Home » MODDING HQ 1.13 » v1.13 General Development Talk » Release Notes
Re: Release Notes[message #202570] Wed, 26 November 2008 20:22 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
*** New ja2.exe build (2436) ***
- Fixed a CTD that occurs when you fail to attach an item
- Multiplayer: Override panel key is now bound only to key "7" instead of 5, 6 and 7
- Fixed a 100AP conversion issue for morale and suppression fire.
- Fixed a CTD caused by trying to "pickup" an item from sector inventory while simultaneously looking at that items description box.
- Upgraded an INT8 to INT16 in training functions to try and catch a problem with INI values being set too high.
- Fixed some display values in EDB to properly switch between 100AP and 25AP.

*** New INI Editor ***
- INI Editor now works fine in 800x600 resolution
- Property Value Section now contains a scrollbar

EDIT: Also German and Russian EXE is available in SVN.
How to update German or Russian Version take a look at this thread:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=201700&page=1#Post201700

EDIT2: Now we also support Polish version.
How to update Polish Version, take a look at this thread:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=201700&page=1#Post201700

[Updated on: Wed, 26 November 2008 22:02] by Moderator



Re: Release Notes[message #203448] Sat, 06 December 2008 00:55 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
New ja2.exe build (2445)

- An AP value was being recast to INT8 which caused some issues with more then 127APs.
- Altered the RemoveRegion failsafe so use the REGION_EXISTS flag. This seems to resolve the "timed" crash and/or infinite loop that people have been reporting with sector inventory.
- Added a cheat hotkey that creates a huge variety of items for troubleshooting sector inventory with multiple pages.
- Added maximum and minimum values for the AP_BONUS settings in the INI file.
- Merged the two parts of RenderItemDescriptionBox function (strategic and tactical) into a single function. Now any change automatically effects both version of the box.
- Fixed some Polish and Russian translations
- Fixed description text in ja2_options.ini for property "USE_ENHANCED_DESCRIPTION_BOX"

Also German, Russian and Polish EXE is available in SVN.
How to update these Versions from SVN, take a look at this thread:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=201700&page=1#Post201700


Re: Release Notes[message #206984] Fri, 23 January 2009 09:39 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
New XML Editor Version: 0.40

- Updated XML Editor to Version 0.40
- Added: Support for Italian Item descriptions and Italian Ammo Strings
- Added: Support for Dutch Item descriptions and Dutch Ammo Strings
- Added: Support for Chinese Item descriptions and Chinese Ammo Strings
- Changed: Lookup files in "TableData\Lookup" will only be created by the XML Editor, if the files do not exist
- Fixed: Grid-Columns are always resize able now
- Fixed: Cursor Drop Down List not 100% visible
- Fixed: Herve Inventory not 100% visible


Re: Release Notes[message #207752] Mon, 02 February 2009 09:16 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
New ja2.exe (build: 2567)

- Space Viking's many mercs changes plus numerous generic bug fixes
- Bug fix for invalid coordinates problems (outside valid range of 1-16)
- fixed mistakes in UFS web page (was missing ","), add missing line (by inshy)
- added russian layout for IMP Begin screen, now russian users can type name of they heroes using russian letters. Fixed position for male\female text in russian version (by Heinz)
- fixed wrong position for items in inventory (by Heinz)
- Bugfix: Fixed Runtime Error in Strategy Screen when user plays in 640x480 and moves cursor over merc list (by Heinz)
- Chinese specific update (by zww from tbs)

Renamed ja2.exe to ja2_2445.exe because of the new ja2.exe (including Many Merc)

Also non English Versions of ja2.exe are available
How to update these Versions from SVN, take a look at this thread:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=201700&page=1#Post201700

[Updated on: Mon, 02 February 2009 09:17] by Moderator



Re: Release Notes[message #210115] Fri, 13 March 2009 00:51 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
New ja2.exe (build: 2620)

Bugfixes:
- CTD when enemies retreat (by Heinz)
- Open IMP page in laptop and then close laptop using key ESC. You will see button for closing window on strategic map... if you press this button you will have CTD.
- Mercs randomly drop aimed weapons automatically under some weird circumstances
- Merc are now a little more "talkactive"
- Fixed error creating new soldiers in DoReinforcementAsPendingEnemy
- Fixed some bugs in Shopkeeper interface.
- Fixed CTD when pressing Alt-Y not in cheat mode
- Save/load screen shouldn't appear during quickload
- Fix movement cost problems in 100AP. Externalized the movement cost modifiers and changed the run modifier from a divisor to a flat modifier like other forms of movement use.
- Added a condition which should stop the blue asterisk from appearing on an item unless that item is of item class IC_LBEGEAR.

