Home » MODDING HQ 1.13 » v1.13 General Development Talk » Release Notes
Re: Release Notes[message #57774] Fri, 29 September 2006 02:29 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
575

- bugfix: Removed the serious bug that was added in exe build 568
- feature: Re-enabled auto save (USE_AUTO_SAVE in ja2_options.ini)
- feature: Lightning can be disabled (ALLOW_LIGHTNING in ja2_options.ini)


Re: Release Notes[message #57775] Fri, 29 September 2006 16:51 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
579

- bugfix: CTD when loading a savegame after an auto save was loaded -> Autosave works now Wink


Re: Release Notes[message #57776] Sun, 01 October 2006 22:10 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
587

- bugfix: CTD on maps with tanks
- feature: Added INI Setting and ability to manually train mobile militia at a cost (MILITIA_COST_MODIFIER, MUST_TRAIN_MOBILE_MILITIA)
- feature: Added INI setting and ability to train veteran militia (TRAIN_VETERAN_MILITIA)
- feature: Moved auto save from ja2_options.ini to option screen


Re: Release Notes[message #57777] Thu, 05 October 2006 21:03 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
592

- bugfix: Average column in laptop->profiles was not correct calculated
- feature: Moved Auto save to option screen
- feature: German.Items.xml can now use "Umlaute". It is now correct displayed in the game
- added sector variation (see "TableData\Map\AltSectors.xml")


Re: Release Notes[message #57778] Sat, 14 October 2006 16:34 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
602

- Release & Update build
- Map Editor build: 602


Re: Release Notes[message #57779] Wed, 18 October 2006 06:31 Go to previous messageGo to next message
Lesh 2

 
Messages:108
Registered:September 2006
Location: Izhevsk, Russia
We're miss something for rev.602:

- Added options to remove mercenary on-assignment deaths, and also set the number of deaths per difficulty level
- Added options for delaying veteran militia training and mobile militia training.
- Added cost modifiers to promoting green militia to regular and promoting regular to veteran.
- sound manager now logs driver capabilities
- enabled town names in cities.xml
- reworked cities.xml handling section, added new fields
- fix that allows game to accept both capital and small letters as a y-coordinate of a sector in MovementCosts.xml
- updated most of the editor screens to the high resolution. Editor should now work with high resolution.
- updated some editor files for the high resolution

Re: Release Notes[message #57781] Tue, 31 October 2006 06:24 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
609

- bugfix: Landmines
- bugfix: Got a "misplaced" I.M.P email on day 3
- bugfix: Laptop -> Personnel -> Inventory scroll buttons
- changed max number of slots for towns (hardcoded value)
- highest town index defines the number of towns on map (user defined value via xml)
- updated cities.xml handling code so now it is possible to control can player train militia in town or not


Re: Release Notes[message #57782] Fri, 03 November 2006 08:49 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
614

- bugfix: CTDs in Drassen tactical screen


Re: Release Notes[message #57783] Sat, 04 November 2006 00:00 Go to previous messageGo to next message
Lesh 2

 
Messages:108
Registered:September 2006
Location: Izhevsk, Russia
614 too:

- moved hardcoded tooltip strings to the existing language string files
- translated tooltip strings for German Version
- sam sites externalization (SamSites.xml)

Re: Release Notes[message #57784] Tue, 07 November 2006 07:18 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
620

- bugfix: CTDs after you have placed your mercs before the attacking occurs
- bugfix: CTD when trying to recruit John & Mary and there is only one free place left in the whole team.
- bugfix: fixed issue with visibility of enemies after raising scoped gun (no need to look twice anymore) and versa
- reseted IMP activation text box after creating an IMP
- added notification when you try to create a new IMP and you already have the maxium number of mercs (18) in your team


Re: Release Notes[message #57785] Mon, 13 November 2006 19:20 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
631

