor Ammo on Tanks or Meks. + 688389 BMRr states that you can't change ammo loads on infantry (Inferno SRM platoons have their own unit file). + 681414 renamed various systems to match David McCulloch's names. + Added Kage battle armor squads. + Added submitted unit image files. + option for teams to share vision (in double-blind) added + 688179: a few double-blind exceptions squashed + 688701: can't target youself for a physical (or other) attack + 687695: the bot doesn't crash on its first move any more + bot no longer tries invalid deployments v 0.28.5 (02-15-03, 1:38pm) + GameTurn now controls which entities are selectable + invalid turns rejected at server (may fix turn skipping) + should not be able to retry if unit died during get-up attempt + attacks sent from the server in a batch instead of individually + 681971: graveyard, etc. emptied on reset + client does not try to send ready signal when confused + applied Oscar's mech preview patch + 682833: disconnected players handled better under new turn code v 0.28.4 (02-07-03, 11:46pm) + player & entity "ready" changed to "done" to be more clear + no more player "done" transmitted in phases with turns + entity "done" implicit instead of seperately transmitted + "devestated" = "devastated" + 666610: updated AMS reporting + no more NullPointerExceptions in UpdateRACButton + show label for Unjam RAC button all the time + Fix bug in MovementDisplay that prevents Charges and DFAs from working. + 672181: DFAing units do not violate stacking during movement + 678789: starting position in scenarios made case-insensitive + 678789: wind direction set properly (randomly) in scenarios + players may enter the game as an observer + message indicates initial game data transmission + Allow players to save and load lists of units in chat lounge. + Allow players to save lists of units (includes damage) at end-of-game. + 678795: Possible fix -- can't test + Don't allocate AMS for non-entity targets. + Clearing and Igniting hexes have separate logic + 643816: Clear/Ignite implementation brought into line with canon + Only woods hexes can be targeted + 663535: Targeted smoky hexes don't get their own smoke bonus + Dedicated servers load password/port settings from .cfg file correctly + updated mech files, thanks Hopalong + replaced battlearmor images in CVS with binary ones v 0.28.3 (02-01-03, 12:13am) + Allow clients to define unique entity IDs. + Track and report the difference between units that have Fled, still salvageable, and utterly Devastated. + Upgraded scenarios to use deployment + Implemented random initial damage in scenarios + added 2 new scenarios to distribution + converted targets to Targetable interface + switch hex-targeting to right-click menu v 0.28.2 (01-22-03, 3pm) + added patch 658064: Unit status report generator update + battle armor & infantry also displayed in report + Implemented "Swarm Mek" attacks. + Implemented "Stop Swarm" attacks (i.e. 'actions taken during firing phase'). + Implemented "Brush Off" physical attacks. + Implemented "Thrash" physical attacks (Mek attacking Inf while Prone). + Allowed Prone Meks to Punch Tanks in their hex (if both arms available). + The Unit status report generator should format BA & Inf locations in report. + 674198: SSRM Misses Setting Fires Again + Applied ensign's Inferno patch. + Fixed bug in determining "most destructive" ammo slot in explodeAmmo. + Added inferno-equipped IS SRM infantry platoons. + Added Clan Salamander Elemental point. + Added ammo loadout selection to the lounge + Added Precision AC ammo v 0.28.1 (01-20-03, 7:19pm) + COMPATABILITY BREAKER: allow Charges and DFAs to target *any* enemy in hex. + 643582: Allow vehicles to transport infantry. + Update skidding to better match the BMRr. + Better support for targeting units in the attacker's hex. + Anti-Mek Leg Attacks (Swarm Mek is not implemented). + BattleArmor initial implementation (many special rules not implemented). + 638815: Allow players to rotate maps 180 degrees. + Fixed error in many IS MTF files (possible bug in Mek editor). + Added BattleArmor stealth, mimetic camoflage, and single-hex ECM. + 669169: Allow turns after first step while stacking with the enemy. + Applied the ATM patch written by ensign@users.sourceforge.net. + 660585: Implemented Mek Stealth Armor. + JDK 1.1 compatibilty restored(?) + Switching ATM ammo should change range display. + Add "Purple" to list of player colors. v 0.28.0 (01-10-03, 3:50pm) + 662333: ams doesn't fire on non-locked streaks + 662333: ams can't use more ammo than it has + added a bunch of new level 2 i.s. mech pics, thanks to Cyric + fixed (mysterious) crash on loading in OSX + charge damage correct again + heat phase only displays mechs + 664819: multiple get-up tries should not add to heat multiple times + 664939: friendly c3 units need LOS to to the target to affect a shot + dfa on dead target message changed v 0.27.14 (01-03-03, 9pm) + ammo exploding from heat can't explode twice + 657606: dead meks can't engage in physical attacks + added codes for IS TargComps + redirecting output to logfile for easier review + 654324: temp fix for mis-sized targcomps + infantry BV adjusted for gunnery skill + AMS fires even on missing salvos + AMS can shoot down more missiles than it has ammo + gauss rifles count as explosive ammo for BV calculations + ultra ACs and streak SRMs affect BV correctly + 660514: Clan AMS has 24 shots + fixed a few equipment name problems when loading MEP files + handle mechs that don't have the full amount of engine heat sinks correctly + hatchets, AMS, tcomp, TSM, MASC, RACs affect BV correctly + unconcious pilots perorm, but fail at DFAs + 657511: Bot no longer freezes when it kicks a Tank (or Infantry). + 657635: Can't reproduce error. Added logging of pilot baking to death. + Stop logging when