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Release Notes

This document provides the changelog summaries for multiple versions of the Harpoon Classic game engine (HCE). The updates range from 2023.012 to 2022.028 and include fixes to missile guidance systems, added JSON library support, group map display improvements, and other bug fixes.

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Neeraj Boddeda
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0% found this document useful (0 votes)
63 views87 pages

Release Notes

This document provides the changelog summaries for multiple versions of the Harpoon Classic game engine (HCE). The updates range from 2023.012 to 2022.028 and include fixes to missile guidance systems, added JSON library support, group map display improvements, and other bug fixes.

Uploaded by

Neeraj Boddeda
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 87

Harpoon Classic

Copyright AGSI, EC2000 BattleSet files copyright BI Hutchison


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

HCE - 2023.012 - 2023-11-21


===========================
- Chg:00000 GE Changes to compile in Release mode.
- Chg:00000 SE Changes to compile in Release mode.

HCE - 2023.011 - 2023-08-12


===========================
- Chg:00000 GE Let missiles go into Terminal guidance phase against land units.
This was a regression for a prior fix to BoL missiles that
were going into Terminal guidance mode immediately upon
launch. (thanks eeustice)

HCE - 2023.010 - 2023-06-08


===========================
- Chg:00000 GE Added Jansson C Library for JSON interactions.
https://github.com/akheron/jansson
CMake command for building Jansson with VS2022
1. At a x86 native Visual Studio command prompt run the
following from C:\Prog\Projects\HC\Util\jansson\build>
2. cmake -A Win32 -G "Visual Studio 17 2022" ..
- Chg:33089 GE Group Id will now show on Group map for Neutral groups when
Group Id showing is enabled. (thanks donaldseadog)
https://harpgamer.com/harpforum/topic/33089-group-id-not-showing-
for-neutrals/

HCE - 2023.009 - 2023-05-15


===========================
- Chg:00000 GE Incremented DLL interface version to 36.
- Chg:00000 GE ExportDLL SaveGame function now has an AutoSave parameter which
is only true when ITER_SAVE_GAMETIME saves are active. The
differentiation will allow the ExportDLLs to know whether the
SaveGame call was for that debugging purposes or more of a
user-triggered saved game.

HCE - 2023.008 - 2023-05-02


===========================
- Chg:33053 GE Attempt again to fix type_aa != INVALID_ATTACK_CODE in Combat5.c
assertion. See also I32923 from 2023.003.
https://harpgamer.com/harpforum/topic/33053-type-aa-invalid-attack-
code-assertion-error/
(thanks donaldseadog)
- Chg:33032 GE Split guidance of ANNEX_E (standoff ASW) weapons from the
monolithic eff100 to a new eff100E function to make it easier
to understand the state machine. Annex E weapons are by
definition inertially guided so very simple navigation. This
seems to have resulted in far more desirable results. Also
set the resultant torpedo to start at Snorkel depth instead of
target depth.
(thanks TonyD)
https://harpgamer.com/harpforum/topic/33032-asroc-behavior/

HCE - 2023.007 - 2023-04-20


===========================
- Chg:00000 GE Removed the extra parameter on free_Unit and free_Group since I
intend to make them available to ExportDLLs and the parameter
was only there for historical debugging purposes, not needed
anymore.
- Chg:00000 GE Incremented DLL interface version to 35 for the newly added
dllFuncRefs below for the ExportDLLs.
- Chg:00000 GE ExportDLL interface now makes the unit_Free function
available to ExportDLLs void unit_Free(UnitPtr pUnit)
This does not add the unit to the unit kill counts.
This will free the group if you are freeing the final
unit in the group.
- Chg:00000 GE ExportDLL interface now makes the group_Free function
available to ExportDLLs void group_Free(GroupPtr pGroup)
- Chg:00000 GE Updated RESRSRStructureVersion to 6 from 5
- Chg:00000 SE Updates to handle RESRSRStructureVersion == 6
- Chg:00000 GE BSStrings BroadVicType array added
- Chg:32936 GE Game crashed in ProcessSinkingShipEvent when the unit to sink
could not be found. This is a more likely occurrence since
uuids were added to HarpoonEvents. The code has been
modified to first look for the unit in the specified group,
then fall back to finding the unit irrespective of the
group, then if the unit is still not found, fail
gracefully by not trying to sink the already gone
unit.
https://harpgamer.com/harpforum/topic/32936-ge-crash-2003006/
(thanks eeustice)
- Chg:00000 GE Changed NM_DU() to have a long int parameter instead of
short int. Changed DU_NM() to have a long int result
instead of short int.
- Chg:00000 GE Tons of other code changes to slowly work toward speeds
> 32768 kts working in the game.
- Chg:33042 GE There was a bug in the safe string copy routine. Fixed
that ;). Anyway, those older scenarios with MessageEvents
open correctly again.
(thanks TonyD, donaldseadog)
https://harpgamer.com/harpforum/topic/33042-some-old-scenarios-not-
opening-in-ge-2023006/
- Chg:00000 SE MessageEvents are now converted from old to new format
upon loading scenarios.

HCE - 2023.006 - 2023-04-12


===========================
- Chg:00000 GE ASROC-style weapons should be wicked dangerous again and eject
their torpedoes directly over the estimated position of the
target. Previously (since 2018 or earlier), they were
ejecting the torpedo 30ish seconds from the target, potentially
a long way for a small torpedo to hit.
(thanks TonyD, donaldseadog)

HCE - 2023.005 - 2023-04-07


===========================
- Chg:32897 SE Fixed crash when trying to look at plane loadouts. Some of
the country index variables hadn't previously been expanded
from char to ulong like they should have been.
https://harpgamer.com/harpforum/topic/32927-se-crash/
(thanks eeustice)

HCE - 2023.004 - 2023-04-04


===========================
- Chg:32897 GE Rather than loosing attacks against submarines from a close to
a weapon's max range, now prompt to fire them from at most
2nm away. This could negatively affect weapons like CAPTOR
mines that might ideally loose their torpedoes from farther
away. It would be a good thing to test.
https://harpgamer.com/harpforum/topic/32897-stand-off-asw-weapons-
failure/
(thanks Enrique)

HCE - 2023.003 - 2023-04-04


===========================
- Chg:32923 GE Attempt again to fix type_aa != INVALID_ATTACK_CODE in Combat5.c
assertion. The theory this time is that the AirTargetType
global is causing everything to go astray. It should only
be used by the player and I believe only when launching attacks
so its value is reset to zero after any of those situations.
https://harpgamer.com/harpforum/topic/32923-invalid-type-aa-
assertion-failure/
(thanks donaldseadog)

HCE - 2023.002 - 2023-04-03


===========================
- Chg:00000 GE HandleLanding wasn't assigning a uuid to HarpoonEvents
- Chg:00000 GE ProcessLaunchAirEvent wasn't assigning a uuid to HarpoonEvents
Remedied that both for the initial alt/speed and the
destination alt/spd for AEW and such patrols where there is
a second event.
- Chg:00000 GE For the above two items, saved game version incremented to
0x3480321B so that the user will be warned that they are
best banished.
- Chg:00000 GE Scenario file version incremented to version 10 for fixes to
Intermittent sensor events and use of (Staff) Message events.
This build and newer builds of the game will not open version
9 scenarios, they are forever banished.
- Chg:00000 SE Same for SE.

HCE - 2023.001 - 2023-03-30


===========================
- Chg:00000 GE Incremented ExportDLL interface version to 34 for HarpoonEvent
uuid addition.
- Chg:00000 GE Incremented ExportDLL interface version to 33.
- Chg:00000 GE ExportDLL added GroupAllocated call which notifies ExportDLLs when
the game has allocated a HCGroup structure and populated some of
the fields. Of note, UUID is populated.
- Chg:00000 GE Added in Malacca Straight BattleSet identifiers separate from
hdsu.rsr. MSBS is BattleSetNumber == 32 and .SCw, .hpw for
scenario and saved game files. BattleSet files are hdsr.res
and hdsr.rsr
- Chg:00000 GE Saved game version incremented to 0x3480321A for HarpoonEvent
structure changes.
- Chg:00000 GE Scenario file version incremented to 9 for HarpoonEvent
structure changes.
- Chg:00000 GE Adding uuid to HarpoonEvent structure to allow us to uniquely
identify HarpoonEvents.
- Chg:00000 GE Modified MessageEvent to add side attribute
- Chg:00000 GE AirAttacker in Combat5.c was occasionally asking aircraft to
attack torpedoes. Code has been added to short-circuit out
of AirAttacker in this case to avoid the assertion error.
The problem evidenced itself as an assertion error
"type_aa != INVALID_ATTACK_CODE"
We'll see if the root cause that decided launching aircraft
to attack torpedoes is ever found... (thanks donaldseadog)
- Chg:00000 GE CheckAirUnitWeapons in effect4.c was letting aircraft use their
internal guns to fire at torpedoes (see immediately above),
this has been corrected so that internal guns are not
considered valid against torpedoes. This should fix the
root problem. (thanks donadseadog)

HCE - 2022.028 - 2022-12-19


===========================
- Chg:00000 GE When ITER_SAVE_GAMETIME is enabled, the default save every 2
minutes will not happen. This is to reduce saved game filename
conflicts when autotesting.

HCE - 2022.027 - 2022-10-31


===========================
- Chg:00000 GE Updated build number, no functional changes
- Chg:00000 SE Updated build number, no functional changes
- Chg:00000 PE Updated build number, no functional changes
- Chg:00000 BSB Updated build number, no functional changes
- Chg:00000 OW Updated build number, no functional changes

HCE - 2022.026 - 2022-10-30


===========================
- Chg:00000 GE ITER_SAVE_GAMETIME saves will now always be in the
ITER_SAVE_GAMETIME subdirectory relative to the executable.
So C:\Matrix Games\HUCE\Winharp32.exe will result in
iterative saves by gametime going into
C:\Matrix Games\HUCE\ITER_SAVE_GAMETIME\
Previously they would go into the ITER_SAVE_GAMETIME
subdirectory of where the scenario or saved game was
loaded from.
- Chg:00000 GE Fixed AllocateRounds to not round the amount of damage a
1 DP weapon can do down to zero when multiplying the DP
by PH. The GE uses floating point math here now instead
of integer math. (thanks eeustice)
- Chg:00000 GE Path and filename of executable will be logged to ge.log
- Chg:00000 SE Path and filename of executable will be logged to se.log
- Chg:00000 SE Logging is enabled now for Release builds, not just debug
builds.
- Chg:00000 SE Disabled compiler optimizations so that scary pointer
manipulations will continue working for determining
number of planes available to assign to a formation
patrol. (thanks eeustice)

HCE - 2022.025 - 2022-10-28


===========================
- Chg:00000 GE Added -m command line option to define the MessageLog.txt
alternative to use. i.e. Winharp32.exe -m NewMessageLog.txt
- Chg:00000 GE Added -k command line option to define the base of the
iterative saving filename. i.e. Winharp32.exe -k MyGame
will result in saved game filenames like MyGame.0001.hpq
- Chg:00000 GE EC2000 MEDC and possibly other BattleSets/DBs have Planes set
to use invalid loadouts (loadout AnnexID == INVALID_ID)
Israeli F-15 Eagle in this case.
- Chg:00000 GE When a scenario finishes, log a message about it so we can
determine if the game exited silently with an error, or the
scenario was legitimately done running.
- Chg:00000 GE Log a reference to the scenario loaded when loading a scenario
so it may be the ScenarioNumber if a BattleSetScenario or
a saved game filename name or a scenario filename.

HCE - 2022.024 - 2022-10-##


===========================
- Chg:00000 GE Some BattleSets have Ships, Subs, Base annex entries with 0 DP.
Added code in GetAnnexesDisk to set the DP to 1 in these cases
for pre-commondb BattleSets. The detected example is EC2000
MEDC scenario 5, unit "4th Bd 1st Amr US". To see them,
enable init_annex logging and look for entries like...
100000 annex.c:1170 - GetAnnexesDisk Annex=12 DiskId=51239 OrigDP
set to 1 from 0

HCE - 2022.023 - 2022-10-26


===========================
- Chg:00000 GE Fixed a double-freeing of memory (DisposPtr) when a formation
air patrol is shot down by surface to air guns. The example
case was EC2003 MEDC 5.0 as blue where a Red surface group
intercepts a Blue Carrier group and starts shooting down
the formation air patrols.
- Chg:00000 GE Added a null check to the call stack generation code added
in 2022.021. This prevents an invalid memory access in
rare conditions.
- Chg:00000 GE Re-built USNI BattleSet (the one with the pretty map) can
now be used on the command line. The BattleSet number is
120.

HCE - 2022.022 - 2022-##-##


===========================
- Chg:00000 GE Replaced some malloc/calloc & free combinations with NewPtr
and DisposPtr to gain the HC-specific debugging features.

HCE - 2022.021 - 2022-##-##


===========================
- Chg:00000 GE Configured Release builds to successfully compile & link again
after not having done release builds for years.
- Chg:00000 GE Updated credits (Help\About)
- Chg:00000 GE Incremented saved game version to 0x34803219. This allows the
following message.
- Chg:00000 GE For saved games in previous builds, show the user a message
stating that the saved game could have corrupted Formation
Air Patrols.
- Chg:32304 GE When determining how many shells to fire at targets, don't
take the target's missile defense rating into account. That
was resulting in firing too many shells at targets. Yes,
when we get around to enabling things like lasers against
artillery shells, this will have to be revisited.
https://harpgamer.com/harpforum/topic/32304-gun-mount-selects-
excessive-rounds-when-attacking-ships/
- Chg:00000 GE Like I32304 above, tweaked ARM and missile allocation to take
percent chance of hit (PH) into account when allocating
weapons.
- Chg:00000 PE Updated build number, no functional changes
- Chg:00000 BSB Updated build number, no functional changes
- Chg:00000 OW Updated build number, no functional changes

HCE - 2022.020 - 2022-09-30


===========================
- Chg:32501 GE Internal testing shows the Issue is solved. Any existing
corruption will not be fixed by this build, the player will
need to start the scenario fresh.
- Chg:00000 GE load logging will no longer errantly say that NukeFree events
are invalid due to missing an associated groups. NukeFree
events are special in that they correctly have no associated
group, they apply to the entire side.

HCE - 2022.019 - 2022-09-30


===========================
- Chg:32501 GE I32501 Logging now includes the group_id of AirPatrol events
associated with LaunchAir events so that the LaunchAir
event group can be compared to the AirPatrol event
group_id.

HCE - 2022.018 - 2022-09-30


===========================
- Chg:32501 GE Re-fixed off-by-one error, turns out there wasn't an off-by-one
error!

HCE - 2022.017 - 2022-09-29


===========================
- Chg:32501 GE Adding logging and an assertion if a LaunchAirEvent associates
an AirPatrolEvent from a group other than the LaunchAirEvent's
group.
- Chg:32501 GE Fixed an off by one error when logging Launch event Patrolling
items.
- Chg:32501 GE I32501 logging now includes saving a list of the HarpoonEvents
when loading a game and when saving a game.
- Chg:00000 GE Refactored and re-arranged XML writing code so that the GE can
use it as well.
- Chg:00000 GE Refactored and re-arranged XML writing code so that the GE can
use it as well.

HCE - 2022.016 - 2022-09-21


===========================
- Chg:00000 Removed HC Launcher source code. It has been part of the
Stratsims OSS repository for many years, time to get it out of
here since I accidentally modified and distributed this version
yesterday.
- Chg:00000 GE Adjusted size of Ship/Sub weapons listing.
- Chg:00000 SE Adjusted size of Ship/Sub weapons listing.
- Chg:32566 SE Valid target types shown in weapon listings (Platform Display)
should match between GE and SE. In this case the GE was
correct. The SE now uses identical code to accomplish this.
Afterward, moved Repweap.c to Common\SRC\ and deleted
GE\SRC\Repweap.c and SE\SRC\REPWEAP.C
(thanks donaldseadog)
https://harpgamer.com/harpforum/topic/32566-scenario-editor-not-
separating-surface-attack-missiles-for-land-and-sea-specific-missiles/

HCE - 2022.015 - 2022-09-20


===========================
- Chg:32501 GE Changes to help troubleshoot the referenced issue, it isn't
expected to be fixed yet.
In DumpScenarioHarpoonEventList and RestoreGame changed loop
variables that deal with Event counts from short int to
ushort int to match the data saved in the saved game. This
doubles the allowable HarpoonEvents from 32,768 to 65,536.
https://harpgamer.com/harpforum/topic/32501-air-patrols-crashing-
unable-to-deleteait-patrols/
- Chg:00000 GE Memfs.c free_Unit() modified to reduce an integer size mismatch
mnt->Firing is a short int, unit->Missile->PlatStart is a
uchar (0..255) but was being cast to a char (-128..128)
- Chg:00000 GE Turned off the default logging of window positions and sizes
in Setup.c RestoreWindowPosition ~line 1605, search for #ifdef
WINDOW_POSITION_LOGGING
- Chg:00000 GE Per Issue debugging command line options added. Example:
Winharp32.exe -I I32501
That will enable extra debugging and logging for issue 32501 as
reported at HarpGamer.com.
- Chg:00000 GE Added Per Issue debugging for I32501.

HCE - 2022.014 - 2022-09-01


===========================
- Chg:32506 GE If AirAttacker is executed when the attacking group can no
longer see the target group, abandon the attack.
(thanks donaldseadog)
https://harpgamer.com/harpforum/topic/32506-runtime-error-in-ge/

HCE - 2022.013 - 2022-08-25


===========================
- Chg:00000 GE Throw an assertion error when type_aa has the value
INVALID_ATTACK_CODE. This is to troubleshoot AirAttacker.

HCE - 2022.012 - 2022-08-25


===========================
- Chg:00000 GE Write Windows version to ge.log
- Chg:00000 GE Enhanced ac_ai logging "-l ac_ai" on the command line to include
the value of type_aa in AirAttacker to troubleshoot
https://harpgamer.com/harpforum/topic/32506-runtime-error-in-ge/
- Chg:00000 GE More code cleanup
- Chg:00000 SE Write Windows version to se.log

HCE - 2022.011 - 2022-08-19


===========================
- Chg:00000 GE Code cleanup, mainly renaming variables with the name "type"
such as unit type, group type to help isolate an uninitialized
variable with that name. (thanks donaldseadog)
- Chg:00000 GE Code cleanup, hundreds of additional variable initializations,
many of the warnings were false positives suggesting a variable
could be uninitialized upon use where really it wasn't possible
in the flow of the code, but still, working over decades toward
zero compiler warnings for the core game code.
- Chg:00000 GE Call ntdll.dll directly for Windows version since Microsoft
deprecated the formerly easy ways with Windows 8.1.
- Chg:00000 SE Ditto on all for SE because why not.

HCE - 2022.010 - 2022-08-05


===========================
- Chg:32451 GE Fixed an uninitialized variable platNow that would trigger when
AI guns engage against player missiles. These are showing up
as a result of better tooling in the Microsoft runtime. There
are likely hundreds of these unitialized variables scattered
in the HC code. The warning dialog for them only appears in
debug builds but each one fixed is an opportunity avoid
potential corruption of the game state/memory. (thanks eeustice)
https://harpgamer.com/harpforum/topic/32451-run-time-check-failure/

HCE - 2022.009 - 2022-07-29


===========================
- Chg:00000 PE Added reference to Microsoft Scripting Runtime so that
FileSystemObject can be used for reading .csv files.
- Chg:00000 PE No longer uses the MS Access Import and Export Specifications,
imports and exports are now done with file reader & writer and
DAO.recordset. This works around Microsoft breaking the import
and export spec functionality. As a side effect, it makes it
easier to modify the structure of the database.

HCE - 2022.008 - 2022-05-21


===========================
- Chg:32297 GE Fixed heap corruption in BOL. The game was trying to come up
with a class name for the activation point 'group' which isn't
possible. When class name is requested for an invalid annex_id
the game now sets it to a null string. (thanks TonyD)
https://harpgamer.com/harpforum/topic/32297-bearing-only-launches-
crash/

HCE - 2022.007 - 2022-04-30


===========================
- Chg:00000 GE Minor change to give ExportDLLs the opportunity to process
Harpoon Events as part of the scenario loading process.
dllexEffect18();

HCE - 2022.006 - 2022-04-08


===========================
- Chg:00000 GE Incremented ExportDLL interface version to 32.
- Chg:00000 GE ExportDLL added ScenLoaded call which notifies ExportDLLs when
the game is ready to start running the clock. The pre-existing
ScenLoad call is called before groups, units, and many other
objects are loaded.
ScenLoaded is called once when the internal mechanics are done.
ScenLoaded is called a second time when all ExportDLLs have
finished their own ScenLoaded calls. Word of caution, don't
change any game state in the second ScenLoaded call to your
ExportDLLs since that would defeat the purpose of the second
call.
- Chg:00000 GE Scenario format version 4 added the ability to save the
group id in the scenario file but the GE has not read those
group ids until this version. Implementing this change
among many others, allows custom group id generation
ExportDLLs to operate correctly when loading scenarios,
not just saved games.
- Chg:00000 GE Change ExportDLL calling convention from __stdcall to __cdecl.
The intention was always __cdecl except the use of a FARPTR
was overriding that.
- Chg:00000 GE Tons of code improvement, null check additions, etc. Work
spurred on by VS2022 static analysis tooling.
- Chg:32081 GE Creating a formation patrol while holding down shift key for
initial placement would include the Main Body ring, which
should not be allowed. Fixed (thanks donaldseadog)
https://harpgamer.com/harpforum/topic/32081-game-freezes-if-bad-
patrol-sector-made-in-group-formation-editor/

HCE - 2022.005 - 2022-02-07


===========================
- Chg:00000 GE Incremented ExportDLL interface version to 31.
- Chg:00000 GE ExportDLL added GroupFree call which sends a
PHCGroup pointing to a group that should be free.
Freeing a group means free any remaining units, airrecs,
uncertainty zones, harpoon events, etc.
If the ExportDLL's GroupFree returns false then the GE will
free the group as normal and GroupFree ends up being an
indicator only that a group is being freed. This was added
to enable an ExportDLL managing group ids to recycle the
Group Ids of freed groups.

HCE - 2022.004 - 2022-02-02


===========================
- Chg:31976 GE assign_group_id has been modified to check potential new group
ids against the old group id rather than checking the new
against the new which had obvious challenges! It wasn't an
issue until we started doing things like assigning new group
ids to existing groups. (thanks eeustice)

HCE - 2022.003 - 2022-02-02


===========================
- Chg:00000 GE Incremented ExportDLL interface version to 30.
- Chg:00000 GE ExportDLL added AssignGroupId call which sends a
PHCGroup pointing to a group that needs an id. The
expectation is that the ExportDLL will assign one.
- Chg:00000 GE In CreateGroup ExportDLL call, code changed to
make sure the side is assigned before the Group Id
since the side influences which Group Id will be
allocated.
- Chg:00000 GE Hack to fix the dark blue water color after
using textured maps. Loading the textured map
overwrote the palette resulting in a poor best
match. The hack is the GE is now hard-coded to
add the dark blue water color to the palette,
replacing one color from the textured map.
harpoon.c ~line 2132
// ALE 20220202 Make sure we have water colors in palette
Also figured out that things are ugly if one
tries to use textured land without textured
water.

HCE - 2022.002 - 2022-01-20


===========================
- Chg:00000 ALL Moved from Visual Studio 2019 to Visual Studio 2022.
- Chg:00000 ALL Merged from VS2019 branch back to trunk on SVN.
/branches/HCE-2020-004-VS2019/ to /trunk/

HCE - 2022.001 - 2022-01-03


===========================
- Chg:31956 GE Fixed a zero kts loitering bug that TonyE did NOT create <g>.
This was a result of AltSpeed Events that came in with a change
to throttle but the new speed set to -1. It was correct to
set the speed to -1 in the event, the code should have
been looking up valid speeds for the group or unit and
applying that speed. The code now does that.
(thanks eeustice, donaldseadog)
https://harpgamer.com/harpforum/topic/31956-0kts-loitering/
- Chg:00000 GE Extended beta expiration to 2026.

HCE - 2021.014 - 2021-12-28


===========================
- Chg:00000 GE More tweaks to changing altitude/depth and speed of units from
the Unit window. There are a number of rules enforced to
keep the game running reasonably.
1. Don't allow changing speed/alt/depth from the Unit window
for single unit groups. You should be using the Group window.
2. Don't allow changing speed/alt/depth from the Unit window
for the first unit in the group. You should be using the
Group window to set the stage then use the Unit window to
affect 'child' units. This isn't a perfect solution because
the first unit in the group may not be the center of the
universe.
3. Don't allow changing speed of slaved units. These units
are meant to maintain a specific distance from the group
center. This is a common status for Main Body (center ring)
units. You can still change altitude/depth.

HCE - 2021.013 - 2021-12-28


===========================
- Chg:31914 GE Aircraft unit speeds can now be changed in the Unit window
without crashing the GE. (thanks donaldseadog)
https://harpgamer.com/harpforum/topic/31914-ge-2021009-crash-editing-speed-in-
unit-window-for-aircraft-units/
- Chg:31941 GE The Day, Month, Year display of GameTime was not incrementing
the month at the end of a month so it looked like Groundhog
Day at the end of every month. Fixed. Also fixed a month 0 bug
that would have flipped from December to a null month instead
of January.
(thanks donaldseadog)
https://harpgamer.com/harpforum/topic/31941-game-time-date-doesnt-progress-at-
midnight/
- Chg:00000 SE Widened buf variable in SCENSAVE.C MakeScenarioDumpFile in case
it was overflowing when saving scenarios with a long path +
file name.

