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View Full Version : Info WinSPMBT version 4.5 Upgrade patch


DRG
March 19th, 2009, 02:23 PM
The 4.5 patch for winSPMBT will be released by the end of the month unless we find a problem in the next few days. Here is the list of changes ( in no particular order of importance..) to date. This may change between now and release

Don

-----------------


WinSPMBT version 4.5 Upgrade patch

25 New Scenarios
43 Updated Scenarios
84 New photos
96 New and Revised Icons plus terrain tile updates
3686 new Icon spots added
92 Updated OOB Files
10 Revised campaign files
29 New and Revised Graphic files ( including Terrain SHP's )
28 New maps
41 New or revised picklists
Upgraded Cost Calculator
Upgraded MOBHack
Upgraded ScenHack



1) A large number of OOB corrections and additions have been made since v4.0 was released. The completed " to do" list would print out to 117 pages so we won't detail everything that was done for every OOB but Russia and Iraq have had a lot of work done but really, every OOB has had some work done to it. A number of "Future weapons systems" that were cancelled or delayed have been removed or moved back in some of the OOB's. Scenario designers who may have scenarios not in the game but posted on various scenario depots on the 'net may want to check them over with ScenHack for unit/weapon errors. ESPECIALLY if they used the Russian OOB. The large number of updated scenarios in this upgrade are mainly due to OOB re-organization and it is a 99.8% certainty that any third party scenarios that are not included in this update WILL VERY LIKELY need to be revised by their designers. There was no way around this and we apologize for it but it's the price of improving the game. As usual with this game, OOB's are always a "work in progress" as new information is uncovered and also " As usual " we remind everyone that on going PBEM games WILL fail if this patch is applied while they are being played. You have been warned. As well, due to the large number of changes to the Russian OOB, saved games that use the Russian OOB, even if they are not PBEM, WILL BE affected.


2) 5 new fortified houses with "invisible" turrets for use with units that do not use an AT gun and are now capable of 360 degree fire. They are copies of existing houses in the game so blend right in . All OOB's that used fortified houses that did not have an AT gun have been upgraded to these new versions

3) Mobhack now underlines the name of any unit used as a formation template unit

4) Scenhack would not save changes to the game length correctly resetting the game to 90 turns has been fixed

5) Vehicles originally assigned to the AI were still, under certain circumstances, unable to move after popping smoke has been fixed

6) Helicopters would sometimes get "stuck" while retreating and just hover in place has been fixed. This was a large map issue and now all pathfinding code has been updated so this will no longer occur

7) The ' . ' (period) key can now be used to turn the hex grid on and off during deployment and while playing the game

8) "Golan" is now "arid" rather than "desert"

9) A bug with the map generator would not allow batloc zero to be entered has been fixed

10) Unit class #7 ( Automatic Grenade launchers ) did not generate a blast circle like MG sections do has been fixed

11) Changes have been made to the code so that if your vehicle kicks up dust due to movement then you can no longer undo that vehicle's action. (Note that this also applies for partial smoke that does not generate a smoke graphic in the hex).

12) In desert maps, hovercraft will kick up dust at any visibility

13) A new top attack inertial guidance weapons class added mainly for the MBT-LAW but useable for any infantry AT weapon that is top attack and is used by infantry squads rather than specialized AT teams. It has a built in boost for FC and RF

14) The weapon size no longer appears in the database, and 0 is inserted as well as having the field deactivated, plus a comment has been added that it is obsolete. "Weapon size" was not being used in the game but was causing some confusion with players who assumed it was .

15) Minelet artillery batteries are now no longer permitted to the assaulting player in a beach landings

16) Cluster munitions will now occasionally leave unexploded bomblets. These are treated as artillery mines.

17) On map rocket batteries with Cluster rockets are now treated as a greater warhead size than shown in the game for reloading from ammo carriers purposes ONLY. The game will ignore any warhead size entered for that class of weapon when reloading ammo and use a set value. Now two units using the same size rocket , one conventional and one CM will reload from an ammo carrier at the much the same rate which was not the case previously allowing CM rockets to reload too fast.

18) Naval artillery had a bit too much of a bonus for quick response. This has been toned down so they are only marginally faster than other off-map batteries.