an Entity ID is translated into a Coords object. + 623853: bot now completely recalculates movement when falling mid-move + bot should not move the wrong mech when directed v 0.27.13 (12-29-02, 5pm) + 652291: Mechs can "stomp" (kick) vehicles in their hex. + 657119: streak SRMs fire again + Infantry don't take double damage in Rough or Rubble. + 649338: SRM and Laser jump infantry have jump MP of 2, *not* 3. + added mechset entries for warhawk and dire wolf pictures v 0.27.12 (12-20-02, 4:30pm) + 652106: possible fix for linux flickering in lobby + 652105: board pop-up menu appears on linux (and mac too, maybe) + added dialog about where to find help with the board editor + 561342: ammo decreased before damage is assigned + AMS owner, not launcher owner, gets AMS heat + during DFA, with prone attacker, dead target, attacker takes falling damage + 618373: DFA 3+ levels down can no longer result in automatic fall + 653880: mep names added for recently-added equipment + 654328: artemis iv and narc are no longer cumulative v 0.27.11 (12-13-02, 8:10pm) + killing a C3 network master no longer crashes the client + 649950: doFlamingDeath isn't checked in the end/heat phase + C3 factored in BV + Narc implemented + ArtemisIV implemented + fixed bug in pilot skill-setting with c3 mechs + ECM implemented + fixed Artemis BV mod + 618298: lobby screen fits on 800x600 + partially added TargComps (ToHit mod, but no aimed shots) + lobby lists re-enabled (disabled lists are hard to read) + crash in board loading fixed + 649303: charging movement distance for weapon hit fixed + a few mech pics fixed + water partial cover added to physical attacks (is this correct? it's certainly dumb) + 647272: smoke rises above the surface of water v 0.27.10 (12-06-02, 11:25pm) + new naming system for mechset.txt, allowing omnimechs, etc + 648138 fixed C3 showing up on mechs that shouldn't have it + 646609 intentional fires set at correct level + added movement display colors to config file + bot deploys itself + 648967: fixed typos in mechset.txt + updated vehicles to use new naming system + scenarios now use full unit name (and can use vehicles, omnis, etc) v 0.27.9 (12-01-02, 12:19pm) + 642892: charging units don't move into the target's hex until resolution + Clearing fire now correctly clears flip arms.--LDE + Movement path colors now more colorblind friendly.--LDE + fix crash with C3i units + small or ER small lasers, also SRM-2s can't start fires; MGs can + 639398: bot is moving again v 0.27.8 (11-22-02, 11:41pm) + applied HentaiZonga's patch for C3, RAC unjamming and targetting hexes + 639358: jumping over fire hexes does not raise mech heat + 636311: infantry are destroyed by fire too + 636311: fire kills vehicles & infantry under the correct circumstances + Conciousness rolls start at "3", not "2". + Multiple infantry updates. v 0.27.7 (11-15-02, 11:30pm) + Applied skids patch to CVS tree. + Successive consciousness checks should be made from low rolls to high. + fixed lockup when fire tries to spread beyond the edge of the map + smoke and woods in the same hex no longer both apply modifiers to LOS + setting fires made optional (on by default) + 639202: streak SRMs missing should not have a chance to start fires v 0.27.6 (11-08-02, 6pm) + Added Kai's fire patch (only working for missed shots, presently) + 633352: fixed NullPointerException when deploying during double blind + 632830: fixed typo causing small south deployment zone + inf_move_multi no longer messes up deployment phase + deployment phase works properly after /reset or victory + deployment phase not used when a scenario is loaded + 635209: prone mechs should not make piloting skill checks to avoid falling + out-of-range shots shouldn't cause fires when they miss + 630144: fixed glitch with bot beginning movement phase v 0.27.5 (11-01-02, 10:30pm) + Add non-canon options to balance Infantry impact on the init phase. + Add error-checking to Entity#elevation(). + Workaround for 630144: Bot "Beginning of Turn" Race Condition + added TigerWraith's patch, changing the mech selector slightly + Added a Deployment Phase + 630294: AMS actually decrements hits again + 630921: Can't manipulate someone else's unit + MASC turns itself off every round + 629707: HGR PSR modifier based on attacker, not target, weight v 0.27.4 (10-27-02, 12:12pm) + 625838: only infantry shoot in the same hex + 625838: non-inf MGs do *dice* of damage to infantry + 625838: flamer infantry can do heat instead of damage too + 621346: mechs that "stomp" infantry in same hex have +3 to-hit mod + 621350: immobilized hovercraft sink in water + Ammo dumping implemented + HeavyGaussRifles added + LRM-equipped infantry added (as IS Lvl 2, 3050) + RACs implemented, but no unjamming + chunk of resolveWeaponAttack cleaned up. . hopefully easier to read + fixed a few double blind bugs + changed "Location empty" critical message to be more informative v 0.27.3 (10-18-02, 4pm) + Abstracted equipment mode system + AMS can be turned off + fixed crash with bot and non-mech units + 622376: infantry can jump over water + MASC added + interface for switching equipment modes added + 622305: fixed crash with AMS + 622514: changed "missles", etc. to "missile(s)" + messed around with LOS; hopefully more readable code, bugs fixed + 536077: split crits supported (in mtf files only so far) + TSM added + 624368: LBX AC's use shots, not missiles. + fixed a slight bug with the new LOS changes and woods + 612729: units should no longer be displaced into prohibited hexes + 623853: bot should try getting up again if first attempt fails v 0.27.2 (10-11-02, 5pm) + added right-click popup menu to board display + stacking rules (vehicles & infantry) partially implemented + 613612: units continue to take damage the same phase after they are destroyed + fixed a