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Package "megamek"

This package belongs to a PPA: GetDeb Games

Name: megamek

Description:

Networked Java clone of BattleTech
MegaMek is a networked Java clone of BattleTech, a
turn-based sci-fi boardgame for 2+ players. Fight
using giant robots on a hex-based map.
..
One player hosts a game and the rest of the players
connect. The connecting players can connect from
anywhere with a TCP/IP connection to the host,
including the same computer.

Latest version: 41.3-1~getdeb1
Release: trusty (14.04)
Level: getdeb
Repository: games
Homepage: http://megamek.sourceforge.net/

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Other versions of "megamek" in Trusty

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Changelog

Version: 0.39.5-1~getdeb1 2014-12-26 00:08:05 UTC

megamek (0.39.5-1~getdeb1) trusty; urgency=medium

  * New upstream version
    + Bug: GameVictoryEvent was not adding "Out of Game" entities to the
    entityIds hashtable
        This was causing bugs in MekHQ, such as not registering kills
        properly
    + Bug: ComputeECM.computeAllEntitiesECMInfo could NPE in some
    circumstances
    + Bug [#4384]: BA can move over max MP if move is past starting position
    + Bug [#4383]: NPE at end of firing phase (GetClosestFlightPath)
    + Bug [#4374] Infantry units may dig in even if they are already dug in
    + Feature [#1345]: Dug in indicator for infantry units
    + Bug [#4379]: java.io.FileNotFoundException when any player joins
    + Bug [#4368]: Infantry Field guns were using wrong firing arc
    + Changed when facing widge is drawn for infantry: previously it was
    drawn when they were dug in (since digging in used to require a facing),
    now it's drawn when infantry have field guns
    + Bug [#4142]: Alternate "Better" MASC should mention, or not effect,
    superchargers
    + Bug [#3655]: Hardened armor and vehicle damage threshold rule
    + Bug [#4370]: Spheroid dropships have incorrect atmospheric modifiers
    + Bug [#4313]: Bot auto-disconnects when all units are destroyed
    + Bug [#4386]: PSD files included with binary releases
    + Bug [#4330]: Potential problem with the vehicle threshold rule
    + Feature [feature-requests:#1340]: Please make inferno bombs work with
    the vehicle damage threshold rule
    + Data [#388] & [#389]: New Maps!
    + Data: Added a new quicksand image under the singlehex folder
        This is not implemented in tilesets because I'm not sure what the
        setting should be for it
        Right now the classic tileset has a weird note about quicksand, but
        the images are all commented
    + Bug: Aero validation failed for Aero's with bombs loaded as
    reinforcements from MUL because bombs were counted for weight
    + Bug [#4362]: ASFs at velocity 1 are unable to eject because "this unit
    has not used all of its velocity"
    + Bug [#4359]: Units forced to move into basement, even if not collapsed
    + Bug [#4357]: TestMech now ensures Omni 'mechs don't have hand/lower arm
        actuators with arm mounted PPCs/Gauss/Autocannons
    + Bug [#2843]: bot does not use bridges (fixed for Princess only).
    + Bug [#4364]: Cluster hit weapons may cause multiple critical hits per
    weapon on a to hit roll of 12
    + Bug [#3235]: Bot hates air-dropped units
    + Cached ECM Info computation for Princess, should speed-up
    deployment/movement
    + Bug [#3378]: Bots Don't Use Plasma
    + Bug [#4351]: Alpha strike with ASFs conflicts with bombs
    + Data: New Unit Images.
    + Bug [MML#150]: Fixed alot of equipment in MiscType wrongly showing for
    Aeros
    + Bug [#4349]: Unable to manually land WIGEs (MM simply will not allow
    it)
    + Bug: Industrial armor doesn't parse correctly, due to a space in the
    type name
    + Bug [#4336]: Unofficial rule : Grounded dropships fire weapons
    individually allows dropships to disregard max heat
    + Bug [#4381]: Various Game.checkPositionCacheConsistency() Errors
    + Bug [#4391]: Immobilized Hovers Not Sinking
    + Bug [#4396]: VTOLs shouldn't get building floor select dialog when
    deploying