- bugfix: Endless clock after stealing
- bugfix: CTD after talking to Darren in San Mona (in the boxing club)
- bugfix: Wrong APs deduction from stealing
- bugfix: Prevent Nada objects from stealing
- bugfix: CTD when trying to add 13th town
- changed: APs for stealing from 10 to 14 (because stealing is more than simple picking enemies gun)
- changed: You cannot steal items from head, body, leg or face until the enemy is collapsed (lying on the ground)
- changed: Tooltips on the enemy are only displayed if the enemy can be seen by the selected merc
- preparations to increase number of town sectors


Re: Release Notes[message #57786] Tue, 05 December 2006 08:00 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
645

- bugfix: Mary & John cannot be escorted if you have 16 mercs in your team
- bugfix: Wrong text placement in the florist gallery website
- bugfix: Sam site externalization code
- bugfix: Reinforcement CTDs
- bugfix: Secrets on strategic map and other externalized stuff were not properly initialized, if user loads a saved game before he creates a new game
- added possibility to dismiss a vehicle without passengers
- added ability to use ogg-files in speech sound files
- army externalization


Re: Release Notes[message #57787] Mon, 18 December 2006 00:04 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
650

- bugfix: Gabby did not show up in Sci-Fi mode. Now Gabby is randomly located in sector H11 or I4 (new game is required)
- bugfix: Tracer bullets animation starts some tiles away of where the shooter is (you also have to update GameDir because of updated \Tilecache\bullet_tracer.sti)
- fixed some memory leaks


Re: Release Notes[message #57788] Mon, 08 January 2007 07:09 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
656

- bugfix: Ira invisible bug in rebel basement
- bugfix: Wrong AP deduction if a merc punches the enemy
- changed: The queen should try to get the cities back after they were liberated, just like the SAM's
- feature: Added armor filter buttons (helm, vest, legging, plate) to Bobby Rays
- feature: Added misc filter buttons (blades, grenades, ...) to Bobby Rays


Re: Release Notes[message #57789] Fri, 19 January 2007 05:07 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
665

- memory leaking fix
- slow progress for enemy items choice added (SLOW_PROGRESS_FOR_ENEMY_ITEMS_CHOICE in ini-File)
- enemies and militia can have ambidexterous skill and a second gun (elites and regular troops/milita only)
- new menu option: silent Skyrider
- bugfix: militia, came as reinforcements, tend to stop at a halfway, if main battle is at the opposite side of map, they are coming from
- bugfix: when merging an item to a stack of items all of them were converted to a new item
- bugfix: Turning APs were not deducted (wrong bugfix in version 653)


Re: Release Notes[message #57790] Mon, 29 January 2007 23:41 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
687

SAVEGAME BREAKING STUFF -> YOU HAVE TO START A NEW GAME!

- changed: Translated "Silent Skyrider" option text for German version
- changed: Set max number of towns, town sectors and sam sites on strategic map to 50, 260 and 50 accordingly
- changed: AP costs for reloading a GL or RL by attaching an item are taken now from weapons.xml (still buggy, allows cheating)
- bugfix: Invalid APs deduction when shooting - player could win 1 AP, if he raises weapon first and then shoots
- bugfix: CTD when tooltip should be displayed on militia and no merc is in that sector
- bugfix: If queen retakes mine sector, player still gets income (money) from the mine although the "Daily Income" string on Strategic Screen is shown correctly.
- bugfix: no explosion if the rocket launcher was reloaded manually (with attaching a rocket/grenade)
- bugfix: German "Umlaute" were not displayed correctly for short item names


Re: Release Notes[message #130495] Fri, 23 February 2007 00:40 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
FYI - these changes are also visible in the SVN log.