19) A bug existed where if�*a core units AA radar was destroyed by an ARM it was not fixed in the repair has been fixed

20) A bug involving Thick Ice in winSPMBT only has been fixed

21) Missile units with stabiliser can now move a couple of hexes and still have shot(s). Previously any movement disallowed firing

22) Armoured car class now protects crew as APC in winSPMBT. This was a compromise because many APC's were being used by Armoured car classes and the infantry they carried were being treated as if they were riding outside the vehicle. Now any passengers carried by a unit in an "armoured car" class are treated as being in the vehicle and armoured cars that do not have inside carry capacity have generally been given zero carry capacity. There were actually very few true "armoured cars" in MBT with carry capacity anyway�*and this is more fair for the bulk of the units now using this class

23) Some units that should not have been on map were deployed on map in the PBEM long campaign has been fixed

24) A number of long standing issues with the ' W " shortcut key that allowed players to fire only one weapons have been corrected and the feature now works correctly. This had never really worked right but now it does. Information on how to used ' W ' can now be found in the Tutorial section of the game guide.

25) Gliders that land are now abandoned, not destroyed

26) The AIAdjustpercent INI variable now applies to generated battles, and for both sides if set to AI player control

27) A bug with all units of a side being destroyed leading to screen flicker has been fixed

28) A Bug with all units of a side being destroyed but the game did not end even if all objectives taken cleared has been fixed

29) Problems with the AI counter attacking too early in assaults and defends has been fixed

30) Problems with the core units not getting their smoke rounds back in the PBEM long Campaign has been fixed

31) A bug ( and serious cheat ) with arty command units and fire delays had been fixed by removing arty command units from units allowed to observe.

32) Cluster ammo costs for tubed artillery have been increased roughly + 50%. As a result a number of off map artillery units have had their cluster ammo reduced to keep them from exceeding the 999 points limit in the game

33) The delay for adjusting the fall of shot for both on and off map artillery landing out of the observing units line of sight has been increased and in most cases now means only one adjustment can be made without delaying the next fall of shot an extra turn.

34) A small bug fixed for generated and PBEM campaigns, where it was possible, if the campaign was set to run in the same year, to set an end month that was earlier than the start month ( or start month later than the end month ). The game would not run time backwards but it would only run the latest month

35) A new feature for CD holders only allows players to check the location on the map of the other units in a formation with a hotkey.

36) Crewed weapons such as AT guns, howitzers and mortars when loaded onto a paratroop transport for air dropping now split into the crew and uncrewed weapon which drop separately and you must now reunite the surviving crew and the unmanned weapon before being able to use it. This change also applies to vehicles and re-crewing is handled the same as any abandoned vehicle......the crew must be in the same hex as the vehicle when the turn ends and at the start of the next turn the two units will recombine. There is also a new one ( 1 ) vehicle per air transport limit in effect. This prevents players from overloading air transports with far more vehicles than was possible. This does not prevent more troops from being loaded in a vehicle carrying aircraft that may have more carry capacity though.

37) A PBEM campaign bug existed where on 3 failed attempts at entering the password a PBEM campaign ended the turn (and saved off the files) instead of aborting. Now the player is returned correctly to the main menu.

38) In Campaigns, core formations were able to cross-attach to non core formations. This has been corrected. You cannot now attach a core unit to a support formation.

39) A bug existed in PBEM Campaign Games where the turn 0 artillery was replayed before player 1 was asked for his password allowing player 2 to watch this turn on his machine has been fixed. Player 1 must enter his password in order to see the turn 0 bombardment. Player 2 cannot now run this turn.

40) A bug in PBEM Campaign Games has been fixed that showed the units of player 2 to player 1 during the pre-game ( turn 0 ) bombardment

41) A bug in PBEM Campaign Games where any unspotted player 2 units caused to retreat by the turn 0 bombardment were shown to player 1 was fixed.

42) Off map artillery will now have a chance of losing radio contact and when they do they will not appear in the bombard menu. However, if a fire mission has been plotted and you lose contact the turn before the fire mission is scheduled to go in the fire mission will go in as scheduled but because it dropped off the bombard menu just before it did you will not be able to cancel it or shift fire.

43) "Tank Riding" passengers now have a greater chance of more casualties if caught on the tank when they are fired on.

44) A further 3686 new Icon spots added bringing the total number of available slots in both winSPMBT and winSPWW2 to 8383

EJ
March 19th, 2009, 03:40 PM
A MILLION THANKS DON FOR CONTINUING TO IMPROVE THE GAME! I'm eager to update my game with the latest patch. Who's gonna take over when you retire???:D

Wdll
March 20th, 2009, 02:57 PM
16) Cluster munitions will now occasionally leave unexploded bomblets. These are treated as artillery mines.