HCE - 2021.012 - 2021-12-22


===========================
- Chg:31926 GE The revamped VC checking code inadvertently required total
victory to be achieved after minimum victory. This has
been remedied and minimum victory conditions can be achieved
after total victory conditions are met resulting in total
victory being granted. (thanks donaldseadog)
https://harpgamer.com/harpforum/topic/31926-total-victory-must-be-achieved-
after-minimum-victory/
- Chg:31898 GE The formation editor will draw units in the correct location
now for most situations. This includes changing the group
map zoom level while the formation editor is open.
Limited testing also suggests units will properly adapt
to changing of formation zone sizes.
When you select a unit in the unit list, the unit should
have a dotted box drawn around the current position of
the unit and the formation zone(s) it is assigned to
should be highlighted. This means the units will not
always show in their assigned zones (aircraft transiting
to their formation position, ships catching up after
a formation or course change, etc.). The Unit window
will show the actual positions of friendly units, even
for the group that is currently having its formation
edited. That can give you some manner of before/after
comparison.
(thanks eeustice)
https://harpgamer.com/harpforum/topic/31898-ge-formation-editor-units-dont-draw-
at-correct-location-on-group-map/

HCE - 2021.011 - 2021-12-20


===========================
- Chg:31918 GE Main body formation units that are supposed to patrol will now
choose bearings that cover the entire 0-359 degrees of the
compass instead of 0-44 like they did previously.
(thanks donaldseadog)
https://harpgamer.com/harpforum/topic/31918-formation-airpatrols-within-
circular-patrol-centre-patrol-only-1st-segment/
- Chg:31395 GE Formation air patrols that are shot down will now be replaced
if possible. TonyE broke this functionality in 2010 and has
now fixed it. (thanks jugusa77)
https://harpgamer.com/harpforum/topic/31395-air-patrols-not-repeated/
- Chg:31166 GE If a BattleSet, Scenario, or Saved game is specified on the
command line, InstantAction will be disabled for that
run of the GE. (thanks eeustice)
https://harpgamer.com/harpforum/topic/31166-launcher-getannex-error/

HCE - 2021.010 - 2021-12-20


===========================
- Chg:31897 GE When in the formation editor, don't hide the units for that
group from the Unit window. (thanks eeustice)
https://harpgamer.com/harpforum/topic/31897-ge-formation-editor-units-disappear-
from-unit-window/
- Chg:00000 GE Made many improvements to non-aircraft maintaining
station in formation. For future reference, this station-
keeping is primarily accomplished via formation editor
events.
- Chg:31913 GE Country 63 was errantly over-written with the text "SIDE" due
to bad code that TonyE wrote. (thanks eeustice)
https://harpgamer.com/harpforum/topic/31913-china-name-changed-to-side-is-se-
and-ge/
- Chg:31913 SE Country 63 see above.

HCE - 2021.009 - 2021-12-13


===========================
- Chg:00000 GE If there is no minimum victory condition defined for a side,
the GE will now evaluate total victory conditions for that side.
(thanks Enrique)
- Chg:00000 GE Victory Conditions are now checked every 2 GameTime minutes
instead of Blue at 2 minutes, Red at 4, Blue at 6, etc.
- Chg:00000 GE If a side meets Total Victory conditions before Minimum
Victory Conditions, the Total still counts and Total Victory
is awarded when the Minimum Victory Conditions are met.
- Chg:00000 GE The game now tracks the GameTime at which each victory level
is achieved for each side against each other side
currently Blue and Red only. This is to determine who hit
each victory status first and someday down the road for
UI enhancements and/or exposure via ExportDLL interface.
- Chg:00000 GE Incremented saved game version for VCStatus globals addition
and VictoryConditions changes. SaveVersion = 0x34803218;
- Chg:00000 GE Incremented scenario version for VictoryConditions changes.
ScenarioVersion = 7;
- Chg:00000 GE Expose VictoryConditionLevels element of Globals to the ExportDLL
in the ScenLoad call. It is currently 226 bytes from the start
of the GLOBALS structure to the CurrentVictoryLevel element.
- Chg:00000 GE Populate gameTimeAchieved element of a Victory Condition when
it is met.
- Chg:00000 GE Incremented ExportDLL interface version to 29.
- Chg:00000 GE ExportDLL added VictoryConditionAchieved call which sends a
PHCVictoryConditions pointing to the Victory Condition that
was just achieved.
- Chg:00000 GE ExportDLL added VictoryConditionLevels call which sends
side, enemySide, and vicLevel uchars to indicate which level
changed. Use those to index into the
Globals.VictoryConditionLevels.CurrentVictoryLevels[side]
[enemySide][vicLevel]
structure you received a pointer to from ScenLoad.
Also look at
Globals.VictoryConditionLevels.firstMinimumVictory
Globals.VictoryConditionLevels.firstTotalVictory if interested.
If the time on one of those matches the current GameTime,
that means it just changed.

HCE - 2021.008 - 2021-11-22


===========================
- Chg:31395 GE NOT FIXED! Formation air patrols that are shot down are not being
replaced. If they go bingo as usual, they are replaced.
(thanks jugusa77)
- Chg:00000 SE Code refactoring style-wise and expanding of number of
Victory Conditions that can be shown for a scenario.
(thanks Enrique)
- Chg:00000 SE Instrumented ScenDurationDlg for troubleshooting Byron's
crash while trying to set scenario duration.

HCE - 2021.007 - 2021-08-17


===========================
- Chg:00000 GE Started working on giving the player the ability to change the
Depth/Altitude of individual units in a group via the Unit
window. (thank Jean)
- Chg:00000 GE Started working on bearing only launch of torpedoes.
(thanks Rabbit)

HCE - 2021.006 - 2021-03-02


===========================
- Chg:00000 GE Capped staff_warn messages at 32 before resetting the staff
assistant. Additional code tweaking as compared to
2021.001. (thanks eeustice)
- Chg:00000 GE More dialog window sizing work. Now we restore the size, not
just the upper-left corner for:
Main window, Group window, Unit window, Strategic Map window,
Message Log window, Mini Report window.
Note for the future, the Strategic Map window isn't sizable so
we shouldn't restore the size.

HCE - 2021.005 - 2021-02-23


===========================
- Chg:00000 GE Dialog window sizes should finally not be saved.
Only their positions are saved. This is for the formation
editor window, map position picker, etc.
Also improved the logic for putting windows in a visible
location on screen, not just sizing the windows large
enough to see the buttons.
Friendly reminder, the game functions in multi-monitor
configurations but it really isn't multi-monitor aware
so you will find some dialogs will always open on your
primary display (negative screen coordinates don't get
along super well with the game).

HCE - 2021.004 - 2021-02-12


===========================
- Chg:00000 GE In commondb BattleSets, if a platform image reference is
beyond the bounds of platform images in commondb.rsr, show
a blank grey rectangle instead of erroring out of the
program. (thanks divefreak)
- Chg:00000 SE In commondb BattleSets, if a platform image reference is
beyond the bounds of platform images in commondb.rsr, show
a blank grey rectangle instead of erroring out of the
program. (thanks divefreak)

HCE - 2021.003 - 2021-02-07


===========================
- Chg:00000 GE Fixed an omission in 2021.002 that had some wrong BS_STRINGS
limits for earlier versions of the structure.

HCE - 2021.002 - 2021-02-05


===========================
- Chg:00000 PE pfBuild, pfData Changed DB Property "DataVersion" from 5 to 6 given
the below structural changes for passing runway sizes from PE to
commondb.res/GE and back. Max of 128 runway sizes, 32 characters
each including the terminating NULL.
- Chg:00000 PE pfData lRunwayType table, ID column constraint set to < 128.
- Chg:00000 PE pfBuild cFileIO::BSStringsExport added RunwayString array.
- Chg:00000 PE pfBuild cFileIO::BSStringsImport added RunwayString array.
- Chg:00000 GE BSStrings RunwayString array added
- Chg:00000 DU Updates to handle RESRSRStructureVersion == 5
- Chg:00000 GE Updated RESRSRStructureVersion to 5 from 4
- Chg:00000 GE Added constants OLD_MAX_RUNWAY_SIZES = 8 and
OLD_RUNWAY_STR_SIZE = 16 and proliferated them in the code.
- Chg:00000 GE Note that a runway cannot be reduced to a length less than the
fourth runway size entry which historically has been STOL.

HCE - 2021.001 - 2021-02-01


===========================
- Chg:00000 Beta installer will now show the UI page that allows changing
the installation directory. (thanks eeustice)
- Chg:00000 GE assign_group_id instrumented to log a message when all of the
Group Ids are used up. It will show in ge.log. This was
done to help troubleshoot lazTurncoat ExportDLL illegal
Group Id assignment in a large scenario.
- Chg:00000 GE fixed a few more places where country list was still limited
to 255 entries.
- Chg:00000 GE capped staff_warn messages at 32 before resetting the staff
assistant.

HCE - 2020.017 - 2020-12-01


===========================
- Chg:00000 PE Oops, when changing ACType to 256 items, that also changed
ACShtType but I hadn't coded all of the utilities for that.
2020.016 was not released, 2020.017 fixes that shortcoming
in the GE, SE, PE, and db_make.

HCE - 2020.016 - 2020-12-01


===========================
- Chg:30973 PE pfBuild Open File dialog works again (for choosing pfData file
to link) thanks to switching from comdlg32.dll approach to
the built-in Access.Application.FileDialog.
(thanks TonyD)
https://harpgamer.com/harpforum/topic/30973-pe-open-file-dialog-
when-browsing-for-a-different-data-file-doesnt-show/
- Chg:00000 PE pfBuild, pfData Changed DB Property "DataVersion" from 4 to 5 given
the below structural changes for 255 platform subtypes per
'Annex'.
- Chg:00000 PE pfData lPlatformSubTypes table, ID column constraint changed
from <128 to <256.
- Chg:00000 PE pfBuild cFileIO::BSStringsExport updated ShipType FieldSize
from 8 to 12.
- Chg:00000 PE pfBuild cFileIO::BSStringsExport updated ShipType RecordCount
from 128 to 256.
- Chg:00000 PE pfBuild cFileIO::BSStringsExport updated ACType RecordCount
from 128 to 256.
- Chg:00000 GE BSStrings MAX_SHIP_TYPES from 128 to 256, SHIP_TYPE_SIZE from 8 to
12.
This includes versioning BSStrings (current version now == 4)
- Chg:00000 GE BSStrings MAX_AC_TYPES from 128 to 256
- Chg:00000 DU Updates to handle RESRSRStructureVersion == 4
- Chg:00000 GE Updated RESRSRStructureVersion to 4 from 3
- Chg:00000 PE pfBuild Modified fMenu::Import button to tack on the CDB path
when prompted for a path. Export button already had it.
- Chg:00000 PE pfBuild Select directory dialog works again thanks to
switching from comdlg32.dll to Access.Applicaiton.FileDialog.
- Chg:00000 SE Orders\Set Group Speed menu item is no longer always greyed out.
There are a lot of other menu and button and disabling issues
that could be addressed, just took this one and one collateral
item this time through.
(thanks Ralf)

HCE - 2020.015 - 2020-11-27


===========================
- Chg:00000 PE pfBuild Changed Import Spec "bsStringsImport", RowData from 4096 to
32767 which is the maximum allows in Access 2002/XP thru 2019
- Chg:00000 PE pfBuild Changed cFileIO::BSStringsExport CountryName FieldSize from
16
to 32. BSStringsImport doesn't need any changes.
- Chg:00000 PE pfData Changed lCountryList Description field width from 16 to 32.
- Chg:00000 PE pfData Changed lCountryList ID field from type Byte to Long Integer
Changed lPlatform Country field from type Byte to Long
Integer
- Chg:00000 PE pfData Changed lCountryList ID field Valiation rule from < 128 to
< 1024 as 1024 * 32 == 32768 which is one more than the maximum
field width in Access.
- Chg:00000 PE pfBuild Changed ImportSpecs a1ShipOutput, a2SubOutput,
b1PlaneOutput,
P1BaseOutput country field from type Byte to Long Integer.
The a1Ship (import) specs were already at Integer so didn't need
to changed but I did anyway.
- Chg:00000 PE pfBuild, pfData Changed DB Property "DataVersion" from 3 to 4 given
the above structural changes.
- Chg:00000 DU dbMake ReadBSStrings adjusted to parse the size line to determine
the RESRSRStructureVersion.
- Chg:00000 DU Many other db_utils changes to accomodate the country name
structure changes.
- Chg:00000 PE pfBuild Changed BSStringsExport magic number from 6976 to 37696
to accomodate the country name structure changes.
- Chg:00000 PE pfBuild changed BSStringsExport to add entries to add empty entries
as needed up to the max number so that db_utils can work properly.
- Chg:00000 GE Fixed a 2008 attempt to convert torpedo acquisition ranges from
yards
to DUs. The code was doing the conversion then immediately going
back to yards.
- Chg:00000 PE pfBuild Changed BSStringsImport variable types from Byte to Integer
where needed to handle the greater possible number of countries.
- Chg:00000 PE pfBuild now writes out DatabaseStructureVersion.txt to make sure
db_utils makes the proper format commondb.res and commondb.rsr.
- Chg:00000 GE Incremented DLL interface version to 27 for changes below.
- Chg:00000 GE ExportDLL DLLInit added parameter RESRSRStructureVersion
so the DLL can know what version of DB structures to expect.
Current version is 3. Element is an unsigned long.
- Chg:00000 GE ExportDLL DLLInit added parameter AnnexVersion
so the DLL can know what version of Annex structures to expect.
Current version is 2. Element is an unsigned short.

HCE - 2020.014 - 2020-11-19


===========================
- Chg:00000 GE Incremented DLL interface version to 26 for changes below.
- Chg:00000 GE ExportDLL interface DLLInit now sends the information about
custom licensed copies of the game.
hclicense_dt_expire (time64_t)
hclicense_licensee (255 characters)
usblicense_desc (255 characters)
- Chg:00000 GE Fixed a year 2038 bug in HCLicense checking.

HCE - 2020.013 - 2020-10-18


===========================
- Chg:00000 GE Update to license checking code.

HCE - 2020.012 - 2020-10-16


===========================
- Chg:00000 GE Incremented DLL interface version to 25 for changes below.
- Chg:00000 GE ExportDLL interface UnitSink now also sends the AnnexId of
the sinking unit and the UUID.
- Chg:00000 GE ExportDLL interface UnitNew now also sends the UUID of the
unit.
- Chg:00000 GE ExportDLL interface UnitFree now also sends the AnnexId of
the sinking unit and the UUID.

HCE - 2020.011 - 2020-10-14


===========================
- Chg:00000 GE Incremented DLL interface version to 24 for changes below.
- Chg:00000 GE ExportDLL interface DLLInit now sends the srandSeed value to
ExportDLLs so that multiple systems can synchronize random
values.
- Chg:00000 GE ExportDLL interface DLLInit now sends the harpoon_uuid_session
value to ExportDLLs, providing an instance of the game
unique id. In other words, if you start two copies of the
game, they will each have a different harpoon_uuid_session.
- Chg:00000 GE ExportDLL ScenLoad no longer sends the HarpoonPath since that
was already sent in DLLInit.

HCE - 2020.010 - 2020-10-12


===========================
- Chg:00000 GE ExportDLL interface already checked for null references when
calling an ExportDLL function but didn't check for invalid
references (for example when the GE is exiting). The invalid
reference check has been added.
- Chg:00000 BS WestPac Scenario 2.0 had ships aground at scenario start.
Turns out this was due to the BattleSet map being projected
wrong when the post-WestPac BattleSets were added
(essentially when the BattleSet Builder came along).
The BS Builder has been fixed and the WestPac BattleSet
re-exported so that the map extents are more in line with
the original WestPac. (Thanks Tony, GrantSn)
- Chg:00000 BSB BattleSet Builder map projection should be more accurate now
with the Standard Parallels being adjusted.

HCE - 2020.009 - 2020-08-31


===========================
- Chg:00000 GE Incremented DLL interface version to 23 for the newly added
dllFuncRefs below for the ExportDLLs.
- Chg:00000 GE ExportDLL interface now makes the assign_group_id function
available to ExportDLLs long assign_group_id(GroupPtr pGroup)
- Chg:00000 GE ExportDLL interface now calls HarpoonEventQueued when a new
Harpoon Event is queued in the game.

HCE - 2020.008 - 2020-08-01


===========================
- Chg:30471 SE Same fix as GE
The ah crap is that this wasn't really fixed in 2020.006
for the Scenario Editor. It is now but as a result the
scenario file format needed to be bumped to 6.
This leaves scenarios converted to version 4 or 5 from an
earlier version in an indeterminate state. In other
words they may be corrupted.
(thanks Tony)

HCE - 2020.007 - 2020-07-23


===========================
- Chg:30480 GE Rafale C in EC2000 GIUK, NACV, and MEDC had a typo in
Medium altitude Afterburner of 9696kt instead of the
intended 969kts. This has been overridden at GE and
SE start. The BattleSet files themselves have not
been corrected. (thanks Tony)
https://harpgamer.com/harpforum/topic/30480-hypersonic-rafael
- Chg:30480 SE Same fix as GE

HCE - 2020.006 - 2020-##-##


===========================
- Chg:00000 GE Undid the change from 2020.003 as a result of the better
change in 2020.005.
- Chg:00000 GE Did the TODO for 2020.004 nuclear weapon hit resolution.
Now all units that should be damaged or destroyed
will be damaged or destroyed.
- Chg:30471 GE SpeedAlt events and IntermittentSensor Harpoon events can
appear within scenario files, not just saved game files.
Since we didn't build the data conversion into scenario
loading, scenarios created before the data structure
changes would be corrupt upon loading into the game.
As of this build, it is fixed for IntermittentSensor
events.
For SpeedAlt events, the data structure change happened
while the scenario file format was version 3. There were
quite a few builds with scenario file format v3 which
unfortunately means we have to 100% accurate way to know
whether SpeedAlt events need to be converted to load
v3 scenarios correctly. We have implemented a best
guess algorithm. The good news is that there are few
publicly released scenarios with the version 3 format
so hopefully the impact is small. If you run into
problems, let us know at harpgamer.com as we may be
able to recover the scenario and bring it up to current
without corruption. (thanks Tony)
https://harpgamer.com/harpforum/topic/30471-scenario-stops-
responding
- Chg:30471 SE Same fix as GE

HCE - 2020.005 - 2020-07-10


===========================
- Chg:00000 GE When loading saved games, use the UnitIds from the saved
game rather than re-numbering the units. This was a
regression from increasing the number of possible units
per group from 127 to 254. The result of the
re-numbering is that Harpoon Events didn't have the
associated UnitIds renumbered so events would be
orphaned or connected to the wrong units. This
resulted in such behavior as formation air patrols
being treated like ships and subs. In short it
meant formation air patrols running out of fuel
and crashing since they didn't know they should RTB
and refuel. (thanks Tony and eeustice)

HCE - 2020.004 - 2020-06-17


===========================
- Chg:00000 All Converted from Visual Studio 2013 to Visual Studio 2019 as
IDE and Compiler. This forced a change from overall
memory allocation alignment from 1-byte to the default
of 8-bytes which could result in some bugs. HC reads
and writes binary structures so must still 1-byte align
those that get and written to file so that saving and
loading of battlesets, databases, scenarios, and
saved games continues to work as expected.
- Chg:00000 GE When nuclear weapons hit and destroy a whole group, sometimes
the GE was crashing since the group in question was already freed
but not NULL IsValidGroup was modified to notice this situation
and avoid the crash.
TODO I fixed the known crashes but to do that, the group loop
exits as soon as an invalid group is found. This means units
that should be destroyed by the nuke may not be destroyed
(i.e. they were further down the group list)
(thanks Julian Schofield students)

HCE - 2020.003 - 2020-03-17


===========================
- Chg:00000 GE Formation patrol aircraft were sometimes forgetting that they
were formation patrols so they were stuck in a limbo of
sorts. This led to them running out of fuel and crashing.
The fix was removing a break statement in formedit.c that
was added in May of 2017. (thanks eeustice & Rabbit)

HCE - 2020.002 - 2020-03-08


===========================
- Chg:00000 GE Disabled the "submarine stopping noted" message that was
previously used to troubleshoot unwanted submarine behavior
but has become more of a nuisance since the main problem
seems to have been fixed long ago. (thanks Tony)

HCE - 2020.001 - 2020-01-20


===========================
- Chg:00000 GE Extended beta expiration to 2025.
- Chg:00000 GE For new installs, the GE will read an InstantAction value
from HKEY_LOCAL_MACHINE; allowing machine-wide override
of the instant action functionality that puts
the user in a random scenario in a random BattleSet.

HCE - 2019.004 - 2019-11-30


===========================
- Chg:00000 GE When loading a saved game check for empty groups and free/
delete them to avoid crashes. This was happening after
saving the game when all of the group_ids were used up.
(thanks eeustice)

HCE - 2019.003 - 2019-11-18


===========================
- Chg:00000 GE IsAttacking function crashes the game when testing groups with
no units. Now there shouldn't be any groups with no units at
that point so this should never happen. Nevertheless, added
a null check and the game no longer crashes for this case.
(thanks eeustice)

HCE - 2019.002 - 2019-07-29


===========================
- Chg:00000 GE If there is not a valid group and unit for a LaunchLand event,
discard that event upon saved game load.
https://harpgamer.com/harpforum/topic/29593-ge-2019001-save-gam-
crash/
(thanks eeustice)
- Chg:00000 GE If there is not a valid group and unit for a LaunchLand event,
discard that event upon saving game.
- Chg:00000 SE If there is not a valid group and unit for a LaunchLand event,
discard that event upon saving scenario.

HCE - 2019.001 - 2019-04-09


===========================
- Chg:00000 GE Widened Formation Editor listing.
- Chg:29370 GE Game was crashing upon save deep into a large scenario. Tracked
it down to the game being intolerant of air units having other
air units listed as their HomeUnit, otherwise known as base or
place to land. The save process was made more tolerant and
the evaluation of valid places to land now explicitly prevents
the HomeUnit from being an air unit. Also added a new Harpoon
Effect, HCEffect23 that checks each air unit's HomeUnit each
game second and attempts to assign a new one if there is no
HomeUnit or an invalid HomeUnit. Exposed this new HCEffect to
the ExportDLL interface.
(thanks Tony and eeustice)
https://harpgamer.com/harpforum/topic/29370-game-crash-to-desktop-
and-savedgame-corruption/
- Chg:00000 GE Added CommonEffects.c and centralized ClearIntermittentEvents
there instead of having one copy for GE and one for SE.
- Chg:00000 GE Miscellaneous code cleanup, mainly adding explicity typecasts.
HCE - 2018.011 - 2018-11-08
===========================
- Chg:0000 GE First multithreading added, in loading the platform database
into its in-memory structures.
- Chg:0000 GE Fixed a buffer overflow in the Order of Battle (OOB) screen
where the 10 character unit type could overflow the 5
character variable that holds it.
(thanks jf66)
- Chg:0000 GE Fixed a buffer overflow in the Split Group screen
where the 10 character unit type could overflow the 4
character variable that holds it.
(thanks jf66)
- Chg:0000 GE Fixed a one additional unit type buffer overflow since it
is a trend this week.
- Chg:0000 GE Fixed a crash bug when there is a launch planes event for a
unit that doesn't have any planes.
- Chg:0000 SE Fixed a buffer overflow in the Order of Battle (OOB) screen
where the 10 character unit type could overflow the 5
character variable that holds it.
(thanks jf66)

HCE - 2018.010 - 2018-08-20


===========================
- Chg:0000 GE ASROC style weapons were not setting a group type in the group
id when they morphed from missile to torpedo. Fixed.
- Chg:0000 GE ASROC style weapons were supposed to be inertially guided until
conversion into torpedos except they weren't. Fixed but note
this can make them much less accurate since they won't follow
the manuevers of the targeted unit.
- Chg:0000 GE Missile guidance at one time was turning the whole group toward
a target but we really want the missile unit to turn toward
a target since the group may have multiple units, each
a significantly different bearing than the group as a whole.
Fixed this up but still look out for things like Inertially
guided weapons following the course changes of a target
and report please if found.

HCE - 2018.009 - 2018-07-28


===========================
- Chg:0000 GE It was possible to overflow a string buffer when logging new
contact information to the MessageLog window. If there were an
obnoxiously long list of new contacts (Eric!), the buffer
could overflow and crash the game. The NewContactScroll has
been reworked to use dynamic string allocation, fixing the bug.
- Chg:0000 GE I/TonyE broke torpedo guidance by turning only the group and not
the torpedo units within the group. Fixes.
(thanks Tony & eeustice)

HCE - 2018.008 - 2018-05-30


===========================
- Chg:0000 GE Iterative saving had a buffer overflow bug that could have
resulted in more saves than intended before starting the
count over. The test case was desiring 60 saves before
rolling over but it was making 601 saves instead. Fixed
- Chg:0000 GE Missile unit turns during midcourse guidance updates were
broken in 2018.002+. The groups were turning but not
the units. Fixed. Checked out all 2016.003 uses of
SetGroupSliver and compared them to the codebase. The
one causing this bug was the only one I found awry.
(thanks Tony)
http://harpgamer.com/harpforum/index.php?/topic/28551-midcourse-
guidance-on-missiles/

HCE - 2018.007 - 2018-05-28


===========================
- Chg:0000 GE Added a null check in torpedo handling. The lack of it resulted
in occasional game crashes when recalculating heading to
intercept the target.
- Chg:0000 GE Another torpedo guidance null check fix.
- Chg:0000 GE Fixed SetGroupSlivers (for changing heading). It was errantly
changing the group heading but not the unit heading.

HCE - 2018.006 - 2018-05-27


===========================
- Chg:0000 GE Fixed an infinite loop in Group Ids all used up logic for
some missile groups.
- Chg:0000 GE Fixed a crash upon freeing an already freed uncertainty region.

HCE - 2018.005 - 2018-05-23


===========================
- Chg:0000 GE When all Group Ids are used up, a MessageLog entry is properly
shown but the attempt to cancel creating the new group was
failing by assuming the new group was already in the global
group list, which it almost always wasn't. Fixed in the
hopes of scenario continuing to run with the existing groups.
(thanks eeustice)
- Chg:0000 GE Dialed down the unit & group turns logging.

HCE - 2018.004 - 2018-05-19


===========================
- Chg:0000 GE A bug in GCI.c where TonyE didn't convert from DUs
(Distance Units) to NM (Nautical Miles) was preventing non-air
units from shuffling off to their formation positions. Fixed
(thanks eeustice)

HCE - 2018.003 - 2018-05-18


===========================
- Chg:0000 GE Re-enabled the 5th and 6th formation rings.