New:
- AI Viewer: To use the AI Viewer build a Debug Version, go to the Strategy Screen and press F12
- Quest Debug System: Quest Debug System dialog is opened by switching to the Tactical screen and press F11.
- New option screen with "Next" and "Prev" button. This allows "unlimited" of options in the option screen
- "Forced turn base mode" option in the option screen and also available via keyboard shortcut (CTRL+ALT+SHIFT+T) in tactical. This forces the game to go in turn based mode when there are enemies in the sector.

Also non English Versions (German and Russian) of ja2.exe are available
How to update these Versions from SVN, take a look at this thread:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=201700&page=1#Post201700


Re: Release Notes[message #211805] Wed, 01 April 2009 16:40 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
New ja2.exe (build: 2651)

New Features:
- Headrock's HAM 2.8:
- Zathras' Multiplayer UI Patch

Bugfixes:
- New option "Force turn mode" is always disabled when playing a multiplayer game
- Max Merc limit in multiplayer was not evaluated when hiring merc
- Press "ESC" while green progress bar on laptop loads -> Buttons are still visible although Laptop is closes
- Fixed szSoundEffects definition
- Minor fix to allow the bullet graphic to render properly when the shopkeeper panel is open.
- Fixed a bug when creating the application, it was only possible to start ONE instance of the game. Now it is possible to start as many instances of the game you would like.
- Temporary fix for game freeze when a path contains duplicate tiles

Also non English Versions (German and Russian) of ja2.exe are available
How to update these Versions from SVN, take a look at this thread:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=201700&page=1#Post201700


Re: Release Notes[message #211893] Thu, 02 April 2009 11:04 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
- New Release Build (2660)

Disabled a CPU intensive function from HAM during AI calculation

Also available: German and Russian EXE


Re: Release Notes[message #213305] Thu, 16 April 2009 02:31 Go to previous messageGo to next message
ctiberious

 
Messages:607
Registered:March 2007
- New Release Build (2736)

Bugfix: Tactical Interface is still locked after QuickLoad (by Zathras)
The valid range for Price_Modifier is (-1)-100. -1 & 0 were added as options some time back to allow the game to dynamically adjust the Price_Modifier value based on game progress.
Translated new text for Multiplayer and HAM.
Updates to the HAM/100AP integration.
Added Min/Max Suppression Tolerance values (from Headrock).
Bugfix: Took away the ability to reload a weapon from the item description box while using an ammo crate.
Corretion to the 100AP/HAM integration.
Made an APBPConstant a little clearer. Before it was labeled as part of the suppression system when in reality it's not.
Fixes/Improvements to Option screen (by Arynn)
Added the new strings from the multiplayer branch
Added the new strings from the multiplayer branch
Updated a few "wrong" default values to "correct" ones. In multiplayer we read the default ja2_options.ini. Problem was, that min. and max. CTH was set to 0, which resulted in zero CTH
Translated MP Text in _GermanText.cpp
A few minor adjustments
Disabled some of the charges associated with the Increased Aiming Costs option.
Corrected a AP display issue when you had to turn while a weapon was not in a ready position.
Found a bug in the russian text file that was preventing the creation of russian builds.

Also available: German and Russian EXE

Re: Release Notes[message #218776] Tue, 02 June 2009 17:04 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
Some time passed since the last SVN Release. So here it is the new version (Build: 2929)

New Features
------------
Airport Externalization
o INFO: Externalized Bobby Rays Shippment Locations and Delivery Methods
o TableData\Map\ShippingDestinations.xml
o TableData\Map\DeliveryMethods.xml
o Localiced Versions of Shipping Destinations (Tabledata\Map\XYZ.ShippingDestinations.xml)

Improved Game Setting (Option Screen)
o INFO: Fixes corrupt ja2.set file by using ja2_settings.ini
o Fixed corruption of ja2.set
o ja2.set will no be saved to ja2_settings.ini
o A few more minor game setting fixes and error tracings

Ultra Dynamic Tooltips
o INFO: Get more realistic tooltips debending on the range
o ALLOW_UDT_RANGE, ALLOW_UDT_DETAIL, UDT_MODIFIER (see ja2_options.ini -> [JA2 Tactical Settings])

Real-Time Mode
o INFO: allows the player to stay in real time while unnoticed by the enemy. While observing enemies in real time, the player may enter turn-based at will.
o ALLOW_REAL_TIME_SNEAK, QUIET_REAL_TIME_SNEAK (see ja2_options.ini -> [JA2 Tactical Settings])
o Ctrl + x: While observing enemies in real time, enter turn-based mode. Does not work if no enemies are seen, inactive if RT sneaking is disabled.
o shift + Ctrl + x: Toggle the real-time sneaking mode on/off. Enters turn-based if the player can see an enemy. Toggling it back on in turn-based, while stil unseen by the enemy does NOT revert to real time - turn-based will continue until the player no longer sees any enemies.