Does this mean fewer direct kills/hits for arti?

21) Missile units with stabiliser can now move a couple of hexes and still have shot(s). Previously any movement disallowed firing

I notice that some times my BMP-3s will be able to fire even if move 1 hex or something. Glad that this will be improved.

32) Cluster ammo costs for tubed artillery have been increased roughly + 50%. As a result a number of off map artillery units have had their cluster ammo reduced to keep them from exceeding the 999 points limit in the game

does this mean that if an artilery used to cost 200 now it may cost 300? I like it.



anyway, great patch once again.

DRG
March 20th, 2009, 03:12 PM
16) Cluster munitions will now occasionally leave unexploded bomblets. These are treated as artillery mines.

Does this mean fewer direct kills/hits for arti?

What is says is what it does. Did we say anything about less kills ?? We are telling players not to be surprised if they see a "mine" appear after cluster munitions are fired because cluster muntions are notorious for leaving unexploded ordanace that can go off at the slightest touch and this is our way of simulating that. However. I know it's only a matter of time before somebody reports this as a "bug".

Don

Imp
March 20th, 2009, 03:20 PM
16) Cluster munitions will now occasionally leave unexploded bomblets. These are treated as artillery mines.
Will certainly make it intresting in confined spaces like town you could inadvertantly block the road or get lucky & block the path for reinforcements or escape.
Cheers for all the hard work much appreciated
John

Sniper23
March 20th, 2009, 04:47 PM
damn,now i got to keep those engineers alive lol :D

Wdll
March 20th, 2009, 04:57 PM
16) Cluster munitions will now occasionally leave unexploded bomblets. These are treated as artillery mines.

Does this mean fewer direct kills/hits for arti?

What is says is what it does. Did we say anything about less kills ?? We are telling players not to be surprised if they see a "mine" appear after cluster munitions are fired because cluster muntions are notorious for leaving unexploded ordanace that can go off at the slightest touch and this is our way of simulating that. However. I know it's only a matter of time before somebody reports this as a "bug".

Don


Well if some of the ammo that could hit a vehicle do not hit the vehicle but instead turn into mines then it could mean they have less chances of hitting a vehicle than not, depending on the exact mechanics/code. It was a valid question. I don't see a reason to act this upset about my question.

Ramm
March 20th, 2009, 05:13 PM
Don is not upset, you have not even seen him upset, let it rest bro.

Just giving you a friendly warning.

Ramm
March 20th, 2009, 05:21 PM
A MILLION THANKS DON FOR CONTINUING TO IMPROVE THE GAME! I'm eager to update my game with the latest patch. Who's gonna take over when you retire???:D

Ten four to that! Even if we don't get along without you this game would be a lot different and not in a good way.

Epoletov___SPR
March 20th, 2009, 05:28 PM
21) Missile units with stabiliser can now move a couple of hexes and still have shot(s). Previously any movement disallowed firing21
:party: Cool ! Russian tanks the best ! :party:

Double_Deuce
March 20th, 2009, 05:31 PM
Does this mean fewer direct kills/hits for arti?

What is says is what it does. Did we say anything about less kills ?? We are telling players not to be surprised if they see a "mine" appear after cluster munitions are fired because cluster muntions are notorious for leaving unexploded ordanace that can go off at the slightest touch and this is our way of simulating that. However. I know it's only a matter of time before somebody reports this as a "bug".

Don

Well if some of the ammo that could hit a vehicle do not hit the vehicle but instead turn into mines then it could mean they have less chances of hitting a vehicle than not, depending on the exact mechanics/code. It was a valid question. I don't see a reason to act this upset about my question.
I don't think its a more or less hit issue, but more of a residual effect from the bombardment. A way to take account for those extra bomblets that would have missed anyway.

Double_Deuce
March 20th, 2009, 05:38 PM
:party: Cool ! Russian tanks the best ! :party:
So . . now that the OOB work is about done, when are you guys going to design a "Soviet/Russian" based user campaign? You could use Marek's maps and design one from the "Warsaw Pact" perspective. ;)

DRG
March 20th, 2009, 05:57 PM
Well if some of the ammo that could hit a vehicle do not hit the vehicle but instead turn into mines then it could mean they have less chances of hitting a vehicle than not, depending on the exact mechanics/code. It was a valid question. I don't see a reason to act this upset about my question.