HCE - 2018.002 - 2018-05-15


===========================
- Chg:0000 GE Extended beta expiration out a ways.
- Chg:0000 GE Replaced numerals with named constants for formation keeping
in other words, the unit->independent field
- Chg:0000 GE Tweaks to calculation of Unit offset from Group center.
Previously any fixedbase type unit would have its offsets
set to zero, making it seem to be at the center of the
group. Now, only the first fixedbase is considered the
center of the group and hence have zero offsets.
- Chg:0000 GE ExportDLL interface now makes the ResetGroupCenter function
available to ExportDLLs void ResetGroupCenter(UnitPtr)
- Chg:0000 GE ExportDLL interface now makes the SetCourseUnit_Raw function
available to ExportDLLs void SetCourseUnit_Raw(UnitPtr pUnit,
short pCourse, char const *pCallerName,
char const *pCallerFile, long const pCallerFileLine)
This is for instantaneous turns.
- Chg:0000 GE ExportDLL interface now makes the SetCourseGroup_Raw function
available to ExportDLLs void SetCourseGroup_Raw(GroupPtr pGroup,
short pCourse, char const *pCallerName,
char const *pCallerFile, long const pCallerFileLine)
This is for instantaneous turns.
- Chg:0000 GE Cranked up logging on turns
- Chg:0000 GE eff113 to use new constant AI_TOLERANCE_CLOSE that defines
when we switch from closing to attacking.
- Chg:I207 GE Seems units can be turned before they are assigned to a group so
the logging that printed out the non-existent group id was
crashing. In 2017.016 we skip the log messages when there is
no group assigned. (thanks Enrique)
http://harpgamer.com/harpforum/index.php?/tracker/issue-205-2017015-
crash-at-start/
- Chg:0000 GE Effect2.c lines 623-624 are commented out. They were causing
formation air patrols on their way to land to periodically flip
course to match the course of the group.
- Chg:0000 GE Fixed scenario version conversion from V002 to V003 that wasn't
properly zeroing out memory.
- Chg:0000 GE Fixed other pointer and overflow errors pointed out by
cppcheck static analysis.
- Chg:0000 GE Torps with the quiet flag were errantly having their self-noise
level set to -4 instead of subtracting 4 from the self-noise.
- Chg:I0193 GE When you place 20 KC-10s in a group... and then try to refuel
some Super Bugs, the endurance calcuation would overflow
and in turn give strange results. Fixed by widening
operands.
(thanks eeustice)
http://harpgamer.com/harpforum/index.php?/tracker/issue-193-
refueling/
- Chg:0000 GE When bases or ship groups try to change altitude, calculate the
ascent/descent rate based on subs and air units only. This
addresses an assertion failure.
- Chg:0000 GE Aircraft with a 0m/s climb rate in the DB will default to 76m/s
climb rate, the average of the aircraft climb rates in
HCDB-150929. This is mainly for legacy BattleSets but also
if a WestPac or newer BattleSet has some zero entries.
- Chg:0000 GE While loading saved games, discard any invalid new contact
entries (these feed what the staff assistant shows for
new contacts).
- Chg:0000 GE A 2017.011 bug in ExportDLL ScenLoad call was passing ScenData
as a pointer to a pointer instead of as a pointer, fixed.
- Chg:0000 GE Incremented saved game version to 0x34803217 for ScenData
addition and globals modifications.
- Chg:0000 GE Incremented Scenario version to 5, see SE comment below for
the long explanation.
- Chg:0000 GE Incremened ExportDLL version to 21, see below for more detail.
- Chg:0000 GE ExportDLL ScenLoad added DatabaseVersionDB, ScenData, and
ScenSaveData
so that the ExportDLL has a concept of which DB is being used
with the current scenario as well as unique IDs for saved games.
This is handy if the ExportDLL
is supplementing or modifying the data for use while playing
the scenario.
- Chg:0000 GE Code Cleanup - init_and_read_annexesA was also doing all of the
scenario file version specific conversions, refactored that
out into init_scen_loader.
- Chg:0000 GE Code Cleanup - removed unused init_and_read_annexes. It hasn't
been used since the switch to 4096 items/annex.
- Chg:0000 GE Year 2038 problem - The HCLicense code now uses 64-bit time_t,
remediating the 2038 problem for licensing.
- Chg:0000 GE Year 2038 problem - DatabaseVersion structure timestamps
widened from 32-bit time_t to 64-bit time_t to remediate
2038 problem.
- Chg:0000 GE Year 2038 problem - Game start times and times can now go
beyond the 2038 limit.
- Chg:0000 GE Added RES/RSR file structure version functionality so that
we can read both unversioned and versioned structures.
- Chg:0000 GE Scenario lineage for BattleSet scenarios pre-WestPac are read
from a SQLite database ScenarioLineageLegacy.sqlite3
- Chg:0000 GE Player can now detect Neutral aircraft. This will also fix
other detection problems.
- Chg:0000 GE Fixed up MessageLogLine for ExportDLL
- Chg:I184 GE Aircraft trying to attack submarines while having a non-torpedo
first weapon in the loadout were unable to fire at an enemy.
(thanks Enrique)
http://harpgamer.com/harpforum/index.php?/tracker/issue-184-
impossible-to-launch-asw-torpedo-from-helicopter/
- Chg:0000 GE Starting to add UUIDs to game structures so that ExportDLLs can
marry external data to the internal data.
+ScenarioGroup
+Group
+ScenarioUnit
+Unit
+PlaneRec (planes on ground)
In the ScenarioGroup and Group structures, increased the
maximum number of formation zones to 64 and increased
how large they can go (previous limit was 255nm, new is
32768nm)
Increased the formation zones available in GE and SE
from 4 to 6 so even though the game structures can
handle 64 zones, the UI only understands 6 zones.
In the ScenarioGroup and Group structures, widened the
id field from 4 to 8 characters so that someday there
can be a greater number of groups in the game. The
ScenarioGroup id field is unused at present.
In the ScenarioUnit and Unit structures, increased the
maximum number of formation zones to 64 and increased
the number of slices of the formation pie to 64 as well.
In the IntermittentSensorsEvent, increased the maxumim
number of formation zones to 64.
Ditto for FormationEventPtr and AirPatrolEventPtr.
Incremented saved game version to 0x34803216.
Incremented Scenario version to 4.
Incremented DLL interface version to 20.
- Chg:0000 GE Incremented DLL interface version to 19 for the newly added
dllFuncRefs for the ExportDLLs.
- Chg:0000 GE New ExportDLL funcRefs: MessageLogLine() which will add a line
to the HC Message Log window up to 1023 1-byte characters plus
a null terminator.
- Chg:I182 GE Since 20160326 AI LR Air attacks programmed in by the scenario
author have not had the target group set once they launched
so the planes would be told to land since they had no
target. This has been remedied.
(thanks Enrique)
http://harpgamer.com/harpforum/index.php?/tracker/issue-182-
programmed-air-attacks-total-failure/
- Chg:0000 GE Incremented DLL interface version to 18 for the newly exported
functions for the ExportDLLs.
- Chg:0000 GE New exported functions: Turn, ChangeAlt, UnitTop
- Chg:0000 GE Incremended DLL interface version to 17 for the unit structure
changes in 2017.004. This represents a breaking change for
most ExportDLLs that use the unit structure.
- Chg:I179 GE Provide the player (and AI) an opportunity to split tankers
at bingo to separate from a group that has more range than
the tankers.
(thanks eeustice)
http://harpgamer.com/harpforum/index.php?/tracker/issue-179-
tankers-will-not-seperate-from-group-at-bingo-fuel/
- Chg:I173 GE Ammunition column of platform display would blank out when the
quantity of ammunition > 999. Widened the qty display
field to remedy the issue. Widened ammunition name too for
kicks since I was in there.
(thanks eeustice)
http://harpgamer.com/harpforum/index.php?/tracker/issue-173-ge-
weapon-detail-box/
- Chg:0000 GE Incremented saved game version to implement the changes below.
- Chg:0000 GE Widened unit structure elements Method[SIDES], emit, detect so
that the RWR sensor type can be added to the game. The game
can now handle 64 sensor types in these fields, up from 16.
- Chg:0000 GE Added sRWR sensor type define.
- Chg:0000 GE Added RWR sensor model.
- Chg:I165 GE When building the list of valid weapons for a target to display
in the UI, there were two different flags both assigned to
the value 8 (ARM and AAM). Separated ARM out into a new field
of the record.
(thanks Enrique)
http://harpgamer.com/harpforum/index.php?/tracker/issue-165-anti-
surface-agm-114m-missile-irlaser-guidance-weird-behaviour/
- Chg:I175 GE Aircraft units will now update weapon range rings as soon as the
units are fully launched and formed up (i.e. if there are 8
planes in the unit, the weapons range rings should update once
all 8 planes are aloft).
(thanks Tony)
http://harpgamer.com/harpforum/index.php?/tracker/issue-175-
weapons-range-rings-missing-on-aircraft/
- Chg:I174 GE When we moved from 128 possible units per group to 256, we
should have moved to 255 instead since 256 is a reserved
id to indicate that the harpoon event is to be applied to
the entire group, not a specific unit.
The fix put in place is to max out new groups at 255 units
AND strip the 256th unit off of any groups that have them.
The GE and SE will put it in the GE.log/SE.log but not
otherwise alert the player.
(thanks eeustice)
http://harpgamer.com/harpforum/index.php?/tracker/issue-174-unable-
to-shoot-down-255th-plane-in-patrol/
- Chg:0000 GE MovePlanesToNewGroup in Effect1.c could move a maximum of 128
planes. Increased it to 255.
- Chg:0000 GE Imagine a situation where there are 255 x F-15C Intercept at
a base and 1 more lands. Previously they would have been
combined into a single 256 plane bundle. That has now been
limited to 255 to be consistent.
- Chg:0000 GE Added function int CountGroupUnits to count the number of units
currently in a group and plugged it in to a bunch of places
where the logic was replicated.
- Chg:0000 GE Adding code to prevent situations where there might be more than
255 units in a resultant group (joining groups, etc.). It is
doubtful that all spots have been found.
- Chg:0000 GE Added "unit" log type which for now will track # of units per
group. UNIT_LOG constant in the code, unit on the command
line.
- Chg:I160 GE Player was unable to click an enemy installation, do Intercept
and successfully get planes to attack planes in the enemy
installation's formation. Added back the choice of attack type
to get around this for now. A better long-term solution is
to only show valid attack types for the aircraft involved and
auto-select if there is only one valid attack type.
http://harpgamer.com/harpforum/index.php?/tracker/issue-160-
incapable-to-intercept-enemy-aircrafts-in-autopatrol/
(thanks Enrique)
- Chg:0000 GE For a while now, when you go into the Unit\Full\Weapons display
for an aircraft unit, the current loadout wasn't highlighted so
it felt like you couldn't see the quantity of weapons available
in the current loadout. Fixed to show the current loadout
when possible so that the player has instant feedback on
loadout and weapons available.
This bug was introduced with 4096 items per annex.
(thanks eeustice)
- Chg:I156 GE Show up to 47 characters each of class name and unit name in
the Mini Report window and some other places.
(thanks Enrique)
http://harpgamer.com/harpforum/index.php?/tracker/issue-156-name-
long-issue-in-ge/?gopid=775#entry775
- Chg:I154 GE Periscope depth and VLow were both set to 15m, resulting in
the mini-report window saying aircraft were at periscope depth.
Changed periscope depth to +2m for visibiity purposes.
Note that existing saved games will continue to say Periscope
until the affected units change depth.
(thanks eeustice)
http://harpgamer.com/harpforum/index.php?/tracker/issue-154-very-
low-altitude/
- Chg:I153 GE Turns and Depth changes that are a part of the initial orders
in the SE will happen at the first tick of the game clock in
the GE and will be instaneous since they represent start-state
in the scenario and shouldn't be treated as triggers for
graduals turns and altitude changes like they were in
2016.004. (thanks eeustice)
http://harpgamer.com/harpforum/index.php?/tracker/issue-153-sub-
depth-and-course-in-hc-2016004/
- Chg:0000 GE ExportDLL interface added Altitude in meters to the
UnitAlt function.
- Chg:0000 SE Let's not save AltSpeedEvents without assigning a 'new' altitude.
This was confusing the XML scenario file saving format.
- Chg:0000 SE XML Scenario file saving was using the first scenario lineage
information for every lineage entry. Fixed.
- Chg:0000 SE Fixed other pointer and overflow errors pointed out by
cppcheck static analysis.
- Chg:0000 SE The 2017.011 installer didn't have the .sqlite3 database
containing the legacy BattleSet scenario lineage. It is
included now.
- Chg:0000 SE Year 2038 problem - Game start times and times can now go
beyond the 2038 limit.
- Chg:0000 SE Incremented Scenario version to 5 as a result of implementing a
converter for aircraft formation patrols. This means scenarios
of version 4 (2017.008 thru 2017.010) may be corrupt.
Deleting and recreating all formation air patrols in the SE
is the 'fix'. However, if the scenario was created and
last saved in a SE version < 2017.008 then you can bring
that scenario forward into 2017.011 or newer without corruption.
- Chg:0000 SE Added RES/RSR file structure version functionality so that
we can read both unversioned and versioned structures.
- Chg:0000 SE Added scenario lineage to the scenario file. Each time the
scenario is saved, it is assigned a new UUID, the entire
historical list of UUIDs is saved in the scenario file. In
theory the GE can then figure out which saves belong to which
scenario. Implemented this as part of a more generic
ScenData structure that is present in both Scenario and Saves
including the lineage, database version, and ai stay on path
settings.
- Chg:0000 SE Scenario lineage for BattleSet scenarios pre-WestPac are read
from a SQLite database ScenarioLineageLegacy.sqlite3
Lineage dtstamp = 1181260800 (June 8, 2007 HCE release date)
Lineage BuildSE = 2007.000
- Chg:I185 SE It wasn't possible to add aircraft to AD_Fixed units. Fixed.
(thanks Enrique)
http://harpgamer.com/harpforum/index.php?/tracker/issue-185-
failure-editing-airfield-secret/
- Chg:0000 SE Starting to add UUIDs to game structures
(see GE section for details)
This means scenarios created with this SE cannot be played
by earlier versions/builds of the GE nor edited with earlier
SE versions/builds.
- Chg:0000 SE libxml updated from 2.9.2 to 2.9.4
- Chg:0000 SE Added "unit" log type which for now will track # of units per
group.
- Chg:0000 SE Deleted a couple of unused source files as they functions
they contained have been simplified to work in both GE and
SE.
- Chg:0000 SE In pre-commondb BattleSets, re-establish checks for WepID == 0
in loadouts and multimounts to prevent crashes when the SE
tries to save scenarios. There can only be 4 weapons per
loadout and multimount in the legacy battlesets so for slots
4-8 we need to and again do set it to INVALID_ID instead of 0.
This bug was a regression introduced with 4096 items per annex.
(thanks rabbit, Hellion144)
- Chg:I146 SE Port aircraft loadout dialogs from the GE to the SE so that all
information visible in GE for loadouts is available in the SE.
(thanks eeustice, Smitty, et al)
http://harpgamer.com/harpforum/index.php?/tracker/issue-146-se-
formation-ready-air-windows/
- Chg:0000 DU Fixed other pointer and overflow errors pointed out by
cppcheck static analysis.
- Chg:0000 DU Added RES/RSR file structure version functionality so that
we can read both unversioned and versioned structures. Also
includes writing the version to any new RES/RSR files.
- Chg:0000 DU dbmake.exe removed debugging message about magazines.
- Chg:0000 BB Abandon non-square maps so that the BattleSet Builder works
halfway decently again.
- Chg:0000 DB commondb.rsr DatabaseVersion fixed. It needed to have a 7-byte
header and only had a 5-byte header. Also fixed 2038 problem.
- Chg:0000 BS Recompiled WestPac, GIUK-USNI, and the four shell battlesets.

HCE - 2016.003 - 2016-03-23


===========================
- Chg:0000 GE Incremented saved game version to support the changes below.
- Chg:0000 GE Added Altitude to Unit structure so that we can change altitude
gradually. Previously we only tracked the band. The altitude
is a signed long long (aka int64) and measured in meters
meaning one could go way beyond the Sun.
For scenario and existing saved game purposes we will assume
the platform is at the very bottom of the altitude band when
above sea level and at the top of the altitude band when
below sea level.
- Chg:I149 GE Added targetGroup to LaunchLandEvent so that we can send
aircraft on their attack once they are launched. The
functionality was broken in 2016.002. (thanks Buddha)
http://harpgamer.com/harpforum/index.php?/tracker/issue-149-cant-
launch-p-3-for-asw-attack/

HCE - 2016.002 - 2016-03-08


===========================
- Chg:I147 GE Stopped errantly creating 1-aircraft air units when a host
platform is destroyed. Also free empty air units that are
taking off when a host platform is destroyed.
(thanks eeustice)
http://harpgamer.com/harpforum/index.php?/tracker/issue-147-1050-ac-
missile-launch/
- Chg:0000 GE Incremented saved game version to support the change below.
- Chg:0000 GE Added the field GameTimeEstablished to the AirRec structure
to indicate when an aircraft unit was formed (when Launch
command was given, not when a plane was airborne).
- Chg:I147 GE Air units will now show proper ammunition counts as each plane
takes off. Previously
all weapons were assigned as soon as the Launch command
was entered which could result in too many weapons available
to fire if the launching unit is destroyed while launching
planes. (thanks eeustice)
- Chg:0000 GE Incremented DLL Interface version to 15 for the following...
- Chg:0000 GE ExportDLL interface added ActGroupPtr and ActUnitPtr change
notifications. They new functions have the uninspiring names
ActGroupPtr and ActUnitPtr.
- Chg:0000 SE When saving a scenario, don't save any groups that have no units.
(thanks DeskDriver)

HCE - 2016.001 - 2016-02-16


===========================
- Chg:0000 GE Added a grouping of Staff Option radio buttons to coarsely
instruct the game whether to alert the player when they may
want to turn on active sensors (aka radiate).
- Chg:I138 SE Clicking Add Base before selecting one in the list of bases or
adding multiples of the same base without clicking on the
Base's name each time would result in incomplete groups being
created. Fixed. (thanks Enrique)
http://harpgamer.com/harpforum/index.php?/tracker/issue-138-two-
generated-installations-in-se-are-failed/
- Chg:I145 DU dbmake.exe had a hard-coded limit of 128 magazines per platform.
It has been raised to 32,767. (thanks eeustice)
http://harpgamer.com/harpforum/index.php?/tracker/issue-145-129-
magazines-on-a-shipbase/

HCE - 2015.028 - 2015-12-18


===========================
- Chg:I137 SE Fixed crash resulting from groups being positioned on the equator.
(thanks Enrique)
http://harpgamer.com/harpforum/index.php?/tracker/issue-137-
uncapable-to-open-in-progress-of-building-scenario/

HCE - 2015.027 - 2015-11-30


===========================
- Chg:I133 SE Since 4096 items per annex, the ability to select a broad type
in the Victory Conditions dialog has been broken. Fixed.
(thanks eeustice)
http://harpgamer.com/harpforum/index.php?/tracker/issue-133-new-se-
victory-conditions/
- Chg:0000 SE When editing a Broad Type victory condition, the previously
selected Broad Type will now be highlighted instead of
defaulting back to the first entry.

HCE - 2015.026 - 2015-11-20


===========================
- Chg:0000 GE The OoB Report will now show the Full Unit report with
calculated sonar ranges instead of the ranges from the DB.
- Chg:0000 GE When there is exactly one active Class of the chosen type for
the Platform Display, the user was able to click Next and
Previous. This showed them some non-sensical data. The
buttons are now disabled if there is only a single class.
- Chg:0000 SE When there is exactly one active Class of the chosen type for
the Platform Display, the user was able to click Next and
Previous. This showed them some non-sensical data. The
buttons are now disabled if there is only a single class.

HCE - 2015.025 - 2015-11-20


===========================
- Chg:0000 GE Since switching to 4096 items per annex, the Platform Display
has been using the wrong count of units in the scenario.
Now it is using the correct count again. This may fix
I127, http://harpgamer.com/harpforum/index.php?/tracker/issue-127-
ge-errour-or-rare-db-errour/
- Chg:0000 GE In the process of working on the above, fixed the off-by-one
errors that were preventing the Platform Display from showing
the last Class in the list when clicking Next and the first
Class in the list when clicking Previous.
- Chg:I130 GE When a unit launching aircraft is damaged during launch and the
currently launching aircraft unit still needs more aircraft to
takeoff and those aircraft on the ground are all destroyed
there was a situation where the game could leave the launching
plane unit in limbo. It was properly handling the case where
at least one of the planes to take off was available but not
if all of the planes remaining to take off were destroyed on
the ground. (thanks Enrique)
http://harpgamer.com/harpforum/index.php?/tracker/issue-130-air-
group-blocked-in-launching/
- Chg:I129 GE Full Unit Display was showing the database sonar ranges, not the
ranges as adjusted for the "New" sonar model. (thanks Enrique)
http://harpgamer.com/harpforum/index.php?/tracker/issue-129-real-
sonar-range-not-showed-in-unit-windowfull-in-ge/
- Chg:0000 GE The GE was looking for the wrong filename when loading Red
Orders files, this has been fixed. Also added a message when
the load logging option is turned on that writes a log message
if the orders file for a side can't be found. (thanks eeustice)
- Chg:I132 GE The GE for user scenarios was loading the scenario orders,
displaying them, then errantly loading the orders from the
first scenario in the BattleSet. Fixed (thanks eeustice)
http://harpgamer.com/harpforum/index.php?/tracker/issue-132-no-
linked-file-in-from-order-writer-in-new-se/- Chg:0000 GE Cleaned up code in GE
similar to I131 code for SE. This included
replacing 0xffff with the INVALID_ID constant and changing a
number of shorts to longs;
- Chg:0000 SE Fixed the off-by-one errors that were preventing the Platform
Display from showing the last Class in the list when clicking
Next and the first Class in the list when clicking Previous.
- Chg:I131 SE When setting up LR Attacks that need tanking assets, an
unitialized range to target was being sent to the refueling
check. Remedied. (thanks eeustice)
http://harpgamer.com/harpforum/index.php?/tracker/issue-131-run-
time-check-failure-3-in-new-se/
- Chg:0000 PE Modified the VBA code in the PE so that it will work with 64-bit
versions of Access (tested on Access 2016 64-bit)
- Chg:0000 PE After saving a new plane record the author will be able to enter
plane speeds after pressing the Alt/Speed button.

HCE - 2015.024 - 2015-10-29


===========================
- Chg:I126 GE Changed ammunition counts for the mini report window to int
from short (i.e. max 32767 to max 2 billion0 (thanks eeustice)
http://harpgamer.com/harpforum/index.php?/tracker/issue-126-
negatice-sams-and-aa-shells/
- Chg:I125 SE Scenario author can no longer add more than PlaneCap aircraft
to a land unit. (thanks eeustice)
http://harpgamer.com/harpforum/index.php?/tracker/issue-125-planes-
allowed-on-units/
- Chg:0000 SE Scenario author can no longer add planes to carriers or land
units after PlaneCap is reached. It was previously possible to
add them one at a time by selecting qty 0.

HCE - 2015.023 - 2015-10-29


===========================
- Chg:0000 GE Removed 20kB limit when reading orders for the scenario.
This was probably a hold-over from the days of very limited
RAM.
- Chg:0000 GE Scenario Orders are now saved with the saved game, giving the
player an ability to pull up the orders even when loading a
saved game.
- Chg:0000 GE Incremented saved game version to support the changes in this
build.
- Chg:I123 GE Unit Full display will show weapon quantities again. It had
stopped working when we went to 4096 items per annex.
(thanks Tony & Enrique)
http://harpgamer.com/harpforum/index.php?/tracker/issue-123-ship-
missile-loadout-not-adjusting-in-unit-full-report/

HCE - 2015.022 - 2015-10-20


===========================
- Chg:I121 SE Scenario Editor was sometimes not loading the flag that
indicates where to find a unit name (DB vs. custom-entered-name)
and as a result not saving it in the scenario. Remedied.
(thanks Enrique)
http://harpgamer.com/harpforum/index.php?/tracker/issue-121-
scenarios-previously-in-development-dont-keep-ship-and-bases-names/

HCE - 2015.021 - 2015-10-16


===========================
- Chg:0000 GE 4096 Items per annex now supported.
- Chg:0000 SE 4096 Items per annex now supported.
- Chg:0000 SE Platform display will no longer truncate the country+type+class
text since we are in 32-bit land now.
- Chg:I118 SE Splitting units from a group will no longer overflow, showing
an error. The variable holding the text was widened and
a more secure string copy is now used. (thanks Enrique)
http://harpgamer.com/harpforum/index.php?/tracker/issue-118-errour-
in-se-splitting-groups-in-build-2015017/
- Chg:0000 PE 4096 Items per annex now supported.
- Chg:0000 PE Platform Editor will now warn the database author when all
available IDs in an Annex have been used.
- Chg:0000 PE Minimum MS Access version is now Access XP (aka 2002). This
enables the PE to work in Access 2013 and 2016 (untested).
Changes for correct operation in 64-bit versions of Office
have not been made, please use the 32-bit version of Office.

HCE - 2015.019 - 2015-10-03


===========================
- Chg:0000 GE Fixed a bug in the game gracefully preventing using more than
the available group ids.
- Chg:0000 GE Disabled a logging messages when planes are released from
intercept duty if the target is no longer present.
- Chg:0000 GE Aground checks were often being done at the location where a
unit appeared on the map, not where it actually is located.
Think of a "Yellow" unit in an uncertainty zone, the aground
check was sometimes using the "Yellow" marker's location
instead of the actual unit location.

HCE - 2015.018 - 2015-10-02


===========================
- Chg:0000 GE Area defense and gun kills against aircraft will now properly free
the unit if all AC
are shot down. (thanks Eric)
- Chg:0000 GE Sensors will now work in the SubOrbital/TooHigh/Orbital altitude
band. This helps greatly with intercepting ICBMs and such.
(thanks Eric)
- Chg:0000 GE Added a debugging message for the MessageLog that will say when
all of the group ids are used. In theory the game will gracefully
prevent using more than the available group ids.

HCE - 2015.017 - 2015-09-30


==========================
- Chg:0000 GE Made the code that gathers data for the AnnexData structure
much more robust. This includes working around data corruption
in the Original GIUK and Original USNI BattleSets.

HCE - 2015.016 - 2015-09-25


==========================
- Chg:0000 GE Incremented DLL Interface version to 14 for the following...
- Chg:0000 GE ExportDLL interface added BSStrings quasi-annex to the end
of the AnnexData structure. Use this for things like side
names, loadout names, country names, ship names, etc.
- Chg:0000 GE ExportDLL interface added MAG_DISK_PTR_LIST to
AnnexData. This consists of a parent linked-list where
each list item also contains a linked list of the
actual magazine contents. This rather ugly structure
mimics how the data is laid out in the database itself
so enables eventual replacement of the calls to the
DB to be redirected to this in-memory list.
- Chg:0000 GE ExportDLL interface added PLAT_DESC_LIST to
AnnexData. This consists of an array of structures
that have the TextIndex and the platform description
itself.
- Chg:0000 GE ExportDLL interface added NAME_DISK_PTR_LIST to
AnnexData. This consists of a parent linked-list where
- Chg:0000 GE Fixed bug in turn rates, it was rounding away any delay in
turns to zero as a result of math being done as integers
when it should have been floating point numbers.
(thanks CV32)

HCE - 2015.015 - 2015-08-20


==========================
- Chg:0000 GE Incremented DLL Interface version to 13 for the following...
- Chg:0000 GE ExportDll interface added pointers to functions in the
funcRefs: PHCDLL_FUNC_REF linked list sent by DLLInit:

annex_id_to_disk_id(ID): ID - If you pass in


a Memory AnnexID, you will get a Disk
AnnexID back out IF that item is present in the scenario.
If you pass in a disk_id it will be returned back to you
so there is no danger in running a disk_id through the
function.

HCE - 2015.014 - 2015-08-13


==========================
- Chg:0000 GE Incremented DLL Interface version to 12 for the following...
- Chg:0000 GE Added AnnexData to ScenLoad ExportDLL call. This first lists
the number of items in each database annex then has the raw
data for each annex. The unlimited annexes are not a part
of this structure yet (Ship names, Platform text descriptions,
Magazines, BattleSet strings).

HCE - 2015.013 - 2015-08-06


==========================
- Chg:0000 GE Undid "Started cleaning up some 16-bit code in the graphics loading
and displaying routines (dibfiles)."