Bugfixes
--------
Negative APs didn't actually have any effect on the next turn because they were being reset to 0 before they could have any effect
Fix problem with invalid X,Y coordinates
Corrected spelling mistakes in _GermanText.cpp
Glitch with NIV mouse region
NIV fix with displaying town names
Fixed Morale and ice-cream truck
Problems with refreshing fast help text in mapscreen
Change some limits for merc attributes and rain durations.
Enable all terrorists in game, if all terrorists should be available (defined in the ja2_options.ini)

EDIT: Also German and Russian ja2.exe is available.

[Updated on: Tue, 02 June 2009 17:09] by Moderator



Re: Release Notes[message #219049] Thu, 04 June 2009 13:50 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
New EXE Release (Build: 2949)

New Features
------------
Enhanced IMP Creation
o INFO: Customize your IMP more personally (hair, clothes, ...)
o Soldier Tooltips can now be toggled on/off in the option screen
o Removed "Random IMP personality" from option screen
o Removed CUSTOM_PERSONALITY, CUSTOM_ATTITUDE, ALLOW_SOLDIER_TOOL_TIPS, IMP_STARTING_LEVEL from ja2_option.ini
o Added IMP_STARTING_LEVEL_COST_MULTIPLIER, IMP_BONUS_POINTS_FOR_DISABILITY, IMP_BONUS_POINTS_PER_SKILL_NOT_TAKEN to ja2_options.ini
o New Files in the Data\Laptop folder


Re: Release Notes[message #219170] Fri, 05 June 2009 01:35 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
New EXE Release (Build: 2963)

New Features
------------
Virtual File System (VFS)
o INFO: Using the VFS we have an elegant way for defining MOD hierarchy
o Additional INI Files (e.g: vfs_config.JA2Vanilla.ini, vfs_config.JA2113.ini) for setting up different MODs
o The file ja2.ini now contains a property called "VFS_CONFIG_INI" where you can select the INI of your MOD instead of the "CUSTOM_DATA_LOCATION"
o For additional informations on the VFS see "Docs\VirtualFileSystem_Setup.txt" inside your JA2 install directory

Multiplayer v1.2
o File Transfer for sharing files from the server with the other clients
o A lot of Bugfixes
o Improved GUI
o For additional informations on Multiplayer and File Transfer see "Docs\Multiplayer_*.txt" inside your JA2 install directory


Bugfixes
--------
o Enhanced IMP Creation

Also available: German and Russian Version

[Updated on: Sun, 07 June 2009 00:37] by Moderator



Re: Release Notes[message #219590] Sat, 06 June 2009 20:27 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
New EXE Release (Build: 2975)

Bugfixes
--------
o EDB: Autofire and Burst now have their own penalties (there are updated "Data-1.13\Interface" files)
o JA2 Game Intro is working again

Also available: German and Russian Version

[Updated on: Sun, 07 June 2009 00:36] by Moderator



Re: Release Notes[message #219665] Sun, 07 June 2009 01:27 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
New Map Editor Release (Build: 2975)

INFO: Map Editor should now work with Virtual File System (VFS)


Re: Release Notes[message #219723] Sun, 07 June 2009 14:41 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
Seraph
@ Rowa: I can't start JA2 with the german JA2.exe; english ja2.exe works.


I added the updated "vfs_config.*.ini" files for German Version. You can update. It should work now.

https://81.169.133.124/source/ja2/trunk/GameData/German_Version


Re: Release Notes[message #220186] Tue, 09 June 2009 14:42 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
New Map Editor Release (Build: 2993)
- Fixes Problems with VFS


Re: Release Notes[message #222050] Fri, 19 June 2009 18:22 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
New Map Editor Release (Build: 3023)
- Fix radar maps : write to \RADARMAPS
- Fix invisible items in toolbar menu


Re: Release Notes[message #224006] Sun, 28 June 2009 21:01 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
New EXE Release (Build: 3042)

New Features
------------
- Spread Patterns MOD (by Zilpin)
o TableData/SpreadPattern.xml & additional (optional) Tag in TableData/Items.xml