You where the one who read into the answer things that werte not there.

Think it through...... cluster munitions are fired. Some hit, some miss and some that miss don't explode. It has NOTHING to do with taking away from any hits that may be made on their way in and has everything to do with the ones that DO NOT hit anything and don't explode on contact with the ground and lay there on the battlefield until someone steps on or runs over them. This creates one or maybe two mines sometimes. Nobodys going to be making minefields this way and yes, one may just end up someplace that's awkward for either player

Don

DRG
March 20th, 2009, 05:59 PM
I don't think its a more or less hit issue, but more of a residual effect from the bombardment. A way to take account for those extra bomblets that would have missed anyway.


EXACTLY



Don

Wdll
March 20th, 2009, 06:03 PM
Thank you for the clarification.

Sniper23
March 20th, 2009, 06:53 PM
21) Missile units with stabiliser can now move a couple of hexes and still have shot(s). Previously any movement disallowed firing21
:party: Cool ! Russian tanks the best ! :party:

oh no....i have enough problems with those tanks already!! :D

Skirmisher
March 20th, 2009, 07:30 PM
oh no....i have enough problems with those tanks already!! :D


This will help.

Imp
March 20th, 2009, 07:56 PM
Skirmisher I am assuming thats not for him to drink rather the goal of Partisan parties to smuggle across the border & leave in a place tank crews are bound to frequent in a bid to "improve" their aiming.

Skirmisher
March 20th, 2009, 08:03 PM
Skirmisher I am assuming thats not for him to drink rather the goal of Partisan parties to smuggle across the border & leave in a place tank crews are bound to frequent in a bid to "improve" their aiming.


Not bad, I had not thought of that.
I was thinking if your having trouble with Russian tanks, that might ease the pain.
But in retrospect your idea seems better.

Wdll
March 20th, 2009, 08:15 PM
Wow, only I thought of using it as a bomb then.

Skirmisher
March 20th, 2009, 08:35 PM
Wow, only I thought of using it as a bomb then.

Better to use rot gut vodka for the bombs.

Ramm
March 20th, 2009, 10:41 PM
Wow, only I thought of using it as a bomb then.

Better to use rot gut vodka for the bombs.


Just curious; do Molotove cocktails, like the ones used in the game contain alcohol?

Wikipedia said yes but Wikipedia is not 100% correct.

KraMax
March 21st, 2009, 01:15 AM
Don and Mobhack - you good fellows!!!
I respect your work.

Fokko
March 22nd, 2009, 04:30 AM
Understand that the patch affects ongoing PBEM's .
Does that include PBEM campaigns when and the patch is applied between battles ?

Fokko

Mobhack
March 22nd, 2009, 07:03 AM
Understand that the patch affects ongoing PBEM's .
Does that include PBEM campaigns when and the patch is applied between battles ?

Fokko

The letters "PBEM" in "PBEM campaigns" should be all the clue needed, since a PBEM campaign is a series of PBEM games....

Andy

DRG
March 22nd, 2009, 11:17 AM
Understand that the patch affects ongoing PBEM's .
Does that include PBEM campaigns when and the patch is applied between battles ?

Fokko




The phrase "PBEM" encompases EVERYTHING that is played by email.


Don

DRG
March 22nd, 2009, 11:22 AM
Wow, only I thought of using it as a bomb then.

Better to use rot gut vodka for the bombs.


Just curious; do Molotove cocktails, like the ones used in the game contain alcohol?

Wikipedia said yes but Wikipedia is not 100% correct.


ANYTHING flammable could , would and has been used to make a "Molotov"

Don

Imp
March 22nd, 2009, 12:43 PM
ANYTHING flammable could , would and has been used to make a "Molotov"

Alcohol might be better than petrol as it won't burn so fast.

DRG
March 23rd, 2009, 12:41 PM
... the point is anything that burns works and the secret is to get that burning liguid into places it will do the most good. An open hatch gets you a gold star but the engine deck with all the air intakes and wiring is the bigger target. Once it's immobile it's just a matter of time before it's dead

Don

Stian
March 24th, 2009, 04:07 PM
Wonderful news, really looking forward to it! :D:D:D

The view connected units feature is something I've missed for a long time, good work guys :up:

DRG
March 24th, 2009, 05:52 PM
The patch should be available within the next 24 hours

Don

Lt. Ketch
March 24th, 2009, 06:33 PM
Wahoo!

