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Release Notes[message #57734] Sat, 12 August 2006 07:34 Go to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
This thread is for the release notes for each new exe version. Unfortunately, it's starting kind of late, but hopefully it'll make fixes and changes more visible from here on out.

Please refrain from discussion in this thread, and start a new topic in the General/Bug forums instead. Any discussion in this thread will be deleted.


Re: Release Notes[message #57735] Sat, 12 August 2006 07:35 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
Let's start by going back a few exes to 420:

-added scifi tag to items.xml
-added some limited auto-aim to spread fire to make it actually useful


Re: Release Notes[message #57736] Sat, 12 August 2006 07:36 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
422

-small change to autofire spread bursts to enable selection of # of rounds fired (select # rounds as normal, and then drag the cursor over multiple targets)


Re: Release Notes[message #57737] Sat, 12 August 2006 07:36 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
423

-Added Bobby Rays filter buttons to Guns, Ammo and Used

Filter for Armour and Misc will follow ...


Re: Release Notes[message #57738] Sat, 12 August 2006 07:36 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
425

-added ENABLE_CREPITUS flag to ini file. This flag will allow you to enable/disable crepitus in Sci-Fi mode. It does not enable/disable the creatures in realistic mode - they will never show up in this mode.


Re: Release Notes[message #57739] Sat, 12 August 2006 07:36 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
426

-fixed BR's not stocking things later in game if they were illegal when game started (requires starting a new game to see effects)

Additional notes:

Quote:
Ok, so it turns out that Bobby Rays will NOT update his inventory with an item later in the game if an item was "illegal" (coolness = 0, or biggunlist or scifi tags don't match up with game settings) when the game was started. Since vanilla JA2, the items were simply filtered out of his inventory and never had a chance to be added later. This looks like it was yet another a lame way to save memory

Anyway, I have fixed BR's now (exe 426 on SVN) so that if an item tag is updated, then BR's will start stocking the item properly in future days. However, to see the effects of this change work, you will need to start a new game The arrays have already been initialized in existing games, and I can't reset them without screwing up other things.


Re: Release Notes[message #57740] Sat, 12 August 2006 07:36 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
427

-small tweak to BR fix from 426 to disable the notbuyable and itemclass = 0 filter on initial inventory setup so we can add new items later

Additional Notes:

Quote:

one more quick fix (427, available now). I disabled the notbuyable flag and itemclass = 0 filter when setting up the initial inventory too. This means that we can now add new items and see them show up at BR's in existing games, as well as change whatever tags we like.

This last update should help alleviate some problems, since the lack of BR updates have been a big problem for players since the new armour upgrades came out and they weren't purchasable without restarting.

Whoops. Looks like my latest AI fix made it into this exe too. The AI shouldn't be quite so eager to run into doorways full of corpses anymore...


Re: Release Notes[message #57741] Sat, 12 August 2006 12:00 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
428

-added ENABLE_ALL_WEAPON_CACHES and ENABLE_ALL_TERRORIST flags to exe and to ja2options.ini (requires new game to use)


Re: Release Notes[message #57742] Mon, 14 August 2006 04:06 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
429

-Bobby Rays: Added "Heavy Weapons" Filter to the Guns and Ammo.


Re: Release Notes[message #57743] Mon, 14 August 2006 04:06 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
430

-fixed BR item display error


Re: Release Notes[message #57744] Mon, 14 August 2006 04:06 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
432

-externalized assignment (repair, doctor, training) constants to ja2_options.ini, and added a few for good measure Wink


Re: Release Notes[message #57745] Mon, 14 August 2006 10:07 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
435

-increased chance of damage from gas by 5%
-fire always damages


Re: Release Notes[message #57746] Mon, 14 August 2006 14:07 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
438

-fixed negative ammo prices


Re: Release Notes[message #57747] Tue, 15 August 2006 03:06 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
439

-fixed integral bipods not working properly
-changed "bipod" tag in items.xml from a boolean to an integer. It is now the to-hit bonus for the bipod.

...

New Items added on SVN on the weekend (apologies for not listing them there -- I was tired Razz ):

.50 Beowulf Magazine, 7
.50 Bewoulf Magazine, 7 HP
.50 Beowulf Magazine, 4
.50 Bewoulf Magazine, 4 HP
12 Gauge Shells, 2 Flechette
12 Gauge Shells, 4 Flechette
12 Gauge Shells, 7 Flechette
12 Gauge Shells, 12 Flechette
12 Gauge Drum, 20 Flechette
12.3x50mm Speedloader, Flechette
Ka-Bar Cutlass
KCB Knife
SOG Seal 2000
INSAS
LAR Grizzly .50 AE
MAB PA-15
.50 Beowulf Rifle

Items changed:

Thermobaric grenades are now Napalm.
Automag III is now .50 Beowulf caliber

...

