Home » PLAYER'S HQ 1.13 » v1.13 General Gameplay Talk » 2014 Official 1.13 Release (7435) with 7609 Update
Re: 2014 Stable 1.13 Release (7435)[message #335474] Thu, 04 September 2014 22:47 Go to previous messageGo to next message
AJ1

 
Messages:13
Registered:September 2014
First I want to thank everyone that worked so hard to create such a massive, wonderful mod to the best game ever!

I do have some questions about how to install it that I hope can be answered. I notice that the install instructions mention a self extracting bug fix but I can't seem to find it. Where should it be located and what is the file called? Also, I'd like use the latest version of 1.13 with Arulco Revisited but it seems that I'd need to install an update from Strohmann. Where do I find that update and how should I install it?

Re: 2014 Stable 1.13 Release (7435)[message #335475] Thu, 04 September 2014 22:52 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3772
Registered:July 2009
There is none (yet), someone didn't pay attention copy-pasting the instructions Very Happy


Re: 2014 Stable 1.13 Release (7435)[message #335482] Thu, 04 September 2014 23:54 Go to previous messageGo to next message
AJ1

 
Messages:13
Registered:September 2014
So, If i understand you there is no bug fix yet to install to the latest version of 1.1.3. Is that right? Secondly, what about this Strohmann update? Do I need it? can I get it? How do I install it?
Re: 2014 Stable 1.13 Release (7435)[message #335491] Fri, 05 September 2014 02:51 Go to previous messageGo to next message
veedotja2

 
Messages:88
Registered:April 2012
Location: New York
AJ1
First I want to thank everyone that worked so hard to create such a massive, wonderful mod to the best game ever!

I do have some questions about how to install it that I hope can be answered. I notice that the install instructions mention a self extracting bug fix but I can't seem to find it. Where should it be located and what is the file called? Also, I'd like use the latest version of 1.13 with Arulco Revisited but it seems that I'd need to install an update from Strohmann. Where do I find that update and how should I install it?



I was able to get Arulco Revisited (and some other mods) running by following the instructions of Sevenfm in the posts above. It uses Virtual File System (VFS) and it's elegant. I don't know about the Strohmann patch. I haven't had a crash, but I admit it's early yet in my playthrough.

This post first, by Sevenfm:
http://www.ja-galaxy-forum.com/ubbthreads.php/topics/335219/Re:_2014_Stable_1.13_Release_%28#Post335219

Then get the stuff from his link (the link is also in the post):
https://www.dropbox.com/s/m01rwdeio70tj7s/stable2014_mods.7z?dl=0

Install the contents of that link over your 1.13 stable install folder (that is in turn installed over your JA2 Vanilla directory), and then, per Sevenfm's instructions you need to create a blank User-Data folder alongside your Data-1.13, Data-AR, Data-UB, etc. folders.

Then launch the game from the ini editor, choosing the mod you want. I was able to play 1.13 plain, Arulco Revisited, Wildfire, and so on.
Re: 2014 Stable 1.13 Release (7435)[message #335493] Fri, 05 September 2014 03:11 Go to previous messageGo to next message
sevenfm

 
Messages:1343
Registered:December 2012
Location: Under the Mountain
AJ1

The post that describes how to run AR with the recent 1.13 revisions
http://www.ja-galaxy-forum.com/ubbthreads.php/topics/324886/Re:_Arulco_Revisited_Mod#Post324886

Or you can try my modpack as described by VeeDotJA2:
download the pack
extract to your ja2 dir
select mod from ja2.ini or using inieditor
run ja2.exe

note: the needed Data-User dir was included in the pack so you don't need to make it

This modpack should be safe to use, it doesn't overwrite anything in you ja2 dir (except maybe ja2.ini).
I think it should work fine, but I didn't test it thoroughly so no 100% guarantee.

Also, AR 1.4 is built for 4870 release, so the best solution is to wait for the modders to update it to the promised 1.5 for the stable release =)


Re: 2014 Stable 1.13 Release (7435)[message #335496] Fri, 05 September 2014 07:51 Go to previous messageGo to next message
Boge

 
Messages:39
Registered:July 2012
Sevenfm
AJ1

The post that describes how to run AR with the recent 1.13 revisions
http://www.ja-galaxy-forum.com/ubbthreads.php/topics/324886/Re:_Arulco_Revisited_Mod#Post324886

Or you can try my modpack as described by VeeDotJA2:
download the pack
extract to your ja2 dir
select mod from ja2.ini or using inieditor
run ja2.exe

note: the needed Data-User dir was included in the pack so you don't need to make it

This modpack should be safe to use, it doesn't overwrite anything in you ja2 dir (except maybe ja2.ini).
I think it should work fine, but I didn't test it thoroughly so no 100% guarantee.

