Home » PLAYER'S HQ 1.13 » v1.13 General Gameplay Talk » Next 1.13 Release: Spring 2011
Next 1.13 Release: Spring 2011[message #267824] Sun, 05 December 2010 15:32 Go to next message
wanne (aka RoWa21)

 
Messages:1979
Registered:October 2005
Location: Austria
Hy guys,

long time passed after the last official 1.13 Release (April 2008, Build: 2085).
In spring (march/april) 2011 we are going to make the next 1.13 Release public.

Here is a short milestone planning:

- Include new features/improve existing features till 2010/12/31
- 2011/01/01: Function Close. No new features till the official release in spring 2011
- 2011/01: Build Beta SCI (English, German, Russian, Polish)
- 2011/01: Closed Beta Test till end of february 2011
- 2011/03: Bugfixing till end of march 2011
- 2011/04: New 1.13 Release

Anyone who wants to help on

- testing
- bugfixing
- wiki documentation
- etc.

please leave a short comment here. Thanks.

---------------------------
JA2 1.13 Closed Beta History Log (2011-02-01)
Revision: 4117

*****************************
** Bugfixes: GameDir files **
*****************************

- Replaced multiplayer STI for Main Menu by singlelayer STI
- Updated MercEdt/176.edt
- Fixed broken sound scheme for all tilesets in "ja2set.dat"
- Updated "Items.xml" and "Weapons.xml"
- Added a ja2_options.ini setting (USE_NCTH_CURSOR) to turn off the aperture and crosshairs of the NCTH cursor. Other data on the cursor remains active.
- Fixed problem with loading GM-94
- Added a new "ubHandling" tag to take the place of ubReadyTime in the weapon handling portion of the NCTH code.
- German: Fixed spelling mistakes in German.SectorNames.xml
- Russian: Translated texts in "INIEditorJA2.xml" and "LanguageMercProfiles.xml"


***********************
** Bugfixes: ja2.exe **
***********************

- !! IMPORTANT: The current ja2.exe is a Release Build with additional Debug informations, which is very useful for the developers. I hope this does not decrease performance! !!
- NCTH: Fixed projection factor so NCTH cursor displays the actual projection factor a shot will include. This also corrects the shooting aperture so it includes the laser bonus correctly
- NCTH: Split the NCTH "gravity" into two external values: GRAVITY_COEFFECIENT controls how rapidly bullets fall once we pass max range and RANGE_COEFFECIENT is applied against a weapons range value to determine max range.
- NCTH: Updated some of the scope related functions to properly use the trait bonuses for determining scope effective ranges
- NCTH: Remove the "confirm" click that is currently required to take an autofire shot
- NCTH: Corrected problems with the NCTH Recoil code
- NCTH: Fixed "bug" that results from shooting at a target who's facing is perpendicular to the shooters
- NCTH: Fixed a math bug that was causing accuracy during the shooting phase of NCTH to be calculated higher then it should have
- NCTH: Altered the NCTH cursor colors to be based on the final aperture size instead of the "muzzle sway"
- Fixed inventory display so that the "A" flag, highlighting and hatching takes NAS properly into consideration.
- Fixed assertion error after intro ends (without the ESC keypress by the user)
- Corrected skill traits for th wildfire mercs
- Adjusted salary for wildfire mercs
- Activate single file PNG support for "loadscreens/notification.sti" and "interface/splash.sti" in non-english versions
- Removed erroneous AttachmentSystem tags from various items in Items.xml. The only items that should be set to AttachmentSystem=1 are items that are not valid in NAS but things like knives, grenades, canteens and first aid kits all seemed to have been listed as "OAS-only". This should resolve that.
- Fixed GridNumber in "ShippingDestinations.xml" for destination shipping tile (Converted from INT16 to INT32)
- Updated UDB (EDB) to have AimLevels account for skill traits, and to display MaxCounterForce and CounterForceAccuracy
- Squad did not report if a NPC was found in sector (eg: Skyrider)
- Fixed CTH when repairing Items with additional repair mode (ADDITIONAL_REPAIR_MODE = TRUE)
- Fixed HAM 4 - EDB graphical glitches
- Fixed HAM 4 - EDB graphical glitches in shopkeeper screen
- Fixed CTH when giving Madlab a weapon with attachments
- Fixed no additional M.E.R.C merc where showing up to hire
- Fixed CTH when moving via helicopter from museum sector
- Fixed a problem where swapping one attachment for another would bypass the IncompatibleAttachments list
- German: Fixed CTD when opening BSE (IMP) mail
- German: Fixed CTD when compressing time in strategy screen
- German: Fixed wrong traits in Personnel Screen. This bug only occurd in GERMAN version
- Russian: Translation for new description box
- Russian: Translation for Old Skill Traits
- Russian: Translated bonuses for new Traits