Bugfixes
--------
o Mine income was not correctly initialized in GameSettings
o Need for soldier sleep was calculated wrong
o Stop Time when Skyrider arrives in the destination sector
o On "sell all" also unreachable items were sold
o Stop time compression when shipment and email arrives
o Fixed duplication of items from shipment. This bug occured, when loading a savegame with at least 2 depending shipment orders
o Re-enabled stealing from delivery sector (ja2_options.ini: STEALING_FROM_SHIPMENTS_DISABLED)
o Re-enabled & externalized chance that whole shipment is lost (ja2_options.ini: CHANCE_OF_SHIPMENT_LOST)
o Re-enabled delivery from John Kulba

[Updated on: Sun, 28 June 2009 21:04] by Moderator



Re: Release Notes[message #227316] Wed, 15 July 2009 21:03 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
New EXE Release (Build: 3111)

Bugfixes
--------
o IMP Creation -> String Array for holding the Attribute selection text was too short and so we got a buffer overrun in Debug version
o At the end of an underground battle, all stationary enemy garrisons in the SURFACE sector directly above disappear completely
o Temporary fix in method "NumEnemiesInSector()" to avoid assertion errors if the "source" sector was along the map's edge
o IMP Creation: Moved second info text for skill page some pixels up, because in Russian version text is longer
o If user changes shipping destination location in "ShippingDestinations.xml", Bobby Ray was still under construction if the "original" shipping destination was not under players control.
o Bugfix: Adding or removing "possible placement locations" for bloodcats, in any of the bloodcat maps, causes the program to create 0 bloodcats as a "defense mechanism"
o Some minor VFS fixes

German and Russian version is also available in language specific SVN GameDir.


Re: Release Notes[message #235589] Wed, 21 October 2009 16:30 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
New EXE Release (Build: 3274)

Bugfixes
--------

- Win 98 Bugfix: ja2.ini option to disable UNICODE (VFS_NO_UNICODE)
- When VFS_NO_UNICODE = FALSE, files will be opened with default encoding (instead of UTF8/16) in the source code
- EDB: Rendering of "Hide Muzzle Flash" icon
- Enemies should also drop LBE gear
- Refreshing bug in strategy merc list in resolution 640x480 and 800x600
- Character in running state will loose breath points each turn if no action is performed
- Automatic cancellation of running if the merc is in a running state and was not moved since last turn
- Bobby Ray Tooltips fixes
- Fixed bug, where enemies do not climb on rooftops anymore, when ASTAR is disabled
- Source code is now compiled with vanilla JA2 pathing instead of A*

New Features
------------
- Externalized "Bobby Ray tooltips show possible attachments" from HAM 3 (BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS)
- New Cover System (by CptMoore) -> Toggle ON/OFF in tactical screen with 'END' key
. There are 8 new ja2_options.ini entries in the "JA2 Tactical Settings" section
o STEALTH_TRAIT_COVER_VALUE, STEALTH_EFFECTIVENESS, TREE_COVER_EFFECTIVENESS, CAMOUFLAGE_EFFECTIVENESS, COVER_DISPLAY_UPDATE_WAIT
o MOVEMENT_SIGHT_ADJUSTMENT, STANCE_SIGHT_ADJUSTMENT, LBE_SIGHT_ADJUSTMENT

[Updated on: Wed, 21 October 2009 16:33] by Moderator



Re: Release Notes[message #235763] Fri, 23 October 2009 12:41 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
New EXE Release (Build: 3287)

Changes
-------

- Updated Cover system (by CptMorre)
o made display cover system performance independant of map size.

* New settings *
o gGameExternalOptions.ubStanceEffectiveness = iniReader.ReadInteger("JA2 Tactical Settings", "STANCE_EFFECTIVENESS", 10, 0, 100);
How much the stance influences the view range reduction. Prone will give you 10% (default) view reduction / cover.
o gGameExternalOptions.ubLBEEffectiveness = iniReader.ReadInteger("JA2 Tactical Settings", "LBE_EFFECTIVENESS", 50, 0, 100);
Dual welding the longest sniper rifles with full attachements, having a third backup sniper rifle, one combat pack and one backpack will give a 50% (default) sight penalty with the default settings.