Also, AR 1.4 is built for 4870 release, so the best solution is to wait for the modders to update it to the promised 1.5 for the stable release =)


I just did this and the guns all have really high ranges, in the 100s for shotguns and pistols.

It doesn't actually function that way though. They seem to have less range than even normal would be. A shotgun says out of range unless they're within like 5 tiles.

Old chance to hit system seems accurate. It still says the wrong numbers on the gun tooltip, but when you right click the weapon for more details, it shows the correct range. This is not a bug of 1.13 that I'm reporting. When choosing 113, everything is fine. This is with running vfs_config.AR.ini, vfs_config.WF607.ini, or vfs_config.NO.ini installed as instructed above.

EDIT: Looks like everything is working fine. The numbers are just messed up. The range is displaying about x10. So for a shotgun that is normally 20, it will say 200, or maybe 205 (not sure why the 5). For a pistol that is normally 11, it will say 110. For a Commando, 305, and so on.

[Updated on: Fri, 05 September 2014 10:07] by Moderator

Re: 2014 Stable 1.13 Release (7435)[message #335497] Fri, 05 September 2014 10:21 Go to previous messageGo to next message
sevenfm

 
Messages:1343
Registered:December 2012
Location: Under the Mountain
Boge
Check "Show weapon range in tiles" option on the options screen, it's not checked by default.

There are no weapon/item mods in this modpack, and all settings are default, so the weapons should work the same as in clear stock 1.13.


Re: 2014 Stable 1.13 Release (7435)[message #335524] Sat, 06 September 2014 05:15 Go to previous messageGo to next message
Boge

 
Messages:39
Registered:July 2012
Sevenfm
Boge
Check "Show weapon range in tiles" option on the options screen, it's not checked by default.

There are no weapon/item mods in this modpack, and all settings are default, so the weapons should work the same as in clear stock 1.13.


Perfect! Thanks.
Re: 2014 Stable 1.13 Release (7435)[message #335537] Sat, 06 September 2014 16:00 Go to previous messageGo to next message
bismuthdrummer

 
Messages:18
Registered:August 2009
Location: North Dakota, USA

I appreciate the update, most notably the high resolution options (long overdue, thanks!).

Is there any way to restore Shadow's portrait to the original? Also, is there an option to disable the new NPC's?

I looked in the INI/XML editors, 1.13 Wiki, and I couldn't find anything. Feature #20 states that new mercs can be added but doesn't explain how to do so. Can anyone assist me?
Re: 2014 Stable 1.13 Release (7435)[message #335538] Sat, 06 September 2014 16:18 Go to previous messageGo to next message
Schneider8

 
Messages:13
Registered:September 2014
Location: Slovakia
I downloaded the modpack too, I am tired of playing with old map.
I wonder what these stand for:
AR is arulco revisited, I know, I even got a PDF readme.... but these:
NO (what mod with what features?)
WF (perhaps wilfire? dont know much of this mod, maybe someone could post a link if its really wildfire?)

Also, I noticed that when I run WF,NO or AR, I get no shadows in icons of items (I noticed in AIM selection, but its everywhere ingame). Any advice how I can get the shadows back?
When I run classic 1.13, I have shadows there, so its really the mod thing.

EDIT: also, anybody managed to implement Arulco folding stock in 2014 build?

[Updated on: Sat, 06 September 2014 17:43] by Moderator

Re: 2014 Stable 1.13 Release (7435)[message #335539] Sat, 06 September 2014 16:29 Go to previous messageGo to next message
sevenfm

 
Messages:1343
Registered:December 2012
Location: Under the Mountain
Schneider8
NO = mappack from NightOps mod, see
thread link
WF = Wildfire6.07 from official SVN, you can get it here
wildfie svn

Check "Show Item Shadow" in the game preferences.


Re: 2014 Stable 1.13 Release (7435)[message #335558] Sun, 07 September 2014 01:17 Go to previous messageGo to next message
veedotja2

 
Messages:88
Registered:April 2012
Location: New York
Schneider8
I downloaded the modpack too, I am tired of playing with old map.
I wonder what these stand for:
AR is arulco revisited, I know, I even got a PDF readme.... but these:
NO (what mod with what features?)
WF (perhaps wilfire? dont know much of this mod, maybe someone could post a link if its really wildfire?)