[Updated on: Tue, 01 February 2011 13:04] by Moderator



Re: Next 1.13 Release: Spring 2011[message #267827] Sun, 05 December 2010 15:47 Go to previous messageGo to next message
Slax

 
Messages:1433
Registered:July 2006
Location: People riding polar bears...
That's nice. Newcomers (i.e. kids) keep pestering my youtube channel with "OH NO I DON'T HAVE THE SAME FEATURES AS YOU" remarks and explaining SCIs to them gets really tedious. Cheers. Smile

Re: Next 1.13 Release: Spring 2011[message #267829] Sun, 05 December 2010 16:17 Go to previous messageGo to next message
tais

 
Messages:672
Registered:February 2008
Location: NL
I'm on the SCI's and i can also help on some bugfixing, if anyone needs me I usually hang around on IRC in the evenings and weekends Smile


Re: Next 1.13 Release: Spring 2011[message #267831] Sun, 05 December 2010 19:24 Go to previous messageGo to next message
Randok

 
Messages:304
Registered:March 2004
Idea of the next 1.13 Release public is very good and needed.
I am ready for testing ( Polish ).
Smile
Re: Next 1.13 Release: Spring 2011[message #267850] Mon, 06 December 2010 00:38 Go to previous messageGo to next message
Headhunter

 
Messages:265
Registered:November 2009
Location: Sweden
This is awesome!
Re: Next 1.13 Release: Spring 2011[message #268068] Fri, 10 December 2010 10:00 Go to previous messageGo to next message
Sovereign

 
Messages:80
Registered:July 2010
Location: Jerusalem, Israel

A-W-E-S-O-M-E!!!

I'll sign up to be a tester. I have an English version of JA2, but I am fluent in Russian, so if the Russian version of 1.13 can work on top of the English JA2 base, I can test that one (probably be more helpful that testing the English version which will have more testers, I think).

[Updated on: Fri, 10 December 2010 10:02] by Moderator

Re: Next 1.13 Release: Spring 2011[message #268229] Mon, 13 December 2010 19:44 Go to previous messageGo to next message
Jamo

 
Messages:14
Registered:July 2006
Location: Finland, land of ice bear...
Bug hunt... looking forward to this, sign me in.
Re: Next 1.13 Release: Spring 2011[message #268231] Mon, 13 December 2010 20:57 Go to previous messageGo to next message
kitsune106
Messages:2
Registered:December 2010
willing to help wit the wiki documentation and maybe testing. would need some help getting started, but could do it no problem.
Re: Next 1.13 Release: Spring 2011[message #268234] Mon, 13 December 2010 23:15 Go to previous messageGo to next message
wanne (aka RoWa21)

 
Messages:1979
Registered:October 2005
Location: Austria
kitsune106
willing to help wit the wiki documentation and maybe testing. would need some help getting started, but could do it no problem.


Thats cool. The current WIKI is very outdated. So if you update/rework the WIKI thats fantastic.


Re: Next 1.13 Release: Spring 2011[message #268235] Mon, 13 December 2010 23:57 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
Why not change the way the project homepage is working by adding the following things:
  • automated build system for the single click installer (should build older versions too)
  • download page which allows to download different 1.13 versions and is linked to mod versions

That way further releases should be made much easier and we dont have to wait 2 years again for the next release.

Sorry for this random thought.
Re: Next 1.13 Release: Spring 2011[message #268236] Tue, 14 December 2010 00:39 Go to previous messageGo to next message
Gorro der GrĂ¼ne

 
Messages:1476
Registered:March 2009
Location: Broadwurschd-City
CptMoore

That way further releases should be made much easier and we dont have to wait 2 years again for the next release.



why not voluntering to do the work?
Re: Next 1.13 Release: Spring 2011[message #268237] Tue, 14 December 2010 01:08 Go to previous messageGo to next message
tais

 
Messages:672
Registered:February 2008
Location: NL
i agree with cptmoore, automated builds would make it a lot easier for everyone


Re: Next 1.13 Release: Spring 2011[message #268238] Tue, 14 December 2010 01:09 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
Gorro der Gr
Re: Next 1.13 Release: Spring 2011[message #268241] Tue, 14 December 2010 01:50 Go to previous messageGo to next message
kitsune106
Messages:2
Registered:December 2010
RoWa21
kitsune106
willing to help wit the wiki documentation and maybe testing. would need some help getting started, but could do it no problem.