* Removed settings *
o gGameExternalOptions.fMovementSightAdjustment = iniReader.ReadBoolean("JA2 Tactical Settings", "MOVEMENT_SIGHT_ADJUSTMENT", TRUE);
o gGameExternalOptions.fStanceSightAdjustment = iniReader.ReadBoolean("JA2 Tactical Settings", "STANCE_SIGHT_ADJUSTMENT", TRUE);
o gGameExternalOptions.fLBESightAdjustment = iniReader.ReadBoolean("JA2 Tactical Settings", "LBE_SIGHT_ADJUSTMENT", TRUE);


Re: Release Notes[message #244934] Mon, 22 February 2010 00:32 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
New EXE Release (Build: 3329) incl. HAM 3.6

Bugfixes
--------
- Fixed NPC and PC movement errors
- Fixed boxers in San Mona do not leave the boxing ring after the fight
- Fixed Darren does not pay the cash after you won the boxing fight
- Removed a line of code which fiddled with chance to hit calculation.
- Cover Display now works correctly with multiple enemies.
- Cover Display has no problems with stance anymore.
- Enhanced IMP Creation: When choosing female, after leaving color choosing, the "email" button is removed. That's because the code tries to remove a button which do not exist (for big/small body) so it grabs the first one around (fixed by Sandro)
- Fixed CTD when throwing item (grenade, rock, throwing knife, ...) in tactical when item description box is open

New Features
------------
- HAM 3.6 (by Headrock)
o For more infos see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=243620&page=1&fpart=1

Installation:
A) Just update from SVN GameDir
OR
B) Install latest single click installer of 1.13 and then download and extract the following file in your JA2 install directory. Overwrite any existing files.
http://ja2.h758491.serverkompetenz.net/Wanne/Updates/JA2_113_Build_3329.zip


Re: Release Notes[message #245650] Mon, 01 March 2010 12:08 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
Hi guys,

Big Maps Project (incl. Mutiplayer v1.5) is merged in the official 1.13 source code. Today (after work) I wil release a new EXE build (first without the Big Maps Project Map Editor). The reason behind this is, that you should try to play "normal" maps and give feedback if anything is strange. Normally it should run like it was before (without the Big Maps Project code included).

After a few days of testing I am going to Release the new Map Editor, where you can create Big Maps. Normal maps have a size of 160 rows X 160 columns. With the Big Maps, you can alter or create new Maps with a maxium size of 2000 rows X 2000 columns. In theory you can also create much bigger maps, but performance is not that good if map size > 2000 rows/cols.


Re: Release Notes[message #245759] Mon, 01 March 2010 21:10 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
New EXE Release (Build: 3342)

New Features
-------

- Added Big Maps Project support. You will not see any differences until I release the new Big Maps project Map Editor
o This will allow playing really big tactical maps (up to 2000 rows X 2000 cols, instead of "normal" 160 rows X 160 cols)

- Added Multiplayer v1.5
o Most important feature in this version is the synchronization of explosives (grenades, TNT, ...) and fixes some bugs

Info
-------

- Because of the Big Maps Project integration most of the structures have changed and you HAVE TO START A NEW GAME
o If you don't want to use the new EXE, I have renamed the previous release EXE to "ja2_3329.exe" and you can continue playing with your existing savegames.


I have created a new thread in the Bugs-Section. If you encounter any bugs please post them there:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=245758&#Post245758

PS: I need some help translating the new HAM 3.6 messages into the different languages.
Mainly I need any kind of translators: German, Polish, Russian, French, Italian.
If you want to help me, just send me a PM.

EDIT: I just uploaded a working CHINESE EXE version:

https://81.169.133.124/source/ja2/trunk/GameData/Chinese_Version/ja2.exe

[Updated on: Sat, 13 March 2010 20:24] by Moderator



Re: Release Notes[message #246392] Sun, 07 March 2010 20:45 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
New EXE Release (Build: 3358)
New Map Editor Release (Build: 3358)

Also German and Russian version available.

New Features
-------

- Map Editor can now load/save big sector maps.
- Control hardcoded list of unclickable ("bad") sectors via XML file.
o On the strategic map, the player cannot click or highlight specific
sectors (e.g. A4, A5). Introduce a tag in MovementCosts.xml
that flags a sector as "bad". (1)
- Move hardcoded underground sectors initialization to Lua script file. (by Realist)
o Locate "initunderground.lua" at data-xyz\scripts ("xyz" subject to change).
Lua script allows easily adding underground sectors at arbitrary locations and defining enemy garrisons and creature population.
Also enables underground bloodcat population.
- Changed order of properties in GameSettings.cpp
- Sorted Data-1.13\ja2_options.ini
- Translated missing HAM 3.6 German Texts


Bugfixes
------

- In Method CreateDestroyMouseRegionsForFacilityAssignmentMenu()
- HAM 3.6 fixes
- Turns out that the program is saving the number of used Placement Slots to the temp file fine,
but if that number is equal to the limit of how many enemies/civvies are allowed in a sector by the INI settings,
it leads to an assertion error instead when trying to re-load that sector. (by Headrock)
- The DEBUG only setting "fEnableInventoryPoolQ" is now only enabled in a DEBUG version.
In all other builds it is set to FALSE.