HCE - 2015.012 - 2015-08-05


==========================
- Chg:0000 GE Changed aircraft turn rate, made it 5x slower.
- Chg:0000 GE Started cleaning up some 16-bit code in the graphics loading
and displaying routines (dibfiles).
- Chg:0000 UT Fixed scenario converter to always use the custom unit names
though there is no good reason to use this tool these days...

HCE - 2015.011 - 2015-07-27


==========================
- Chg:I116 GE Air groups consisting only of tankers will no longer try to
refuel themselves. (thanks Don Thomas)
http://harpgamer.com/harpforum/index.php?/tracker/issue-116-tanker-
aircraft-refuelling-when-its-the-only-unit-in-group/

HCE - 2015.010 - 2015-07-13


==========================
- Chg:I115 GE Added the else to make "else if" in the GE's ScenLoad call to
any ExportDLLs so that ScenLoad isn't called twice, the second
time being with spurious data. (thanks Don Thomas)
http://harpgamer.com/harpforum/index.php?/tracker/issue-115-lazgui-
v-10-startup-crash-with-custom-scenario/

HCE - 2015.009 - 2015-07-12


==========================
- Chg:0000 GE Increased default stack size after seeing some stack overflows
during mass auto-testing. It was set to a very small 10kB
whereas the default in Visual Studio 2013 is 1MB. Increased
to the default.
- Chg:0000 GE Disabled the "Sir, we have no released weapons available to
conduct an %s attack." when AutoTest is enabled, it was
mucking up the works.
- Chg:0000 GE Incremented DLL Interface version to 11 for the following...
- Chg:0000 GE Added GameTime, GameTimeLeft, and dt_scen_start to ScenLoad
ExportDLL call.
- Chg:0000 GE Added GameTimeLeft to the GameTime ExportDLL call representing
the number of game seconds left before a forced scenario end.
- Chg:0000 GE Fixed game start date/time being off by 100,000 seconds.

HCE - 2015.008 - 2015-07-09


==========================
- Chg:0000 SE !!!Scenario file version incremented to 3 from 2. This means
any scenarios created with this version will not work with
previous GEs and SEs!!!
- Chg:0000 GE Saved game file version incremented to accomodate storing
per-side, per-group category (Ship, Sub, Land) flags
indicating whether the AI should leave the scenario's plotted
paths to pursue contacts. The default is to pursue contacts.
- Chg:0000 GE ExportDLL Interface version is now 10 to accommodate the
game data structure changes.
- Chg:0000 GE Fixed a place that was still referring to count of planes in a
unit with a char (max 127) instead of the desired uchar, 255.
- Chg:0000 GE Code formatting that should have no functional impact but makes
debugging easier.
- Chg:0000 GE The Globals are now cleared when opening a saved game file.
Appears to have been a long-standing bug that would have
affected any play session where the user loaded a previously
saved game from the File\Open menu.
- Chg:0000 GE If the Scenario Author chose AI settings so that the AI won't
set a new course to intercept targets, the GE will now adhere
to those settings.
- Chg:0000 GE Added FuelToOffload field to the AirRec structure so that
we can keep track of a tanker's available fuel to offload
over multiple tanking operations.
- Chg:0000 GE Fixed a few spots in ProcessLaunchAirEvent that were still
treating # of aircraft in an AirRec as char (127) instead
of uchar (255).
- Chg:0000 GE A tanker can now conduct multiple refueling operations during
a single flight. It will be prompted to split from the
recipient group when there is less than 10% of the original
fuel left to offload.
- Chg:0000 GE Added "REFUELING" status to the Report window to go along
with the existing "W/REFUEL" and "NO REFUEL" statuses.
- Chg:0000 GE Removed one of the many spots where the amount of fuel to
offload to recipients is artifically increased. This
particular one was actually making sure that a tanker
could never offload all of its fuel, defeating the
whole purpose of the hack in the first place.
- Chg:0000 GE Added a dialog and immediate game exit if scenario file
format is newer than supported by the game.
- Chg:0000 GE Added scenario start date and time to scenario format, GE
can now read that information as well. Added the same
to the saved game format and saving & loading.
- Chg:0000 GE Added flag to unit and scen unit structures called NameDB
and UnitNameDB respectively. If the value is -1 then
the GE & SE are to use any custom-entered name, otherwise
use the name at the index of UnitNameDB in the list of
names for that unit (is possible).
- Chg:0000 GE Reset the WestPac BattleSet scenarios to pull unit names
from the database so that name changes in the database
attempt to flow through to the scenarios.
- Chg:I113 GE Fixed crash that was potentially refueling related.
(thanks eeustice)
http://harpgamer.com/harpforum/index.php?/tracker/issue-113-hc-
crash/
- Chg:I111 GE More fully implement loading of custom unit names and
preserving pass-through of database-defined names.
Really involves both SE and GE
(thanks CV32)
http://harpgamer.com/harpforum/index.php?/tracker/issue-111-
installations-annex-mismatch/
- Chg:0000 SE Allow the Scenario Designer to use the AI Settings menu
to choose which categories of AI groups should be able
to change course in pursuit of detections.
- Chg:0000 SE Added a dialog and immediate game exit if scenario file
format is newer than supported by the game.
- Chg:0000 SE Added scenario start date and time to File\Edit game limit
which I bet we'll rename at some point! Also added the
new data to the scenario file.
- Chg:0000 SE Added flag to unit and scen unit structures called NameDB
and UnitNameDB respectively. If the value is -1 then
the GE & SE are to use any custom-entered name, otherwise
use the name at the index of UnitNameDB in the list of
names for that unit (is possible).
- Chg:0000 SE Added menu item Misc\Reload Unit Names from DB menu option
that will attempt to reset all unit names to those that
are in the DB instead of any custom names.
- Chg:0000 SE Fixed bug that was cutting off the first character of ship/sub
names in the unit name selection dialog in some cases. Example
is PTM Storm in original GIUK.

HCE - 2015.007 - 2015-06-05


==========================
- Chg:0000 GE Removed the strange 128 offset from air refueling events.
- Chg:0000 GE Revamped aerial refueling logging to be more useful.
- Chg:0000 GE Fixed logic that would have resulted in groups with more than
15 air units to be refueled being fed random information
leading to crashes.
- Chg:0000 GE Got rid of the aerial refueling code that would pump twice
as much fuel into a plane as it can carry...
- Chg:0000 GE Disabled some iterative save logging.
- Chg:0000 GE Disabled HandleSavedGameScroll logging.

HCE - 2015.006 - 2015-05-28


==========================
- Chg:I111 SE Implemented, "1. EC2003 Built-in scenarios will use the names from
the database."
(thanks CV32 and gang)
http://harpgamer.com/harpforum/index.php?/tracker/issue-111-
installations-annex-mismatch/

HCE - 2015.005 - 2015-05-28


==========================
- Chg:I108 GE Picking away at memory leaks and standardizing on NewPtr/DisposPtr
for memory management. Might fix the listed issue.
http://harpgamer.com/harpforum/index.php?/tracker/issue-108-heap-
corruption-detected/

- Chg:I109 GE Possible fix for too many "Got em all" point defense messages.
http://harpgamer.com/harpforum/index.php?/tracker/issue-109-point-
defence-debug/

- Chg:I111 GE Implemented, "1. EC2003 Built-in scenarios will use the names from
the database."
(thanks CV32 and gang)
http://harpgamer.com/harpforum/index.php?/tracker/issue-111-
installations-annex-mismatch/

- Chg:0000 GE Fueling operations have been moved into their own HCEffect,
HCEffect21 using the new
function CheckGroupFuel. This effect can be overridden via
HCEffect21 in ExportDLL
interface >= 9. This includes a new saved game file format. Any
saves made with
this version will not open in prior versions of the GE. Existing
saves from the
last few years will be automatically converted to the new format
when loading.

- Chg:0000 GE Moved decrementing of aircraft fuel from Display.c MoveUnits to


Staff.c CheckGroupFuel
so that it can be replaced in ExportDLLs via HCEffect21.

HCE - 2015.004 - 2015-04-07


==========================
- Chg:0000 GE More map display refresh tweaks, reduces redundant redrawing of
the Group map and makes the formation editor appear correctly
again. (thanks eeustice)

HCE - 2015.003 - 2015-04-06


==========================
- Chg:0000 SE Fixed a ship type overflow. (thanks eeustice)
http://harpgamer.com/harpforum/index.php?/tracker/issue-107-run-
time-check-failure-2-in-wscenedt32/

HCE - 2015.002 - 2015-04-04


==========================
- Chg:0000 GE Made some changes to map display refreshes. They will do a full
update every real-world second when time compression is < 30:1.
>= 30:1 time compression there will be a full update twice every
real world second. Removed some other screen refreshes that
seemed redundant.

- Chg:0000 SE Fixed title bar so that it says "Harpoon Classic Scenario Editor"

HCE - 2015.001 - 2015-04-02


==========================
- Chg:0000 GE Show more correct information in Mini Report for AI side when
using Show All. (thanks eeustice)

- Chg:0000 SE Beginnings of XML scenario format. Not yet useable but you
may notice the SE making XML files alongside the regular
scenario files.

- Chg:0000 SE Adjusted layout of the time variation dialog so that the


user can actually see the Side: Group: Unit: information.

- Chg:I095 SE Made it so that variable start points for only the currently
selected group are shown (again).
(thanks eeustice)
http://harpgamer.com/harpforum/index.php?/tracker/issue-95-variable-
start-points-in-new-se/

- Chg:I104 SE When there are units in the Scenario with an invalid AnnexID
they will be skipped when loading the scenario in both the
GE and SE. This helps fix creatively broken scenarios.
(thanks Enrique)
http://harpgamer.com/harpforum/index.php?/tracker/issue-104-error-
building-scenario/

- Chg:I103 SE Fix error setting Nuclear Release. Perhaps more importantly,


the Nuke Release dialog will now show the existing Nuke Release
event if one exists for the chosen side. (thank Enrique)
http://harpgamer.com/harpforum/index.php?/tracker/issue-103-error-
setting-nuclear-release/

HCE - 2014.020 - 2014-10-22


==========================
- Chg:I065 SE Fixed char overflow and around 50 uchar overflows dealing with
number of plane units on an airfield/carrier. Probably good up
to 255 of them now.
(thanks eeustice)
http://harpgamer.com/harpforum/index.php?/tracker/issue-65-memory-
allocation-fault-in-se-westpac-backyard-scenario/

- Chg:I088 SE Fixed uninitialized variable that triggered the issue as well


as a few others that came after the first.
(thanks eeustice)
http://harpgamer.com/harpforum/index.php?/tracker/issue-88-new-se-
run-time-check-failure-3/

- Chg:I090 SE SSBN Launch Missile attack as part of a group's course was


affecting the group's course. This was fixed accidentally
in 2014.019.
(thanks eeustice)
http://harpgamer.com/harpforum/index.php?/tracker/issue-90-ssbn-
launch-missile-attack-in-new-se/

HCE - 2014.019 - 2014-10-12


==========================
- Chg:I089 SE Fixed short int overflow counting units in the scenario analysis.
Also expanded to show Green unit tallies and format it all
nicely.
(thanks eeustice)
http://harpgamer.com/harpforum/index.php?/tracker/issue-89-scenario-
analysis-window/

HCE - 2014.018 - 2014-10-05


==========================
- Chg:0000 GE Added more hotkeys on the Staff Assistant dialog.
(thanks eeustice)
- Chg:0000 SE Show country and category of platform when in the platform display
for active units, previously it only showed the class name.
- Chg:I087 SE Fixed a handful of display bugs with the variable start points
dialog. (thanks TonyE)
http://harpgamer.com/harpforum/index.php?/tracker/issue-87-se32-
variable-start-points-do-not-show-on-creation/
- Chg:0000 SE Fixed various other Win16->Win32 conversion issues.

HCE - 2014.017 - 2014-09-25


==========================
- Chg:I085 SE Max number of units in attack or target group for weapons allocation
was 128. This has been raised to 256.
(thanks eeustice)
http://harpgamer.com/harpforum/index.php?/tracker/issue-85-missing-
tg-units-in-attacking-unit-window/

HCE - 2014.016 - 2014-09-25


==========================
- Chg:I068 SE Looking at a platform's weapons in the Platform Display when the
weapon quantity is large could lead to a crash.
(thanks eeustice)
http://harpgamer.com/harpforum/index.php?/tracker/issue-86-debug-
error-in-new-se/
- Chg:0000 SE Fixed a crash when flipping the platform display from All Units
to Active Units.

HCE - 2014.015 - 2014-09-01


==========================
- Chg:I069 GE ASW missiles when shot down weren't showing the type of missile
shot down. The logging function was only able to pull names
from the missile annex (Annex D), ASW missiles are in Annex E.
(thanks eeustice)
http://harpgamer.com/harpforum/index.php?/tracker/issue-69-asw-
missile-shoot-down/

HCE - 2014.014 - 2014-08-31


===========================
- Chg:I078 GE ASMs were having SAMs fired at them even though the ASMs weren't
detected. This was due to an inexplicable call to AreaDefense
in FindMissileTarget. (thanks Grumble)
http://harpgamer.com/harpforum/index.php?/tracker/issue-78-mk3-
eagle-eye-ai-intercepts-undetected-pgms/

HCE - 2014.013 - 2014-08-09


===========================
- Chg:I081 SE 32-bit SE. Moving a unit in the formation editor may lead to a
Run-Time Check Failure #2 thanks to a string not being long
enough to hold the class name. (thanks eeustice)
http://harpgamer.com/harpforum/index.php?/tracker/issue-81-class-
corrupted-in-new-se/

HCE - 2014.012 - 2014-07-30


===========================
- Chg:I080 SE 32-bit SE. Fixed drawing of courses while they are being edited.
Fixed code so that "Run-Time Check Failure #3" is no longer an
issue in this particular case (it will likely crop up in other
areas of the SE). (thanks Enrique)
http://harpgamer.com/harpforum/index.php?/tracker/issue-80-scenario-
editor-32-bits-problem-with-formation-editor/

HCE - 2014.011 - 2014-07-25


===========================
- Chg:0000 SE Work on a 32-bit SE. It is named Wscenedt32.exe. This is an
unstable build meant for those who want to create issue reports
to help make the SE more useable.

HCE - 2014.010 - 2014-05-23


===========================
- Chg:I073 GE Re-enabled a number of logging messages in Debug builds and made
sure they will show information for the enemy side when ShowAll
is activated. This will inform the player what happened to the
missiles when they "disappear". (thanks Brad)
http://harpgamer.com/harpforum/index.php?/tracker/issue-73-terminal-
engagement-sometimes-does-not-occur/

HCE - 2014.009 - 2014-05-22


===========================
- Chg:I072 GE The Debug only log message for Torpedo and some other weapon
hits that was at times showing a very large # of DP imparted
was technically correct (Keel/Pressure Hull crits do 30,000 DP)
now has its wording changed for that critical hit type.
The message will now only show for the player side unless
Show All is enabled. The messages will continue to only show
in debug builds. (thanks Enrique)
http://harpgamer.com/harpforum/index.php?/tracker/issue-72-another-
overflow-computing-damage-points/

HCE - 2014.008 - 2014/05/18


===========================
- Chg:I064 GE Ferry missions should no longer land on platforms where they
can't land (i.e. F/A-18 won't land on DDGs) (thanks Grumble)
http://harpgamer.com/harpforum/index.php?/tracker/issue-64-ferry-0/

HCE - 2014.007 - 2014/05/17


===========================
- Chg:I071 GE Midcourse guided missiles were overflying targets on a regular
basis. Attempted to fix that. (thanks Grumble)
http://harpgamer.com/harpforum/index.php?/tracker/issue-71-phoenix-
edge-case-number-4-4/

HCE - 2014.006 - 2014/05/10


===========================
- Chg:I070 GE Midcourse guided missiles will now update the missile's
internally stored location of the target at each midcourse
update, previously the original intercept location was kept
by the missile which resulted in crazy maneuvers when the
missile transitioned out of midcourse guidance.
(thanks Grumble)
http://harpgamer.com/harpforum/index.php?/tracker/issue-70-phoenix-
bug-rising-from-the-ashes

HCE - 2014.005 - 2014/05/10


===========================
- Chg:I066 GE Yet More fun attempting to fix edge-case bugs in InterceptAngle.
Fixed a bug in GetRangeBearing that was returning the wrong
bearing in edge cases. Hopefully fixed now.

HCE - 2014.004 - 2014/05/09


===========================
- Chg:I066 GE More fun attempting to fix edge-case bugs in InterceptAngle. In
this particular case we fix a bug in the situation where the
Target is not moving. Occasionally the unit/group intercepting
would take on a course 180 degrees from the desired course.
That should now be fixed.

HCE - 2014.003 - 2014/04/17


===========================
- Chg:I068 GE Another attempt at preventing missiles from going into terminal
search very soon after launch. Missiles weren't being given
a non-zero time to activation upon launch so they would flip
into terminal acquisition after travelling only 1 second
intertially. (thanks eeustice, CV32)
http://harpgamer.com/harpforum/index.php?/tracker/issue-68-launch-
tasm-at-identified-contac/

HCE - 2014.002 - 2014/04/06


===========================
- Chg:0000 GE Game Status dialog will no longer show the "no picture" graphic
in the green neutrals box.
- Chg:I067 GE When weapon seekers go active, ASW missiles could be mistaken
for plain old missiles, causing a GetAnnex Error. This has
been fixed. (thanks eeustice)
http://harpgamer.com/harpforum/index.php?/tracker/issue-67-get-annex-
error-2014001

HCE - 2014.001 - 2014/04/04


===========================
- Chg:I066 GE The fix for I033 had a side-effect that BoL surface missiles
and such would start their terminal search very soon after
begin fired. That resulted in them being shot at by their
own side.
In this version, BoL missiles will not go Terminal immediately,
they will stay (or go into, in the case of AAMs that have
a launching platform lose fix on the target) in Inertial
mode until the activation point.
Anti-Air weapon sensors will now go active 10 seconds before
expected impact.
Anti-surface weapons will still go active 30 seconds before
expected impact.
Once a terminal seeker goes active, if the original target is
not within the seeker cone (45 degrees of missile heading),
the missile will not "re-find" the original target like it
was doing. That resulted in crazy 180s and such once the
seeker activated.
- Chg:0000 GE Fix crash overflow bug when clicking units in the Unit window.
- Chg:0000 GE Switched to Visual Studio 2013 compiler.
- Chg:0000 GE Renamed the game to "Harpoon Classic"
- Chg:0000 GE Started OpenMP tinkering (not active for anything yet)
- Chg:0000 GE Added missing DIBAPI.H reference
- Chg:0000 GE Extended beta timeout to 2016-01-01
HCE - 2009.103 - 2014/02/21
===========================
- Chg:0000 GE Limit attack WeaponRecs to qty=128 to prevent char overflow.
(thanks eeustice)

HCE - 2009.102 - 2013/10/15


===========================
- Chg:0000 GE ExportDll DLLInit call will now pass the maximum DLL Interface
version supported by the GE. This is in the form of a
LongWord/unsigned long. The full call now looks like:
DLLFunc(hwndHC, harpoon_path, APP_BUILD, SaveVersion, &dllFuncRefs,
&GEClosing, &DLLExport[i].DLLBusy, dllVerInterface);
- Chg:0000 GE ExportDll interface added pointers to functions in the
funcRefs: PHCDLL_FUNC_REF linked list sent by DLLInit:

disk_id_to_annex_id(ushort): ushort - If you pass in


a Disk AnnexID (from the PE or annex csv files, i.e. 2048
for first ship in the database), you will get a Memory
AnnexID back out IF that item is present in the scenario.
GetLoadoutIndex(ushort PlaneID, ushort LoadoutID): uchar -
Whether you pass in Disk AnnexIDs or Memory AnnexIDs for
PlaneID and LoadoutID, you will get back the index into
the plane's array of loadouts for the LoadoutID loadout.
This can be used in THCReadyAirEvent events.
dllCheckLatLonDepth(double latitude, double longitude): short -
Given a decimal lat/lon, return the HC water depth or land.
See uHCTypeDefs.pas //--- altitude bands section for help
in deciphering the altitudes. Any value > SeaLevel (6)
is considered Land.
- Chg:0000 GE ExportDLL Interface version is now 8 to accommodate the
additions to funcRefs.

HCE - 2009.101 - 2013/10/11


===========================
- Chg:I059 SE Base Name Changes on its Own. When placing a new installation
in a scenario it would take the name of the first installation
in the scroll box instead of the selected installation.
(thanks eeustice)

HCE - 2009.100 - 2013/10/11


===========================
- Chg:0000 GE Added new credits tab in About box for the post 2009.097 patch
builds.
- Chg:0000 SE Custom unit names can now be entered for installations, ships,
and subs. Updated so it works in legacy battlesets. This
bug was the SE writing out the wrong ScenarioFileVersion in
new and edited legacy scenarios. (thanks Enrique)
- Chg:0000 SE If a user goes into the change unit name dialog and selects
Cancel, the Installation renaming dialog will no longer
appear.
- Chg:0000 SE If a user goes into the change unit name dialog and selects
Cancel, the unit's name will no longer have the leading
character chopped off. (thanks Enrique)
- Chg:0000 SE When renaming a unit, if one of the stock names is still the
unit's name, that name will be selected by default in the
listbox of names.

HCE - 2009.099 - 2013/10/06


===========================
- Chg:0000 GE Custom unit names will now be properly read in when a scenario
is loaded. Updated (thanks Enrique)
- Chg:0000 SE Custom unit names can now be entered for installations, ships,
and subs. Updated (thanks Enrique)

HCE - 2009.098 - 2013/10/05


===========================
- Chg:0000 GE Custom unit names will now be properly read in when a scenario
is loaded.
- Chg:0000 SE Custom unit names can now be entered for installations, ships,
and subs.
- Chg:0000 SE When loading an existing scenario and contents of the database
have changed so that there is no longer a valid loadout for
the assigned mission, the SE will default to the first loadout
in the list.

HCE - 2009.097 - 2013/09/25


===========================
- Chg:0000 GE Redrawing the map windows every game second
(see 2009.082 release notes) was making the game fairly slow
on many machines. The logic is now changed to redraw the map
windows if the game clock ticks to a new second and the map
windows haven't been redrawn in the last 100ms of real life
time. So at 30min:1sec time compression the maps will be redrawn
at least 10 times per real life second and at worst every 180
seconds of game time. (thanks Grumble, Enrique)
- Chg:0000 GE ExportDLL function CreateVictoryCondition wasn't previously
returning any value even though it was declared to return
a VictoryConditionsPtr. This has been fixed.

HCE - 2009.096 - 2013/09/11


===========================
- Chg:0000 GE Updated game credits.
- Chg:0000 GE "Submarine Stopping Noted" message will only appear in
debug builds from now on.
- Chg:0000 GE Updated version in other components, preparing for patch.
- Chg:0000 GE Fixed crash in AirAttacker when looking for Air records
on a unit that doesn't have aircraft. Found during
autoplay testing.
- Chg:0000 GE Fixed situation where AirAttacker returned no value.
- Chg:0000 GE Fixed crash when launching a plane with an invalid loadout
AnnexID (EC2000 MEDC 11.0 as Red).

HCE - 2009.095 - 2013/09/08


===========================
- Chg:0000 GE ExportDll interface added pointers to functions in the
funcRefs: PHCDLL_FUNC_REF linked list sent by DLLInit:

QueueHarpoonEvent(HarpoonEventPtr): void - This is only for


adding items to HarpoonEventHead, not for events on path legs.
If HarpoonEventHead does not exist, this will create it.
NewWeatherGroup(void): GroupPtr - If WeatherGroups does not
exist, this will create it. You still need to set the new
group's position, speed, heading, and strength.
KilledOff(UnitPtr): void - This adds UnitPtr do the
AllDeadUnitsPtr list, creating the AllDeadUnitsPtr list in
the process if required.
CreateSonoBuoy(void): SonoBuoyRegionPtr - Creates a SB
and sets SonoBuoyRegionHead if it doesn't exist yet. You
still have to assign all of the characteristic, location,
etc.
CreateVictoryCondition(void): VictoryConditionsPtr -
Creates a Victory Condition and sets VictoryConditionsList
if it doesn't already exist yet. You still have to fill in
the required data fields.
CreateGroup(uchar side, long sLon, long sLat): GroupPtr -
Creates a new HCGroupPtr, gives it a group ID, and adds
it to the list of groups. Establishes StartGroup if it
hasn't been established yet.
(thanks Don Thomas)
- Chg:0000 GE ExportDLL Interface version is now 7 to accommodate the
additions to funcRefs.

HCE - 2009.094 - 2013/09/07


===========================
- Chg:I033 GE Missiles were errantly going into Inertial mode for a long period
when they were supposed to be flipping over the course of two
game seconds from guided to terminal guidance. They were getting
stuck in Inertial guidance mode. That should now be fixed.
InterceptAngle still has edge cases that fail (Issue #
(thanks Grumble)
http://harpgamer.com/harpforum/index.php?/tracker/issue-33-long-
range-aa-missile-intercept-geometry/
- Chg:0000 GE The Path Editor will now show the following event types that it
didn't before:
Split Group
Join Group
Air Refuel
(thanks Don Thomas)

HCE - 2009.093 - 2013/09/06


===========================
- Chg:I008 GE Added a hack to prevent submarine stopping issues at the start
of scenarios (symptom is submarines stopping after 20 game
minutes). AI groups with submarines and a path will now be
given a start speed of the slowest Creep speed in the group.
Hopefully we can find and fix the root issue someday...
http://harpgamer.com/harpforum/index.php?/tracker/issue-8-stopping-
submarines-problem/
- Chg:0000 GE Tweaked once per game minute checks from 2009.092 to not
apply if the air group is currently landing or launching.
This could prevent empty AI air groups.

HCE - 2009.092 - 2013/09/04


===========================
- Chg:0000 GE Added a once-per-game-minute check for AI aircraft that have no
target and no path and are not loitering. These tend to be air
groups that were intercepting a target that no longer exists.
Done in eff116();
- Chg:0000 GE Added a once-per-game-minute check for AI aircraft that only
have ATA weapons and are set to attack a surface target. If
found, these planes will RTB. Helps to prevent suicidal ATA
aircraft. Done in eff116();
- Chg:I040 GE If the AI has reserved planes on the deck for more than 30 minutes
they will be released for new tasking.

HCE - 2009.091 - 2013/09/04


===========================
- Chg:I040 GE Further work on IsSomebodyAttacking. It was usually returning
the wrong value in 2009.090 resulting in the AI sending too
many assets against the player.