stacking bug + AMS implemented. It can't be turned off yet + infantry have variable damage, not always missile damage + AMS only fires on attacks in arc v 0.27.1 (10-04-02, 2:30pm) + implemented autosaving every turn and loading from saved games + bots can now attach to players in mid-game + Suvarov454's infantry patch applied + switched attack line drawing from keeping a buffered image to on-the-fly + added capability to send a single changed hex from server to client + fixed a crash under windows JVM with infantry v 0.27.0 (09-27-02, 3:00pm) + 574898: bots don't instantly logout with double-blind + 612248: bots work tolerably with vehicles + 612429: turretless vehicles have their secondary facing set correctly + 613606: locked turrets should no longer cause a crash + fix allowing clan heavy and light MG ammo (thx to suvarov454) + 614883: option allowing drive/engine hits to not 'immobilize' a vehicle + 615400: mechs are not allowed to flip arms when prone v 0.26.14 (09-14-02, 9:30pm) + 609840: immobilized vehicles can't complete their charges + 609356: vehicles do not make piloting skill rolls to avoid falling + 609201: fixed crash when a charging vehicle is destroyed by weapons fire + 568291: typo in determining charge elevation levels (thx to suvarov454) + 610307: ammo changes are properly applied while resolving weapons fire + 565005: latecomers see the report if joining during a report phase + damage taken during a fall modifies later get-up attempts + added no-tac and floating-tac game options for mechs (thx John Rowat) + 612180: vehicles use their slightly different damage arcs + 610616: immobile vehicle crits don't apply the to-hit mod in the same phase v 0.26.13 (09-13-02, 11pm) + 607207: getting up and failing now correctly uses movement points + 607207: no get-up retries should a mech become disabled during an attempt + movement points already used during current turn displayed + 607206: jammed turrets no longer reset to face front + added lbx cluster ammo mtf designations for clan mechs + 603151: arms flip to front every round to be consistant + 607461: hovercraft always move along the surface of the water + 601063: vehicles are no longer placed in prohibited hexes + mech on mech charges were using incorrect hit location table + 608156: broken scenario support fixed + fixed crash bug with DFA misses + 592466: impossible PSRs now say "impossible", not Integer.MAX_VALUE + 607206: fixed crash bug with vehicles charging a mech + 608627: spurious tank death messages removed + 608767: hovercraft no longer recieve fire mods for being in water + 608767: prevented several more ways for a turret to rotate while locked + 608767: stunned vehicle crews don't roll for wakeup + disabled vehicles are counted as immobile for bth purposes + 608581: no more critical hits on CASE v 0.26.12 (09-07-02, 11am) + fixed crashbug when no ammo was available to a weapon + mech selector now additionally looks inside .zip files + fixed crash bug with new ammo selector under MS Java + made physical code more flexible for vehicles + fixed mechcache load bug with zipfile entries + non-mechs never make PSRs that could result in falls + vehicle side-firing arcs setup + vehicles don't break the ammo-selector anymore + vehicle critical hits and special hits implemented + mechs that have fallen during movement can try to stand up v 0.26.11 (08-30-02, 10pm) + 598824: a few more hovercraft movement fixes + physical attacks by dead or disabled mechs prevented + blk format now supports both mtf and mep equipment designations + can now select which ton of ammo to use on each shot + added fake mtf codes to distinguish lbx cluster ammo in mtf files + "fire mode" button allows switching between single and double ultra AC modes v 0.26.10 (08-16-02, 10pm) + big horkin' vehicle patch. Ground vehicles are mostly implemented + hovercrafts behave correctly on water + vehicles don't roll PSR after 20 damage + 592462: mechcache correctly reflects deleted mechfiles + vehicles don't roll PSR after being kicked + hovers move correctly over water + fixed bug in scenarioloader's map loading v 0.26.9 (08-09-2002, 11:30pm) + detailed end-of-game unit status exported to a text file + scenarios now use new bot + formatting fixed in push-off-board notice + 583692: duplicate physical attacks prevented + 532080: jumping into water provokes a PSR + mech selector defaults to 3025 + fixed movement to-hit penalty when a mech gets up and doesn't otherwise move + 567940: hatchets (not clubs) can now "swing" into arm arcs + torso twisting now affects club & hatchet arcs + 568526: when resizing weapon display, weapon list resizes too + 566267: fix to prevent minimap resize lockups + 577408: double movement due to lag prevented + 581000: if victory is on, it is triggered when there are no mechs left + one player on no team and one player on a team no longer causes team victory + 591886: fixed a bug causing physical attacks to be skipped v 0.26.8 (07-26-02, 2:30pm) + Can now host a game from a user-editable scenario file + surviving and dead mechs listed in victory screen v 0.26.7 (07-19-02, 9pm) + fix to check number of engine hits when a side torso is destroyed + option to allow mechs to be (directly) pushed off-board and out of the game + mech summary loading cache + small fix to avoid hang with network games v 0.26.6 (07-12-02, 6:14pm) + clan gauss rifles explode too + light gauss rifles use distinct ammo, explode for less damage + optional victory phase + 535042: next target button now able to target stacked mechs + LOS on the line between hexes now picks 1 hex favoring the defender + misc AI tweaks, fix of the tt while prone + fix a bug that hangs the client window with mm.net v 0.26.5 (07-05-02, 6:42pm) + 575448: critical hits on ammo make explosions again + 577153: Tooltip now clears itself