Warhero
March 25th, 2009, 07:21 AM
Wow thanks about info Don:)! Can't wait...

Marek_Tucan
March 25th, 2009, 07:35 AM
Wow! Great! So now it's really time for me to finish those last maps for the SLII :)

rfisher
March 26th, 2009, 05:50 AM
Got it! Thanks.

NOT a complaint, merely an observation/FYI (as the last patch IIRC said everything had a picture now) in the British OOB the LR sniper and the Scimitar SLAT do not have a picture.
What is the Scimitar SLAT and would it be ridiculous for me to give it the scimitar picture in the OOB editor?

spirek
March 26th, 2009, 06:48 AM
the patch isn't ready yet? or i just can't find it

DRG
March 26th, 2009, 07:43 AM
The patch can be found at

http://www.shrapnelgames.com/Camo_Workshop/MBT/MBT_page.html

DRG
March 26th, 2009, 07:51 AM
Got it! Thanks.

NOT a complaint, merely an observation/FYI (as the last patch IIRC said everything had a picture now) in the British OOB the LR sniper and the Scimitar SLAT do not have a picture.
What is the Scimitar SLAT and would it be ridiculous for me to give it the scimitar picture in the OOB editor?


Both those units have photos in my master game but the PIC's themselves didn't make it into the patch files. I'll need to sit down today and find out if there are any others that were missed and when I've figured that out I'll post them to the forums

Don

Imp
March 26th, 2009, 08:59 AM
won't detail everything that was done for every OOB but Russia and Iraq have had a lot of work done but really, every OOB has had some work done to it.

Only had a quick look but you were not joking thanks for the effort guys much appreciated.

Hub01
March 26th, 2009, 09:25 AM
First rate - thanks Don and Andy for all your work.

Wdll
March 26th, 2009, 12:58 PM
Great news, now I have to figure out a nice name for the new installation of the game since winSPMBT is taken. I can't use winSPMBT4_5 since I might upgrade it when/if there is a new patch out. Hmm, winSPMBTa could do the trick, then when I am finished with all my PBEM games on the original just uninstall it. Yes, solution found!

PanzerBob
March 26th, 2009, 04:57 PM
:rock:Well guys again so many thanks, knowing the work you've put in to this even that somehow rings hollow. But Man, you guys ROCK!!!:jam::jam::jam:

:you:Bob out:D

PanzerBob
March 26th, 2009, 06:42 PM
16) Cluster munitions will now occasionally leave unexploded bomblets. These are treated as artillery mines.

Does this mean fewer direct kills/hits for arti?

What is says is what it does. Did we say anything about less kills ?? We are telling players not to be surprised if they see a "mine" appear after cluster munitions are fired because cluster muntions are notorious for leaving unexploded ordanace that can go off at the slightest touch and this is our way of simulating that. However. I know it's only a matter of time before somebody reports this as a "bug".

Don

I love this feature (may not be a fan when I runover one of my own CM's but C'est l'guerre :doh:) and the CM Rocket load-time change. :up::up::up:

Bob out:D:D

DRG
March 26th, 2009, 07:10 PM
It will make things more interesting becasue you know if you want to "clear" both sides of a road with cluster munitions that one of these little pests is going to appear right in the middle of that road

Don

Wdll
March 26th, 2009, 08:10 PM
will there be a mismatch or something if one has the photo supplement and the other doesn't? Just curious.

EJ
March 26th, 2009, 08:12 PM
Fellow gamers,
I extracted the 4.5 patch to winspmbt and it still says version(4.0)Did I do something wrong or neglected to do something? Was I supposed to extract it to a certain folder inside winspmbt? Somebody please help me get it right.....

junk2drive
March 26th, 2009, 08:42 PM
The file in the zip is an installer exe. I have a separate folder just for WinSP updates. Extract the exe somewhere, then run the exe, pointing it to the install that you wish to upgrade (if you have more than one or other than the standard C:)

Mobhack
March 26th, 2009, 08:46 PM
will there be a mismatch or something if one has the photo supplement and the other doesn't? Just curious.

Why?

It is just the missing LBMs, not any OOB changes.

Andy

Wdll
March 26th, 2009, 08:57 PM
will there be a mismatch or something if one has the photo supplement and the other doesn't? Just curious.