HCE - 2009.090 - 2013/09/03


===========================
- Chg:I036 GE Yet another in a long line of GetAnnex Error fixes. This one
was a result of the save game process counting the number of
units in the scenario via two different methods. When the
numbers didn't agree it could result in a corrupt save game
which when re-loaded would crash most often with a GetAnnex
error. (thanks eeustice)
- Chg:0000 GE SplitGroup Events were limited to splitting 127 units from a
group. That limit should now be 255 (a full group).
- Chg:0000 GE When the GE automatically combines PlaneRecs (i.e. when you
have the same class of plane with same loadout in two bunches
at a base/carrier and they turn into one bigger bunch) it will
now make sure that PatrolFlag also matches before combining
and will not combine if the resulting number of planes is
> 255 since that would be a buffer overflow (thanks eeustice)
- Chg:I040 GE Attempt to un-Tame the AI. In other words, keep it attacking
over the entire scenario length, previously planes were
getting stuck in a state where they couldn't be used for new
attacks and that made the AI peter out as scenarios
progressed. This is a first attempt at fixing that.
(thanks Grumble)
- Chg:0000 GE Fixed Effect00-Effect20 ExportDLL calls, some of them were
previously inaccessible.

HCE - 2009.089 - 2013/08/19


===========================
- Chg:I035 GE Drop sonobuoy key will no longer turn on the active sonars of
ships. (thanks Grumble)
- Chg:I039 GE TCS now does Exact detections like Visual.
(thanks Grumble)
- Chg:0000 GE Effect00 through Effect20 functions are now available to the
ExportDLL interface. These are the main processing functions
of the game. By overriding them all you can replace the
entirety of the game logic.
- Chg:0000 GE Effect00 through Effect20 stock functions can now be called by
ExportDLLs. The pointers to the functions are in the
funcRefs: PHCDLL_FUNC_REF linked list sent by DLLInit.
- Chg:0000 GE ExportDLL Interface version is now 6 to accommodate the Effect
exports.

HCE - 2009.088 - 2013/08/16


===========================
- Chg:0000 GE ExportDLL Interface version is now 5. The changes from version
4 are adding two more parameters to the DLLInit call.
PGEClosing: Pointer; PDLLBusy: Pointer which are each pointers
to an 1-byte unsigned integer (so values 0..255).
The GE will set the value of GEClosing to 1 just before the
GE exits (currently not useful).
The DLL sets DLLBusy to 1 (the integer, not the pointer!) when
the GE should pause execution of Harpoon Events but should
still process Windows Messages. In other words, when the
DLL wants to work on the game data structures in a mostly
consistent state while keeping the UI responsive.
- Chg:0000 GE ExportDLL Interface version is now 4. The change from version 3
is that StartGroup will now be called with a null group pointer
where it would not have before.
- Chg:0000 GE ExportDLL call "HarpoonEventHead" that sends a pointer to the
top of the Harpoon Events linked list when that pointer changes.
- Chg:0000 GE ExportDLL call "SonobuoyRegionHead" that sends a pointer to the
top of the Sonobuoy linked list when that pointer changes.
- Chg:0000 GE ExportDLL call "AllDeadUnitsPtr" that sends a pointer to the
top of the linked list of killed units used for victory
condition analysis.
- Chg:0000 GE ExportDLL call "WeatherGroups" that sends a pointer to the
top of the linked list of weather groups.
- Chg:0000 GE ExportDLL call "VictoryConditionsList" that sends a pointer
to the top of the linked list of Victory Conditions.
- Chg:0000 GE Fixed an integer overflow when reporting the number of missile
hits when missile hits > 127. (thanks eeustice)

HCE - 2009.086 - 2013/07/29


===========================
- Chg:0000 GE Fixed a crash that happened when all units of a group were
moved into a new group. The crash happened when planes
expected to land on now non-existent units from the source
group. (thanks eeustice)
- Chg:0000 GE More efficient calling of ExportDLLs. The GE now interrogates
every DLL for every possible exported function when the
GE is loaded. Once a scenario is running only the DLLs that
implement a particular function are called. This vastly
improves performance when multiple ExportDLLs are used and
moderately improves performance in the single ExportDLL case.
- Chg:0000 GE Fixed a couple of the ExportDLL functions that assumed the
newest ExportDLL interface version was 2. They now use an
arrangement of verInterface > 1 so that any future interface
version will still call the older DLLs. Note that this only
affected a couple of the calls, NukeRelease being one of them.
- Chg:0000 SE -l command line option now works.
- Chg:I031 SE Added a helper function for reading structs during scenario
load. This should eliminate some of the Out of Memory
errors on large scenarios. (thanks eeustice, Brains)

HCE - 2009.085 - 2013/07/20


===========================
- Chg:0000 GE Fixed a similar issue to 2009.084, except in ResetGroupCenter
this time. (thanks eeustice)

HCE - 2009.084 - 2013/07/16


===========================
- Chg:0000 GE Group positions will teleport less frequently now. There was a
integer overflow bug possible in groups with many units. The
integer in question has been changed from a 'long int' to a
'long long int' and the test scenario no longer has the
teleporting group. (thanks eeustice)

HCE - 2009.083 - 2013/06/30


===========================
- Chg:I025 GE Visual detections were not being restricted by emit and detect
flags and now they are. (thanks Grumble)
http://harpgamer.com/harpforum/index.php?/tracker/issue-25-visual-
detection-by-deep-sub/
HCE - 2009.082 - 2013/06/28
===========================
- Chg:0000 GE Extended expiration date to 2015.
- Chg:0000 GE Show expiration in title bar.
- Chg:I012 GE The GE will now recognize and process the IR flag for platforms in
the Ship annex (a1). Previously it ignored the flag and depended
upon the ship carrying a sensor with the SPIR flag. (thanks Miller7219)
http://harpgamer.com/harpforum/index.php?/tracker/issue-12-low-level-
light-ir-ship-flags-working/
- Chg:I020 GE Added the ability to fire air to surface guns. This was a
capability
in the unstable 2010+ builds and now also the stable 2009 series of

builds. (thanks Enrique)


http://harpgamer.com/harpforum/index.php?/tracker/issue-20-has-been-
deleted-the-air-to-ground-capacity-of-aircrafts-guns/
- Chg:I021 GE Removed the ability for Neutrals to detect other units and as a
result they will no longer report detections to the player.
(thanks Enrique)
http://harpgamer.com/harpforum/index.php?/tracker/issue-21-neutral-
green-truck-detects-red-katiuska-site/
- Chg:I013 GE ASuW weapons can now be fired at surfaced subs. (thanks mavfin)
http://harpgamer.com/harpforum/index.php?/tracker/issue-13-cant-fire-
asuw-at-surfaced-sub/
- Chg:I009 GE AI Gunnery ROF limits enforced (thanks Miller7219)
http://harpgamer.com/harpforum/index.php?/tracker/issue-9-ai-gunnery-
doesnt-adhere-to-rof/
- Chg:0000 GE Show function key shortcuts for common actions [F1] Attack, ...
- Chg:0000 GE Version/Build added to header line of ge.log and MessageLog.txt
(ported from 2010.014)
- Chg:0000 GE Checked that Infrared detections are attempted and they are.
However, periscope, snorkeling, and surfaced subs had broken
flags that prevented detection by IR, that has been fixed.
(ported from 2012.002)
- Chg:0000 GE Checked that LLTV flag has an effect and it does. It makes
visual detections as if they always happen in broad daylight
even in the dead of night.
(ported from 2012.002)
- Chg:0000 GE ge.log now shows both the database version the scenario was
created with and the current database version.
(ported from 2012.001)
- Chg:0000 GE Fixed sensor code so that TCS can actually have a successful
detection. Modelled after H3 Paper rule 5.4.2.
(ported from 2012.001)
- Chg:0000 GE Changed the -S command line option to add two specifiers
-S123450100 would save the game every 12,345 game seconds and would

go from <savename>.001.hp? to <savename>.100.hp? before rolling


over
and overwriting <savename>.001.hp?. Also added the save message to
the message log window.
- Chg:0000 GE Group and Unit windows will now refresh every game second.
They may still not get drawn every game second at high time
compression
but the Group/Unit displays will jump around even less than they
used to.
(ported from 2011.012)
- Chg:0000 GE Debugging aid just for Enrique tells him which save to send in
for analysis on the submarines stopping issue.
(ported from 2011.012)
- Chg:B203 GE Make baka ships, subs, and mobile land units work by killing off
the firing platform. (thanks Don Thomas)
http://harpgamer.com/harpforum/index.php?
autocom=bugtracker&showbug=203
(ported from 2011.004)
- Chg:0000 GE It should no longer be possible to drag the Group and Unit
windows tall enough that the game crashes. To make this
happen a verticle resolution > 1080 pixels was needed for
me. I accomplished that by placing dual monitors one above
the other in my Windows screen settings.
(thanks Mr. Faustinelli)
(ported from 2010.020)
- Chg:0000 GE Synchronized alloc_Group() with the Group structure.
(ported from 2010.019)
- Chg:0000 GE Synchronized alloc_Unit() with the Unit structure.
(ported from 2010.019)
- Chg:0000 GE Default window position of message log is now down farther,
potentially almost off screen for 640 x 480 resolutions
(ported from 2010.018)
- Chg:0000 GE Fixed the logic that decided not to count individual planes shot
down towards the related victory conditions and only counted
plane 'Units' shot down instead. (thanks Don Thomas)
(ported from 2010.017)
- Chg:0000 GE Fixed bug that resulted in crash when launching bearing only
missiles with the 'b' hotkey.
(ported from 2010.016)
- Chg:0000 GE Missiles shouldn't be running normal visual detections.
Torpedoes shouldn't be running normal passive sonar detections.
Missiles should be detectable by Vis, IR, and Radar
Torpedoes should be detectable by Sonar
The above four items are addressed in this build
(thanks Don Thomas)
(ported from 2010.016)
- Chg:0000 GE Version/Build added to header line of ge.log and MessageLog.txt
(ported from 2010.014)
- Chg:B176 GE A platform with sonar of type active only could not detect
anything. This has been fixed but the fix impacts all types
of detections so thorough testing would be good. This is a
larger problem as well affecting all detections. The code
uses unit->emit (unit has this sensor type) and unit->detect
(unit can be detected by this sensor type) inconsistently.
(thanks Rene, JMS)
http://harpgamer.com/harpforum/index.php?
autocom=bugtracker&showbug=176
(ported from 2010.014)
- Chg:0000 GE AI should now do a better job of defending itself (fighters
in formation should engage, etc.) (thanks Don Thomas)
(ported from 2010.012)
- Chg:0000 GE Nuke SAMs first attempt. They seem to work now but when
more than one plane unit is in a group within range of
the detonating SAM the game may crash.
Give your SAM an AirPH and a SurfDP of the warhead to use.
(ported from 2010.012)
- Chg:0000 GE Alt-t really will cycle between showing no paths, path for the
current group (if frienly), and all friendly groups.
(ported from 2010.010)
- Chg:B179 GE Changed "Radars for AEW, EW, and Recon subtypes are turned on at or
shortly after launch. " to "Radars for AEW, EW, and Recon subtypes
are turned on at the patrol point." per the discussion at
http://harpgamer.com/harpforum/index.php?showtopic=10598
This was in effect in 2010.007, the release notes entry was just
incorrect.
(ported from 2010.008)
- Chg:B179 GE Recon subtype planes will now turn their radars on at or shortly
after
launch. It was disabled in 2004 (thanks Akmatov)
(ported from 2010.007)
- Chg:0000 GE Changed logic of Ship vs Sub attack type dialog so that unavailable
attack type won't be chosen. (thanks CV32)
(ported from 2010.006)
- Chg:B169 GE Yet another arc induced crash fixed, was examining group type
instead of unit type. (thanks Divefreak)
http://harpgamer.com/harpforum/index.php?
autocom=bugtracker&showbug=169
(ported from 2010.006)
- Chg:B160 GE Code fudged minimum Annex E range to 2.5nm so ease maneuvering for
a shot. The fudge number has been changed to 1.0nm for this build
meaning ASROC, ahead thrown DC, and DC type weapons now can be used
at 1.0nm even if their stated range is less. (thanks miller7219)
http://harpgamer.com/harpforum/index.php?
autocom=bugtracker&showbug=160
(ported from 2010.006)
- Chg:0155 GE Let AAA fire even for the player side! It was mistakenly disabled.
(thanks Don Thomas)
http://harpgamer.com/harpforum/index.php?
autocom=bugtracker&showbug=155
(ported from 2010.003)
- Chg:0154 GE Make point defense guns (to be generalized elsewhere eventually)
adhere to mount arc limitations. The code needed to be and
wasn't using relative bearing between firing unit and target.
(thanks miller7219)
http://harpgamer.com/harpforum/index.php?
autocom=bugtracker&showbug=154
(ported from 2010.003)
- Chg:0000 GE Modified Is_Crossing function to match PointDefense. This means the
only targets marked as crossing are missiles with the SNAP_UP_DOWN
flag.
(ported from 2010.003)
- Chg:0000 GE Point defense missiles now also adhere to arcs.
(ported from 2010.003)
- Chg:0000 GE Surface and air guns now adhere to arc limitations (again).
Unfortunate side effect is player may be presented with empty
weapon allocation screens and will be allowed to allocate weapons
outside of valid arcs (they won't fire, the allocation is quickly
undone).
(ported from 2010.003)
- Chg:0000 GE Message Log window will show when standard gunnery engagements are
abandoned due to: target submerging, target going out of range,
and target going out of valid arc.
(ported from 2010.003)
- Chg:0000 GE Player ships may now fire SSMs and Guns at surfaced submarines.
Added UI elements and logic.
(ported from 2010.003)
- Chg:0151 GE Point defense allow max of 15-seconds worth of ROF to be used
in each point defense engagement. (thanks Miller7219)
http://harpgamer.com/harpforum/index.php?
autocom=bugtracker&showbug=151
(ported from 2010.002)
- Chg:B206 SE Modified the Edit Group dialog in the hopes of aircraft list only
resetting to the top when it should.
http://harpgamer.com/harpforum/index.php?
autocom=bugtracker&showbug=206
(ported from 2011.012)
- Chg:0000 BB Allow adding of saved games in progress to a battleset. This allows
the
Scenario/BattleSet author to get planes in the air and such before
embedding
the save into the battleset. (the GE does not yet properly load said
scenarios)
- Chg:0000 OW Cleanse the orders of upper and lower ASCII characters before
saving to file.

HCE - 2009.081 - 2013/06/10


===========================
- Chg:I023 GE Likely fixed the crash, hopefully without other side effects.
Error was ProcessAttackEvent not being rigged to handle guns
against air units. (thanks eeustice)
http://harpgamer.com/harpforum/index.php?/tracker/issue-23-getannex-
error-annex-shift12325-0x3025-3-annex5/

HCE - 2009.080 - 2013/06/04


===========================
- Chg:0000 PE Two more queries modified to join on a Memo field so that large
arrays can be exported. (thanks eeustice)

HCE - 2009.079 - 2013/06/01


===========================
- Chg:0000 PE Modified qOMultiMountCopy query to do its join on a Memo field
instead of a text field. Changed field type of the tExportArray
table's Array field from Text(255) to Memo. Changed export and
import specifiers for the following annexes to use Memo instead
of Text(255): Ship, Sub, Plane, Installation for Magazine Array,
Mount Array and Sensor Array. Well, except that Submarines
don't have magazine's in the game so it wasn't changed there.
All of this is to allow more items in the related arrays. The
case that led to these changes was a ship having 51 magazine
entries. The GE limit is set at 127 magazine entries, an
artificial limit with no technical basis. However, the array
of AnnexIDs for the Magazine's weapons went over the max
255 characters in the Array field in the PE. Changing to Memo
type removes that restriction. The PE is now good to 170
entries but the GE will continue to cap it at 127. (thanks Brad)

HCE - 2009.078 - 2013/05/27


===========================
- Chg:I015 GE Allow loading of larger scenarios. (thanks eeustice)
http://harpgamer.com/harpforum/index.php?/tracker/issue-15-unable-to-
add-additional-groups-blue-or-red-in-2009072-se/
- Chg:I015 SE Allow loading of larger scenarios. (thanks eeustice)
http://harpgamer.com/harpforum/index.php?/tracker/issue-15-unable-to-
add-additional-groups-blue-or-red-in-2009072-se/

HCE - 2009.077 - 2013/04/16


===========================
- Chg:0000 GE Incremented ExportDLL interface version to 4 because of a
change to DLLInit that adds a new pointer sent to the DLL
called funcRefs: PHCDLL_FUNC_REF. This is a linked list
of function pointers sent from the GE to the DLL.
Function pointers sent so far:
NewPtr
DisposPtr
del_HarpoonEvent_list

HCE - 2009.076 - 2013/03/25


===========================
- Chg:I012 GE Look for SPIR sensors in the Radar annex across all sensors
on the unit instead of just the first six sensors. Also, SPIR
sensors can have zero range in the database and they still work.
This helps deconflict them from actual radars.
(thanks Miller7219)
http://harpgamer.com/harpforum/index.php?/tracker/issue-12-low-
level-light-ir-ship-flags-working/

- Chg:I011 GE Widened OOB report class name information since we're not
terribly memory constricted anymore in the GE. However, the SE
will keep the narrower approach since it is memory constricted.
(thanks Miller7219)
http://harpgamer.com/harpforum/index.php?/tracker/issue-11-order-of-
battle-unit-field-too-short/
- Chg:0000 GE More work on three digit Unit IDs.
- Chg:0000 GE Save and restore the main window position and size between game
sessions. This needs lots of testing and issue reporting.

HCE - 2009.075 - 2013/03/05


===========================
- Chg:0000 GE Made some dialogs show three digit Unit IDs. (thanks Eric)

HCE - 2009.074 - 2013/03/01


===========================
- Chg:0000 GE Added -S command line option that will save the game every game
second in a ITER_SAVE_GAMETIME subdirectory of your game
directory. The -S command line option has two specifiers
-S123450100 would save the game every 12,345 game seconds and would

go from <savename>.001.hp? to <savename>.100.hp? before rolling


over
and overwriting <savename>.001.hp?. Also added the save message to
the message log window.

HCE - 2009.073 - 2013/02/05


===========================
- Chg:0000 GE Fixed bugs where ExportDLL function ScenLoad would report a
scenario file name when using a BattleSet scenario and other
similar situations (thanks Don Thomas)
- Chg:0000 GE Fixed one case where time compression set on the command line
would not be passed to the ExportDLL function TimeFactor.
(thanks Don Thomas)
- Chg:0000 GE Expanded the ExportDLL DLLInit function v3+ to send the HC
window handle, path to the game (i.e. C:\Games\HC), build
(i.e. a string 2009.073), and save game file format version
(i.e. an unsigned 32-bit integer) (thanks Don Thomas)
- Chg:0000 GE Added ExportDLL StartGroup function that passes the StartGroup
group pointer that allows you to iterate over all of the
groups and units in the current scenario. In the rather
rare chance the StartGroup is destroyed, the function will
be called again with the new StartGroup pointer.
(thanks Don Thomas)

HCE - 2009.072 - 2013/01/29


===========================
- Chg:0000 GE Previous saved games are not compatible with the version, nor
are saves from this version compatible with older versions.
- Chg:0000 GE If the system's display DPI changes (i.e. large fonts), reset
window positions to a visible area.
- Chg:0000 GE If a window will be outside of the display area, reset it to
a visible area.
- Chg:0000 GE Added function for ExportDLLs, called StartGroup that sends a
pointer to the StartGroup Group structure every time it
changes.
- Chg:0000 GE Expand support for up to 255 units per group. (thanks Eric)
- Chg:0000 GE More allow handling of > 127 planes per air unit
- Chg:0000 SE More allow handling of > 127 planes per air unit
- Chg:0000 SE Expand support for up to 255 units per group. (thanks Eric)
- Chg:0000 DLL Made DigitalMilitaryArt ExportDLL less annoying by removing
most of the scrolling text and disabling the text scrolling
by default.

HCE - 2009.071 - 2013/01/09


===========================
- Chg:0000 GE Allow handling of > 127 planes per air unit, moving them between
groups, selecting them for launch, etc.
- Chg:0000 SE Allow handling of > 127 planes per air unit, moving them between
groups, selecting them for launch, etc.

HCE - 2009.070 - 2013/01/07


===========================
- Chg:0000 GE Allow the use of the rebuilt USNI battleset from the demo in the
full game. Scenarios will use .SC0 extension. Saves will use
the .hp0 extension.
- Chg:0007 GE Make ship annex (A1) Plane Capacity a uchar to hold value 0 to
255 instead of -127 to 127 (Thanks Enrique)
- Chg:0000 SE Allow the use of the rebuilt USNI battleset from the demo in the
full game.
- Chg:0007 SE Make ship annex (A1) Plane Capacity a uchar to hold value 0 to
255 instead of -127 to 127 (Thanks Enrique)

HCE - 2009.069 - 2012/11/24


===========================
- Chg:0002 GE Fix overflow in attack resolution. (Thanks Enrique)
http://harpgamer.com/harpforum/index.php?/tracker/issue-2-ecm-and-
decoys-mathematical-problem/

HCE - 2009.068 - 2012/10/12


===========================
- Chg:0000 GE EC2000 and EC2003 MEDC battlesets were using the sonar
conditions from the other battlesets instead of the MEDC
specific. This has been remedied.

HCE - 2009.067 - 2012/09/16


===========================
- Chg:0223 GE More complete resolution of this issue so that the code in all
known places is evaluating the correct number of maximum
sensors for the annex (i.e. ships can have 16 sensors,
bases 8, etc.).

HCE - 2009.066 - 2012/08/25


===========================
- Chg:0223 GE When initializing sensors, check the max sensors possible for
the unit type instead of only the first six sensors! Fixed
though there are other areas of code that are ignoring this
premise. Search for < 6, <= 5, MAX_SHIP_SENSORS, ...
(thanks Brad)

HCE - 2009.065 - 2012/01/16


===========================
- Chg:0000 GE Added additional licensing mechanism via LicenseDLL.dll

HCE - 2009.064 - 2011/12/29


===========================
- Chg:0000 GE Extended expiration date to 2012/12/31.

HCE - 2009.063 - 2011/09/05


===========================
- Chg:B210 GE Nuclear missile impact could crash the game. (thanks Mack)
http://harpgamer.com/harpforum/index.php?
autocom=bugtracker&showbug=210

HCE - 2009.062 - 2011/09/03


===========================
- Chg:B207 GE Nuclear torpedo impact could crash the game. (thanks Mack)
http://harpgamer.com/harpforum/index.php?
autocom=bugtracker&showbug=207

HCE - 2009.054 - 2011/03/19


===========================
- Chg:0000 GE Neutral ships (and probably other units) were reporting player
positions to the AI. (thanks VitP, Don Thomas)
http://harpgamer.com/harpforum/index.php?
s=&showtopic=13168&view=findpost&p=27885

HCE - 2009.053 - 2011/03/10


===========================
- Chg:0000 GE Radar model was treating land installations like aircraft so
possible detection ranges were way too large. (thanks Brad)

HCE - 2009.052 - 2011/03/04


===========================
- Chg:0000 GE Added logging of air to air missile resolution to the missile
log. Example...
102692 Combat3.c:1477 - AirToAirResolution Ph: 80, Roll: 75
102692 Combat3.c:1477 - AirToAirResolution Ph: 80, Roll: 21
102692 effect4.c:5175 - CheckAirMissileHits 2 x AIM-120A/B
AMRAAM against BLUE 2 x F-15J Eagle Plus, 2 shot down

HCE - 2009.051 - 2011/03/02


===========================
- Chg:0000 GE The land aircraft dialog was calculating distance to each
landing location from the currently selected group instead of
the group that was landing. Remedied. (thanks Joe K)
http://harpgamer.com/harpforum/index.php?showtopic=12962
HCE - 2009.050 - 2010/05/08
===========================
- Chg:0000 GE Wrapping back in changes for HC Ultimate but we couldn't bring
forward true air to surface gunnery at this point due to code
quality issues.
- Chg:0000 PE Changed end_edit.bat support contact information to HarpGamer.
2009.045
- Chg:0000 GE Allow aircraft to fire ASROC type weapons at submarines.
(thanks Brad & Brains)
2009.046
- Chg:0000 GE When using formation editor from Group window, the masking of
the unit icons was going haywire (since oh, 2005 or so).
Finally tracked it down and fixed it, the masking should
now work (i.e. no black or white unit/group icon backgrounds
in all situations. (thanks DonG, and many others over years)
2009.047
- Chg:B141 GE Unit detail display would crash if aircraft's home unit was
destroyed. Fixed (thanks Don Thomas)
2009.048

HCE - 2009.044 - 2009/09/20


===========================
- Chg:0000 GE Disabled the DEBUG ???? could detect us debug messages, they are
still logged to the EMCON_AI log if that is enabled.
- Chg:0000 GE Aircraft ready messages now show the Group ID where the planes
were readied. "4 x A-6E Intruder (AntiRadar) ready at ACb Oslo"
- Chg:B134 GE Force recalculation of group range rings and force Group map
update when any planes are shot down. (thanks Joe K)
- Chg:0000 GE Disabled DEBUG messagelog messages for eff115 and point defense.
- Chg:0000 GE Started new credits tab post 2009.042 patch.
- Chg:0000 GE Added a DLL call for HC20 DigitalMilitaryArt.
- Chg:0000 GE Started DLL work to shift the MoveUnits effect to DLL and from
there to multithreaded.

HCE - 2009.043 - 2009/09/04


===========================
- Chg:B129 GE In prior builds once missiles were already on the way to a
target, the player wouldn't be prompted to fire more missiles
even if units within striking range had available weapons.
That functionality existed to prevent inundating the player
with requests to fire weapons before previously launched
attacks were resolved. This proved confusing. Now that
behavior will only remain in force for anti-air attacks.
(thanks COBLU)
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autocom=bugtracker&showbug=129

- Chg:B128 GE Air groups could not fire at air formation patrols, fixed.
(thanks Don Thomas, Brad)
http://harpgamer.com/harpforum/index.php?
autocom=bugtracker&showbug=128

HCE - 2009.042
==============
- Chg:0000 GE Fixed another crash bug when HandleLanding is called by a ship
group. This came up in autotesting of WestPac.

HCE - 2009.041
==============
- Chg:0000 GE Command line option -u added for setting the process priority.
This is handy for autotesting to run the game at a lower
priority letting your other programs be more responsive.
Valid values are -2 thru 2.
-u -2 means low priority
-u -1 means below normal priority
-u 0 means normal priority
-u 1 means above normal priority
-u 2 means high priority
- Chg:0000 GE Fixed transparent error window when autotesting EC2000 IOPG
10.0 as Red by rewriting the Staff Assistant image loading
code.
- Chg:0000 GE Fixed crash bug when HandleLanding is called by a ship
group. This came up in autotesting of HDS I.

HCE - 2009.040
==============
- Chg:0000 GE AAA works again (thanks donaldseadog)

HCE - 2009.039
==============
- Chg:0000 GE Fixed a crash bug in EC2000 MEDC 11.0 upon load (it was trying
to load an invalid aircraft loadout).