on report screens and is readable on the right edge--LDE + 568523: Tooltip can now show multiple units' fire declarations (and other stuff) at the same time--LDE v 0.26.4 (06-28-02, 4pm) + minor bot tweaks + 574145: gauss rifle explosion makes all critical slots count as "hit" + 573409: torso jump jets should work in depth 1 water + redid gauss explosions--all slots not destroyed, but no double explosions + 570487: prevent crash when an unseen (double-blind) mech dies or attacks + a little more safety when loading mech files + non-cluster LBX ammo now actually fits in LBX autocannons + MRMs deal damage now + fixed mechselector position for mcwizard v 0.26.3 (06-21-02, 9pm) + bot improvements--hawkprime + support for (only) new version of HMPRead--spiker + added quad backward lateral shifts--LDE + 561339: switching between reverse and forward movement now resets defensive modifier--LDE + all mech loading routines slightly more robust + omnimech names handled better v 0.26.2 (06-14-02, 5pm) + actually applied level 2 patch to Server.java + added quad lateral shifts + 564632: fixed typo allowing leg weapons to be fired while prone + 565004: now enforcing jump along shortest path rule + added CASE equipment + added fields for entity year, tech level, omni + MEP weapon loading works (a little) better + 567973: fixed small bug (Clan DHS were 1 crit, now 2) + 568363: movement in depth 3+ water possible again + fixed a different bug with minimum movement and water + added new bot code by Steven Hawkins + CASE now applies to BV calculation + XL engines factor into BV + seperated LBX/Ultra/AC ammo; seperated Clan/IS ammo + changed heat sink handling, especially double & integral v 0.26.1 (06-07-02, 5pm) + added stainedglass's minimap and mech selector patches, slightly modified + removed river terrain type + 562804: DFA against destroyed target now has similar results to successful DFA + try to prevent annoying ConcurrentModificationExceptions during drawing + can't push/charge/dfa a mech already involved in one of these attacks + type letters to search thru list in MechSelector + minimap attributes saved in config file + spiker's level 2 patch applied (v. preliminary) + stainedglass's double blind patch applied + added large mountain boards (thx john u) + fixed typo not allowing retreat from southern border v 0.26.0 (06-03-02, 12pm) + the words "level" & "depth" no longer display on top of each other on a hex + some more fixes to boards, added mountainlake v 0.25.7 (05-30-02, 6pm) + properly disable flee button + 540326: mech elevation while mid-DFA calculated correctly + added color red; some tweaks to other colors + map tileset now included in MegaMek.cfg + corrected typo regarding underwater heat sinks + maps added in new format, some new maps (roads just cosmetic) + switched mechs to blk format v 0.25.6 (05-23-02, 8:30pm) + 554568: fixed false secondary target modifier on first shot + improved recently introduced oddities with friendly fire impacting movement and bots--LDE + minor fixess to unlikely crit transfers--LDE + 555039: Extra PSRs for leg destruction corrected--LDE + 556214: Fixed bug allowing gyro'd quads to stand--LDE + Fixed bug involving ammo switching tons--LDE + 554933: Fixed bug preventing fire when LOS passes outside the board--LDE + VERSION, TIMESTAMP fields no longer final + non-standalone client no longer calls System.exit + killed some flicker associated with torso twists + 557858: front arc targets are primary, if possible + new map format v 0.25.5 (05-10-02, 10:20am) + minor changes to the client & server for Helge + added Cord Awtry's mega-patch for quads, flipping arms, small bugfixes + fixed a few new clubbing bugs + added flags for equipment + fixed logic with needing a roll to stand up + 553907: BV of flamer is 6, not 9 + 552182: switching back to primary target doesn't get secondary targetting mod + 552747: -2 target prone modifier added to physical attacks + 552747: can't club a prone target unless it is one level higher v 0.25.4 (05-03-02, 8:20pm) + use ammo and build heat for automatic misses, none for impossible shots + 549900: mechs make shutdown rolls even if pilot is KO + 550229: attack tooltip to-hit now takes torso twisting into account + automatic misses now show reason (though it's always "out of range") + 546527: can't fire from depth 1 water while prone + added ant build.xml + megamek now prominently displays version number + mechs can flee during movement, provided certain conditions are met v 0.25.3 (04-28-02, 5pm) + added Dima Nemchenko's patch for confirm dialogs on physical attacks + added Cord Awtry's patch for a next target button + weapons with no ammo left can't fire + added some new fields for use in 3050+ weapons + 543593: intiative rewritten to fix lockups + added Cord Awtry's patch for status bars on mechs + added game options dialog in lobby and a few options to change + changed next target button to use Entity.isEnemyOf + fixed descriptions for base physical attack to-hit + fixed a bug that would stop wakeup rolls under certain circumstances + added a picture for quads (not used yet) + fixed an error that occured when a mech had no operational weapons + hexes are now hexagonal in LOS calcs (thx Derek Evans) + 550576: config file read in dedicated server mode too v 0.25.2 + 543237: heat modifier to fire now applies at the correct levels + 543735: hip actuator hit halves movement, now rounded up + 543735: hip actuator hit piloting modifier now ignores other actuator hits + 543391: dead equipment is dead! this includes jump jets! arrgh! + 543737: more info shown when equipment is critically hit + 543645: weapons shows shots in ton and total shots left in firing display + 543589: shots from destroyed or already-fired weapons prevented + 543239: firing not prevented when out of range