Also, I noticed that when I run WF,NO or AR, I get no shadows in icons of items (I noticed in AIM selection, but its everywhere ingame). Any advice how I can get the shadows back?
When I run classic 1.13, I have shadows there, so its really the mod thing.

EDIT: also, anybody managed to implement Arulco folding stock in 2014 build?


Use the recommended 1.13 version for the mod if you want trouble free results!
Problems you think are mod related go in the mod forum. Start here:

http://www.ja-galaxy-forum.com/ubbthreads.php/forums/20/1/JA2_Full_Mods_&_Sequel

Click the link to the mod you want to use. Read the thread.

Man, there's a LOT of information out there. I've been here a couple of YEARS and I don't know half. Just know that the mod makers design a mod with a particular version of 1.13 in mind and things that don't work mean:

1. You are not using a version of 1.13 the mod likes, for many possible reasons. Cutting edge versions of 1.13, including the new stable release, isn't what the mod maker used to create the mod.

2. You haven't put the time in to searching the forums for information, use Google to search (add site:ja-galaxy-forum.com to your terms), it's better in most cases.

You want Arulco Folding Stock? wil473 is on top of three mods, including AFS at: http://www.ja-galaxy-forum.com/ubbthreads.php/topics/332784/Arulco_Folding_Stock_/_Deidran


NO is Night Ops
AR you guessed
WF is Wildfire mod
Re: 2014 Stable 1.13 Release (7435)[message #335659] Tue, 09 September 2014 15:05 Go to previous messageGo to next message
svtlio

 
Messages:11
Registered:April 2014
guys i need little help here

I downloaded the modpack , red all the comments , installed the game , then installed stable 1.13 , then copied all the contents from stable2014_mods folder into JA2 folder .So far exactly as per intructions only ja2.ini was overwritten .
I start the game everythings fine but when i go to the AIM website Wolf's and Igor's speech was missing . Thought ok , mby it will be fine in game but as i deployed in Omerta the first few turns the speech was gone , then sudenly Wolf started speeking but Igor and my Imp wasnt. I probly messed something up ... idk .. then notised that in Jagged Alliance 2 Gold\Profiles\UserProfile_WF607_Minimod there was this game_log:

*** Tue Sep 09 14:52:14 2014 ***
[ 6D050-X55MA-NW9ZO-UXCQB-6SEFY ]

[30.0954] : ERROR : ========== Tue Sep 09 14:52:14 2014 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile

file "SPEECH\037_108.wav" does not exist

[30.1156] : ERROR : ========== Tue Sep 09 14:52:14 2014 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile

file "SPEECH\037_108.wav" does not exist

[36.3864] : ERROR : ========== Tue Sep 09 14:52:20 2014 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile

file "SPEECH\037_109.wav" does not exist

[36.3869] : ERROR : ========== Tue Sep 09 14:52:20 2014 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile

file "SPEECH\037_109.wav" does not exist

[46.961] : ERROR : ========== Tue Sep 09 14:52:30 2014 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile

file "SPEECH\037_110.wav" does not exist

[46.9614] : ERROR : ========== Tue Sep 09 14:52:30 2014 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile

file "SPEECH\037_110.wav" does not exist

[57.8545] : ERROR : ========== Tue Sep 09 14:52:41 2014 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile

file "SPEECH\037_096.wav" does not exist

[57.8549] : ERROR : ========== Tue Sep 09 14:52:41 2014 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile

file "SPEECH\037_096.wav" does not exist

[59.0025] : ERROR : ========== Tue Sep 09 14:52:42 2014 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile

file "SPEECH\037_110.wav" does not exist

[59.003] : ERROR : ========== Tue Sep 09 14:52:42 2014 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile

file "SPEECH\037_110.wav" does not exist
Re: 2014 Stable 1.13 Release (7435)[message #335660] Tue, 09 September 2014 15:54 Go to previous messageGo to next message
sevenfm