728

- menu descriptions fixed
- new menu option: Low CPU Usage (patch from MTX/defrog)
-increased inventory capacity for IMP items doled out in ImpItemChoices.xml
-changed ammo given to IMPs so they have at least two clips for their main gun
-skip the CompatibleFaceItem check if either item is Nothing. This will let us trim some lines from compatiblefaceitems.xml that are screwing up the xml-editor.
- bugfix: CTD when Skyrider is escorted to his heli in drassen (before Skyrider talks to the mercs)
- changed: Location of the Heli information box in Strategy Screen in High Resolution
- bugfix: CTD in German Version if you press 'q' in tactical (-> Missing strings in _GermanText.cpp)


Re: Release Notes[message #130805] Sun, 25 February 2007 16:41 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
742

- fixed some crashes when loading 4xx built savegames.
- Added new, optional JA2.INI parameter to select windowed mode instead of Fullscreen (SCREEN_MODE_WINDOWED). To use Windows Mode you have to switch your Desktop to 16 Bit!
- tactical militia command: stopped merc from moving to militia in combat if he doesn't have a headset (radio)
- updated credits screen to the 1.13 Credits
- translated "low cpu usage" option text for german version
- improved existing "escorting kulbas" bugfix

[Updated on: Mon, 26 February 2007 16:30] by Moderator



Re: Release Notes[message #134536] Sun, 01 April 2007 13:09 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
820

- moved ja2.set (game settings file) to a custom data directory defined in ja2.ini
- externalized game progress weights
- added VS2005 compability fix from Space Viking
- changed UINT16 to wchar_t for VS 2005 compliance
- Code changes to allow more slots for IMPs.
- Allow dead IMPs to be replaced.
- Add another way to progress in the game (sectors visited).
- Separated the ammo types from the interface from the file infobox.sti.
- Fix for VS 2005 in German and Russian versions
- bugfix: Fixed again more bugs which occurred when loading a 1.13 savegame which was saved under an older 1.13 build or under different XML-files. The bug is now better fixed than before.
- bugfix: Fixed "end move & LOS bug" ('END' button has two different actions)
- bugfix: Added CtH fix from AndroidXP
- bugfix: Rooftop CtH fix from AndroidXP
- bugfix: Roof CtH bug also affected the numerical CtH display on pressing "F" (fixed by AndroidXP)
- bugfix: Added AndroidXP fixes for Sniper Deadlock and Grenade AP loss


Re: Release Notes[message #138243] Wed, 09 May 2007 23:32 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
872

- new: New .ini setting to disable stealing
- new: Added translation table for Russian characters
- new: Code for "new way to progress" (visiting sectors)
- new: Remove attachments and unload all weapons in sector (Shift+F)
- new: Added INI options for RESTRICT_ROAMING and REVEAL_ITEMS_AFTER_COMBAT
- changed: Removed Omerta from the list of "unimportant" sectors (Estoni and San Mona still "unimportant")
- changed: Allowed queen to attack Omerta before day 2 at 7:45AM and Drassen before day 3 at 6:30AM
- changed: The reinforcements are not reassigned anymore when the sector where they were going to is captured by player
- changed: Omerta garrison is not reassigned anymore when queen fortifies cities
- changed: Enabled investigation of lost city sector by the enemy
- changed: Limit for the investigation of the sector depends on difficulty level (4, 8, 12 and unlimited on INSANE)
- changed: Better handle missing .ini entries for IMP slots
- bugfix: Assertion failure when Skyrider leaves a sector where a merc cannot be woken up
- bugfix: Opponent no longer "seeks cover", ie jumps back out of the ring; no longer will pick up a gun from the ground while boxing
- bugfix: Disappearing corpses (and possibly items) when cursor hovers over a square on the rooftop; also fixes a "write to freed memory" heap check
- bugfix: roof inaccessible tiles problem
- bugfix: AI hang while deciding on an action (fire 0 rounds on auto)
- bugfix: Disappearing corpses (and possibly items) when cursor hovers over a square on the rooftop; also fixes a "write to freed memory" heap check
- bugfix: Fixed improper printf field in a debug message
- bugfix: CTD when someone fell off the west side of a building
- bugfix: Fixed misspelling of function names
- bugfix: Minor fix to allow different types of GL grenades to be attached to the grenade panel and the ALICE pack
- bugfix: Wrong placement of the terrorists pictures on the files section in the laptop
- bugfix: Text placement in insurance laptop pages in higher resolutions
- bugfix: Fix for grenade launchers (allow reloading with valid ammunition only)
- bugfix: Fix for stacking items in sector