Why?

It is just the missing LBMs, not any OOB changes.

Andy



I am paranoid with security. :D

DRG
March 26th, 2009, 09:42 PM
There are no security issues with photos.


Don

EJ
March 26th, 2009, 09:55 PM
junk2drive,
Thanks for helping me out of my "brain" cramp...LOL:D

Wdll
March 27th, 2009, 07:46 AM
Great, thank you.

Randy
March 27th, 2009, 12:10 PM
I have a question regarding maps which I have made. Will the new maps over write the maps which I have made? Or will the new maps be added after the maps which I created? Thanks

Zipuli
March 27th, 2009, 02:12 PM
NLAW works like it does now, thanks!

DRG
March 27th, 2009, 02:43 PM
I have a question regarding maps which I have made. Will the new maps over write the maps which I have made? Or will the new maps be added after the maps which I created? Thanks

Any of your existing maps that use the same slot number as a new ones will be overwitten. 306 is the last number of the new maps. Anything you have numbered higher than that is safe. Anything lower than 306 will be overwritten

Don

Randy
March 27th, 2009, 04:04 PM
Don thanks for that good information. I didn't want to loose those maps I made, and I also want to have the maps that you guys made. Thanks again

DRG
March 27th, 2009, 04:23 PM
A safe place for personal maps would be 600+

Don

Nightblade
March 27th, 2009, 05:46 PM
Maybe a bit late, but thank you very much to everyone involved for this new upgrade patch.

Double_Deuce
March 27th, 2009, 06:56 PM
I have a question regarding maps which I have made. Will the new maps over write the maps which I have made? Or will the new maps be added after the maps which I created? Thanks
I don't know about the others but since I spend most my time designing I create another folder in each of the scenarios, campaigns and maps folder, then copy all the originals there. I keep a custom folder in those folders as well and regularly any custom maps to that folder to avoid any accidental overwriting.

whdonnelly
March 27th, 2009, 09:44 PM
Quick question. The new scenarios (200+) overwrote some edited scenarios I had in those slots, but didn't change the names. Anyone know a quick way to to overwrite my titles with the proper new ones?
Thanks
Will

Mobhack
March 27th, 2009, 10:47 PM
NLAW works like it does now, thanks!

Remember not to move the firer > 1-2 hexes or it won't do anything much over a LAW. An inertial LAW needs the firer to stop and track the target.

Andy

hoplitis
March 28th, 2009, 04:35 AM
Don & Andy,
STOP IT! I'm trying to "kick the habbit" and you won't let me!!!:eek:
Many thanks guys to you and all the people who contribute in keeping the game alive and well!:up::up::up:

DRG
March 28th, 2009, 08:47 AM
It's all part of "a plan so cunning you could stick a tail on it and call it a weasel"

Edmund Blackadder

:D

Don

hoplitis
March 28th, 2009, 09:38 AM
It's all part of "a plan so cunning you could stick a tail on it and call it a weasel"

Edmund Blackadder

:D

Don

:rofl::rofl::rofl:

Marcello
March 29th, 2009, 05:08 AM
I must say thanks for the improvements in the iraqi OOB. With this patch it has become usable.

DRG
March 29th, 2009, 08:26 AM
I must say thanks for the improvements in the iraqi OOB. With this patch it has become usable.

Thank YOU for providing the information Marcello.

Don

whdonnelly
March 29th, 2009, 11:35 AM
Need help here! The new scenarios won't overwrite my edited scenarios in slots 200-219. Apparently I can't manually delete them, either. DOes anyone have an idea as to what folders I should be looking in besides the scenario folder?

DRG
March 29th, 2009, 04:06 PM
What operating system are you using ???

Do you have your old scenarios set up as read only ?

Don

whdonnelly
March 29th, 2009, 04:51 PM
I am using windows vista home, with whatever patches have been pushed out. I have never set attributes as read only, and I have deleted the files numbered 200-218 out of the scenario folder. When I pull up the scenario list, my names are still in the slots for the edited scenarios, the description is there for the new ones, but the scenario loads as my edited scenarios. It reads as 4.5 CD, but I am missing something.