 
Messages:1343
Registered:December 2012
Location: Under the Mountain
@svtlio
Found the problem. At some unknown moment the speech library was removed from ini. (The original ini in Wildire SVN is fine)
Open vfs_config.WF607.ini with notepad, add
[LOC_Speech]
TYPE = LIBRARY
PATH = Data/Speech.slf
VFS_PATH = Speech.slf
MOUNT_POINT = 
at the end of the file

also in ja2.ini the line to start stock 1.13 should look like:
; JA2 1.13
VFS_CONFIG_INI = vfs_config.JA2113.ini


Fixed the problem in modpack and reuploaded file. (also removed music from AR folder to save space)


Re: 2014 Stable 1.13 Release (7435)[message #335661] Tue, 09 September 2014 16:31 Go to previous messageGo to next message
svtlio

 
Messages:11
Registered:April 2014
Thank you very much Smile, everythings fine now .
Re: 2014 Stable 1.13 Release (7435)[message #335859] Wed, 17 September 2014 11:20 Go to previous messageGo to next message
Sowilo

 
Messages:47
Registered:April 2011
The question was propably already asked but, is the new 1.13 release (7435) compatible with the newest AIMNAS-Mod (X-MAS-release)?
Re: 2014 Stable 1.13 Release (7435)[message #335942] Sat, 20 September 2014 02:39 Go to previous messageGo to next message
AJ1

 
Messages:13
Registered:September 2014
First of all I want to say that the newest version of 1.13 is very impressive and give a huge thanks to everyone that made it possible. I noticed that a new website has appeared called the briefing room and it seems that it needs a password to access it. I am wondering how I find the password?
Re: 2014 Stable 1.13 Release (7435)[message #335947] Sat, 20 September 2014 09:25 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
AJ1
First of all I want to say that the newest version of 1.13 is very impressive and give a huge thanks to everyone that made it possible. I noticed that a new website has appeared called the briefing room and it seems that it needs a password to access it. I am wondering how I find the password?


the briefing room is useless in plain 1.13, because plain 1.13 does not introduce any missions.
in general the briefing room is used to play 1.13 on a mission based style like in ja deadly games. of course a 1.13 modification must support the briefing room.
i don't think there a currently mods whih support the briefing room.
so in short, you can disable the briefing room website in ja2_options.ini Wink


Re: 2014 Stable 1.13 Release (7435)[message #336063] Tue, 23 September 2014 22:06 Go to previous messageGo to next message
Boge

 
Messages:39
Registered:July 2012
I would like to play some different maps, but kind of have random items in lockers, crates, etc. rather than hand placed. Is there a way to do that?
Re: 2014 Stable 1.13 Release (7435)[message #336065] Tue, 23 September 2014 23:27 Go to previous messageGo to next message
Gambigobilla

 
Messages:719
Registered:July 2008

yes

[color:#D5D2BB]edit maps with map editor, change items with random items then modify random item tables to your liking[/color]
Re: 2014 Stable 1.13 Release (7435)[message #336143] Thu, 25 September 2014 17:31 Go to previous messageGo to next message
mikeb-pt

 
Messages:13
Registered:May 2013
Location: Azores
Hi all,

Just downloaded the new stable release and I was looking for flugente's air drop animation and deployment anywhere on the map.

In the changelog it says it is included.

Did it not get implemented in this release?

Thank all of you for the great improvements!

MB
Re: 2014 Stable 1.13 Release (7435)[message #336255] Sun, 28 September 2014 02:47 Go to previous messageGo to next message
Boge

 
Messages:39
Registered:July 2012
I airdrop and it gives me the option to choose anywhere, but it still puts me at the top right corner of the map.
Re: 2014 Stable 1.13 Release (7435)[message #336270] Sun, 28 September 2014 13:41 Go to previous messageGo to next message
mikeb-pt

 
Messages:13
Registered:May 2013
Location: Azores
Boge
I airdrop and it gives me the option to choose anywhere, but it still puts me at the top right corner of the map.



But you have the animation of the mercs dropping from the heli like in the first sector?
Re: 2014 Stable 1.13 Release (7435)[message #336294] Sun, 28 September 2014 21:23 Go to previous messageGo to next message
Boge

 
Messages:39
Registered:July 2012
Just want to give a suggestion, hopefully it's possible.

How about an equipment profile, where you choose a setup, gun, armor, bags, grenades, etc., then you can just choose a character and choose that profile and it will equip them with everything saved in that profile?
Re: 2014 Stable 1.13 Release (7435)[message #336295] Sun, 28 September 2014 21:27 Go to previous messageGo to next message
Boge

 
Messages:39
Registered:July 2012
mikebpt
Boge
I airdrop and it gives me the option to choose anywhere, but it still puts me at the top right corner of the map.