Re: Release Notes[message #139603] Mon, 21 May 2007 17:44 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
888

- new: Externalized sector loadscreens to TableData\Map\SectorLoadscreens.xml (INI-Switch: USE_EXTERNALIZED_LOADSCREENS)
- bugfix: Automated scrolling if you talk to someone in small maps (e.g: Rebel Basement) in high resolution (1024x768)
- bugfix: Scrolling problem in radar map in small maps (e.g: Rebel Basement) in high resolution (1024x768)
- bugfix: Russian version


Re: Release Notes[message #141990] Thu, 31 May 2007 11:25 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
new build (911)

- new: Throwing item animation (grenades, items, ...) in crouched stance for the player, AI was not changed yet
- new: allowed helicopter to land in enemy controlled sector
- new: SHIFT+N now can use goggles attached to the helmet
- bugfix: If merc is in crouched stance and passes an item to another merc, merces did not turn to face each other


Re: Release Notes[message #144022] Sun, 10 June 2007 22:09 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
- new exe (933) and dll (lua51.dll) for lua (a scripting language)

- New attack busy system
- Added LUA scripting and console
- Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain
- Fixed signedness of many grid variables used in GetMouseMapPos calls
- Fixed enemy weapon choosing: Sometimes a mortar is chosen but later rejected, but the grenade class was not reset. Caused assertion failure
- Added checks so enemies don't try to chuck RPG grenades with their hands
- Now possible to shoot a someone in the head if he's in water
- Fixed InitSightArrays to also clear soldier interrupt duel points. This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called.
- Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have
- Removed early setting of muzzle flash. This would allow enemies to get an interrupt before you even fired.
- Fixed item dropping by AI. If AI tried to drop something while standing it would cause deadlock
- Change to greatly speed up closing the sector inventory window in an unloaded sector
- Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting
- Added missing #includes


Re: Release Notes[message #151426] Thu, 02 August 2007 01:36 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
new build (1147)

- new shortcut: Ctrl+Del in sector inventory deletes all items in sector
- Fix squad oversizing based on user prefs
- Fix militia issue in auto-resolve: Militia were not always being promoted even when it said they were. Since first X slots are for militia already in the sector, militia from other sectors are not sorted by rank. This actually affects battle outcome!
- Added fix to editor to skip cached tiles in RaiseWorldLand. Otherwise it can crash when invoked within the game.
- fixed some variables not being initialized
- Efficiency improvements for soldier->soldier sighting
- fixed memory leak in new inventory
- fixed some variables not being initialized
- fixed swapped parameter in LOS.cpp
- added variable range check in lighting.cpp, the cause of wrong index value still not fixed
- Fix for slow bullets and other anims
- Fix problem with items with default attachments not comparing to base items correctly
- Removed an inconsistency between quickload and regular load
- Turned on heap checking for debug builds. *Could cause memory to run low if game runs for extended periods
- Fixed assertion message for case where soldier groups try to cross impassible terrain
- Fixed inventory memory leak
- Fix sticky keys due to loading screens
- Fix infinite loop/hang after an assertion failure
- Fix problems with missing tile effect in places such as Alma and Tixa underground
- Also fixes potential problem with buffer overruns
- Don't have monster spit cause fiery explosions
- More detailed error messages for failed saves
- Yet another phantom militia fix
- Fix for incorrect, sometimes negative, values of items sold to locals
- Editor: Disable light sprites that are not in bounds. Actually happens in some sectors (ie Drassen)
- Editor: Fix for use of uninitialized variable in undo
- Editor: Fix for clipping bounds that are offscreen (causes crash)
- Fix for AP bonus reading from INI
- Fix mine indexes when looking for creature infestation of mines
- Final (?) fix for militia reinforcements. Also a change: If you refuse reinforcements, none will come for the entirety of the battle
- Increase size of cover and LOS grids to fit max radius
- Fix for uninitialized light level in DistanceVisible
- Move CheckForEndOfBattle to end of ReduceAttackBusy, to remove a possible militia invalidate upon promotion
- Change the way Alt-L handles reloading
- added range check for light sprites