HCE - 2009.038
==============
- Chg:0000 GE Fixed a crash bug that could occur when AI attacks player planes
with guns in loadout.

HCE - 2009.037
==============
- Chg:0000 GE If the loaded scenario has no time limit set, default to 72
days. (thanks Brains)
- Chg:0000 GE Kamikaze plane capability added. Any loadout weapon that
contains the fragment Baka (case sensitive) indicates a kamikaze
weapon that if fired will shoot down the launching plane making
in essence a kamikaze weapon. (thanks Brad)
- Chg:0000 GE Allow inertially only guided weapons to be fired against ships.
This probably breaks something else!
- Chg:0000 GE Move RCS logging to radar log, before it was always logged.
- Chg:B117 GE Ferrying and Refueling fixes, also force refueling if the
tanker will hit bingo fuel before the refuelees hit optimal
fuel state for tanking. (thanks donaldseadog)
- Chg:0000 GE Added code for intercepts based on air to air guns, both player
and AI. Disabled the internal 3nm guns in commondb battlesets.
- Chg:B119 BS EC2003 GIUK 1.0 Scenario with modified VCs included.
(thanks PAK)
- Chg:B120 BS EC2003 GIUK 2.0 Scenario with modified VCs and orders included.
(thanks PAK)
- Chg:B118 BS EC2003 MEDC 8.0 Scenario with modified VCs included.
(thanks PAK & CV32)

HCE - 2009.036
==============
- Chg:0000 GE Code changes to make sure the -g command line switch time
compression is only applied for the first scenario loaded.
- Chg:0000 GE The game should only prompt for game options once instead of
the double prompting we've been tolerating for years.
HCE - 2009.035
==============
- Chg:0000 GE A couple of tweaks to possibly increase responsiveness under
heavy processing load. When at high time compression this
should make the 1:1 time hotkeys more responsive.
- Chg:0000 GE Show the proper side's Staff Assistant when enemy land units
are destroyed. (thanks StalinTC)

HCE - 2009.034
==============
- Chg:0000 GE More command line option modifications.
-g, added a 9th digit to set the initial time compression.
0=paused, 1=1:1, 2=5:1, 3=10:1, 4=30:1, 5=60:1, 6=300:1,
7=600:1, 8=1800:1
so -g 111111118 would result in 30min:1sec initial time
compression.
-p option to set the CPU affinity mask.
examples...
-p 1 (run on CPU 0)
-p 2 (run on CPU 1)
-p 3 (run on CPU 0 and 1)
-p 4 (run on CPU 2)
-p 8 (run on CPU 3)
-p 16 (run on CPU 4, see a pattern yet?)
and so on and so forth
you can read about affinity masks various places on the
Internet, our command line option is decimal, many
sources on the Internet list only hexadecimal so you
may have to do conversions in some cases.
- Chg:0000 GE Fixed a situation where an assertion could be thrown in
the Sonar function.
- Chg:0000 GE Disabled "AutoTest is Activated" dialog when the -a command
line is used so that scenarios can be started from the
command line without user input.
- Chg:0000 GE Disabled the "Debug version..." dialog when the -a command
line option is used. Same reason as above.
- Chg:0000 SE Added command line options with the same functions
as the GE -b -c -d -r.
Added -t command line switch to specify working directory
i.e. -t d:\games\hcce
Note that the SE is a 16-bit application and hence works
on short filename
wrong: -d "C:\Matrix Games\HCE\commondb.res"
right: -d C:\Matrix~1\HCE\commondb.res
- Chg:0000 Big improvements to the patch installer script. It will
now properly read the previous installation directory,
make a backup of replaced files, and register itself
correctly.

HCE - 2009.033
==============
- Chg:0000 GE Refined the EMCON situations for turning on Active Sonar...
If detected unfriendly unit is:
A torpedo within friendly unit Active Sonar range, turn it on.
OR
Using Active Sonar and is within friendly unit Active Sonar range,
turn it on.
OR
if friendly unit is a surface craft AND friendly group meets
an aggressiveness factor AND enemy unit is within friendly ASW
weapon range AND within friendly Active Sonar range.

The respective Message Log entries in debug builds are:


torpedoes at %dnm are within active sonar range
contact at %dnm is within active sonar range and using active
sonar
contact at %dnm is within ASW range
(thanks to Brad for puzzling this out)
- Chg:0000 GE Fixed a bug in the radar function that wasn't telling radar at
what altitude the target was residing.
- Chg:0000 GE New command line options to enable a launcher program later on.
-b 1 (would load battleset 1 which is original GIUK)
-c 1 (would load scenario 1.0 of the selected battleset)
-c "C:\Matrix Games\HCE\MyScen.SCp" (would load MyScen.SCp)
-v "C:\Matrix Games\HCE\MySave.hpp" (would load saved game
MySave.hpp)
-d C:\Games\HCE\hcdb-090427.res (would load hcdb-090427 as the
commondb)
-r C:\Games\HCE\commondb.rsr (would load commondb.rsr as the
commondb resource file)
-g 11111111 (explained below from left to right)
1st digit is player side in the scen 0 = Blue, 1 = Red
2nd digit is Nuke Release Enabled 1=yes, 0=no
3rd digit is Snorkeling subs 1=yes, 0=no
4th digit is Real Weather 1=yes, 0=no
5th digit is Maintenance Failures 1=yes, 0=no
6th digit is Full Ordnance 1=yes, 0=no
7th digit is Auto Formation Patrols 1=yes, 0=no
8th digit is whether to exit the game at scen end 1=yes, 0=no

HCE - 2009.032
==============
- Chg:0000 GE EMCON messages for sonar weren't always appearing as a result
of a utility function returning 0 as the active sonar range
when active sonar wasn't on. Wrote a new function to give
theoretical active sonar range if it were on. (thanks Akula)

HCE - 2009.031
==============
- Chg:0000 GE Changed formatting of new detection messages a bit so there are
fewer missing spaces (i.e. no more lack of space before the
"Method Radar" part of the message and such.
- Chg:0000 GE Minor performance tweak to eff115.
- Chg:0000 GE Fixed formatting issue of command line switch reporting in the
log file.
- Chg:0000 BS Stripped photos/graphics from EC2000 battlesets while restoring
the correct strategic maps for said battlesets.

HCE - 2009.030
==============
- Chg:B111 GE Radar, ESM, and many other detections weren't happening at the
right ranges since 2009.026, fixed up the problems leading to
that situation. This may reinforce the performance penalty
alluded to in 2009.027. (thanks Reckall)
http://harpgamer.com/harpforum/index.php?
autocom=bugtracker&showbug=111
- Chg:0000 GE Fixed the wacky/absent explanation in the "Please turn on your
sonar" messages.
HCE - 2009.029
==============
- Chg:0000 GE ASMs/SSMs with the Snap Up/Down flag can now be shot at by
point defense weapons. (thanks Miller7219)
- Chg:0000 GE Fixed wacky characters in the "Please turn on your radar"
messages. (thanks Miller7219)

HCE - 2009.028
==============
- Chg:0000 GE Similar changes to eff115 except for sonar this time. There
will be no suggestion to turn on active sonars until an
approaching torp/sub/ship is detected within active sonar range.
For incoming torps, the range is always the max active sonar
range, for ships and subs there is a random factor.
(thanks Brad)
- Chg:B109 GE Removed BOL ASM/SSM PH modifiers since the related data fields
are also used for other purposes. We also have no idea in
more recent battlesets (since EC2000) whether the Red side is
using. (thanks Miller7219)
http://harpgamer.com/harpforum/index.php?
autocom=bugtracker&showbug=109

HCE - 2009.027
==============
- Chg:B106 GE Implementing a new eff115 (Autonomous Sensor Intelligence) that
determines when the AI should turn on active sensors and when
to prompt the player to do the same. Added a new log type
option to the command line for this, emcon_ai . Also added
a new command line option to switch back to a fixed version
of the old eff115 that will properly notice if a group's
radars are already on. The option is -e
i.e. c:\games\HCE\Winharp32.exe -e
would revert to the fixed old eff115 that is much more apt
to turn on radars than the new code.
(thanks Lots of People)
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autocom=bugtracker&showbug=106

HCE - 2009.026
==============
- Chg:0000 GE A 'bonus' increment to the number of SAMs to fire at incoming
targets was supposed to be applied if the target is moving at
> 1300 kts. Unfortunately the code was using a speed not in
kts so the bonus was always applied. That has now been fixed
and the units match.
- Chg:B044 GE In the case where a platform only has surface search radars yet
also has SAMs, allow the platform to fire non IR guided SAMs
if the platform has surface search radars turned on.
(thanks to Reckall for a scen that demonstrated this and to
others for coming close)
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- Chg:0000 SE When creating an LR Patrol if user clicks Repeat Patrol before
adding planes to the patrol, the SE would crash. Fixed by
disabling and enabling the button at the appropriate moments.
(thanks Brad)
HCE - 2009.025
==============
- Chg:0000 GE Alt-t once again will rotate thru three settings for showing
paths. a) no paths shown, b) selected group path shown,
c) every friendly group's path shown, unless Show All is
activated in which case every group's path is shown.
(thanks Miller7219)
- Chg:0000 SE Make sure to enable the Orders and Orders2 menus after issuing
an Attack command from the course editor. (thanks Akula)
- Chg:0000 SE Alt-t once again will rotate thru three settings for showing
paths. a) no paths shown, b) selected group path shown,
c) every group's path shown. (thanks Miller7219)

HCE - 2009.024
==============
- Chg:B099 GE Player should no longer lose the ability to click target groups
on the map as a scenario progresses. This bug happened
because a variable used in figuring out where the player
clicked on the map wasn't being initialized to zero.
For the time being the logging of this in the MessageLog has
been increased. (thanks Lots of us)
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HCE - 2009.023
==============
- Chg:0000 GE Fixed the crash bug Larry found in the prompt to choose a group
to land at when ferrying aircraft. (thanks Wombat)

HCE - 2009.022
==============
- Chg:0000 GE When prompted to choose a group to land at, highlight the
home base of the first plane in the air group by default if
the home base still exists. (thanks Akula and others)
- Chg:B099 GE Added debug logging to help track down the occasional problem
of not being able to click on the map to select an enemy
group for attack. The various messages are...
1) Group YWp clicked outside of select Group dialog
2) Group ZCS clicked inside of select Group dialog
3) Group AGU clicked but not valid for this operation
4) No Group was clicked
When launching an LR attack, 2) is the proper message and
should result in the enemy group being selected. 1) you
should get when clicking on a group to give orders. 3)
should happen when you are launching a LR attack and click
on a friendly group. 4) is pretty self explanatory and will
happen in many situations.
We're interested in hearing what result you get when the
map clicking becomes unresponsive, rather than 2), what
happens?
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- Chg:0000 BS Integrated the expanded WestPac battleset as seen in the Demo.

HCE - 2009.021
==============
- Chg:0000 GE Updated list of beta testers.
- Chg:B092 GE When a surface/sub group is given a stop order, keep it stopped.
Previously group speed could be restored to the last known
non-zero speed. This was a side effect of the code that
returns a group to the ordered speed once units reach their
newly assigned formation patrol positions (i.e. group slowed
down as a whole after new formation assignments, when the
ships got to their new stations, the group would return to
the ordered speed). Added code to say that if the group
speed is zero, no formation patrol event will be able to
set the group to a non-zero speed. This does not prevent
the player or AI from giving the group an order to move again.
(thanks Herman)
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- Chg:B079 GE Fixed wrapping of moderate length classnames. Very long classnames
however will still wrap. (thanks Herman)
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- Chg:B071 GE Dipping sonars and sonobuoy dropping can once again happen from Low
or
VLow, not just VLow. This is the quick fix, not the right fix.
Larry
is correct that the documentation states VLow for dipping.
However,
finding and changing the code in all of the right places poses a
danger not currently worth the risk (the danger of making more
and new problems). (thanks Herman)
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- Chg:B103 SE More properly disable the "Set Air Patrol" button when zooming into
and
out of the main body of the formation editor. (thanks Herman)
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- Chg:0000 SE Fixed a bug I (TonyE) created in 2009.015 that resulted in aircraft
ending up on the wrong ships when editing a group. (thanks Akula)
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HCE - 2009.020
==============
- Chg:0000 GE Upon scenario load, the raw event side is no longer checked
for MESSAGE_EVENT events
which was resulting in staff message events being ignored.
In sum, this should now allow the Red side to see staff
messages from the scenario file.
- Chg:0000 GE Here is a bit more explanation on the behavior of the
Staff Messages as entered by the scenario designer.
* Message length should not exceed 63 characters
* If you have a group selected when you enter the Staff
Message, that group will be referenced by the message
when viewed in the GE. What that means is you could
enter a message for the Blue side with a Red submarine
selected. When the Blue player receives that message
in the game, the Show or Select buttons of the dialog
will show the position of the Red sub, even if it
hasn't been detected. That could be useful but is
also a caution to be cognizant that the message stores
the selected group, if any.
HCE - 2009.019
==============
- Chg:0000 GE Extended demo timeout until March 15, 2010.
- Chg:0000 GE Added marketing glitz and links to the Demo.
- Chg:0000 GE Delayed dllexInitDLLs until after DoIntroScreen so that if
a DLL establishes a window, it won't cancel the intro screen
drawing.
- Chg:0000 GE Changed the window handle passed to DLLs from hwndFullScreen
to hwndMDIClient to allow more proper parentage.

HCE - 2009.018
==============
- Chg:0000 GE Made a new critical hit distribution table for mobile land
units. In other words, you should no longer see land units
with flooding.
- Chg:B084 GE ASW helicopters want to (errantly)close after firing last torpedo.
The fix isn't ideal but it does address the issue. Now after
that last torpedo is fired there is no prompt. If the player
cancels the attack, the prompt will appear since the game
thinks the target is actually North another 8nm.
(thanks ReoTeo)
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- Chg:B100 GE Planes missing from Divide Group command. The CombatFlags
value should have been reset when the landing command was
given but it was not being reset. In 2009.018 it is being
reset so the group doesn't get confused. (thanks Herman)
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- Chg:0000 SE Enabled time editing dialog for staff notes so that they can
be shown to the player after the specified elapsed time. Also
added the side chooser dialog when in the SE to dictate which
side will see the message.

HCE - 2009.017
==============
- Chg:0000 GE Fixed the Speed/Altitude event processor to do what I mean in
2009.016, not what I coded (TonyE). Planes in the group should
now all end up at the proper altitudes and speeds after
take-off and at waypoints.
- Chg:0000 GE Remember that force 1:1 time hotkey addition in 2009.016? Well,
it is now the L key, not \.
- Chg:0000 GE Subs that surface due to damage will now split off into a new
group so that they can be told what to do. In debug builds
a message like the following will be shown for enemy and
neutral subs when the damage is applied...
"Unit %s(%s) is surfacing due to damage."
Friendly subs in all builds have a line in the Message Log...
"Friendly Unit %s(%s) is surfacing due to damage."
- Chg:B070 GE Guns on planes in formation will no longer cause the GE to
crash with a GetAnnex error when attempting to fire at
targets. (thanks Herman)
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- Chg:0000 GE Further efforts to keep subs surfaced due to damage or
damage + flooding on the surface. Player should no longer
be able to submerge such subs, even if joined to another
undamaged sub group.
HCE - 2009.016
==============
- Chg:0000 GE Added the ability to stop the game clock without the pause
dialog and without minimizing the game. The new methods are
the Ctrl-Alt-p hotkey (pause without dialog) and pressing
the - key from 1 sec time compression. The pause is indicated
by 0 sec listed in the time compression box.
This does not mean a player should issue orders while paused
since planes may not be marked as in use, weapons may not be
marked as launched, etc. until the next game second elapses.
- Chg:0000 GE Added additional hotkeys for 1:1 time compression. The existing
hotkey is Return/Enter, the new hotkey is the \ | key. The
new hotkey may need to change to accomodate non-US keyboard
layouts.
- Chg:0000 GE Stopped hogging the entire CPU core worth of processing power
when the game is minimized.
- Chg:0000 GE The Speed/Altitude event processor (internal to the game)
now can apply the event to a single unit if the unit was
fed in as part of the event. This should mean only the
damaged sub in a multi-sub group will surface when damage
is critical.

HCE - 2009.015
==============
- Chg:0000 GE Answering yes to RTB ASW bird out of weapons message will now
RTB, answering no will leave it on station. (thanks Wombat)
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- Chg:B073 SE When adding more than two variable start points, don't crash.
Note the often incorrect highlighting of the selected start
point still exists, fixing it is proving most challenging.
(thanks Ralf, and many others)
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- Chg:0000 SE Improve the logic for enabling and disabling the Delete Unit button
when editing a group. The designer should not be able to delete
an installation, not the last ship/sub/land unit in the group.
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HCE - 2009.014
==============
- Chg:0000 GE Fixed game crash in certain circumstances when some planes out
of a group are shot down, but not the whole group. (thanks Brad)

HCE - 2009.013
==============
- Chg:B095 GE Don't ask player where to land enemy tankers who have just split
from the refueled planes. (thanks Brad)
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HCE - 2009.012
==============
- Chg:B094 GE More work on the aircraft Speed/Altitude dialog. It is now
driven by the typed in speed. If you type in a speed faster
than Cruise with Cruise selected and click OK, the throttle
setting will be kicked up to Military (or AB if appropriate)
if the aircraft has such a speed available. If not, the
speed is dropped down to the fastest available at that
altitude. It will also bump up any speed less than loiter.
(thanks Brad)
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also re-verified that the below is still fixed
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- Chg:0000 GE If the player types in a custom speed, it will be maintained
when re-opening the dialog (for air groups, does not apply to
surface groups.
- Chg:B096 GE Once the player deletes a formation air patrol it will stay gone,
even if the returning aircraft is shot down before it
has a chance to land. (thanks Brad)
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HCE - 2009.011
==============
- Chg:0000 GE Started adding the code framework/templates to make maintaining
backwards compability with saves games possible. Players can
now load saves from 2007.000+ in the current GE.
- Chg:0000 GE Make sure Nuclear Release event sound stops playing when dialog
goes away. Also completed putting the nuclear release DLL
code in the game (it wouldn't have worked in 2009.010 if the
player was the Red side). (thanks Buddha)

HCE - 2009.010
==============
- Chg:0000 GE Added a Nuclear Release event to the ExportDLL interface.
See: http://harpgamer.com/harpforum/index.php?
autocom=downloads&showfile=390

HCE - 2009.009
==============
- Chg:0000 GE Planes already within AAM range will not re-prompt to close to
fire. The prompt was errant since they were already in range.

HCE - 2009.008
==============
- Chg:2429 GE Fixed the 10x too large BOL range ring. (thanks Herman)
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- Chg:0000 GE Only show BOL range ring as large as BOL capable weapons
instead of as large as the longest range ASM/SSM.
- Chg:0000 GE Made the BOL range ring yellow like it was meant to be.
- Chg:0000 GE Added a Staff Assistant information message when the group
has no BOL capable weapons and a BOL attack is attempted.
- Chg:0000 GE Don't let weapons launch their own BOL attacks.
(thanks Herman)
- Chg:0000 GE Fixed inability to retarget air groups already on a
mission.

HCE - 2009.007
==============
- Chg:0000 GE This build is the code reverted to the original 2008.068 plus
a number of tweaks. That means a number of issues are now
unfixed. This was done since the fixes presented more
challenges than the original issues. This returns the game
to a stable state from which we can move forward.
HCE - 2008.068
==============
- Chg:0000 GE The aircraft speed/altitude dialog works as designed again. It
will show the proper speed for the altitude and speed selected.
If you manually enter a speed outside of the range of the band
or aircraft capability, the aircraft will go to an altitude
band and speed less than or equal to the manually entered
speed. (thanks Herman)
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- Chg:0000 GE Added hotkey O to show any On Station rectangles for the
player's side. Press O to show them, O again to hide them.
In debug builds, Alt-F5 will show on station rectangles
once for all sides (the ones for Blue will be blue color,
Red will be red, etc.)
- Chg:0000 GE New escort jamming model. The player won't see as many phantom
shoot-downs anymore. The old model was flawed.
- Chg:0000 GE Logging will really work in Release builds this time around,
no kidding, unlike the previous however many times!
- Chg:2419 GE More properly split aircraft groups (the newly created group
wasn't having its mission zeroed out properly).
(thanks Herman)
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- Chg:2433 GE Change to speed/altitude dialog for off by one bug.
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- Chg:0000 GE Status bar "you clicked here, range, bearing between
clicks, and water depth" information is no longer
truncated due to a buffer overflow. In other words you
now see water depth down there in Release Builds.
- Chg:0000 GE Enabled water depth display in status bar for the Unit
window.
- Chg:0000 SE Allow the designer to add a ship/sub of the same name multiple
times in a single scenario. (thanks Fred)

HCE - 2008.067
==============
- Chg:B047 GE Limited how the AI will execute BOL air to surface and
Surface to Surface missile launches. If the axis of the
uncertainty zone as seen by the firing unit to the target
is greater than 50nm (uncertainty zone width when drawing a
line from attacker to target), the AI will not fire. The
AI will also not fire if the weapon range/5 is less than
the uncertainty zone width. If the uncertainty zone is
< 1nm across, the AI will fire anyway (takes care of short
range ASMs). (thanks Herman)
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- Chg:B054 GE No longer show the correct count of land units and damaged
land units at a base if those units are not currently detected.
(thanks Herman)
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- Chg:B048 GE Don't prompt the player to use air-to-air cannon fire against subs.
Do prompt player to close range to launch depth charges.
(thanks Herman)
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HCE - 2008.066
==============
- Chg:B050 GE Hotkey C does not centre Unit window. Now when c is pressed in
the group window with a group selected, the Unit window will
center around that group on the Unit window as it did in
previousl releases (thanks Herman)
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- Chg:B052 GE Arrows keys now work to scroll the Unit window again.
(thanks Herman)
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- Chg:B049 GE Unit window display corruption with Textured Map turned off when
loading saved games. This has been fixed. (thanks Herman)
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- Chg:0000 GE Fixed the flawed active ECM. It was errantly doing extreme amounts
of
jamming in many instances. (thanks Ralf)
- Chg:B046 GE Hornets with Decoy loadouts will now prompt the player to close
range in order to attack instead of ignoring the attack order.
(thanks Herman)
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- Chg:B051 DB Gave AS-6 the Land Attack flag. (thanks Herman)
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HCE - 2008.065
==============
- Chg:0000 GE Planes will no longer attempt to immediately refuel upon takeoff
(really they were trying to refuel before they had completed
taking off, now they do their first refuel check when the
whole group is airborn) Thanks T6Simtek
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HCE - 2008.064
==============
- Chg:0000 GE Edited the current credits and changed Tony into Anthony where
it was Tony.
- Chg:0000 GE Extended demo expiration until March 5, 2009.
- Chg:0000 GE When changing group window land/water color, the dialog would
not show LtGray selected, now it does.
- Chg:0000 GE Subs damaged to 75% will surface, subs damaged to 50% and
flooding will surface. They are not forced to stay surfaced.
- Chg:0000 SE The Rename Unit menu choice is now disabled for installations
and fixed SAMs since it isn't possible to rename those items.
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HCE - 2008.063
==============
- Chg:0000 GE Fixed a pointer problem in the Platform Display.
- Chg:0000 GE Fixed Unit window corruption when using File\Save As.
- Chg:0000 GE Fixed bug in orders listing of HDS9 (GIUK HDS III) that was
a side effect of hiding scenario 12.0 Exodus. (thanks COBLU)
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- Chg:0000 SE Properly save the database version in new scenario files.
For a number of builds now the SE hasn't saved a DB version
in new scenario files, nor updated it in older scens.
HCE - 2008.062
==============
- Chg:0000 GE New loadout type distribution.
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- Chg:0000 GE Reverted to max conventional damage points = 30,000 instead
of 999 since the DP must be > 30,000 anyway to be in the
nuke annex so anything less is artificially limiting with
no benefit.

HCE - 2008.061
==============
- Chg:0000 GE Better solutions to the same fuel issues of 2008.060

HCE - 2008.060
==============
- Chg:B039 GE Don't let non Intercept/Escort loadout planes peal off from
formation or LR patrols to intercept other planes. Such planes
will now only fire in self defense. This prevents EW birds,
MPAs, and such from going looking for an air to air fight. A
note on LR patrols, they will only peel off to intercept if
the first unit in the group has an Intercept/Escort loadout.
So if a pair of F-15 are escorting an E-3 and the E-3 took
off first, the F-15 won't go off to intercept bandits. If the
F-15s take off first, the group will intercept bandits. It
isn't optimal but is better than what we had.
(thanks Akula)

- Chg:0000 GE Calculate initial aircraft fuel from the slowest Cruise speed
among the Low/Medium/High altitude bands, then calculate
ranges and bingo fuel based upon current altitude. This
aleviates many of the aircraft running out of fuel when
returning from patrol, problems. (thanks Warhorse64)
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HCE - 2008.059
==============
- Chg:0000 GE Widened the Platform Display just enough so that the existing
information in HCDB and HCUS doesn't wrap lines and cause
mis-alignment.

HCE - 2008.058
==============
- Chg:0000 SE Tweaked the shortening of information in installation, ship,
plane, submarine listboxes so that more of the country is
visible.

HCE - 2008.057
==============
- Chg:0000 SE In all previous SE releases when a LR air attack/ferry/patrol
was deleted, any repeat event associated with that event was
not deleted. In other words until this build it was
impossible to fully delete a Long Range air event. The repeat
events now show in the orders display for the launching
platform. Editing the repeat events may cause problems, only
delete them or leave them alone, do not try to edit them.
(thanks TonyE)
- Chg:0000 SE When using repeating LR air events the repeat interval started
counting from game load instead of counting from the first
planned launch of the patrol. Example... LR Air patrol to
launch at 2 hours game time, set to repeat every hour. What
happened in previous builds is the repeat would launch after
1 hour of game time, at 2 hours game time the next repeat
AND the original patrol launched. This has been changed so
that after 2 hours game time the original patrol launches,
after 3 hours game time the repeat launches, repeats then
contuining at 1 hour intervals. **NOTE** This changed
behavior will only work for new scenarios or scenarios that
have their LR air events deleted and re-created.
(thanks TonyE)

HCE - 2008.056
==============
- Chg:0000 GE More internal changes for Unit window efforts. Pass HC window
handle to DLL to allow HC to be parent window. Convinced the
DLL not to crash the GE when using Application.ProcessMessages
to increase DLL responsiveness.

- Chg:0000 GE Send all detected units to the UnitWindow DLL, not just the
ones visible in the game unit window.

HCE - 2008.055
==============
- Chg:0000 GE More internal changes for Unit window efforts. SonoBuoys and
crash fix on battleset change.

HCE - 2008.054
==============
- Chg:0000 GE Fixed a crash bug in the memory leak fix from 2008.053...
- Chg:0000 GE More internal changes for Unit window efforts.