@Shadowarrior and Starwalker: Sorry for deleting your posts, but this thread was intended for Release Notes only. Please start a new topic if you wish to discuss them.

I've left the thread open instead of just closing it so other coders can add release notes too.


Re: Release Notes[message #57748] Wed, 16 August 2006 04:22 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
444

-put a stop to enemies and npcs running into gas and fire (hopefully)


Re: Release Notes[message #57749] Thu, 17 August 2006 04:31 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
449

- fixed camo not working on enemy soldiers
- proper loading of map versions 5.0, 5.25 and 6.0. existing mods friendly.


Re: Release Notes[message #57750] Fri, 18 August 2006 12:17 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
453


-fixed breaklights not working in Drassen Mine sector
- dying soldiers don't fallback into obstacles anymore. but they still fallback through wall


Re: Release Notes[message #57751] Sat, 26 August 2006 03:36 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
466

- Added Kaiden's Vehicle Inventory code
-> VEHICLE_INVENTORY = TRUE (Ja2_Options.ini)
- Bug fix: Vehicles sharing same animations
- Added additional enemy item drop system
-> New XML-Drop files (EnemyWeaponDrops.xml, ...)
-> Set ENEMIES_ITEM_DROP = 1 (Ja2_Options.ini) to use the new drop system
-> Disable "Enemies drop all items" to use the new drop system
- main flashbang code added
- lighting fix: instant on/off of the light sprite is working now
- mercs increase their stats more actively while at home or at non-player job. as a result - stats gain and even experience level sometimes.
- Bugfix: Bobby Rays Filter buttons
-Bobby Rays Filter Buttons: Removed "Heavy Weapons" filter from ammo, renamed "LMG" to "MG", removed "Ammo" filter from Used items.
- ability to variate sector maps between common and alternative during generation of a new game. This feature can be switched off for individual sectors.
-additional code for item merges:
--prohibited attachments are removed from the new item
--guns used as a merge target have their ammo removed if the magazine size or caliber don't match, or if the resulting item is no longer a gun

- fixed freeze after loading any saved game at a second time


Re: Release Notes[message #57752] Sat, 26 August 2006 08:43 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
472

-Merges.xml changes:

--added APCost
--added secondResultingItemIndex
--renamed resultingItemIndex to secondResultingItemIndex

(see notes on wiki for usage)

- Bugfix: Bobby Ray's Ammo filter was not working properly


Re: Release Notes[message #57753] Sat, 26 August 2006 09:10 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
473

-quick bug fix reading in merges.xml


Re: Release Notes[message #57754] Sat, 26 August 2006 09:58 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
475

-externalized AP costs for attachments or an attachment-by-attachment basis
-added APCost to Attachments.xml


Re: Release Notes[message #57755] Sat, 26 August 2006 10:52 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
476

- BR ammo filter fix that didn't make it into the last exe for some reason...


Re: Release Notes[message #57756] Sat, 26 August 2006 10:58 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
477

-attachments bugfix


Re: Release Notes[message #57757] Sun, 27 August 2006 15:39 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
478

-updated XML-Drop files
-added militia drop rate to XML-Drop files
-added drop rates for LAWs. mortars, launchers, knives, ... (see EnemyWeaponDrops.xml, EnemyMiscDrops.xml)


Re: Release Notes[message #57758] Sun, 27 August 2006 15:39 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
479

-bugfix: merges not working
-bugfix: attachments not costing APs


Re: Release Notes[message #57759] Tue, 29 August 2006 17:31 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
480

-made mercs say quote when blinded by flashbang (flashbangs only work at night and indoors)
-random GL grenades chosen by enemies now limited by player progress
-Added option for experienced elite percentages


Re: Release Notes[message #57760] Tue, 29 August 2006 18:06 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
489

-quick fix: enemies don't use NVGs during the daytime
-fixed percentstatusdrainreduction usage in UseKitPoints


Re: Release Notes[message #57761] Wed, 30 August 2006 03:51 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
490

-quick fix: no more enemies wearing sun goggles at night


Re: Release Notes[message #57762] Wed, 30 August 2006 05:43 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
492

-added soldier tooltips (English only -- localization pending)


Re: Release Notes[message #57763] Wed, 30 August 2006 05:46 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
493

-switched tooltips to work when ALT is held instead of CTRL


Re: Release Notes[message #57764] Sat, 09 September 2006 08:26 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
new exe (518):

- ShadowWarrior's new tooltip code
- bugfix: CTD when bullets hit door
- bugfix: Gas mask was always worn in low-level tooltips
- bugfix: New drop item system (XML Drop system)
- bugfix: Not all Face-Items (Goggles, NVGs, ...) are dropped, when "Drop all items" is selected
- bugfix: Jeep & Eldorado have the same animation like the Hummer