 -- Christoph Korn Thu, 25 Dec 2014 20:52:54 +0100


Version: 0.39.4-1~getdeb1 2014-12-15 23:07:52 UTC

megamek (0.39.4-1~getdeb1) trusty; urgency=medium

  * New upstream version
    + added Transporter.resetTransporter function for MHQ purposes
    + Bug [#4355]: ASFs are unable to strafe hexes with friendly ASFs
    + Bots will now issue /allowTeamChange in response to /joinTeam requests
    + Updated Server messages for /allowTeamChange to make it clear who voted
    + Bug: Extreme range rule check box was disabled in game options dialog
    + Bug [#4361]: Out of control ASFs do not have access to the ASF movement
    option
    + Bug: Unexpected connection closing can cause client to enter an
    infinite loop
    + Bug: Added showScrollBar to SkinSpec specifications, added
    plainSkinScrollBars
    + Added Entity.clearBombs() for MekHQ
    + MHQ helper functions for resetting weapon jams
    + Data: New Unit images and couple of unit fixes.
    + Bug [#4373] Aero Squadron with RocketBomb MUL fails to load
    + Bug [#4358]: ASFs can combine strafing with the aimed shot popup to aim
    + Bug [#4377]: New replacePlayer menu option was replacing all bot
    players rather than just the selected players.
        Also changed the "show config" and "list commands" chat commands so
        that Princess will respond to these commands
        from enemies.
    + Bug: Fixed potential NPE in MovementDisplay.currentMove
    + Bug: Deploy phase Remove Unit dialog used wrong l10n entries
    + Data: New Unit Images
    + Feature: Changed the client/server mismatch check to use a checksum of
    the MegaMek.jar file instead of timestamp
    + Bug: Checksum NumberFormat error
    + Added logging for the new checksum system