HCE - 2008.053
==============
- Chg:0000 GE In weapon type to fire selection screen for sub launched weapons
don't allow selection of torpedoes unless the submarine has
torps. (thanks Rene)
- Chg:0000 GE Fixed a memory leak that meant the Staff Assistant image used
new memory each time it was displayed and then didn't free the
old memory. Leak was introduced in 2008.027.

HCE - 2008.052
==============
- Chg:0000 GE Submarines weren't able to fire torps if they didn't have guns
since 2008.050 came out. Fixed that (thanks Brad)
- Chg:0000 GE Removed a situation where telling a submarine to fire guns
would result in weapons allocations including torpedoes.
(thanks Rene)

HCE - 2008.051
==============
- Chg:0000 GE Fixed crash where a non-air unit was getting checked for
dogfight gun ammo. (thanks Brad)

HCE - 2008.050
==============
- Chg:0000 GE Enabled subs to shoot guns at ships. Subs still cannot shoot
guns at other subs. (thanks Rene)
HCE - 2008.049
==============
- Chg:B037 GE Show Aircraft nuke loadouts in platform display even if release
hasn't been granted. Don't show nuke loadouts in Active Unit
Display until nuke release is granted. As in previous builds,
don't allow player to load a plane with nukes until nuclear
release is granted. (thanks Rene)
HCE - 2008.048
==============
- Chg:0000 SE When loading a scenario that had a % chance of inclusion for
planes, that % chance of inclusion was lost. That means only
scenarios using % chance of inclusion other than 100% for
planes that were only saved once acctually honor the denoted
% chance of inclusion. (thanks TonyE)

HCE - 2008.047
==============
- Chg:0000 GE Game Options - Added separate map color options for the Unit
window.
- Chg:0000 GE Game Options - The dialog now enables and disables the
textured water option as appropriate per battleset.
- Chg:0000 GE Disabled map lat/lon grid lines since they are quite inaccurate.

HCE - 2008.046
==============
- Chg:0000 GE Saved game version incremented due to UI changes.
Saved games from prior builds will NOT work with this version!
- Chg:0000 GE Revamp the Unit window using the display code from the Group
window. This results in 2x zoom in the Group window showing
the same distance per pixel as the Unit window at 2x. Also
allows the use of textured land and water in the Unit window
where available.
- Chg:0000 GE Above change results in distances in group and Unit window
being correct.
- Chg:0000 GE Show the Unit window rectangle in tan/burgundy in the
strategic map window.

HCE - 2008.045
==============
- Chg:B017 GE Crash Bugs fixed - When attacking an airfield during takeoff or
landing, there was the distinct possibility of the game
crashing with heap corruption. Modified the launch/land code
to be more considerate of aircraft being destroyed on the
ground during launch/land cycles. (thanks Herman)
- Chg:0000 GE Restricted each unit to one Reload event at a time. This is a
questionable way to avoid endlessly stacked reloads.
- Chg:0000 GE When using a custom BattleSet without an embedded DB, made by
recent builds of the BS Builder, a non-zero sized hdsu.rsr file
was created which resulted in the SE and GE crashing when trying
to display platform images for those platforms (where PicID != 0).
(thanks Nic, Rene)
- Chg:B035 GE Neutral sonobuoy and SOSUS contacts will no longer be reported to
the player or the AI (thanks Herman)
- Chg:0000 SE When using a custom BattleSet without an embedded DB, made by
recent builds of the BS Builder, a non-zero sized hdsu.rsr file
was created which resulted in the SE and GE crashing when trying
to display platform images for those platforms (where PicID != 0).
(thanks Nic, Rene)
- Chg:B034 SE Platforms were often showing an incorrect aircraft capacity
remaining percentage. This was due to some incorrect assumptions
about the results of integer math. (thanks Herman)

HCE - 2008.044
==============
- Chg:0000 BB delres.bat just wasn't handling spaces in the pathname correctly.
changed it so that the pathname isn't fed in on the command
line and now it works.
- Chg:0000 BB If user hadn't yet made a custom BattleSet and chose to embed
the database, the hdsu.rsr file would be skipped.

HCE - 2008.043
==============
- Chg:0000 GE Torpedo acquisition range now converted internally from yards
to DUs. 0.3260943 yards = 1 DU.
- Chg:0000 GE Updated Credits
- Chg:0000 DB HCDB-080616
- Chg:0000 DB commondb.res, added res0688.bmp thru res0691.bmp compliments
of AoA.

HCE - 2008.042
==============
- Chg:0000 GE Torpedo acquisition range now converted internally from yards
to DUs. 3.260943 yards = 1 DU.
- Chg:0000 BS WestPac 1.0 orders section 11, "in tact" changed to "intact"
(thanks Larry)
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- Chg:0000 PE Changed "LRMTS" flag to "NOE - Nap of the Earth" flag.
- Chg:0000 BS Added descriptions for the four new battlesets.
(thanks Brad)
- Chg:0000 BS Radically changed boundaries of South Atlantic BattleSet to
fit Ascension on the map.
- Chg:0000 BS Removed sample scenarios from the four new battlesets.

HCE - 2008.041
==============
- Chg:0000 GE Made changes to allow the four new official battlesets.
- Chg:2422 GE Improve ARMs against groups where the central unit's radars
are already destroyed. (thanks Herman)
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- Chg:0000 GE Randomly pick between four splash screen graphics at startup.
- Chg:0000 GE Use Matrix Games provided game icon instead of the old admiral.
- Chg:B021 GE Fixed range rings so that they center on the group icon.
(thanks Herman)
- Chg:0000 SE Made changes to allow the four new official battlesets.
- Chg:0000 BB Fixed bug that prevented any battleset from being made in
normal use.
- Chg:0000 BS Added Caribbean Basin BattleSet hdsn.res, hdsn.rsr, *.SCs, *.hps
- Chg:0000 BS Added South Atlantic BattleSet hdso.res, hdso.rsr, *.SCt, *.hpt
- Chg:0000 BS Added South Africa BattleSet hdsp.res, hdsp.rsr, *.SCu, *.hpu
- Chg:0000 BS Added Middle East BattleSet hdsq.res, hdsq.rsr, *.SCv, *.hpv
- Chg:0000 DB HCDB-080602 included in the package.

HCE - 2008.040
==============
- Chg:0000 GE Widened game time display and made it dependent upon screen DPI
- Chg:B023 GE WestPac 2.0 Victory Conditions revamped, instead of targeting
a specific class of ship, a larger number of any ship must
be destroyed.
- Chg:B022 GE WestPac 2.0 Blue default courses were resulting in groundings,
Blue courses in many cases recreated but in all cases will not
run aground anymore with the default courses (assuming the
ships are stopped by the player at end of course).
- Chg:0000 GE Removed text in WestPac description talking about only two
scenarios being included.
- Chg:0000 GE New splash screen.

HCE - 2008.039
==============
- Chg:0000 GE If you click on an opposing group that still shows on the map
but isn't being actively detected at present, the game would
crash if you clicked on that opposing group.

HCE - 2008.038
==============
- Chg:0000 GE Fix bug in fix for 2021 that allowed it to be applied to
non-air groups. (thanks Rene)

HCE - 2008.037
==============
- Chg:0000 GE Fix bug in 2008.036 mouse click depth that wasn't taking into
account when a group was being clicked (doh!)(thanks Brad)
- Chg:0000 SE When mouse is clicked and shows distance on status bar, show
water depth. Only for Group window at present.

HCE - 2008.036
==============
- Chg:0000 GE Move the unit/group icon graphic out of Harpoon32.dll and into
the Graphics subdirectory of the game.
- Chg:2021 GE Tentative fix to non-air groups being asked to fire AAMs at air
groups. The situation is a surface group with fighters in
formation. If the incoming attacker comes into range of the
fighters in formation, the ships of that group would want
to fire SAMs. That isn't allowed, so the fix is to prompt
the player to form an intercept group from the formation
patrols.
- Chg:0000 GE When mouse is clicked and shows distance on status bar, show
water depth at the most recently clicked point on the map.
Only for Group window at present.

HCE - 2008.035
==============
- Chg:0000 GE And then fix the next bug that surfaces, trying to errantly
read a diskID as an memID in Torpedo annex.
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HCE - 2008.034
==============
- Chg:0000 GE Fix requesting information from the Torpedo annex without that
annex data being loaded from the database. (thanks Akula)
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HCE - 2008.033
==============
- Chg:0000 GE Fix endless loop when an intercept event's target unit is lost
and the code looks for a new target in the same target group.
Thanks Ralf
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- Chg:0000 GE For USNI builds, allow loading of user scens if this is a
debug build.

HCE - 2008.032
==============
- Chg:0000 GE Show the database version for EC2003 and newer battlesets when
directly loading a saved game, wasn't happening before.
Thanks StalinTC.
- Chg:0000 GE Fix FindRangeBearing to give a sane result when the two units
are in the same location, it was reporting a negative range
in most cases. Thanks StalinTC.
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HCE - 2008.031
==============
- Chg:0000 GE Fixed crash that would happen in BS Builder BattleSets when you
Load a scenario, save the the scenario, then Save As the
scenario.

HCE - 2008.030
==============
- Chg:0000 BB Bug fixed, the BS Builder was not copying in the user specified
database .res file.
- Chg:0000 BB RES1_VIC_TYPES needed to be copied from user specified DB .res
not the shell battleset file.
- Chg:0000 BB Hid the Button1 button again <g>
- Chg:0000 GE More changes to properly handle DB embedded in BS.
- Chg:0000 GE More USNI work.
- Chg:0000 SE More changes to properly handle DB embedded in BS.
- Chg:0000 SE Made changes so that a USNI build of SE operates okay.

HCE - 2008.029
==============
- Chg:0000 BB Increased allowable scenarios in battleset from 12 to 21.
- Chg:0000 BB Started the work to allow embedding a database in the .res file.
- Chg:0000 GE Changes to use the DB embedded in a battleset. Made sure that
the DB Flavor shown is for the embedded DB if it is being used.
- Chg:0000 GE Fixed another problem with crashing when a battleset had no
scenarios and user tried to load a user-made scenario. The
map wasn't being loaded.
- Chg:0000 SE Changes to use the DB embedded in a battleset. Made sure that
the DB Flavor shown is for the embedded DB if it is being used.
- Chg:B025 OW Prompt user to enter text on each tab or Orders Writer if they
have not done so.
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autocom=bugtracker&showbug=25

HCE - 2008.028
==============
- Chg:0191 GE Remove depth check that prevents submarines from fire missiles
at shallow depth or higher.
- Chg:0000 GE If user previously used a battleset with 9 scenarios and next
chooses one with 6 scenarios, the game would crash with a
NewPtr error. Fixed.
- Chg:0000 GE Increase BaseSourceLevel (BSL) as platform becomes more damaged.
Noise increases by 2 points per 10% damage until 50% damage,
and 1 point per 10% damage thereafter (on the premise that
once it is damaged to 50%, it isn't going to get much noisier).
- Chg:0000 BB Do a more thorough job of converting map tif into bmp format.
Results in more accurate color reproduction in many cases.
- Chg:0000 BB Added command line option "anylatlon" that will override the
artificial restrictions placed on crossing the International
date line.
- Chg:0000 PE Allow import of more than 255 names per platform. cFileIO,
PlatformNamesImport, changed ItemCount and i to Long from Byte
PlatformNamesExport, changed Count and i to Long from Byte & Int

HCE - 2008.027
==============
- Chg:0000 GE Split graphics out of Harpoon32.dll and Winharp32.exe and
into individual files within the Graphics directory.

HCE - 2008.026
==============
- Chg:0000 GE For pre-commondb battlesets, play prop launch sound only when
propulsion type == 1. (thanks NAVMAN)
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- Chg:0000 GE In debug builds, show when the GE expires.
- Chg:0000 GE Split sounds out of Harpoon32.dll and into individual files
within the Sounds directory.
- Chg:0000 GE Allow high PicIDs for commondb battlesets.
- Chg:0000 GE Ignore BattleSetPath from registry, make it the same directory
as the one the game was launched from.
- Chg:0000 SE Allow high PicIDs for commondb battlesets.
- Chg:0000 SE Ignore BattleSetPath from registry, make it the same directory
as the one the game was launched from.
- Chg:0000 BS EC2003 IOPG Scenario 5.0 victory conditions fixed, AOE ship
type changed to MPS. (thanks Maromak)

HCE - 2008.025
==============
- Chg:2415 GE Started to kludge a workaround for situations where planes are
within the minimum range of one weapon but outside minimum
range of the next, resulting in a request to attack with
cannon fire. This kludge only affects AAM engagements!
(thanks Herman)

HCE - 2008.024
==============
- Chg:0000 GE Fixed a buffer overflow in mini report caused by type being
to long (ex. AD Mobile > 8 characters). (thanks Gopher)
- Chg:0000 GE Fixed a lock-up/crash when list view columns are sized very
small. The program was getting into an endless loop trying
to shorten the text to display. (thanks Mack)
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HCE - 2008.023
==============
- Chg:0000 GE Fixed a buffer overflow in formation editor if a ship had a
long class name. Also allowed the displayed information to
be longer/complete.
- Chg:0000 GE The Red Victory graphic for EC2003+ will now be the same as
the pre-EC2003 one (Kirov over a map of Europe+Asia) instead
of a US carrier and US flag...
- Chg:0000 GE Sized the sound files to be smaller so that they play as
they should.
HCE - 2008.022
==============
- Chg:0000 SE Bret made the changes to allow opening of scenario files that
are larger than 64kB!

HCE - 2008.021
==============
- Chg:0000 GE Updated credits
- Chg:0000 GE Made range rings into range ellipses (see WestPac).
- Chg:0000 BB Allow the user to continue working after trying to make a
BattleSet with illegal lat/lon (thanks Akula)

HCE - 2008.020
==============
- Chg:0000 DU Fixed up build options of db_utils and map_utils, they were
spitting out some bad data when built as a Release build.
- Chg:0000 BB Changed to output scenarios in four digit format, res0030.bin
instead of the errant res030.bin format.
- Chg:0000 BB More properly parse output of map projector program for
grabbing the salient map data items in the battleset.res
file.
- Chg:0000 GE Show build number in title bar, even for release versions.
- Chg:0000 SE Hopefully SE will not run without crashing at resolutions
> 1600x1200 (thanks Smitty)
- Chg:0000 DB HCDB-080122
- Chg:0000 BS Added EC2000 BattleSets, but without the photos.

HCE - 2008.004
==============
- Chg:0000 GE Don't tell planes to drop to Low altitude when returning to base
- Chg:0000 GE If an air group is out of weapons range when their target is
destroyed, find them another target in the same group instead
of saying their task is finished. (thanks theCase)
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- Chg:0000 GE Fixed bug in uncertainty zone adjustment that resulted in
some contacts not being localized as quickly as they should
have been localized.
- Chg:0000 GE BOL weapons will not go active at a reasonable position instead
of immediately after launch. The point you click on the map
is where the target unit is expected, the GE calculates the
activation point to be somewhat short of that.
- Chg:0000 GE Stopped making ExportDLLs folders all over.
- Chg:0000 GE Changes to the project file to allow a release build to
work in EC2003. _USE_32bit_time_t
- Chg:0000 GE Fixed buffer overflow in gun code when reporting type of
damage applied, string was too short.
- Chg:0000 GE Fixed another buffer overflow, prior to throwing up a
Staff message box.
- Chg:0000 GE Fixed a number of improper typecasts in Annex loading.
They were casted to short and should have been ushort.
- Chg:0000 GE Updated Credits screen.
- Chg:0000 GE Changed the user-made battleset to hdsu.res (.SCz, .hpz) and
added code for the intervening BattleSets.
- Chg:0000 SE Changed the user-made battleset to hdsu.res (.SCz, .hpz) and
added code for the intervening BattleSets.
- Chg:0000 BB Changed the user-made battleset to hdsu.res (.SCz, .hpz) and
added code for the intervening BattleSets.
- Chg:0000 BB Copy the battleset.res file from the BS Builder into the HC dir
if possible and rename hdsu.res
- Chg:0000 DU Expanded db_utils to use 4 digits, up from 3, in case people
want to add a ton of photos.
- Chg:0000 DB HCDB-080117

HCE - 2008.003
==============
- Chg:0000 GE Use the textured maps created with BattleSet Builder.
- Chg:0000 SE Changes to keep up with BB and GE new BattleSets.
- Chg:0000 DU Tweaked res_add_headers to allow larger battleset files.
- Chg:0000 BB Capture the textured map to res028.bin of the BS.res file.

HCE - 2008.002
==============
- Chg:0000 GE Sometimes VCs were triggering early, this was due to the
possibility of damaged units being counted twice, that dual
count has been removed. (thanks Herman)
- Chg:2131 GE Mounts with SAMs that are surface capable led to the AI not
being able to fire SSMs that were in the same mount if they
were listed after the SAMs. The workaround was to tell the
GE not to use SAMs as SSMs in pre-EC2003 battlesets.
- Chg:0000 GE The mini report window could cause a crash due to a string
buffer being too small. Surfaced with a Mine group of 12
mines in it. Overflow fixed. (thanks Rene)
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HCE - 2008.001
==============
- Chg:0000 GE If autosave was set to zero, the game would constantly save,
fixed so that no autosaves are done with a value of zero.
- Chg:2057 GE Neutrals should no longer attack any other sides' subs
(or anything else but anything else was dealt with in
earlier releases).
- Chg:2355 GE HDS III GIUK 12.0 is the same scenario as 11.0
Kludged the system to not show HDSIII scenario 12.0 in the
scenario selection of the GE but left it in the SE in case
anyone has great ideas based on the orders files.
- Chg:1963 GE Aircraft of subtype Tanker crash the GE. This has been
fixed, the code that tries to place air groups at a sane
altitude after launch didn't know about any aircraft
types past the first nine. Expanded it to deal with all
128 potential types.
- Chg:2352 GE Bombers close on target after launching weapons
The attacking aircraft were being told to return to base
but the attack order was not removed so most often they
would end up trying to attack again even if they didn't
have valid weapons.
- Chg:2353 SE Show Range column in launch aircraft dialog for each line
of ready AC. (thanks Akula, HermanH)

HCE - 2007.033
==============
- Chg:0000 SE If you are drunk and do a really crazy sequence of keystrokes
and mouse clicks, you can get the SE to show only water. For
those episodes we've now brought back the land. (thanks Herman)
- Chg:0000 SE Prevent user from opening up multiple add/edit variable start
point location windows. (thanks Herman)
- Chg:2064 SE Deleting Variable start points then adding more later crash,
fixed. (thanks Ralf and others)
- Chg:1883 SE When adding planes to a ship/base after adding the plane
class scroll list would move up one slot in the list,
it will no longer do so. (thanks JayMcMullan)
- Chg:0000 GE Instant action checkbox will now select a random scenario from
the pre-EC2000 battlesets and a random player side.
(thanks pkpowers)

HCE - 2007.032
==============
- Chg:0000 SE If a ship/sub/... has no unit names available, tell the user
that instead of throwing an assertion. (thanks Stalintc)
- Chg:2367 GE Neutral submarines have no sink image when sunk.
- Chg:2000 GE Message Log wasn't clearing when loading a saved game. This
was intentional but has now been changed anyway to clear
the message log contents when a saved game is loaded.
- Chg:0000 GE When launching aircraft to attack, allow attacking unknown
groups as well as known enemy groups. (thanks Herman)
- Chg:0000 GE When telling aircraft to attack, if the first unit in the
group is already sinking/destroyed, it wasn't possible
to attack the remaining units in the group. That is
now fixed. (thanks Herman)
- Chg:2377 GE Splitting all units from a group (to a new group) crashes
the game. Fixed. (thanks Mack & Herman)
- Chg:2373 GE Game was ignoring user choice to continue contact prosecution
if contact was sunk (i.e. submarine) (thanks Herman)
- Chg:0000 GE Distances reported in the status line when clicking in the
Unit window on high zoom levels were wrong. (thanks MarkShot)

HCE - 2007.031
==============
- Chg:0000 GE Undo the attempted fix to prevent GE crashes when there are
empty groups in a scenario, the fix was specific to my
machine.
- Chg:0000 GE Stop the CPU usage from pegging, aka give some cycles back
to the operating system.
- Chg:0000 GE More guns work.
Player and AI now allocate the total number of bursts they
want to fire, the GE handles spreading the fire over number
of mounts, tubes, combined with ROF.
Disabled Impact and Airburst radio buttons on attack type
dialog since player choice has no effect on what type of
damage is actually applied.
Mount, ROF value is total bursts for that mount, no matter
what the mounts= value is and no matter how many weapons
are in a multimount.
Mount, Tubes and mounts= affects how many bursts can be
fired at once, ROF permitting the mount can fire
Tubes * Mounts bursts all at once.

HCE - 2007.030
==============
- Chg:0000 BB For locales where a period is not used in floating point numbers,
force it anyway to avoid errors.
- Chg:0000 BB Include some more battleset specific messages in the seed files
for the battleset. Prevents a problem Rene reported about
the game crashing after a victory condition dialog was dismissed.

HCE - 2007.029
==============
- Chg:0000 SE When lots of ship/sub/aircraft classes are in the DB, it could
overflow the maximum contents of a 16-bit listbox. Fix is
to dynamically narrow the width of the shown fields so that
all entries are shown. This will mean some country names,
class names, and side names may be cut short to make each
entry small enough for them all to show. (thanks Rene)
- Chg:0000 GE An attempt was made to have the GE not crash if a scenario
has groups with no units.

HCE - 2007.028
==============
- Chg:0000 GE Anti-Surface gun ammo allocation improvements
* Rather than assuming each mount can only fire one shell,
use # of tubes instead.
* Don't assume player should only fire 1 shell (pre-allocation
in attack dialog), do the full calculation to estimate
how many to fire.
- Chg:0000 GE Mount weapons fired in current 60 seconds was being reset
incorrectly, fixed it by making ROF_Divisor = 0 in all
cases.
- Chg:0000 GE In CheckMissileHits, show ECM reduction and such for misses
as well. (attempt 2, thanks Rene)
- Nfo:0000 GE Gun mounts should check arc, isn't happening yet.
- Nfo:0000 GE Verified that ROF is reset every 60 game seconds, not 30!

HCE - 2007.027
==============
- Chg:0000 GE Anti-Surface Guns now adhere to mount rate of fire limitations,
only after the initial allocation, player can cheat on initial
allocation.
AS Guns will fire the correct ammunition now, and will not
'dump ammo overboard'. Previously guns were firing one burst
per 15 seconds and throwing any other bursts overboard.
AS Guns by the AI will fire 2 x target remaining DP of bursts
at the target, this helps reduce overkill/ammo wastage.
AS Guns will stop firing when the firing platform is out of
range of the target platform, previously any bombardment in
progress would keep going even if out of range.
- Chg:0000 GE In CheckMissileHits, show ECM reduction and such for misses
as well.
- Chg:0000 GE Show Range column in launch aircraft dialog for each line
of ready AC. (thanks Akula, HermanH)
- Nfo:0000 GE The period over which ROF bursts will happen is 60 seconds,
this contradicts some of the code comments which suggest 30
seconds. Will be doing further research.
- Nfo:0000 GE The decision was made (Akula,CV32,TonyE) not to change the
Impact vs Airburst criterion. They are...
If the burst will impart more than 1/8 the total DP of the
target, the shell is considered impact, if less than 1/8
the shell is considered Airburst. This is why destroying
an airbase in the game with guns just doesn't happen.
We'll look at this again when we can change data structures
to suit a potentially better model.
- Nfo:0000 GE Guns impact/airburst radio buttons should not even show since
user selection has no effect on how the damage is applied.

HCE - 2007.026
==============
- Chg:0000 GE In CheckMissileHits, show ecm reduction to PH. This doesn't
show missiles hitting planes.
- Chg:2347 GE Game crashes when starting EC2003 scenarios without starting
with full ordnance. (thanks Terminus)
- Chg:2112 GE Really make show all and iterative saving work in release
builds.
- Chg:0000 GE After firing command guided missiles, if the firing unit is
destroyed before the missiles impacted, the game would crash
due to a null value for sourceUnit. Fixed by adding a null
check, say "Firing unit destroyed" as the name of firing
unit if the firing unit is already gone. (thanks Krasny)
- Chg:2350 SE SE Would crash in HDS III GIUK if you open Iceland Thaw then hit
F4 with group ABC selected. The group has a bad formation
patrol entry for an aircraft. Fix is to ignore bad formation
air patrols. (thanks Herman)

HCE - 2007.025
==============
- Chg:0000 GE Game could crash when splitting tanker from group if there is no
group selected. Fixed so that landing for split is based off
of tanker group, failing that, base it off group tanker was
part of.
- Chg:0000 GE Game could crash when using Full button display on report window.
Fixed it up to use Unit instead of Group where needed.
- Chg:0000 GE Added ECM ability to mounts. Now a ship may carry ALQ-99 for area
and point defense jamming. Flares and Chaff will also now work
for units other than planes.

HCE - 2007.024
==============
- Chg:0000 GE Stop showing SAM and Gun counts at enemy installations and land
units on the mini report window.
- Chg:0000 BSB Hide the running of end_edit.bat but capture its output to the
log file.
- Chg:0000 GE Improve DLLExport interface to improve speed when no DLLs are
loaded.
- Chg:0000 GE Hopefully prevent Neutrals from attacking AI, prevent AI from
giving player detects of Neutrals.

HCE - 2007.023
==============
- Chg:0000 GE Prevent potential crash when launching weapon with long name
- Chg:0000 GE Allow battlesets with zero scenarios, no more crashing
- Chg:0000 GE Upon scenario load, suppress the orders window if no orders
are available, go straight into the game.
- Chg:0000 GE Refueling manually will now replace any existing refueling
events that haven't started to transfer fuel. The aim is
to prevent an inability to manually refuel (i.e. the command
is given but no refuel occurs until much later).
- Chg:0000 GE Let BOL weapons hit anybody, including player ships.
- Chg:0000 BSB Fix controls alignment on scenarios tab so they behave when
the form is resized.
- Chg:0000 BSB Re-ordered the controls in the program so the tab key usage
makes a little more sense.
- Chg:0000 BSB Expanded logging to cover entire program.
- Chg:0000 BSB Added a most simple facility for saving and loading battleset
settings.
- Chg:0000 BSB Prevent error about invalid float when manually entering a
Lat or Lon value.
- Nfo:0000 BSB Determined that the map creation utilities do not know how
to make a map from Iceland as a Western boundary to
the USA as an Eastern boundary. This needs to be remedied.

HCE - 2007.022
==============
- Chg:0000 GE Removed DelphiGUI.dll interface since it has been supplanted.
- Chg:0000 GE DLLExport interface coded, version 1, more refinements
- Chg:0000 DLL DataDump1.dll updated with changes to match GE

HCE - 2007.021
==============
- Chg:0000 GE Guns should now adhere to altitude limits in air engagements
and in point defense. Try 2...
- Chg:0000 GE DLLExport interface coded, version 1.