Re: Release Notes[message #57765] Sun, 17 September 2006 18:54 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
528

- moved Random personality flag from INI to option screen
- added MAX_IMP_CHARACTERS entry in the ja2_options.ini (Range: 0 - 6)
- bugfix: Getting incorrect data & CTDs when using multiple IMP characters with same voices. Now it is possible to have up to 6 merc with the same voice without getting incorrect data. No more need to use different voices! (IF YOU PLAY WITH MULTIPLE IMPS, YOU SHOULD START A NEW GAME, BECAUSE THE IMP CHARACTERS GAME DATA IS INCORRECT AND CAUSES CTDs!)
- bugfix: CTD when using Random personality in I.M.P creation
- bugfix: allow women to be in regular army and administrators
- bugfix: CTD bug when stealing (thx to Brent Johnson aka Nonomori)
- bugfix: when camouflage has worn off for one merc, it was said that every merc camouflage has worn off (including vehicles)


Re: Release Notes[message #57766] Tue, 19 September 2006 07:29 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
536

- bugfix (from build 529): IMPs have wrong voices
- bugfix: Multiple IMPs with same voice causes wrong data and CTDs. Now it is impossible to have multiple IMPs with the same voice. No more invalid IMP data with multiple imps (hopefully) Wink
- You can have a maximum number of 6 imps (3 women and 3 men). All have different voices.
- If an IMP is cloned (90210, nickname) an unused voice is set. So we have correct data.
- Prevent the user from selecting used voices in the IMP Voice selection screen
- Updated Shadows tooltip code (New tag in Items.xml)

EDIT: If you play on a savegame with multiple IMPs, you should START A NEW GAME, because with the broken IMP structure you can get different CTDs and very strange things!


Re: Release Notes[message #57767] Tue, 19 September 2006 17:23 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
538

- Updated tooltip code

Latest Builds (English, German, Russian):
https://81.169.133.124/source/ja2/branches/Wanne

@Shadow: Done!


Re: Release Notes[message #57768] Wed, 20 September 2006 18:22 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
541

- bugfix: Enemies do not wear NVGs at night.

No need to start a new game. But you need to enter a new sector, or re-enter the current sector!

ja2.exe (German, English Russian):
https://81.169.133.124/source/ja2/branches/Wanne


Re: Release Notes[message #57769] Sat, 23 September 2006 08:06 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
542

- bugfix: CTD in German version when using auto fire (missing german strings)
- bugfix: Wrong chance to hit calculation on RPG rocket launchers
- fixed some spelling mistakes in German and English version


Re: Release Notes[message #57770] Sun, 24 September 2006 10:25 Go to previous messageGo to next message
Kaiden

 
Messages:522
Registered:September 2003
Not sure if this is supposed to be rev 555, but it is now Smile

- bugfix: EXPERIENCED_ELITE_BONUS = 0 will now handle garrisons the way they were originally handled for Experienced Difficulty. Setting it to anything other than 0 will handle garrisons the way Expert/Insane Garrisons are handled, and add that percentage of elites to new garrisons.


Re: Release Notes[message #57771] Mon, 25 September 2006 19:01 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
558

- bugfix: When loading an I.M.P character by nickname or 90210 the voice was not set correct.
- feature: Now it is possible to load an I.M.P. character even if it has multiple blanks (spaces) in the nickname. E.g.: "Mr D 2", "Jack 1", ...


Re: Release Notes[message #57772] Wed, 27 September 2006 06:52 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
564

- bugfix: CtH calculation (shows up nearly 0% next to an enemy), when merc spots an enemy after climbing up/down a rooftop
- bugfix: Added Pulmu's weight calculation fix
- intense save/reload fix #1: error checking was added, when the game is saving/loading temp files. This fix protects against corruption of saves, that can occur in temp files section. However, this fix may annoy you by error message-boxes. If you get one, try to reload, re-save your game next X times. If it won't help, your way is to forum.
- fixed: Spelling mistake (GAME_PROGRESS_MIKE_AVALIABLE, GAME_PROGRESS_IGGY_AVALIABLE) in Source code and INI files
- Shortened some weapon types name from the weapon description panel, cause they were too long and were overlapping ammo name (e.g: Machine Pistol -> MP, ...)


Re: Release Notes[message #57773] Thu, 28 September 2006 07:29 Go to previous messageGo to previous message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
568

- added Captain J's coverage armor mod (see ENABLE_ARMOR_COVERAGE in Ja2_Options.INI)
- updated some German strings

EDIT: The version on the SVN is the German version. It was my fault. Get the English version from the link in my signature.
I will correct this issue today!

EDIT2: Corrected!


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