But you have the animation of the mercs dropping from the heli like in the first sector?


Yes, that's correct. Actually, it only happens if I escape out of the animation. It works fine if I wait and watch each merc rope down.
Re: 2014 Stable 1.13 Release (7435)[message #336296] Sun, 28 September 2014 22:01 Go to previous messageGo to next message
mikeb-pt

 
Messages:13
Registered:May 2013
Location: Azores

Strange. I can only enter from the side I'm attacking but I don't get the animation.

Any suggestions on what could be wrong?
Re: 2014 Stable 1.13 Release (7435)[message #336306] Mon, 29 September 2014 01:36 Go to previous messageGo to next message
Boge

 
Messages:39
Registered:July 2012
Check your .ini setting for:

; Set how to handle Skyrider "hot LZ" options
;
; 0 = Don't allow Skyrider to drop off mercs in hot LZ (Vanilla style)
; 1 = Allow Skyrider to drop off mercs to center of map
; 2 = Skyrider drops mercs at map edge from direction he entered the sector.
; 3 = Allow Skyrider to drop your mercs as a group at a location of your choosing
;******************************************************************************************************************************

ALLOW_SKYRIDER_HOT_LZ = 3
Re: 2014 Stable 1.13 Release (7435)[message #336310] Mon, 29 September 2014 11:10 Go to previous messageGo to next message
mikeb-pt

 
Messages:13
Registered:May 2013
Location: Azores
@ Boge

It's working now.

I changed that parameter to =3 despite having no description for option 3.

Now I can assault alma in style!!

Thanks

MB
Re: 2014 Stable 1.13 Release (7435)[message #336312] Mon, 29 September 2014 13:55 Go to previous messageGo to next message
CVB

 
Messages:136
Registered:September 2014
Location: Berlin
Just wanted to express my admiration and gratitude for all these great features added in 1.13.

I had been playing JA2 from 1999-2005 for literally hundreds of hours (and compiled a long wish-list of features I would have liked to see), before a combination of real life commitments and lack of game play variation resulted in less and less play. WF rekindled interest for some time, but (at least on my setup) it was just too unstable for me to enjoy long-term.

A couple of days ago I stumbled upon this site, was intrigued that somebody was still playing and even /developing/ for this old game and dug deeper. I was totally blown away by all the features and fixes. So many topics from my old wish-list were addressed! I had to dig out my old CDs, DLed the new stable release and am having a blast. It will take me weeks to explore all the new features and their interactions.

I am deeply impressed with the problem-free installation and software stability. (I earn my living as a freelance software project manager, so I /think/ I know how easy it is to mess up such an undertaking Smile )

Just one question now: Has anybody created a spreadsheet with all the new Mercs and their additional data, traits and background effects? I know how to find the information in the xml files, I just would prefer the convenience of a spreadsheet table for filtering and sorting (that's just the manager in me, I guess Wink )disregard, found Faalagorn's spreadsheet

Again, thanks to all involved for the hard work!

[Updated on: Mon, 29 September 2014 22:37] by Moderator

Re: 2014 Stable 1.13 Release (7435)[message #336375] Wed, 01 October 2014 20:42 Go to previous messageGo to next message
Boge

 
Messages:39
Registered:July 2012
Is there a way to change the default fast forward time from 5 minutes to 60 minutes? Each time I go to a sector, it goes back to 5 minutes, so pressing the space bar toggles from 5 to paused. I prefer the faster times, 60 minutes. Yeah, a bit lazy on my part, but why not shoot for perfection?

Another nice suggestion for a future feature would be training profiles. I suggested equipment profiles already, but training profiles would be awesome as well. What I mean is click like Training profile 1, and it would make each merc train in whatever specified skill.

As said with the equipment profile, choose profile 1 and it would equip each merc with the specified equipment in your inventory.

[Updated on: Wed, 01 October 2014 20:44] by Moderator

Re: 2014 Stable 1.13 Release (7435)[message #336376] Wed, 01 October 2014 20:58 Go to previous messageGo to next message
Gambigobilla

 
Messages:719
Registered:July 2008
Boge
Is there a way to change the default fast forward time from 5 minutes to 60 minutes? Each time I go to a sector, it goes back to 5 minutes, so pressing the space bar toggles from 5 to paused. I prefer the faster times, 60 minutes. Yeah, a bit lazy on my part, but why not shoot for perfection?