Info Map Editor
-------
Q: How can I create Big Maps with the Editor?
A: 1.) Start the new Map Editor.exe file
2.) The Map Editor should load a map automatically
3.) You see now 2 new text boxes (Rows, Cols) in the taskbar
4.) Enter the size of the new map in the Rows text box. It should not be greater than 2000
Cols always have the same size than Rows. That's why you can't enter a number for Cols.
Normal maps have a size of 160 rows X 160 cols
5.) Now click on New map" or load an existing map
6.) The map should have now the new size you entered for Rows
If you loaded a map, the original map is placed in the center of the new big map
7.) Make any changes you like to the map
8.) Save the map. Depending on the mapsize it could take some minutes
9.) The map will be saved in the Profiles folder

Q: How can I easy navigate in the editor in big maps?
A: 1.) Use the arrow keys to scroll. For fast scrolling press SHIFT + Arrow keys.
2.) Press "i" and you get an overview of the map.
Use the Arrow keys to scroll. By pressing also SHIFT you scroll much faster

Q: What is the version 1.12 checkbox?
A: If this checkbox is checked, the map will be saved in version 1.13 (vanilla JA2) format

Q: What limitions for big maps has the current Map Editor?
A: 1.) Radar maps are not created correctly for big maps. Only the upper left corner of the map is shown in the radar map
2.) NPC-Scripts are bound to grid numbers. They are not yet converted to the new grid numbers when altering a normal map
3.) There are a lot of hardcoded grid numbers in the source code, so they only work with normal maps
4.) For now you should only create big maps, that do not have any NPCs on it, that trigger special actions
For outdoor maps or town maps (that do not have any NPCs special actions) big maps work fine

Any bugs/feedback post in the Big Maps project Bugthread:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=245758&#Post245758

[Updated on: Sun, 07 March 2010 20:45] by Moderator



Re: Release Notes[message #248156] Tue, 30 March 2010 13:40 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
You can get it from SVN

English WildFire Mod
https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20EN%20-%20Merc%20MOD

German WildFire Mod
https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20GE%20-%20Merc%20MOD

Russian WildFire Mod
https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20RU%20-%20Merc%20MOD

Use latest 1.13 EXE to start the MOD.


Re: Release Notes[message #248198] Wed, 31 March 2010 01:55 Go to previous messageGo to next message
Logisteric

 
Messages:3474
Registered:December 2008
Location: B
it has nothing to do with the wildfire-mod - that one doesn't have an exe

beta 007 and beta 008 were viking's exes

who says noone has them sv-b 007

... and btw

they were right to cut that - reminds me to a bat'leth in a kindergarden

[Updated on: Wed, 31 March 2010 02:09] by Moderator

Re: Release Notes[message #248199] Wed, 31 March 2010 02:15 Go to previous messageGo to next message
SpaceViking

 
Messages:762
Registered:January 2004
Location: Rochester, Minnesota, USA
Or you can get 008 at my web site:

http://www.seurer.net/games/JA2/index.html

Note that these are very out of date.

[Updated on: Wed, 31 March 2010 02:16] by Moderator



Re: Release Notes[message #252912] Fri, 04 June 2010 00:19 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
@all: We have now a function close for the next few weeks on 1.13. It is time to fix some bugs and make the game more stable. If you want to join and help improving the stability of 1.13 register in the current thread. (see first thread entry).

http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=247616#Post247616

It will be a closed beta. Also any coders who are interested in fixing bugs are very welcome!!


Re: Release Notes[message #304364] Sat, 05 May 2012 08:29 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
Since this thread is nice and stickied and has a history of release notes already, I'm going to re-purpose it slightly to announce important SVN version notes, rather than new exe release notes.

Mostly I'm doing this because we have made several changes and bug fixes lately and I wanted to communicate them to everyone, especially those who don't have SVN access.

I probably won't mention bug fixes if an exe containing the bug hasn't been released.