Thats cool. The current WIKI is very outdated. So if you update/rework the WIKI thats fantastic.


what needs updating the most? and what's the current version that most people use?
Re: Next 1.13 Release: Spring 2011[message #268254] Tue, 14 December 2010 14:18 Go to previous messageGo to next message
wanne (aka RoWa21)

 
Messages:1979
Registered:October 2005
Location: Austria
@kitsune106:
Nearly the whole WIKI needs to be updated. Here are some examples:

- New 1.13 Features
- ja2_option.ini properties
- XML files
- LUA Skripting files
- Hotkeys
- etc...

EDIT: sorca_2 is working on a 1.13 starting guide (printable document). Get in contact with him and share informations between the printable document and the WIKI.

Here is the thread:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=263194&page=1

[Updated on: Tue, 14 December 2010 14:21] by Moderator



Re: Next 1.13 Release: Spring 2011[message #268304] Wed, 15 December 2010 02:21 Go to previous messageGo to next message
GARRRRNOVE

 
Messages:10
Registered:December 2010
yeah, good to see work going on

we re 3 guys playing 1v1v1 multiplayer matches from time to time

greets from styria!
Re: Next 1.13 Release: Spring 2011[message #268312] Wed, 15 December 2010 05:33 Go to previous messageGo to next message
Anonymous
Cool, I will have to play you guys sometime.

Welcome to the Bear's Pit!
Re: Next 1.13 Release: Spring 2011[message #269712] Sun, 09 January 2011 11:36 Go to previous messageGo to next message
wanne (aka RoWa21)

 
Messages:1979
Registered:October 2005
Location: Austria
The official start of the Beta 2011 will start a few days later, because we are still fixing the last bugs of the previous Beta test. The Beta 2011 will hopefully be ready in about a week.


Re: Next 1.13 Release: Spring 2011[message #269734] Sun, 09 January 2011 14:27 Go to previous messageGo to next message
Sovereign

 
Messages:80
Registered:July 2010
Location: Jerusalem, Israel

Awesome. Can't wait!

Thanks guys, you rock.
Re: Next 1.13 Release: Spring 2011[message #270541] Mon, 17 January 2011 19:08 Go to previous messageGo to next message
wanne (aka RoWa21)

 
Messages:1979
Registered:October 2005
Location: Austria
Official Beta Test 2011 will start tomorrow. All that have registered get a PM.


Re: Next 1.13 Release: Spring 2011[message #270624] Tue, 18 January 2011 18:49 Go to previous messageGo to next message
wickedinsane

 
Messages:18
Registered:March 2010
Location: GERMANY
I'm also interested in participating in the beta; drop me a line if you need any further help with the beta. My time is limited though but I think I can compensate this with my experience and the more testers the better the chances to find some bugs...
Re: Next 1.13 Release: Spring 2011[message #270625] Tue, 18 January 2011 18:55 Go to previous messageGo to next message
wanne (aka RoWa21)

 
Messages:1979
Registered:October 2005
Location: Austria
@wickedinsane: Sure, you should also get a PM later.


Re: Next 1.13 Release: Spring 2011[message #270643] Tue, 18 January 2011 23:27 Go to previous messageGo to next message
tais

 
Messages:672
Registered:February 2008
Location: NL
Everyone who's in the Closed Beta has gotten a PM with details, have fun bug hunting!


Re: Next 1.13 Release: Spring 2011[message #270649] Wed, 19 January 2011 00:37 Go to previous messageGo to next message
wanne (aka RoWa21)

 
Messages:1979
Registered:October 2005
Location: Austria
thanks tais for coordinating the closed beta.


Re: Next 1.13 Release: Spring 2011[message #270653] Wed, 19 January 2011 02:07 Go to previous messageGo to next message
Slax

 
Messages:1433
Registered:July 2006
Location: People riding polar bears...
I wonder, will NCTH's autofire penalties be ready until the release date?

Re: Next 1.13 Release: Spring 2011[message #270666] Wed, 19 January 2011 09:02 Go to previous messageGo to next message
wanne (aka RoWa21)

 
Messages:1979
Registered:October 2005
Location: Austria
@slax: no, you have to wait for next beta build which will follow in a few days.