or to-hit 13+ + 544122: no pushing after firing weapons from either arm + 543456: modal dialogs now not resizable + mech images are automatically rotated + custom mech images can be specified in data/mex/mechset.txt + 544496: dfa & charging to-hit uses piloting skill differential (not gunnery) + 545118: tree clubs work again + 543593: lock ups after heat phase possibly caught, not particularly fixed + using sun collections Random instead of equivalent custom class + added /roll command + a mech falling while between hexes now ends up in the _lower_ hex + fixed concurrent modification exception in board drawing routines + 544493: pilot can save to avoid damage in many auto-fall situations v 0.25.1 (04-12-02, 3:30pm) + weapon critical hits should actually disable the weapon + mech display window resizable + now using contents of Sun's Collections.jar + changed .blk loading files to be compatible with Java 1.1 v 0.25.0 (04-11-02, 10:45am) + moved extra weapon fire checking around in the code + all mech display panels now working properly in weapons phase + added pop-up prompt to read the documentation when using the bot + mech tooltip now shows movement and pilot skills + using latest mech pack from shrike@dropshipcommand.com v 0.24.8 (04-10-02, 8pm) + fixed a bug where the server thought everybody was on the same team + .mtf reader now handles removed arm actuators properly + .mtf reader now reads MG ammo properly + added .blk reader from Nathan Rowden see his editor at http://mekmaker.darktech.org/ + fixed a BV issue with half tons of MG ammo + mechs should no longer be able to punch from arms that have fired weapons + prone mechs should not be able to take one step forward + heat sink and jump jet criticals display properly + .mtf reader reads AC/2s properly + weapons on sections that are destroyed are again counted as destroyed + unified equiment (weapons/ammo/misc) in the code more + changed a few functions dealing with equipment/criticals + code now has more checks to prevent double weapons fire + ammo explosion damage applied to only the internals of a mech (lethal!) + packets are GZIPped before sending. any faster? slower? v 0.25.7 (04-08-02, 9pm) + hitting esc or next unit after a torso twist now cancels the torso twist + 537226: intact mechs with dead pilots are now removed from the map + locations can't be destroyed twice (preventing falls from destroyed leg hits) + skip button works in firing phase + 538581: charge/dfa on a destroyed target no longer locks game + 536097: mechs need both arms in order to fire while prone. (dumb rule) + numbers for starting position replaced by compass diresctions + teams selection added + mech loading code handles .mtf files from "hmpread" now + some changes to the mech display panels + -testdice command line option prints RNG test info + -dedicated command line option starts dedicated server using last settings + removed dedicated server button, in favor of the command line option v 0.24.6 (04-07-02, 1:18pm) + refined command interface. type "/help" for a list. + removed unused terrain types + players can reconnect to a game that they've left + changed how weapons, equipment and ammo are stored on a mech + moved jump jets & heat sinks into "equipment" from "systems" + hatchets load properly + hatchet attacks work + window close buttons close dialogs + changed button layout (again)... let's get the new buttons working! + inserted Derek Evans's fix for LOS floating-point precision errors + turn & torso twist buttons working + picking up tree clubs possible + /kick command added + server name changed to server password; used for /reset, /kick + server only sends entity add/delete packets in lounge, not entire list v 0.24.5 (03-30-02, 3pm) + "esc" clears fire even when focus is not on the map + 536097: prone mechs are at the terrain elevation for LOS, not 1 higher + hex graphics brighter, flatter, renamed; added reddish sinkhole hexes + some changes & fixes to maps + 536104: attacker being prone now cancels charge instead of auto-misses + fixed a bug where a mech would fail to get up but move anyhow + fixed a bug where a leg destroyed critical would not cause a mech to fall + added MegaMek.cfg option to set map text color + map selector now handles custom boards + experimental ai client from Michael Hanson + some commands for the server (documentation to come) + basic server log to serverlog.txt (windows users, open with wordpad) v 0.24.4 (03-27-02, 10:20pm) + 534490: hitting back up should not clear movement if you are not jumping + fixed some display glitches with movement paths + torso twisting doesn't rotate leg firing arcs (thx Niels Naumann) + leg weapons are blocked by terrain that gives attacker partial cover + fixed another bug with transfer damage + players can join the game at any time, to watch + 534820: mechs with 0 MP don't get the minimum 1 step movement rule applied + board editor working with new boardview + pilot skills displayed in lobby instead of just "(custom)" + map selection v 0.24.3 (03-24-02, 9:30pm) + 532083: transfer damage no longer counts double towards damage this phase + prone mechs can make facing changes at the normal cost + 531143: prone mechs can't make torso twists + impossible shots now show reason instead of 2147483647 + 532908: fire button no longer enabled when it shouldn't be, AFAIK + 532066: limb destruction should not prevent physical attacks in the same phase + 532073: criticals should no longer transfer incorrectly + pilot damage resulting from falling during fire phase resolved immediately + connection class seperated from server class + connections send packets on a seperate thread v 0.24.2 (03-20-02, 10pm) + .mep files load weapons with no space between "(R)" and the weapon name now + 532302: DFA causing target to be displaced from wrong coordinates + new distance formula by John Uckele (buggy?) + 532077: mechs making DFA no longer make landing PSRs during movement (thx bdee) + 532079: secondary target modifiers applied + 531688: now can't fire weapons from both arms while prone - significantly changed how rear locations and weapons work: + weapons can now be rear-mounted anywhere legal (head, legs) + 532068: rear limb hits now transfer to rear torso locations (thx bdee) + 531825: initiative now sorts ties correctly v 0.24.1 (03-17-02, 11pm) + changed RNG routine to avoid very unlikely chance of rounding errors (:-P) + fixed bug causing pilot consciousness checks to never be made + mechwarrior name/skill customization + mechwarrior gunnery/piloting skill factored into BV + factored piloting skill differential into charging/dfa to-hit + fixed a bug causing weapons fire tooltips not to display sometimes + even more mechs! (thanks Shrike@dropshipcommand.com again) v 0.24.0 (03-18-02, 12:30pm) + mechs making a dfa attack can't be physically attacked + prone mechs automatically miss charging and DFA attacks + falling damage for mechs doing DFA is saved until they miss the DFA + invalid domino effect prevented + mechs making DFA attacks don't get the benefit of terrain modifiers + fixed bug with making too many consciousness rolls + mechs with 1 MP are allowed to get up + mechs with at least 1 MP can take 1 step forward, regardless of terrain cost + more notification about criticals due to "2" hit location + added a bunch more mechs (thx Jeff Biron) v 0.23.6 (03-17-02, 8:15pm) + center on unit works in new display + new display works when screen is bigger than board + highlight border appears under mech instead of on top (subtle) + initiative ties rolled off (up to 5 times--sort of a hack) + edges cleared in new display + charging attacker takes damage on normal front table + death from above implemented + movement path display redone to reduce memory thrashing + some error boxes for errors reading mepfiles + pilot consciousness checks made before piloting skill rolls v 0.23.5 (03-14-02, 6pm) + charge flag reset properly + crash bug fixed in getMissedChargeDisplacement + can't charge charging mechs anymore + charge error messages a little better, maybe + "2" on rear table now results in CTR (critical) hit, not CT (thx bob dee) + falling in water is only half damage + tooltips work better + successful charge always results in PSR for attacker and target + pilot roll to avoid damage is +1/level fallen, not just always +1 v 0.23.4 (03-14-02, 12pm) + charging + mechs can't fire in depth 2+ water + each starting position can handle many more mechs now + some client-side changes to try to prevent duplicate "readies" + rear side torso damage transfers to rear center torso (thx dave fanjoy) + rear armor destroyed when section destroyed (thx dave fanjoy again) + internal structure displays as "N/A" on rear locations + base punch damage rounded up, not down (thx Robert J Chverchko) v 0.23.3 (03-12-02, 1:30am) + slightly better dialogs + now counting upper leg crits for piloting roll purposes (thx jerrymeander) + now applying immobile modifier to unconcious pilots (jerrymeander again) + fixed a keyboard problem on the Mac (thx Michael Flynn) + keyboard scrolling in new board display v 0.23.2 (03-06-02, 10pm) + fast-drawin' cursors + image filters for tint, transparency (slower?) + movement now showing on new board + new scrolling cache system ++ buggy LOS back to normal levels of buggyness + player name in title bar + tooltips for entities include armor & internals + tooltips for attacks show weapons used + section destruction more noticible + both arms needed for pushing + to-hit rolls lower than 0 handled ++ fixed a bug where an entity facing north & falling forwards caused a crash v 0.23.1 (03-04-02, 4:48pm) + new board display stuff + tooltips on board, mechs, attacks v 0.23.0 (03-02-02, 6:30pm) + falling does damage again (oops) + changed torso twisting a little + initiative working again + changed the way players and entities are stored in the game + player changes (such as starting position) properly update again + "immobile" centered on mech icon, when displayed + falling accounts for elevation + falling while moving handled more correctly + new intervening formula from (http://www-cs-students.stanford.edu/~amitp/gameprog.html) + pushing & resulting effects implemented + you may choose to display either BV or tonnage in the lounge + invalid filenames in the mech loading routine handled v 0.22.3 (02-21-02, 12pm) + connections handled differently on the server + units moving backwards can't change elevation levels + players that disconnect with active entities become "ghosts" + mechs now only punch with available arms instead of always both + players disconnecting in the lounge get all their entities removed + client now pops up a dialog and quits upon disconnection v 0.22.2 (02-18-02, 11:30pm) + targets prone in depth 1 water can't be hit + sensors critical hit means a +2 to weapons fire, not +1 (oops) + can't shoot arm-mounted weapons while prone and opposite arm destroyed + critical hits more noticable in report + in lounge, changing starting pos no longer resets BV + cleaned up some equals methods + refactored stuff dealing with piloting skill rolls + mepfiles: lower arm & hand actuators properly removed (victor loads now) + underwater heat sinks work twice as much - extra heat capacity due to underwater heat sinks doesn't show up on display + shut down mechs gain no extra heat from engine criticals + fixed a bug which caused critical hits to self-heal sometimes + all critical hits in destroyed location are considered hit + mechwarrior effects from broken life support + criticals transfer from empty locations + running or jumping with damaged gyro or certain actuators now needs