Re: Release Notes[message #153084] Tue, 14 August 2007 21:23 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
new exe build (1202)

- Fix for freeze when AI killed by mines or other self-inflicted wounds
- Added Breath APs fix
- Fix for mouse movement when clicking on mercs. In windowed mode would move the cursor to odd places on screen
- Enemy group invasion tactics fixed. Now reinforcements come from all directions, same as from surrounding stationary reinforcements
- Fix for mercs turing lame
- allowed militia to wear camo
- Fix for uninitialized group in reinforcements
- Fix AI deadlock when multiple soldiers occupy the same tile
- Fix to reset Pablo so that future thefts can also be punished
- Fix for missing enemies in mobile group when player invades
- bugfix: Sometimes if you press with the right mouse button on the radarmap, the overhead map view was not displayed
- Fix for enemy invasions and reinforcements
- bugfix: HE Ammo Bug
- Fix for the "CONT" that won't go away
- Fix points calculation in BaseAPsToShootOrStab
- Tweaks to inventory, soldier, and merc profile structs
- Fix for divide by 0 in CalcBestShot



Re: Release Notes[message #157904] Mon, 17 September 2007 18:12 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
new exe build (1379)

- Fix for AI seeking climb point in toxic gas
- Fix for civilians trying to climb the roof to seek noise
- Fix for punching and stabbing
- Fix for chance to hit being 1% at distances > 52
- Fix for militia transported to NOWHERE during autoresolve in a different than current sector
- INS-key for overhead map is back!
- Weapon CTH at extreme range now calculated with soldier's real sight max
- Fix for 1% chance to hit target when distance is > 52
- Camo and other effects are taken into account when aiming at a body part
- Max Distance Visible is more consistent in being calculated based on the soldier and direction rather than a fixed number
- removed breath reduction for soldiers that are not in loaded sector
- added bug fix from build 1240 (fixed freeze in tactical - enemy soldier attempted to throw item at himself (save from pyg))
- Bugfix in ChooseFaceGearForSoldierCreateStruct(). Wrong HeadPos was set.
- Fixed bug where wrong chance to hit was displayed by completing AXP's previous bugfix.
- Bug fix for militia movement on strategic screen not setting group ID for battles.
- Added AStar pathfinding.
- Fixed buffer overrun for LUA strings
- Made direction variables more consistent as unsigned chars. Several function prototypes updated for this.
- Many memory leaks plugged: External options, video overlays, laptop file lists, tactical message queue, strategic pathing, autobandage, merc hiring, detailed placements, crate in Drassen, tactical placement
- New functions and attributes for soldiers in LUA (still for debugging at best): Soldier.APs (current APs), Soldier.changestance (changes stance, uses game heights)
- File catalog ignores .SVN directories (game load speedup)
- Fix CTD in mouse regions
- JA2 window now refuses to move to negative coords
- Checks to prevent DirectX-related infinite loops due to minimizing and task switching
- Invading enemies should now appear on the borders even when reinforcements disabled in .ini
- Suppression should no longer work on mercs in medium water
- Infant/Young creatures use restored spit instead of Molotov
- Creatures begin with their 'guns' (spit) 'locked and loaded' (cartridge in chamber)
- Further fix to AXP and AlaarDB's weapon ready check: Now 'firing' is always counted as 'ready'.
- Prevent mercs from falling and flying back through obstacles
- Check whether battle group is even set before testing its location for battle setup
- Burst spread locations now limited to 6, the limit within the soldier struct
- Extra burst spread locations zeroed out so that they aren't used unless necessary
- Spread code now only shoots at locations in the spread, and will shoot at all 6
- Only mercs in the sector where autobandage happens will be made to stand up after it's done
- Throwing a grenade at the tail of the plane in Drassen should not result in a CTD
- Reset attack busy count when loading a new sector
- Fixed a problem with wrong variable name, and modified infant spit index to match the new Vanilla friendly index
- Fixed CTD in editor when changing detailed civ placement from wheelchair to jeep
- Fixed memory corruption in detailed placement due to old-inventory behavior
- Added Editor.slf to files JA2/Editor will load from
- Fixed FindBestPath to not search for a path to NOWHERE
- bugfix: Sam sites with index >=5 lacks ability to train militia

