VASL-6.7.0-beta3 is released

DougRim

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Get it here. Click on "Assets" to find the hidden .vmod if it is not visible.

Beta3 implements svg graphics for all guns and vehicles. Let us know if you see any weird stuff on gun/vehicle counters.

It also extends LOS Checking to draggable overlays not previously enabled: OG, FFE, Rubble, Roads, and Wall/Hedges. It fixes bug with SMOKE and Bridge draggable overlays.

There are a number of small but important bug fixes, see What's New under Help in VASL for a full listing.
 
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BigAl737

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The SVG graphics look fantastic!

Early in the SVG conversion discussion, the amount of work involved was so great that I said anyone who took this on would go bonkers. “That way madness lies,” were my exact words I believe. Yet Gordon has done it!

And as far as I know, Gordon is still sane. Great job Gordon!
 

Gordon

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@von Marwitz The MPs are positioned where they are in case of an amphibious superscript. I can probably move the MPs and add a case to reposition them when an amphibious MP is present, but I'll need to check the effect on other MP types (e.g., Trucks, ACs, etc.).

@BigAl737 News to me that I'm still sane, @DougRim may have it right.
 

EJ1

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Gents,

I like Beta 3's sharpness. Thank you, but could I please have the AF and MG point sizes back, or at least move back in that direction? Here's a comparison. The other values (e.g., MPs) seem fine, but those AFs and MGs are just a squeeze too small. Thanks and cheers.

30998
 

ibncalb

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VASSAL 3.7.15 VASL 3.7.0 beta3

Bug with HIP

Bug appeared when upgrading to the latest VASL.

Playing a night scenario as the defender. Lots of HIP units and system counters (mines/NM).

When I upgraded to beta 3 I noticed that some of my units had shifted in the hex slightly towards the 6 hexside. I cannot get these units to sit centered on the hex.

Later my had the same problem with a HIP SW in a stack with a horse counter.

Later he had the same problem with a concealed stack that he moved into a hex where I kept a stack of HIP SS attempt counters.

We cannot reliably replicate the bug but it seems to be an interaction between HIP and system counters causing a shift of the stack to the upper left of a hex and a difficulty to select the stack.

Has anyone else experienced something like this?

Confounding factor – it’s on a PT map but I think the author is experienced enough to produce non bugged maps, he hasn't noticed any issues but he's on 6.6.10

UPDATE

It appears most obviously when my opponent moves into one of my HIP hexes (BS or HIP Unit) it offsets his stack so it's obvious there is something HIP in the hex.

It appears also when I move a stack that is concealed but possesses a HIP SW. If the SW is HIP the stack is offset only to me) if I unHIP the SW it resets to centre dot.

And like the best bugs it's not easily repeatable!

Summary
I'm guessing it's a side effect of the attempt to fix the problem of HIP units being unselectable when under an opponent's stack.

If you're playing a tourney game atm with this version be careful if you have HIP counters.
 
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geezer

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This is not a bug but a feature to allow players to see their hip units when stacked.

It was discussed here:


The intent is to only shift the hip units so that the owner can see them, the non-owner should not notice any difference. Can you provide some images of where this is not working as intended.

Also this is beta and this is only a “proposed feature” it can easily be scrapped if not liked
 

ibncalb

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I cannot reliably recreate it now. However I can recreate it graphically

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My stack here (NM, HIP Mines, leader concealment counter) was centered when I created the file. When I changed to the beta it occupied the position it is shown in now (up and left) I could not move it out of that position and to select/manipulate it I had to imagine where the stack should be and click on that imagined location.

Second example

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When my opponent advanced his cloaked stack into EE14 (with my HIP acq) he suffered the same problem as the first example (offset stack, difficulty selecting). However, as with the first example the other player sees no graphical difference. The immediate problem is that the adversary knows he's entered a hex with a HIP counter.

Third example, when my opponent advanced his cloaked stack into my observer's hex

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He had the same offset/difficult to select issue. This was resolved by me moving my stack out of the hex.

So it appears the problem is with HIP units and system counters.

However I cannot get these issues to reproduce when I am not online with an opponent.

"Also this is beta and this is only a “proposed feature” it can easily be scrapped if not liked"

Of course, but the previous option of "please move your stack so I can select my HIP counter" was not ideal so we are happy to test anything you guys put forward.

Is there any more info I can give?
 

geezer

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Is there any more info I can give?
Okay I think I see what is going on. I guess my main question is now that you have a better understanding of what I am trying to accomplish, is it worth putting time and effort into trying to fix the current issues or do you think it should be scrapped? Note that this feature is not inteded to allow you to be able to select a hip unit below other enemy units, that needs to be implemented within VASSAL, what it does is at least try to show you a hip counter below an enemey unit so it dosent get forgotten.
 

ibncalb

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Okay I think I see what is going on. I guess my main question is now that you have a better understanding of what I am trying to accomplish, is it worth putting time and effort into trying to fix the current issues or do you think it should be scrapped? Note that this feature is not inteded to allow you to be able to select a hip unit below other enemy units, that needs to be implemented within VASSAL, what it does is at least try to show you a hip counter below an enemey unit so it dosent get forgotten.
I believe it is worth pursuing. We will continue to use the beta during our night scenario and see if we can get more precise info.
 

ibncalb

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Updated Testing to HIP bug

To recreate

Board 1

HIP mines in I2

Change password to simulate other player, add a HIP SW in H2 stack, move into the hidden mines


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American stack is off set up and left. Impossible to centre, this is a giveaway that there is something HIP in I2.

Note this bug only occurs when opposing side both have HIP in the same hex (we noticed originally when cloaked stacks moved into BS hexes)


If I remove the HIP SW from the American stack then the effect does not happen. Therefore some interaction between opposing HIP counters.

Second issue

If I HIP a counter in a hex where previously there was a HIP counter I get the off set

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Above ACQ is HIP in a hex where there was a deleted HIP mine counter. I cannot now (as the same side) centre the ACQ even when the mines were previously deleted.
 

geezer

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Thanks @ibncalb, let me see what I can do.

What do you think about the new concealment counter without the ‘?’ on them so you can clearly see you unit below. I’m not too sure about that one but would love to hear feedback.
 

Robin Reeve

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I the bug with non English interface solved?
I see nothing in the Bug fixes comments.
 

geezer

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I the bug with non English interface solved?
I see nothing in the Bug fixes comments.
Yes it is. Two versions sort of got bundled together so youll see it under beta2 (or is it beta3).

Let me know if the fix worked

edit: things are cumulative obviously so you can just grab the latest release.
 

Robin Reeve

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Yes it is. Two versions sort of got bundled together so youll see it under beta2 (or is it beta3).

Let me know if the fix worked

edit: things are cumulative obviously so you can just grab the latest release.
Thanks !
 

ibncalb

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What do you think about the new concealment counter without the ‘?’ on them so you can clearly see you unit below. I’m not too sure about that one but would love to hear feedback.
It was me who suggested this feature originally and provided feed back to doug about the last implementation. So it's with great pleasure that I can say it's fantastic!

The ability to spot dummy stacks and still be able to make out your real units is a real step forward.
 
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