a roll v 0.22.1 (02-17-02, 9pm) + an automatic fall no longer results in the pilot automatically avoiding damage + most common stacking violations prevented + rough terrain doesn't actually need a piloting roll (oops) + engines & gyros taking more than one hit in the same turn are properly destroyed + mep files parse heat sinks & jump jets properly + changed a few function names dealing with critical slots + now displays "immobile" for shut down or pilot unconcious + will now skip the movement phase if nobody can act + destroyed jump jets reduce jump movement + destroyed heat sinks reduce capacity + heat capacity shown on mech display + hitting "get up" then "move" works now + empty weapons try to reload "on the fly" v 0.22.0 (02-16-02, 7pm) + torso twisting now turns in the correct direction + any button except button1 does not select hexes (so you can scroll) - movement arrows dissappear when scrolled off the screen + turn order recalculated every phase for eligible entities + now, once again, factors in target movement (oops) + physical attacks skipped for entities that can't use them - units should actually count in the action queue, but be skipped on their turns + internal setting "friendly fire" off if more than one player in the game v 0.21.5 (02-16-02, 12pm) + weapons stored differently; may reduce network traffic + report at end of movement/firing if necessary v 0.21.4 (02-13-02, 4pm) + kicks do normal kick damage now + engine hit heat added in a way that you can see + fixed a torso twisting bug introduced in the last version + no running backwards + some movement requires a piloting skill roll + display differences for movement needing a piloting skill roll + jump jets don't work in water - all jump jets don't work, not just the ones underwater (ugh) + getting up revised, but you still can't get up except as your first move + many of the standard piloting skill rolls during movement now + turning is free after getting up + can't jump over too-high terrain (poor urbanmechs) + missing actuators figure into punches and kicks + BoardView crashes with null entities possibly fixed v 0.21.3 (02-12-02, 6:22pm) + can't fire at underwater units + punching & kicking account for prone/elevation changes + status bar during physical attacks says "physical attacks" now + can't do physical attacks while prone + fixed text bug in targetting modifiers + walking/jumping back to normal levels of brokenness + moving somewhat re-done internally - backup/getup not working - server may allow certain types of illegal movement (stacking) v 0.21.2 (02-11-02, 3pm) + punching supported + just about everything that has to do with hitting re-written or modified + button placement changes in the gui + kicking supported - regression: getting up, jumping, backwards movement is broken v 0.21.1 (02-07-02, 11:43am) + pilots can wake up from unconciousness + starting position selection (on any 8 primary/secondary compass directions) v 0.21.0 (01-27-02, 10:30pm) + fixed movement heat costs + ammo exploding doesn't empty the bin until the end of the turn + mepfiles: 1/2 ton MG ammo parsed + mepfiles: flamers (damage only) added + mepfiles: rear facing weapons parsed + rear facing weapons working (torsos only) + initiative phase just displays the report, which has initiative info now + dead entities aren't sent out every phase (just kept on server) + game rounds counted & displayed at the top of the report v 0.20.5 (01-27-02, 12pm) + fixed a bug where mechs destroyed did't stay dead (yikes!) + fixed a bug causing turns to go to players without active mechs + fixed a bug causing shutdown mechs not to be displayed + changed how crew conditions are handled internally + leg destruction now results in a piloting skill check + server now uses game player data instead of its own + player objects are now aware of their own id + changed how client handles connects/disconnects + changed how server handles players internally + entities are now aware of their id numbers and act accordingly + changed how selected weapons & pending fire are handled internally ++ AAARGH!! fixed another bug with torso twisting, hopefully the last + mech display kept by client v 0.20.4 (01-26-02, 6:30pm) + fixed a bug with keyboard listeners lingering v 0.20.3 (01-26-02, 6pm) + torso twisting hopefully fixed + different random number routine accessed v 0.20.2 (01-26-02, 11:30am) + changed how certain mech status conditions (destroyed, prone) were handled internally + testing release to track down why torso twists sometimes fail v 0.20.1 (01-25-02, 1pm) + added some more maps, mechs v 0.20.0 (01-23-02, 10:40pm) + fixed a bug in the new network code (thread synchronization issues) + added interface for modifying board layout parameters + added "delete mech button" + if mechs or board layout changes in the lounge, all players are unreadied + you can no longer start the game without a mech + calculating battle value + fixed a .mep parsing bug with armor + display total BV for player during startup + auto-center on active mech working again + color selection working again + fixed a bug in initiative where only one player had to click "ready" v 0.19.3 (01-21-02, 9:30pm) + re-did network communication to use java object serialization exclusively + mapsheet combiner working + new map format! tile based + editor works with new map format - saving doesn't really work with new map format yet v 0.19.2 (01-16-02, 9:30am) + seperated code into packages: server, client & common + all data in data folder + removed several unused data from board file (reducing size by about 1/4) + seperation of board, game and client. only one attricious hack needed, too! + at some point, jumping got broken. fixed it. v 0.19.1 (01-12-02, 11pm) + chat area now doesn't go to the top every phase change (yay!) + fixed a bug that