DRG
March 29th, 2009, 05:12 PM
It looks like we need a thread on " dumbassed things VISTA can do to your files" but I don't use vista and can only go by what others have said about it. Read through the VISTA thread, I seem to recal somone mentioning Vista can save your files in places you don't always want it to so it sounds like it's decided to put the scenario files someplace other than where we want them to be. Do a seach for ( as an example--- ) spscn212.cmt and spscn212.dat see if it will tell you where it put the damn things

Also. Is " Vista Home" the 32 or 64 bit version ??

When you "deleted the files numbered 200-218 out of the scenario folder" did you delete the CMT and DAT files for each one ?? YOu say the text is for the new ones so the TXT files are OK

Don

whdonnelly
March 29th, 2009, 05:31 PM
I appreciate your time, and look forward to sharing my fix, if it is easier than uninstall/reinstall.
Thanks
Will

whdonnelly
March 29th, 2009, 05:32 PM
Also, it is the 32 bit version.

whdonnelly
March 29th, 2009, 06:14 PM
Interesting, this is in the spscn201 properties:
Created: Monday, March 09, 2009, 8:25:43 PM
Modified: Saturday, July 05, 2008, 4:41:00 PM
Accessed: Tuesday, March 24, 2009 1:09:26 PM

Are my edits overwriting the new scenarios from somewhere in the editor?

DRG
March 30th, 2009, 07:52 AM
Interesting, this is in the spscn201 properties:
Created: Monday, March 09, 2009, 8:25:43 PM
Modified: Saturday, July 05, 2008, 4:41:00 PM
Accessed: Tuesday, March 24, 2009 1:09:26 PM

Are my edits overwriting the new scenarios from somewhere in the editor?

It would have helped to know which spscn201 file you were refering to.... DAT, CMT or TXT but no matter for now but the master game's CMT is

Created: Monday, March 09, 2009, 8:25:43 PM
Modified: Sunday, June 29, 2008, 8:37:18 AM

and DAT is

Created:Monday, March 09, 2009, 8:25:43 PM
Modified: Sunday, June 29, 2008, 8:37:18 AM


I'm hoping someone else with Vista experience will jump in here becasue I'm betting this isn't going to be an isolated incident and others with VISTA are going to have trouble. It almost looks like it's reading files from somewhere else so one thing you might try is searching for that file and see if it's anywhere else.

In your case you know you had personal scenarios and knew right off there were problems. Right now becasue Vista seems to have a mind of it's own on this issue we REALLY do not know if the corrected scenarios were installed correctly either and I don't have any specific examples for any of those scenarios for you to check so here's what I suggest

Re-run the patch but install it in a TEMP folder. Name it winspmbtv5 temp of something like that. When it's done putting all the files there check the scenarios folder it created. It should report there are 213 objects. Copy every file in that folder to your actual game Scenarios folder.

That should solve your problem but doesn't answer the question WHY this happened. Hopefully we'll find out soon

Don

Wdll
March 30th, 2009, 09:29 AM
I would gladly help, but I have no problem with my Vista 64 installation (this or any other game).

Wdll
April 1st, 2009, 04:40 AM
I have to say, the change with the airborne troops/crews was a stroke of genius.

PlasmaKrab
April 2nd, 2009, 01:01 PM
Never too late, so thanks for the update! Great work (again)!

And thanks for the 8383-4697=3686 new icon slots! Now we're talking!

scout32
April 4th, 2009, 08:49 PM
Just downloaded the new 4.5 patch and was really pleased to see the new scenarios by Ulf Lundstrom.His scenarios have been my favorite ones and I am really looking forward to playing these new ones.Don & Andy,you all have done a fine job on this and SPWW2.I love these games.Thank You very much.It is the best money I've spent on any game:up:

DRG
April 5th, 2009, 08:27 AM
Thank you.

Don

troopie
April 8th, 2009, 10:51 PM
I like the unexploded cluster rounds showing up as mines. It means you can't blithely zip across areas where the enemy wasted their cluster any more.

troopie

RecruitMonty
April 18th, 2009, 06:21 PM
Thanks especially for the new icon space!

whdonnelly
May 17th, 2009, 03:14 PM
Don,
I found where Vista was hiding my edited scenarios, plus the auto save 999 files from the editor. There is a very elusive hidden file called:
C:\Users\Will\AppData\Local\VirtualStore\Program Files\Shrapnel Games\The CamoWorkshop\WinSPMBT\Scenarios,
me being Will. Once I removed all the spscn200.cmt/ spscn200.dat and above files, my game read the new scenarios as it should.
Thanks
Will