Going back to the beginning of this week:
Quote:

5220
- Bugfix: Fixed CTD, when trying to show "Adv" or "Gen" Tab on the EDB for non weapon items

5222
- Bugfix: One shot LAWs do not explode on a direct target hit

5224
- Bugfix: Fixed crash when showing attachment slots in EDB (strategy) and left clicking on a attachment slot (for non weapons)

5225
New feature: new drug system (by Flugente)
- added many new drug effects. A drug can now have several effects, these can be set via the -tag in Items.xml.
- Control effect magnitude in Drugs.xml. Added new drugs in Items.xml.
- gave Buns drugs in Kit 5 "Druggist" for demonstration reasons, added drugs to Howard's inventory.
- see also first post in http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=303950#Post303950

5228
-Bugfix: Fixed bug, that items get lost in the sector when switching between tactical sectors

5230
- Bugfix: Now it is not possible anymore, that TANKS loose any stats (wisdom, agility, ...) when hit with an explosive weapon (LAW, ...)

5234
Added Common Attachment Framework

5243
Fixed San Mona mine crash when trying to leave the sector with Kingpin's money in it

5245
Hide asterisk for attachments when hiddenAttachment tag = 1

5247
Inseparable boolean field for items changed to UINT8
0 = removable (as before)
1 = inseparable (as before)
2+ = replaceable = inseparable, but can be replaced by a similar item

5253
Fixed soldier tooltips showing attachments when they shouldn't be

5254
- Bugfix: Fixed a bug that would cause the game to crash when calculating reliability

5255
Made it so default attachments are added to items even if they are not present when the map is created in the map editor

5261
Enabled default attachments to have their own default attachments

5262
Enabled hiding of NAS attachment slots by making their X or Y position >= 300

5263
- Bugfix: The name-tag in Drugs.xml made the drug system not working (by Flugente)
- New drug effect: cyanide damages life as a sideeffect. Currently doesn't kill, but lets you lose consciousness. (by Flugente)

5264
- New Animation: Prone bandaging (by Sandro & PasHancock)
o Also available in a multiplayer game

5265
- New Feature: Possibility to pick up items in crouch position (by Sandro)
o Merc can stay crouched while picking up items and when stealing items from prone(/collapsed) enemy, he must crouch (will do automatically). It really feels much more intuitive.

5269
- Inventory Lag Fix for attachments: Just filter out anything that's not an attachment, thereby skipping over the slow parts (by Madd Mugsy)

5272
Enabled default attachments to be loaded on soldiers' items, even if the attachments are added after placing the soldiers in the map editor

5273
Replaceable (not fully inseparable) attachments are removed when transforming/merging an item if they do not also attach to the result.

5274
- Fixed a bug that caused the PercentCapModifier and the TilesMaxPenalty to get bogus values (by Flugente & cnagorneac )
o This bug was re-added when HAM5 was integrated ...
o see here: http://www.bears-pit.com/board/ubbthreads.php/topics/304750.html#Post304750

5275-5281
Lots of translation and language specific changes

5282
- Bugfix: Game was not initializing "TableData\Map\*.SectorNames.xml" when playing in foreign (not English) language

5283
Fix - after merging or transforming an item, any attachments on the base item which themselves had default inseparable attachments, would see those attachments lost upon the result of the merge/transformation.

5284
Fix: Global attachment removal (ctrl+shift+f in tactical, or the button in sector inventory) was separating attachments with their own inseparable attachments

5285
New Misc filter buttons for Bobby Rays, by attachmentClass:
(attachment tag must also be 1)
BR_MISC_FILTER_OPTICS (AC_SCOPE | AC_SIGHT)
BR_MISC_FILTER_SIDE_BOTTOM (AC_LASER | AC_FOREGRIP | AC_BIPOD)
BR_MISC_FILTER_MUZZLE (AC_SUPPRESSOR | AC_EXTENDER)
BR_MISC_FILTER_STOCK AC_STOCK
BR_MISC_FILTER_INTERNAL (AC_MAGWELL | AC_INTERNAL | AC_EXTERNAL)
BR_MISC_FILTER_OTHER_ATTACHMENTS for all other attachment classes
BR_MISC_FILTER_NO_ATTACHMENTS for the original button; it no longer displays any attachments

5287
- New Feature: Now it is possible to compile a JA2 1.13 Demo executable with the actual 1.13 source code (by Jazz)
o This JA2 demo executable is as close as possible to the original JA2 demo, but with the 1.13 features!
--> No laptop, disabled strategy actions, auto merc hired, only P1 maps, ...
o To build the 1.13 executable, just enable the "JA113DEMO" define in builddefines.h
o The 1.13 demo executable will read from ja2_Demo.ini instead of ja2.ini
o You also need the "Data-JA2Demo" folder from the official 1.13 SVN GameDir: https://ja2svn.dyndns.org/source/ja2_v1.13_data/GameDir
o Once you start the game with the demo executable, you will notice the "START DEMO" instead of "START NEW GAME" in the main menu
o Multiplayer is disabled in the demo executable