Re: Next 1.13 Release: Spring 2011[message #270689] Wed, 19 January 2011 15:25 Go to previous messageGo to next message
Off_Topic

 
Messages:1019
Registered:January 2009
@Tais: If you still need people to test, i can give it a run through.


Re: Next 1.13 Release: Spring 2011[message #270731] Wed, 19 January 2011 23:05 Go to previous messageGo to next message
Head_Crusher

Messages:3
Registered:August 2010
Location: Moscow, Russian Federatio...
I have an offer:
please make Gus the most expensive mercenery in A.I.M., not Henning! I think it will be fair because:
1)Gus is more skilled than Henning;
2)Gus is the legend of A.I.M. organisation, Henning is just a good mercenary.
That's all I would like to say! Smile
P.S.: can't wait for the march release! Excellent mod/mod platform!
Re: Next 1.13 Release: Spring 2011[message #270849] Fri, 21 January 2011 00:57 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
the accuracy of alot of sniper weapons seem to be very similar, is this intended?
Re: Next 1.13 Release: Spring 2011[message #270856] Fri, 21 January 2011 02:34 Go to previous messageGo to next message
ctiberious

 
Messages:605
Registered:March 2007
CptMoore
the accuracy of alot of sniper weapons seem to be very similar, is this intended?
Depends on which accuracy values you're looking at. "bAccuracy" is used by OCTH which only uses an accuracy range of something like -2 - 12. There are relatively few possible values so most sniper rifles will have similar values simply for lack of choices. Smile
"nAccuracy" is used by NCTH which uses a range of 0-100 but in NCTH accuracy is more or less based on the weapons effective range. Since most sniper rifles have the similar effective range, most will end up having similar nAccuracy value.

Re: Next 1.13 Release: Spring 2011[message #270897] Fri, 21 January 2011 15:56 Go to previous messageGo to next message
Xardes

 
Messages:6
Registered:January 2011
If you need more testers I am available
I am know playing with Tais's Beta with NCTH
Re: Next 1.13 Release: Spring 2011[message #270909] Fri, 21 January 2011 20:01 Go to previous messageGo to next message
Off_Topic

 
Messages:1019
Registered:January 2009
I know this is a known bug, but the fact you can't shoot from a corner position (some window positions?) makes testing this a bit frustrating. Shouldn't this be addressed ASAP?


Re: Next 1.13 Release: Spring 2011[message #270915] Fri, 21 January 2011 21:08 Go to previous messageGo to next message
ctiberious

 
Messages:605
Registered:March 2007
Off_Topic
I know this is a known bug, but the fact you can't shoot from a corner position (some window positions?) makes testing this a bit frustrating. Shouldn't this be addressed ASAP?
That should only occur on NCTH and I'm already working on it and a couple other NCTH issues.

Re: Next 1.13 Release: Spring 2011[message #271002] Sun, 23 January 2011 05:48 Go to previous messageGo to next message
SpaceViking

 
Messages:755
Registered:January 2004
Location: Rochester, Minnesota, USA
I finally caught a bug while running. On a counterattack at the NW SAM site the soldiers arrive and nothing happens. The game is still running (I can re-load via Alt-L or exit via Alt-X) but the soldiers don't do anything. I let it run for 10 minutes to see if anything would eventually happen but nope.

I am grabbing the source for the BETA build and will investigate from inside the debugger.


Re: Next 1.13 Release: Spring 2011[message #271004] Sun, 23 January 2011 06:16 Go to previous messageGo to next message
SpaceViking

 
Messages:755
Registered:January 2004
Location: Rochester, Minnesota, USA
And something that's not really a "bug" but is a concern.

If you shoot at someone near the right edge of the screen you can't see how many action points it is going to take because the right side of the aiming circle is off the screen. I imagine there are similar problems at the other edges of the screen.


Re: Next 1.13 Release: Spring 2011[message #271007] Sun, 23 January 2011 06:47 Go to previous messageGo to next message
Anonymous
I honestly can say that, even though the ncth aiming circle is fresh and a lot of hard work went into it, I do not care for it.