Oh, yes please!

P.S:i prefer pressing plus key a couple of times instead of pressing space
Re: 2014 Stable 1.13 Release (7435)[message #336545] Fri, 10 October 2014 17:32 Go to previous messageGo to next message
Woquit
Messages:4
Registered:February 2011
Hello everyone,

I am glad to hear that new version has been released. New features are impressive! Very thanks for all time that you spend working on this mod!

But I faced with a problem playing coop-multilayer. The game freezes randomly on enemy turn. We played three battles in the first sector (were dropped in Omerta) and in each battle the game hangs. We were able to make 5-10 turns before hang.

Do I need to follow instructions in "HOW TO INSTALL JA2 MP" thread or everything is included in 7435 release?

Maybe you could tell some other things which I should do to play coop-multiplayer?


P.S.Sorry for my English

[Updated on: Fri, 10 October 2014 17:37] by Moderator

Re: 2014 Stable 1.13 Release (7435)[message #336549] Fri, 10 October 2014 20:38 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
@Woquit: That is a know bug in multiplayer. If the gamr hangs on enemy turn (progress bar not moving any more), the server (client #1) can press Alt + e.
then the server can give turn back to the client by pressing the client number button. then the game can continue.


Re: 2014 Stable 1.13 Release (7435)[message #336632] Mon, 13 October 2014 11:41 Go to previous messageGo to next message
Woquit
Messages:4
Registered:February 2011
RoWa21, yes, I saw this message. It appears several times during the battle and after I pressed the client number button once again the game hangs completely and this massage doesn't appear anymore. Maybe I can try to reproduce this hang again and gather some logs or other info which can help you?
Re: 2014 Stable 1.13 Release (7435)[message #336643] Mon, 13 October 2014 22:05 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
1) does the alt+e work sometimes, or never?
2) when does the ai hang (on interrupt for client or server?)

so it seems like a bug that was introduced in the stable version.
we plan to fix it for next official update.

[Updated on: Mon, 13 October 2014 23:52] by Moderator



Re: 2014 Stable 1.13 Release (7435)[message #336663] Tue, 14 October 2014 11:26 Go to previous messageGo to next message
Woquit
Messages:4
Registered:February 2011
RoWa21,

1) It work the first few times than hang completely.
2) Not sure. I'll try again at weekend.
Re: 2014 Stable 1.13 Release (7435)[message #336682] Tue, 14 October 2014 21:19 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
RoWa21
1) does the alt+e work sometimes, or never?
2) when does the ai hang (on interrupt for client or server?)

so it seems like a bug that was introduced in the stable version.
we plan to fix it for next official update.


Good news, it seems I fixed the endless clock interrupt bug. So this fix will be included in the next official stable update.

EDIT: INFO: The endless clock happened on enemy interrupt on the server.

[Updated on: Tue, 14 October 2014 21:19] by Moderator



Re: 2014 Stable 1.13 Release (7435)[message #336847] Mon, 20 October 2014 01:45 Go to previous messageGo to next message
KeldorKatarn

 
Messages:38
Registered:May 2006
Location: Germany
As someone who hasn't been following the development in detail for a while it's a bit confusing what exactly this new build introduces. Can someone maybe summarize the features that are new with links to original threads maybe.
Also it might be nice to know which features are only mod-relevant and which are relevant for a vanilla campaign playthrough. Stuff like the briefing room e.g. I understand are just for mods.

Thanks
Re: 2014 Stable 1.13 Release (7435)[message #337138] Sat, 25 October 2014 18:41 Go to previous messageGo to next message
brudasek
Messages:7
Registered:November 2013
Hi,

I have stumbled upon a strange bug. It happened after I defeated a sector where one of the baddies used a radio set. I constantly get a "You can't compress time right now. Wait for the fireworks!" whenever I try to use time compression.

UPDATE:
If you ever get that error, just move all your mercs to another sector.

[Updated on: Sun, 26 October 2014 11:33] by Moderator

Re: 2014 Stable 1.13 Release (7435)[message #337180] Sun, 26 October 2014 18:01 Go to previous messageGo to previous message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
@all: Official Stable Update (7609) for Release 7435 is now available on the 1.13 WIKI.
Please read the installation instruction carefully:
http://ja2v113.pbworks.com/w/page/4218345/Installation


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