was giving 10 extra heatsinks to loaded mechs + fixed a number format bug in mech loading: stalker loads now + code: renamed "Game" to "Client" and "GameServer" to "Server" v 0.19.0 (01-12-02, 9:30pm) + remade initiative and lounge screens + lounge screen now allows loading of mechs + all 3025 weapons & ammo except flamers + mechs deploy around a point instead of at fixed points + code: "location" (and associated) in Entity replaced with "position" + editor: making a new map resets save name + editor: default board size is now 16x17 + more maps & tiles added v 0.18.0 (01-09-02, 2am) + weapon attacks held client-side and sent in a bunch + torso twisting + ammo tracking + ammo auto-reloads if more is availiable + fixed number of leg critical slots (now 6) + ammo explosions from critical hits and heat v 0.17.0 (12-01-01, 1:49am) + some settings saved (yay!) + walking backwards v 0.16.7 (10-20-01, 1pm) + falling + falling from actuator hits + falling from 20+ damage + pilot damage due to falling + piloting skill rolls v 0.16.1 + mechs have pilots now, and the pilots can take damage + fixed a bug not allowing you to jump over enemy mechs v 0.16.0 (09-06-01, 1pm) + fixed board edges in new graphics engine + editor enabled + added jumping support + test scenario: spider vs. urbanmech v 0.15.5 (08-20-01, 8:22pm) ++ new graphics engine (sorry, it's slower) should allow almost unlimited board size + criticals on rear torso locations now resolve properly against the main torso + added the rest of the missile hit tables in (oops!) v 0.15.4 (08-19-01, 9:39pm) + fixed an infinite damage loop bug + firing lines clear properly + added more effects of system criticals + limb blown off criticals work + fixed a bug with partial cover not being assigned + reworked the damage loop so that hit locations 2 should actually critical + people with no mechs don't have to click okay v 0.15.3 (08-19-01, 1:46am) + fixed a bug with player color selection v 0.15.2 (08-19-01, 1:11am) + image tint cache + lines to show fire + critical hits to weapons & systems (no system effects) + changes to damage readout v 0.15.1 (08-17-01, 12:40am) + removed the stalker from the default mechs + new rangefinder formula ( http://www.rossmack.com/ab/RPG/traveller/AstroHexDistance.asp ) v 0.15.0 (08-16-01, 11pm) + logic to stop people from selecting the same color + 4 different starting positions on the default board + clears target when using "next unit" button + centers current unit in map view area + missile damage displays as "missile" on the weapon list + arms destroyed when torso is destroyed + fixed some errors in keyboard handling +++ partial intervening terrain & LOS added (splines handled badly) + dead mechs should be dissapearing better + should be no empty line at the bottom of chat text + ready/moved/shutdown mechs display slightly differently + mech display is movable window + fixed movement data font changing + deselect hex at end of turn + attacker terrain + defender terrain v 0.14.2 (08-09-01) 6:49pm + partially fixed initiative + next mech button + medium mech graphics added + colors changed to pastelly stuff v 0.14.1 + fixed a range finding bug + overhead pictures of mechs, tinted to the player color v 0.14 (8-08-01) + disable weapons in destroyed sections + some stacking violations prevented + fixed bug with rear torso internal structure + destroyed mechs don't show up on the map any more v 0.13.3 (8-07-01, 12:25am) + don't target destroyed mechs + don't resolve fire against destroyed mechs + target immobile modifierx v 0.13.2 (8-06-01, 3:30pm) + bug fixed with missile damage display + added target arcs + better turn status messages + heat buildup should not resolve until the end of the turn + heat shutdown & startup effects + rotate w/o moving (shift click in movement) v 0.13.1 (8-06-01, 1:00am) + added weapon arcs + added missiles and missile damage resolution v 0.13 (8-04-01, 4:14pm) + fixed initiative bug with uneven sides + added heat v 0.12.1 (8-01-01, 12:50am) + can't fire at invalid target/out of range v 0.12 (7-31-01) + damage + hit location tables + end of turn report v 0.11 (7-24-01) + more firing + some cursor stuff v 0.10 (7-08-01) + firing phase v 0.09 (2-20-01, 10:31pm) + initiative phase + more movement overhauls v 0.081 (2-13-01, 5:10pm) + lazy ground pathfinder - bug: allows running into water - generally unintelligent path choices + displays movement on map + server forbids moving too far v 0.080 + redraws the sides when the screen area is larger than the board + preliminary display of mechs on the map + preliminary mech movement v 0.076 (02-09-01, 12:02am) + preliminary game phase progression v 0.075 + buffered map reading. now about twice as fast! + fixed: sometimes not all the tile pictures will load when you load a map, or they'll load halfway. + fixed: when you change the elevation in the editor, the little picture in the corner doesn't change + testing fog in the editor: press "f" to toggle v 0.073 (02-06-01, 10:50pm) + player list in chat + player ready button in chat v 0.071 + resized the tiles to 84 * 72 pixels + redrew the "boring" tileset to match v 0.07 + main menu! + added some multiplayer host/connection support Version 0.063 + fixed: in the editor, clicking on a new tile while holding CTRL won't paint that tile, but releasing and then tapping CTRL will. + fixed a bug in showing elevation changes while editing boards + CTRL is now the paintbrush and ALT is the eyedropper in the editor + internal difference between dragging and selecting a hex. Version 0.062 (02-05-01, 3:40pm) + tiles have borders to represent elevation changes Version 0.061 (02-05-01, 3:40pm) + fixed a small bug loading terrain tiles with underscores version 0.06 + saving and loading of maps + slightly more intuitive new map starting versions before 0.06 + i dunno