Also, for some strange reason I can not hit anything with my weapons, yet the enemy slaughters me with pistols. Maybe this is the range factors or some such thing.
Re: Next 1.13 Release: Spring 2011[message #271008] Sun, 23 January 2011 08:49 Go to previous messageGo to next message
ctiberious

 
Messages:605
Registered:March 2007
SpaceViking, I'll add that to my todo list. Maybe a simple solution would be to put the AP cost into the 'F' hotkey. A pain having to hit that just to see your ap cost, but at least it would only be necessary on rare occassions. Might be some other options as well.

taoteching, the ncth cursor is meant to be a shooting aid. It's supposed to give you an idea of where your bullet can go. I suppose we could add an ini setting to let you turn on NCTH but use the OCTH cursor, but then alot of data would be absent.
As for not being able to hit, are you possibly using automatic fire? The recoil system that's currently in NCTH doesn't work. Or it works too well. Either way. It was one of the major "balance" issues that needed to be worked out. It's also the subsystem I've been spending the majority of the last week working on. I just have a couple more issues to work out and I'll be posting an updated build that will hopefully resolve the recoil problem. If it's not automatic fire you're using, though, I'd really need more details to help figure out what might be causing the issues.

Re: Next 1.13 Release: Spring 2011[message #271011] Sun, 23 January 2011 09:12 Go to previous messageGo to next message
SpaceViking

 
Messages:755
Registered:January 2004
Location: Rochester, Minnesota, USA
Ah. That explains the weirdness I've been seeing with autofire. The not being able to see it isn't a big deal but if it were on the F key that would be great.


Re: Next 1.13 Release: Spring 2011[message #271014] Sun, 23 January 2011 13:49 Go to previous messageGo to next message
Sergeant_Kolja

 
Messages:42
Registered:July 2003
Location: Hannover, N-Germany

Hi RoWa,

with the email of 4071 testing kickoff, you wrote:

RoWa21

A good writen summary in one sentence
--> e.g: "Game crashes when opening an email [EN]"
--> e.g: ....


Did you ever detect such "opening email crash"? Or was it just to need to write some words for example?
I'm asking because I found exact the problem you are using as the example Surprised
Found nothing on JaggZilla, so I openend a new issue number there, just f.y.i.

Greetings,
Sarge


Missing files [DE] in SCI / closed Beta ...[message #271015] Sun, 23 January 2011 13:58 Go to previous messageGo to previous message
Sergeant_Kolja

 
Messages:42
Registered:July 2003
Location: Hannover, N-Germany

Hi Team,

I have some (not yet critical) missing files logfile entries and don't know if this is worth to open a JaggZilla issue on this. The game allways worked well, so this might just be WARNING type of messages?
Let me dump what I got dumped:

From "game_log.log"
multiple files are missing:
file "AMBIENT\32.bad" does not exist
file "SPEECH\001_000.gap" does not exist
file "SPEECH\001_001.gap" does not exist
file "SPEECH\001_059.gap" does not exist
file "SPEECH\017_012.gap" does not exist
file "SPEECH\017_013.gap" does not exist
file "SPEECH\035_002.gap" does not exist
file "SPEECH\035_013.gap" does not exist
file "SPEECH\057_002.gap" does not exist
file "SPEECH\057_078.gap" does not exist
file "SPEECH\059_046.gap" does not exist
file "SPEECH\060_012.gap" does not exist
file "SPEECH\060_013.gap" does not exist
file "TableData\Map\D14_0_ExtraItems_Novice.xml" does not exist
file "TableData\Map\D14_0_ExtraItems" does not exist
file "AMBIENT\32.bad" does not exist

From "vfs.log":
Data\Intro.slf is missing:
[0.407495] : Processing VFS configuration
[0.408071] : Initializing Virtual File System
[0.408085] : Reading profile : SLF Libs
[0.4081] : library : "Data\Ambient.slf"
[0.418358] : library : "Data\Anims.slf"
[0.551417] : library : "Data\BattleSNDS.slf"
[0.7439] : library : "Data\BigItems.slf"
[0.763451] : library : "Data\Binarydata.slf"
[0.780847] : library : "Data\Cursors.slf"
[0.795019] : library : "Data\Data.slf"
[0.813577] : library : "Data\Faces.slf"
[0.841846] : library : "Data\Fonts.slf"
[0.853268] : library : "Data\German.slf"
[0.872512] : library : "Data\Interface.slf"
[0.89456] : library : "Data\Intro.slf"
[0.894657] : [Data\Intro.slf] - Error when opening file : 2
[0.92952] : Could not open file : Data\Intro.slf
[0.97581] :
[0.976524] : ========== Sun Jan 23 07:59:07 2011 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 54
Location : vfs::COpenReadFile::COpenReadFile


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