HCE - 2007.020
==============
- Chg:0000 GE Guns should now adhere to altitude limits in air engagements
and in point defense.

HCE - 2007.019
==============
- Chg:0000 GE Tweak to 2007.018 so pre-EC2003 battlesets work
- Chg:0000 SE Tweak to 2007.018 so pre-EC2003 battlesets work

HCE - 2007.018
==============
- Chg:0000 GE Mis-reading of data from battleset .res file instead of
commondb.res file. Barely tested.
- Chg:0000 SE Mis-reading of data from battleset .res file instead of
commondb.res file. Barely tested.

HCE - 2007.017
==============
- Chg:0000 SE Add zoom levels to SE, 16x, 32x, 64x
128x is not possible with the 16-bit SE
The Unit window rectangle that shows on the Group window is
not showing as the correct size.

HCE - 2007.016
==============
- Bug:0000 GE AI will now fire surface capable torps ship to ship.
- Bug:0000 BB Full installer created
- Bug:0000 SE Allow use of hdsm.res, hdsm.rsr
- Bug:0000 GE Allow use of hdsm.res, hdsm.rsr

HCE - 2007.015
==============
- Bug:0000 GE ASuW range ring will now properly show a surface gun range for
dual purpose guns. Dialog needs to be renamed Surface Weapon from
surface missile.
- Bug:0000 GE AI will now fire surface capable torps ship to ship.

HCE - 2007.014
==============
- Bug:1920 SE After adding a base, dialog reverts to first blue base, should
revert to last added base

HCE - 2007.012
==============
- Bug:0000 GE Add some code for battleset 27 (BS Builder)
- Bug:0000 SE Add some code for battleset 27 (BS Builder)

HCE - 2007.011
==============
- Bug:2224 GE Wrong Weapon allocation (torpedoes in missile allocaton)
- Bug:2228 GE Attack type dialog, multiple types can errantly be selected
(Missile/Torp/Gun)
- Bug:0000 GE Fixed crash while saving weapon allocation dialog position

HCE - 2007.010
==============
- Bug:1881 SE PD won't show blank classnames, SE PD won't GPF on long mount names
- Bug:2053 SE PD Blank Entries

HCE - 2007.000
==============
- Bug:2095 Airplanes will no longer teleport to landing spots after loitering due
to failed intercept
- Bug:1907 Fixed small bug where aircraft would loiter during intercept without
informing the player
- Bug:2112 Several debug features have now been turned into cheat codes.

HCE - 2007.b25rc3
=================
- Bug:1977 Credits have been updated
- Bug:0063 WestPac Scenarios now lead to correct scenerios
- Bug:0191 Submarines can no longer fire missiles while surfaced
- Bug:1700 Subs no longer change position while firing torpedos

HCE - 2007.b24rc2
=================
- Bug:2071: Message Log will no longer report non-player loitering events.
- Bug:1964: CommonDB now updated with new pictures. 2 more scenerios added to
WestPac.

HCE - 2007.b23rc1
=================
- Bug:1907 GE Aircraft Loiter after finishing an intercept will now pop up a staff
assistant informing the player.
- Bug:2047 GE WestPac 6.0 Orders mistakes have been corrected
- Bug:2048 GE Windows menu reset: maximized is now spelled correctly.
_ Bug:1700 GE Subs dive to their previous depth after firing torpedos after a small
amount of time based on how far they had to ascend
- Bug:0191 GE Submarine can now only launch missiles from shallow depth
- Bug:1976 GE Groups will now no longer ignore course orders due to improperly
stored formation events

HCE - 2007.b22
==============
- Bug:1950 GE Helos attacking subs now correctly determine what weapons to use.
- Bug:1903 GE ASW weapons now allocate correctly
- Bug:1887 GE Sinking Blue Units will no longer ask for a new course while playing
red
- Bug:2041 GE Added 4 new WestPac Scenerios
- Bug:2044 GE Animations and Full button on Unit report will no longer crash the
game
- Bug:1990 GE Red Groups will no longer inform blue player that they are loitering
or winchester.

HCE - 2007.b21
==============
- Bug:0001964 Data Updated CommonDB
- Bug:0002001 GE Aircraft losing contact with a sub will no longer crash the game
nor report to blue
- Bug:0002003 GE Aircraft losing contact with a sub will no longer crash the game
- Bug:0001994 GE Red group will not longer ask blue side for new course
- Bug:0001989 GE Aircraft losing contact with a sub will no longer crash the game
- Bug:0001948 GE Giving waypoints (with waypoint screen up) to a unit that wasn't
supposed to get that course order.
- Bug:0001946 GE Airgroups now launch at proper height
- Bug:0002020 GE New window reset feature added to the window menu

HCE - 2007.b20
==============
- Bug:0001989: Game will no longer crash after asking if a ASW group should return
to base
- Bug:0001715 Upgrade Graphics for EC2003 and Westpac

HCE - 2007.b19
===============
- Bug:0001887 Sinking Blue units not longer ask for new course

HCE - 2007.b18
===============
- Bug:0001652 You can no longer join/split groups while the group is
launching/landing.
- Bug:0001651 Course dialog no longer lets you edit a group's path if it is
intercepting except for clearing the path/canceling the intercept
- Bug:0001775 Start each scenerio at x2 Zoom
- Bug:0001824 Upgrade Sounds
- Bug:0001890 Ferry Missions no longer start flying before group is fully formed
- Bug:0001896 AFterburner now shows correct knots in speed dialog.
- Bug:0001917 Aircraft now ask to go home if they lose track of their target
- Bug:0001949 SAMs now correctly reload

HCE - 2006.b17
===============
- Bug:1774 Change Title
- Bug:0778 Patrol aircraft RTB with plenty of fuel and weapons
- Bug:1650 (SE) Cancel on adding a Group causes pre-existing Bases to get wiped
- Bug:0828 Air units within missile range, do you want to attack? dialog keeps
popping up
- Bug:1197 Inconsistant weapons load reported
- Bug:1164 F8 w guns attacks MiG25 @ Vhigh and shoots it down
- Bug:1736 When enemy surface unit is sunk/severly damage, dialog asks if I want to
give orders
- Bug:1699 Units in a group have differeing altitudes

HCE - 2006.b16
===============
- Bug:1641: Resolved an issue where helos wouldn't decend directly to low without
first going to low alt.
- Bug:1197: Fixed a inconsistency with the range finding of a nuclear weapon.
- Bug:0191: Submarines now psuedo simulate ascending to fire missiles before
decending again.
- Bug:1645: When splitting a group, there was as check for sides in forcing the new
and old unit to check its throttle vs knots setting. This was removed.
- Bug:1605: Some registry settings from the origional divorcing of HCE from HCGOLD
were accidently left behind in the SE. These were removed.
- Bug:1639: Staff Assistant has had an intelligence boost. Will now correctly
inform user of bingo fuel problems even if there is a land event along the current
course.
- Bug:1275: New debugging feature has been added. '-x' will disable enemy sub AI
control. This feature will be removed in the release version.
- Bug:1594: Fixed the mini-rep to accurately display speed updates of patrols.
- Bug:1595: All A/C now fly at the same speed in a group of mixed A/C
- Bug:1634: Naval unit group splits now allow you to enter a course for the new
group.
- Bug:0468: Made a partial update to the serial number system requiring the use of
the new executable 'TestReg.exe' in the harpoon directory. This will be updated in
furture releases.

HCE - 2006.b15
===============
- Bug:1516: (GE) resolved Auto saved game issue with filenames being too long
- Bug:0270: (GE) Modifications to range circles should make them appear less oval
like in some circumstances
- Bug:1368: Resolved a bug where A/C are told that they are in range of their own
AA defenses
- Bug:1367: Group Window was listening to add points to the path even if other
modeless dialogs were up. I now have it checking for modeless dialogs. So speed and
attack dialogs will no longer trigger pathing if you click in the group window.
- Bug:1537: Planes won't land. Pathing AI has been improved.
- Bug:1594: Minor bug fixed where speed/alt dialog was mis-reporting the speed of
the unit
- Bug:1595: Fixed a bug where aircraft groups were going faster than they were
allowed

HCE - 2006.b14
===============
- Bug:0828: (GE) Air units within missile range, do you want to attack? dialog
keeps popping up
- Area defense dialogs now target entire groups instead of units, reducing the
number of Staff Assistant popups.
- Bug:1260: (GE) Intermittent sensors turn off
- Patrols landing no longer accidently turn off intermittent sensors
- Bug:1197: (GE) Inconsistant weapons load reported
- Minor edits to the 'no weapons available' message to better reflect the
possibility of nuclear weaponry not being released.
- Bug:0204: (GE) ARMS Prevent bombing
- Bug:1256: (GE) Tankers don't return to base
- Added supplimental dialog allowing the users to pick a landing base for
tankers after they split.
- Bug:1299: (GE) AI Land units run away from any opposing units
- Fixed. Land units now actually attack when detected but not in range of
attacking
- Bug:1271: (GE) Ships Repeatedly miss navpoints on high TC
- Significant changes made to nav point AI to help streamline navpoints

HCE - 2006.b13
===============
- Bug:0191: (GE) Submarine can launch missiles (cruise and ballistic) from any
depth
- Subs now automatically move to the target's depth before firing torpedos.
- Bug:0860: (SE) Enhancement: Write entry to message log when friendly units are
damaged.
- For the debug versions only, DP now appears on non-instant kills in the
message log.
- Bug:1376: (SE) Adding Base listing always appears covering apart of the map
- Add Base dialog now appears lower on the screen in the information area
- Bug:1375: (SE) Adding the first base on the list causes confusing behavior
- Item selection in the 'add base dialog' now keeps track of what you hilighted
and corrects for any switching between unit types.
- Bug:0197: (GE) Ferry Mission not cleared when target base is destroyed
- Ferry Missions to a base will now be cleared if the base is destroyed.
- Bug:1348: (GE) A/C launch but have no hope of reaching target
- Minor bug in calculating round trip fuel
- Bug:1263: (GE) Aircraft stuck launching on Ferry Missions
- Issues where a nearby enemy base would attack launching aircraft causing the
aicraft to get stuck.

HCE - 2005.b12
===============
- Bug:1298: (GE) While testing for the lost a/c bug- I crashed the game after a
"normal" sequence of events
- Minor crash bug related to loitering/RTB decision after intercept
- Bug:1329: (GE) Missiles disappear
- Added UI messages offering information of missile loss do to lack of guidance
- Bug:1339: (GE) Canceling a Weapons Allocation
- Canceling the Weapons Allocation Dialog now prompts if aircraft wish to RTB.
Otherwise intercepting group is set to loiter.
- Bug:1344: (SE) Can't create RED GROUPS
- Fixed a bug where SE couldn't create red groups correctly
- Bug:1297: (GE) Ship to ship torpedo - operator interface problem?
- Functionality was added that now fully allows ship to ship torpedos with a user
initiatated attack
- Bug:1273: (GE) Dipping while cruising
- Aircraft with the ability to dip sonar can no longer do so unless they are
loitering and at Vlow altitude. Sonar settings are disabled unless these conditions
are met.
- Bug:1254: (GE) Aircraft with gun ammo available refuse to engage
- Removed a limitation which didn't let aircraft attack groups with cannons
unless they were within 10nm of the group.

HCE - 2005.b11
===============
- Bug:0196: (GE) Ready Aircraft Anomoly. Group splits in ready aircraft interface
and one group of 3 unusable
- Bug:1291: (GE) SAM's used as SSM's
- Bug:1228: (GE) Red reports to Blue
- Bug:1229: (GE) Neutral reports to Blue
- Bug:1272: (GE) Sonobuoy hotkey
- "." hotkey will drop an aircraft to Vlow if not at Vlow. If aircraft is at
Vlow, will force the aircraft drop a sonar bouy.
- Bug:1226: (GE) Autosave time setting not saved
- Autosave timer now saves correctly
- Bug:0179: (GE) Weapon display window no hotkey to close, ESC also doesn't close
it
- Esc key now closes the Weapons display window
- Bug:1030: (GE) When destroyed, land units denoted as sinking
- Land units are now denoted as 'destoryed'.
- Bug:0414: (GE) High Time Compression and weapons allocation menu -GUI
synchronicity.
- Unit and Group windows now updated if weapons allocation menu appears during
high time compression
- Bug:0644: (GE) Laptops that have 2 monitors will display all dialogs in 2nd
(extended) desktop
- Computers that used extended desktops may find HCE Dialogs being misplaced. See
ReadmeDialogs.txt for information on how to fix this.

HCE - B10
==========
- 0000778: [GE Game Engine] Patrol aircraft RTB with plenty of fuel and weapons
(Fletcher)
- 0001164: [GE Game Engine] F8 w guns attacks MiG25 @ Vhigh and shoots it down
(Fletcher)
- 0001201: [GE Game Engine] Loading a saved game causes autosaving feature to fail
(Fletcher)
- 0001204: [GE Game Engine] Divorce registry settings from HCGold (Russell)
- 0001268: [GE Game Engine] Scrolling through units in display dialogue can cause
crash (Fletcher)
- 0001269: [GE Game Engine] Add build number to title bar (Fletcher)
- 0001145: [ScenEdit] Crash on adding plane to new group (Fletcher)

HCE - 2005.b09
===============

Includes new debugging tools.

- 0001177: [GE Game Engine] Adding debugging tool: Iterative Saving (Fletcher)
- 0000979: [GE Game Engine] Add EXE Properties (Fletcher)
- 0000468: [GE Game Engine] Add Matrix serial number system to the game (Fletcher)
- 0000982: [GE Game Engine] Iterative Saving (Fletcher)
- 0000983: [GE Game Engine] Save Timer Modified (Fletcher)

HCE - 2005.b08
===============

Should only require HC2002 Gold and be the first Fletcher heavy release.

- 0000274: [GE Game Engine] Errant radar detection message (aeischens)


- 0000359: [GE Game Engine] safe_io: error writing: annex_disk_id_list[0][0] upon
program close (Fletcher)
- 0000937: [GE Game Engine] Add new command line for debugging log (Fletcher)
- 0000614: [GE Game Engine] Air groups with tankers running out of fuel (Fletcher)
- 0000759: [UI] Click-Scrolling through units in unit window causes crash
(Fletcher)
- 0000698: [GE Game Engine] Attack option window keeps popping up (Fletcher)
- 0000663: [GE Game Engine] Fuel consumption issue (Fletcher)
- 0000828: [GE Game Engine] Air units within missile range, do you want to attack?
dialog keeps popping up (Fletcher)
- 0000975: [Installer] Unzipping B08 to HC2002 Gold installation causes error when
trying to load through Start menu (Fletcher)
- 0000413: [UI] High Time Accleration+attack on target with attached land units
causes difficulty in attack resolution and odd aircraft behavior (Fletcher)

Version 2005.b07 Released 2005/07/02


Fixes:
* GE (###) Updated about box, credits. If you
think you should be there, please contact
AGSI.
* GE (###) Don't allow AI to pull planes from
formation, airfield, or LD Patrol to
intercept SAMs and AAMs. Effectively means
AI will not try to intercept SAMs and AAMs.
* GE (###) Show IDs for Neutral groups as well
as Red and Blue groups.
* GE (###) Remove country names from Ctrl+H
status display for neutrals since country
names were only used in legacy battlesets.
* GE (###) Allow partial ordnance flag at scen
start to also affect neutrals. Previously
neutrals received full missile complement
even if other sides didn't.
* GE (###) Beginnings of each unit and group
storing information about the detection of
each other side vs the unit. This changes
from a player side vs other sides into a
player independent structure.
* GE (###) Unit window won't close at high
group window zoom. Units will never show
on group map.
* GE (###) Increased the number of zoom levels
in Unit window to match group window.
* GE (###) Fixed a bug where ARMs could not be
fired from plane to ship when ARMs were the
only weapon type on the plane. (thanks Ben)
* GE (###) Improvements to range circles on
Group map, no longer kludge at certain key
measures. Hmm, seems to only work for
exactly detected groups.

Items Modified:
* GE
* SE

Notes:
* This version modifies the saved game format making all previous
saved games useless in this version.
* This update must be applied to 2005.b02 or newer.

Version 2005.b06 Released 2005/04/03


Fixes:
* GE (204) Further tweak composite group behavior
when dealing with radiating target groups that
stop radiating mid-attack.

Items Modified:
* GE

Notes:
* This update must be applied to 2005.b02 or newer.
Version 2005.b05 Released 2005/03/30
Fixes:
* GE (381) Don't allow auto-intercept attacks
to use SSMs against submerged subs.
* GE (365) Still more nuclear release timing fixes.
* GE (274) Errant detected by radar warning
messages from bases should no longer happen.
* GE (211) More work to prevent fixed installation
location from changing based on detection.
* GE (374) Additional work to prevent firing
SSMs at submerged subs, in this case as a
result of using Intercept button.
* GE (213) Appears that when you destroy a base,
units that were in the base formation can now
be destroyed as well.
* GE (375) VC completion crash fixed?
* GE (280) VCs not registering for MLUs. Appears
the problem did not exist and still doesn't
seem to exist.
* GE (204) Composite ARM+Bomb groups couldn't
use the Bomb/Missile at some times when
target isn't radiating. However, in some
circumstances after expending some weapons,
the air group runs back and forth near target.
* SE (365) More nuclear release timing fixes.

Items Modified:
* GE
* SE

Notes:
* This update must be applied to 2005.b02 or newer.

Version 2005.b04 Released 2005/03/13


Fixes:
* SE Allow scenario designer to place bases
from any side on any side. Base listing
changed to include color so scenario
designer knows what they are getting.
* SE after you have added a base and go
back in to add another, the scrollbox
will bring you to the previously
added base.
* GE Subs aground go to max water depth,
not one level shallower than max depth
* GE more work on planes attacking surfaced
subs with ASMs. In the process, get rid
of cannon fire message when plane is
carrying both Torps/Depth Charges and
ASMs at the same time.

Items Modified:
* GE
* SE

Notes:
* This update must be applied to 2005.b02 or newer.
Version 2005.b03 Released 2005/03/05
Fixes:
* 0000361 GE Hopefully prevent super fast ship
groups bug that appears to have been the
result of code to lower dippers to low alt.

Items Modified:
* GE

Notes:
* This update must be applied to 2005.b02.

Version 2005.b02 Released 2005/03/01


Fixes:
* GE Fixed bug Vince found where sonobuoy droppers
were causing crash.
* GE allow aircraft to split from base formation
patrols
* GE allow ships to split from base formation
* GE allow MLUs to split from base formation
* GE allow various units to join base formations
* GE allow various units to join MLU formations
* GE allow player to attack Neutral units as a
way of allowing attack of all Unknown units
* GE fix an issue where radar guided missiles
weren't hitting enough. This may make
intertial SARH missiles too accurate, test
please.
* GE More rebranding to HC2005/
Harpoon Commander's Edition
* SE ditto
* PE fixed type in import specifications that
was preventing the import process from working
* PE was not importing sonar BSL! Fixed
* db_utils updated, Torpedo Annex was not
exporting correctly due to linefeed problem
* WestPac Beta status removed from text
* Uninstaller activated

Items Modified:
* GE
* SE
* PE
* db_utils

Notes:
* This update can be applied to 2003.10 or newer.
* Note, this is again a Debug GE and will be
slower than the release version.

Version 2005.b01 Released 2005/02/21


Fixes:
* GE Prevent error in AirAttacker function caused
by targeting by group rather than by unit.
* GE AI AC evasion turned off by a majority vote
of three to one on the AGSI HCG Beta forum.
* GE Fix Noisemaker crash error caused by problem
with passive sonar detect sound. Now plays
active sonar detect sound for passive detects.
* GE Compromise a bit with range circles, they
will be somewhat rounder now.
* GE Must be at Low or VLow to use dipping sonar
or lay sonobuoy, GE will move units to Low
on its own and set Throttle to Cruise
* SE Deal a little more gracefully when items in
the Installations annex have invalid IDs
* DB Gave SH-60F APS-124 radar
* PE Changed drop down items listed for base
source level from one item per noise level
sorted by item name to every item sorted by
BSL, then item name.

Items Modified:
* GE
* SE
* DB
* CDB.res
* PE

Notes:
* This update can be applied to 2003.16b8 or newer.
* Note the speed, the GE has very little debugging
turned on and should be running at about the
speed that can be expected with a real release.

Version 2003.16b12 Released 2005/01/23


Fixes:
* GE Hopefully fix malloc assertion errors that
were caused by freeing the same chunk of
memory twice..

Items Modified:
* GE

Notes:
* This update can be applied to 2003.16b8 or newer.

Version 2003.16b11 Released 2005/01/22


Fixes:
* GE Turn on non-player controlled EW bird's
radars soon after take-off so that they can
provide escort jamming services.

Items Modified:
* GE

Notes:
* This update can be applied to 2003.16b8 or newer.

Version 2003.16b10 Released 2005/01/22


Fixes:
* GE More area ECM tweaks.
* GE Revert to the AI not being able to form
attacks against bases on it's own. Only
attacks against bases created in the
SE will be honored. This prevents an
uneven and often deadly (to the AI)
allocation of weapons so that there is
nothing left to attack player ships.
* GE very beginnings of allowing ships to
attack ships with torpedoes.
* GE very beginnings of allowing planes
and ships to attack subs with ASMs when
sub is on the surface.
* SE incremented version number :)

Items Modified:
* GE
* SE
* DB

Notes:
* This version modifies the saved game format making all previous
saved games useless in this version.
* This update can be applied to 2003.16b8 or newer.

Version 2003.16b9 Released 2005/01/20


Fixes:
* GE/SE Changes to allow 47 character ship/sub
/plane names.
* GE New area ECM model based upon plane
loadout ECM type weapons with range > 0.
Both direct jamming of emitting radar when
jammer is close to emitter and escort
jamming of strike groups within the jamming
range of the ECM platform (does not need
to be in the same group as the escorted
platforms).
Jammed units/groups will show a little
yellow lightening bolt near the unit icon.
The indicator will persist for 30 seconds
or less after the last jammer stops
jamming.
* DB to make 47 character names work in
custom DBs, open pfData file, lAnnexDefaults
table and set the type code value to 47
where it is currently 17 (first three lines)

Items Modified:
* GE
* SE
* DB
Notes:
* This version modifies the saved game format making all previous
saved games useless in this version.
* This update can be applied to 2003.16b8.

Version 2003.16b8 Released 2005/01/17


Fixes:
* GE continued work on Ctrl-H status for Land
Units
* GE/SE Allow use of all 128 loadout types.
Still a maximum of 32 loadouts per plane.
* GE allocate less a reasonable number of
weapons when attacking a land unit.
Previously for weapon allocation, all land
units were considered bases and maximum
force was applied.
* GE will load without error pre-EC2003
BattleSet Scenarios
Old User Scenarios (pre 2003.16b3)
New User Scenarios
The SE somewhere along the line started
creating a bogus ship entry that was
causing trouble. This works around that.
* SE shows DB Flavor in quasi status bar when
in EC2003 or WestPac battlesets
* SE added land unit types to Victory Conditions
dialog.
* SE added land unit types to scenario analysis

Items Modified:
* GE
* SE

Notes:
* This update can be applied to 2003.15 or newer.
* The PE in this version is 2003.16b5 as it has
not changed since then.

Version 2003.16b7 Released 2005/01/01


Fixes:
* GE will give Nuclear Release at proper time.
* GE added Ctrl-H status for Land Units
* Ctrl-H status report should count up to 65535
instead of 255.
* Added HC2004 logos
* Changed SCUD missile site reload times to 105
minutes, up from 8 minutes.

Items Modified:
* GE
* SE
* DB
* CDB.res
* DLL
Notes:
* This update can be applied to 2003.15 or newer.
* When granting Nuclear release in the SE the
designer must open the nuclear release dialog
a second time and re-enter the appropriate
time for it to 'stick' correctly.

Version 2003.16b6 Released 2004/11/27


Fixes:
* SARH AAMs will self destruct if guidance is lost.
* SARH AAMs with Inertial flag will not self destruct. They
will continue towards last known contact and explode at
distance to last known contact. If guidance is restored
the missiles will head back towards the target.
* SARH AAMs with Inertial flag will have only a tiny chance
of hitting target if guiding platform doesn't radiate
before/during impact to provide guidance updates.

Items Modified:
* GE (Game Engine aka Winharp32.exe)

Notes:
* This update can be applied to 2003.16b5 or newer.

Version 2003.16b5 Released 2004/10/31


Fixes:
* Made another attempt at convincing evading AI AC to RTB when
they reach Bingo fuel state.
* Exposed Ship, Sub, and Torpedo base noise level
(aka Base Source Level aka BSL) to the PE so that base noise
levels are no longer hard coded. DB needs edits, the values
in the current DB are what the hard coded values were giving.

Items Modified:
* db_utils (db_make.exe in db_utils folder)
* PE (pfBuild2002.mdb, Platform Editor)
* GE (Game Engine aka Winharp32.exe)
* SE (Scenario Editor aka WSCENEDT.EXE)
* DB (pfData2002.mdb no item changes, only BSL exposed)
* SC (Scenario Converter, cvtscen.ese)
* CDB.res (commondb.res compiled DB for those not wishing to use PE)

Notes:
* This version modifies the saved game format making all previous
saved games useless in this version.
* This update can be applied to 2003.16b3 or newer.

Version 2003.16b4b Released 2004/10/24


Fixes:
* Increased robustness of PE search for HC Main directory for use
during export and import process to avoid as many 3044
'File not Found' errors as possible due to corrupt or otherwise
unreadable registry entries. This also helps export and import
work better on computers with tight security that don't allow
registry reads from MS Access.

Items Modified:
* PE

Notes:

Version 2003.16b4 Released 2004/10/19

Fixes:
* Course plotting at > 8x zoom should now result in a path very
close to what was desired rather than wildly off-course.
* The number of weapons per loadout and weapons per multimount
has been increased from 4 to 8. This also fixes an off-by-one
bug in the multimount code that was crashing the game when
the Ohio SSGN fired TLAMs or SEALs.
* AI Aircraft evasion has been tweaked. The feature is by no
means perfect but should be much better. AI aircraft will now
close closer to player aircraft before running away. In
addition, if AI fighters approach a player AC and do not have
the player group targeted, the AI group will take a snap-shot
before running away. As before, if the AI group is targeting
the player planes, they will close and fire, no matter how
suicidal.
* Database name changed to 'AGSI HCG Official DB-040428'...
Anyone else have a better name before we have versioning
working better a steady database name would be good (except
for the date portion that changes after each database edit).

Items Modified:
* db_utils (all six programs in db_utils folder)
* PE (pfBuild2002.mdb, Platform Editor)
* GE (Game Engine aka Winharp32.exe)
* SE (Scenario Editor aka WSCENEDT.EXE)
* DB (pfData2002.mdb no item changes, only DB name changed)
* SC (Scenario Converter, cvtscen.ese)
* CDB.res (commondb.res compiled DB for those not wishing to use PE)

Notes:
* This version modifies the saved game format making all previous
saved games useless in this version.

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