German EXE Build:
http://ja2.h758491.serverkompetenz.net/Wanne/ja2_1379_de.exe


Re: Release Notes[message #161510] Sat, 13 October 2007 19:47 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
1.13 INI Editor is ready to use Wink

Download: http://ja2v113.pbwiki.com/

Installation:
Before you can use the INI Editor, be sure to have the .NET Framework 2.0 installed. If you have ever started the XML Editor, you should already have the .NET Framework 2.0 installed.

If not, you can download it here:
http://www.microsoft.com/downloads/details.aspx?displaylang=de&FamilyID=0856eacb-4362-4b0d-8edd-aab15c5e04f5

The INI Editor has 2 files
- The executable file: INIEditor.exe
- The description file for the INI properties and sections: INIEditorInit.xml

Copy these 2 files in your JA2 root directory. Then simply start INIEditor.exe.

Post any suggestions, bugs or comments in the INI Editor thread.
http://www.ja-galaxy-forum.com/board/ubbthreads.php/ubb/showflat/Number/158051



[Updated on: Sat, 13 October 2007 20:40] by Moderator



Re: Release Notes[message #184403] Wed, 07 May 2008 19:39 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
new svn build (2112)

*** ja2.exe ***
Bugfixes:
- Fixed item "beaming" bugs that allowed items to be grabbed from a sector your merc wasn't currently in.
- Resolved a problem where ItemSize=99 items would cause a CTD because of a mission condition.
- Adjusted the ALT+W function so it runs a bit better.
- Merc with no ammo in autocombat leads to CTDs.
- Character names which are too long at IMP activation screen leads to CTDs.
- SHIFT+N allowed both sun goggles and NVGs to be worn at the same time.

*** Map Editor.exe ***
Bugfixes:
- Fixed the map editor so that "Nada" items don't appear in the item lists.
- Made an adjustment to the editor so that map version checking takes place when rebuilding the DevInfo folder.
This will allow maps to update properly if you switch between maps alot, while not forcing a major version update
when it's not needed.
- Minor update so that sector A9 will be the default map when a major version update has completed.


Re: Release Notes[message #184926] Mon, 12 May 2008 12:51 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
new svn exe build (2146)

Now we have merged the mutliplayer code in the actual svn source code!





Re: Release Notes[message #184934] Mon, 12 May 2008 14:00 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
new exe build (2147)
- added INI option for new tracer bullets (USE_BULLET_TRACERS)


Re: Release Notes[message #187919] Sun, 08 June 2008 16:56 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
new exe build (2222)

*** This version contains the multiplayer code integration ****
*** You have to start a new game with this EXE ***
*** If you would like to continue your current games, you have to use the ja2_2124.exe ***

For german and russian users, you can download the multiplayer package here:
http://ja2.h758491.serverkompetenz.net/Wanne/MP/ja2_113_mp_2008_06_08.rar


Re: Release Notes[message #187951] Mon, 09 June 2008 03:06 Go to previous messageGo to next message
Seraph

 
Messages:21
Registered:June 2006
Location: Germany
http://ja2v113.pbwiki.com/

JA2 1.13 Newest Updates (Beware of red colour. Could be a useful hint. :wave:)
Re: Release Notes[message #193061] Wed, 06 August 2008 22:03 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
new SVN exe (build: 2296)
- Adjusted the ChangeDropPackStatus function to account for "range to backpack" when enemies are in sector.
- Corrected a graphic rendering issue with attachment alignment on the strategic screen.
- Corrected a problem with IMP hiring that caused an assertion error when trying to use the last female IMP profile ID.
- Fix CTDs in Multiplayer (and Singleplayer)
- Random number and CTH adjustments.
- OIV Graphic alignment correction.