 -- Christoph Korn Mon, 15 Dec 2014 19:08:02 +0100


Version: 0.39.3-1~getdeb1 2014-12-06 19:07:50 UTC

megamek (0.39.3-1~getdeb1) trusty; urgency=medium

  * New upstream version

 -- Christoph Korn Sat, 06 Dec 2014 15:45:02 +0100


Version: 0.39.2-1~getdeb1 2014-09-29 19:09:17 UTC

megamek (0.39.2-1~getdeb1) trusty; urgency=medium

  * New upstream version

 -- Christoph Korn Sun, 28 Sep 2014 15:18:16 +0200


Version: 0.39.1-1~getdeb1 2014-09-06 22:08:19 UTC

megamek (0.39.1-1~getdeb1) trusty; urgency=medium

  * New upstream version
    v0.39.1 (2014-08-26 14:56 UTC)
    + Patch [#458]: Highlighting FOV options
    + Patch [#462]: Forcing redirected system.out and sys.err to respect
    flush
    + Data: New Images and some date fixes
    + Added entity attribute neverDeployed to the MUL files
    + Bug [#4189] Princess throws NPE (in exp branch)
    + Feature [#1269]: Allow changing button order for phase displays
    + Feature: Added an FPS counter that is toggleable via advanced options
    + Data: Unit Fixes and New Images.
    + Data: New Images.
    + Data: Starting to change Source Names to match TRO for easier
    reference.
    + Bug [#4193]: Princess NPE: Exception in thread "Packet Pump"
    java.lang.NullPointerException
    + Feature: Added the font_color attribute to the UI_Element tag in skin
    specs
    + Feature: Plain skin; now if an icon for a border or button fails to
    load, the element falls back to the paintComponent method of its parent,
    which enables a plain skin to be specified by leaving out all icons.
    + Feature: Added ability to select a skin specification file in the
    client settings dialog. Note: this only takes effect before a game is
    started
    + Feature: SkinSpecification/MegamekBorder now supports a no border mode
    + Feature: SkinSpec/MegamekButton now supports scaled background images
    in addition to tiled ones
    + Bug [#4190]: Nova/Watchdog CEWS projects a 6 hex ECM field instead of 3
    + Data: New Images,Unit Fixes, and RAT fixes
    + Bug [#4199]: Movement impossible due to infinite recursion/stack
    overflow
    + Better error handling for skin selection: in the client dialog it will
    check to see if the skin file failed to load and if so notify the user
    and reinit the old skin. Error logging for failed parsing is also better.
    Finally, if a SkinSpecification is requested when no SkinSpec is
    initialized, a default value is returned that will effectively force a
    "plain" skin.
    + Refactored BoardView1 to move it to its own package and refactored a
    lot of inner classes to their own classes/files.
    + Rewrote BoardView1.drawMinefields(): now instead of iterating through
    all visible coords, it iterates through all mined coords and checks to see
    if they are visible.
    + Adjusted default values for ADVANCED_KEY_REPEAT_DELAY and
    ADVANCED_KEY_REPEAT_RATE
    + Bug [#4196]: Princess Fires on Crew Killed Vehicles
    + Bug [#4203]: Poor indication when aeros are low or out of fuel
    + Bug [#4201]: Initiative Issues with mek/vee lance and inf/proto move
    multi options
    + Data: New Images
    + Data: Part 2 of Source Name change to match TRO for easier reference.
    + Bug: Flare rounds missing from Mutators.
    + Feature: Added flare sprites, to indicate the locations of flares
    + Patch [#460]: Merged changes from experimental: New shortest path
    finders + Longest path finder + fixed bug with jump movement envelope.
    + Bug [#4204]: Game.addEntity allows adding of duplicate Entity IDs
    + Feature: Added maximal movement modifiers envelope.
    + Bug: movement envelope and movement modifiers sprites not scaling when
    changing zoom levels
    + Data: New Images and some equipment date/name fixes.
    + Fix: Faster path finding for aeros on ground.(Longest path still takes
    >20sec)
    + Data: New Images
    + Feature: Smarter path finding for Princess
    + Data: New Images
    + Bug: Princess violates stacking restrictions
    + Bug: Windows does not allow double quotes in filenames, so fluff images
    for any unit that has a model using them will not work. Fixed by stripping
    the double quotes from the models of such units, allowing the filenames to
    be exact without them. Example:
    Unit: Grasshopper GHR-7K "Gravedigger"
    Fluff Filename: Grasshopper GHR-7K Gravedigger.gif
    + Data: New Images and some unit fixes. Includes additional wreck images.
    + Data: New Images and fix for bug [#4209]
    + Bug: Added a new game event: GameVictoryEvent, which has a corresonding
    GameListener.gameVictory method. This event is called when the
    PHASE_VICTORY is ending, but before Game.reset is called. This fixes a
    bug with MekHQ (and likely MekWars as well)
    + Bug: NPE in princess precognition when after a mechwarrior is picked by
    a mech
    + Data: New Images
    + PlayerSettingsDialog now displays the name of the player being
    configured
    + Server sends a chat to all players when a player changes their
    player-wide initiative bonus
    + PlayerSettingsDialog can now be accessed mid-game so that players can
    adjust their settings, like player-wide initiative bonus. This is to help
    support conditional initiative bonuses, like in Total Chaos
    + Feature [#1264]: Display proper probabilities with Natural Aptitude:
    Gunnery
    + Feature [#1270]: RFE: Please add simple Pilot data to MechDialog
    + Bug [#4207]: Aero fighters lose ability to take off once landed
    + Feature [#1198]: View last round's report option (View -> Round Report
    now displays previous rounds as well as the current round)
    + Feature [#1199]: Make addbot default to princess bot
    + Feature [#1271]: Unofficial Heavy Wood PSR should not apply to
    Inf/BA/Protos
    + Feature [#1197]: Random Army Dialog remembers settings (except selected
    RAT)
    + Feature [#1197]: Random Army Dialog remembers selected RAT
    + Data: New Images - So ends DBs NBP Project Pt#1
    + Bug: Ortho graphic icons (bridges) drawn too low when on negative
    elevation
    + Bug: Princess.die could throw an NPE
    + Bug: CustomMechDialog getNextEntity(boolean) returning entities for
    other players
    From a discussion with Arlith, we decided that perhaps this was intended
    if no blind drop options are on. However, we also decided to limit it to the
    units owned by the player of the currently displayed units s




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