Re: Release Notes[message #193189] Thu, 07 August 2008 23:15 Go to previous messageGo to next message
Campingkocher

 
Messages:45
Registered:June 2007
Location: Germany

Uploaded the new EXE in English, German and Russian.
http://rapidshare.com/files/135617395/ja2_113_mp_2008_08_07.rar.html

But we had some runtime errors in multiplayer with it (see JA2 Multiplayer thread).
I'm not really sure if it is because of the new code, but we did not experience these errors in earlier versions.

Greets

[Updated on: Thu, 07 August 2008 23:16] by Moderator

Re: Release Notes[message #195338] Sat, 30 August 2008 17:49 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
New exe build (2322):
- Support for specific cities.xml (eg. Russian.Cities.xml)
- Fixes for new fonts
- Fixed the sector inventory so that you can right click to look at an item's description even if you don't have an On Duty merc in the sector. You still need a merc in sector, but they can be involved in another activity where before they also had to be part of an active unit.
- Fixed Russian texts
- Possible fix for the intermittent sector inventory right-click issue.
- Fixed the display AP cost for shooting (when you also have to change facing and/or ready a weapon) so that it correctly matches the APs that are really charged.


Re: Release Notes[message #199242] Thu, 16 October 2008 00:05 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
New Map Editor and Game Exe Build 2377:

--Editor fixes from Kriplo
Implementation for mouse wheel support
Implementation for mouse middle button support
Fix for adding on roof tiles
Fix assertion when leave editor mode
On saving map check of entry points are add
Fix for to many ToolTip messages in place walls
Fix assertion on loading map without entry points
Fix assertion in Sector Summary if DevInfo directory not exist
Fix for problem of losing map edgepoints
Fix problem with losing stuff from LBE
Fix crash in meanwhile

--Game fixes from Headrock
Fixed a typo in the Health experience calcuation for strategic movement
Added "Draw" cost to weapons help data


Re: Release Notes[message #201560] Thu, 13 November 2008 17:12 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
1.13 Power Update

*** New ja2.exe build (2415) ***
- Enhanced Description Box (by Headrock)
. Can be toggled on/off in the game settings
. Can be customized in the ja2_options.ini (USE_ENHANCED_DESCRIPTION_BOX)
. Further infos: http://www.bookgallery.co.il/JA2PublicPosts/DescBox.asp
- 100 AP System
. Now the default system
. Can be changed back to 25 AP System in the Data-1.13\APBPConstants.ini
. Just change the property AP_MAXIMUM = 100 to AP_MAXIMUM = 25 and you have the 25 AP System back

German and Russian EXE + GameDir Files can be found here:
http://ja2.h758491.serverkompetenz.net/Wanne/Build_2415/


*** New XML Editor ***
- Supports the 100 AP system
- Minor adjustments

*** New INI Editor ***
- Also works as a MOD Loader.
- Supports 100 AP System (APBPConstants.ini)
- Configure and start JA2 v1.13 from the INI Editor

[Updated on: Thu, 13 November 2008 18:12] by Moderator



Re: Release Notes[message #201619] Fri, 14 November 2008 14:00 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
New exe build (2417)
- Only internal source changes to make Polish release in the future
- The updated GameDir files in this Revision are needed for this new Exe Build.

German and Russian EXE / GameDir files can be found here:
http://ja2.h758491.serverkompetenz.net/Wanne/Build_2417


Re: Release Notes[message #201631] Fri, 14 November 2008 15:36 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
New XML Editor (Version 0.38)

- Removed unused files from TableData/Lookup folder in SVN GameDir. This files are created automatically from the XML Editor
- XML Editor now deletes the file "JA2Data.xsd" on startup and recreates it
- You can change the default maximum AP values (default = 100) for the XML editor in "XMLEditorInit.xml"


Re: Release Notes[message #202259] Sun, 23 November 2008 01:58 Go to previous messageGo to previous message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
New INI Editor/MOD Loader:
- Autoswitch to 16 bit window color depth if game should run in windowed mode and desktop colors is not 16 Bit.
- When game exists, switch back to default color depth.

So no more need to manually switch Desktop Colors to 16 Bit to play in windowed mode Smile


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