- There is another new define called "JA113NODEMO" (by Jazz)
o See builddefines.h
o If this define is enabled, a special version of 1.13 is build
-> Disable all meanwhiles, emails, blocked quest with queen, alien queen

5289
- Small fixes and tweaks (by Sandro)
o Minor feature added: Shift+RMB click on a gun with ammo inside, will now unload its magazine and place it on your cursor (if not holding anything already). You don't have to go to the weapon description box to unload it.
o Added Throwing trait support for NCTH (was left out before) and added a minor tweak to STOMP+NCTH compatibility.
o Fixed a bug in NCTH when aiming levels of very fast-to-aim guns could be lowered below zero during calculation, which resulted in suddenly giving the gun 8 aim levels making it extremely slow to aim instead. This occurs when you use a pistol with reflex sights with a Gunslinger merc. In the "AllowedAimingLevelsNCTH" the value "aimLevels" was defined as UINT8, so when it goes below 0, it becomes 255 and is then capped at 8. Changed it to signed.

- IIS fix (by Sandro)
o Interrupts on hearing now occur only in meaningful situations - either when enemy attacks us or comes very close to us.
o Added some other IIS tweaks and fixes (first of all the top status bar should now work properly).

5290
- Fixed double entry (uiIndex = 1524 "Tripwire") in all *.Items.xml files

5291
- New Feature: Block iron sights (by Flugente)
o if a gun/attachment has the boolean tag in Items.xml, a gun's iron sights wont be selectable while selecting scope modes.
o if using dual weapons, only iron sights can be used
o new attachmentclass: AC_IRONSIGHT (4194304) for attachable iron sights (display on gun is different from reflex sights, no other differences... yet)

5292
1. Bugfix: Scope modes could cause crashes if the soldier's bScopeMode was no longer valid in the ObjList object. This happened mostly due to scopes being attached to other scopes. Now checks that the list item is not null, and defaults to iron sights if need be.
2. ReInitMergedItem now returns a list of attachments that were unable to be reattached or dropped onto the ground (ie: non-default inseparable ones). These were previously just being tossed into oblivion.
3. Item transformations now try to attach any inseparable attachments that couldn't be attached to the first result to the other results.
4. Item merges will now try to attach any attachments on the second item in the merge to the first result. This was already happening for the first item in the merge.

5293
New in-game option: Quiet Training -- when on, mercs will not say quotes while training

[Updated on: Mon, 21 May 2012 21:20] by Moderator



Re: Release Notes[message #305150] Thu, 24 May 2012 21:22 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
Quote:

5295
1. Bugfix - one more pSoldier->bScopeMode != NULL check added
2. Bugfix - removing attachments which created new slots and had attachments in those slots which were also able to go into existing slots in the base item was resulting in duplication of the base attachment and loss of the attached attachment.

5297
1. Bugfix - ammo crates will no longer create boxes instead of mags
2. Bugfix - ammo boxes of 100 rounds will now correctly generate C-Mags
3. Bugfix - reduced NAS looping while highlighting items in map screen

5299
Feature change - Bobby Ray Selection on New Game screen split into two items: Quality and Quantity. Selectors allow for full 1-10 range of quality (coolness) / quantity multipliers, instead of just 1,2,4,10.

5300
Some minor features added:
1. Ja2Options.ini option to override chance of items appearing in maps (MAP_ITEM_CHANCE_OVERRIDE). Useful for debugging maps. Not including this one in the ini file for everyone to mess with though. Value range = 0-100%, where 0 (default) = use map settings.
2. AttachmentComboMerges is underused, so it's been extended to use up to 20 attachments to make it more useful. Build your own guns, anyone?
3. New merge types: Easy Explosive (existing one renamed to Hard), Easy Mechanical, Hard Mechanical.

[Updated on: Fri, 25 May 2012 08:13] by Moderator



Re: Release Notes[message #305320] Tue, 29 May 2012 17:59 Go to previous messageGo to next message
wolf00

 
Messages:1131
Registered:September 2006
Location: Czech Republic

mad mugsy:please where i can get these new exe ?
Re: Release Notes[message #305322] Tue, 29 May 2012 18:35 Go to previous messageGo to next message
tais

 
Messages:811
Registered:February 2008
Location: NL
SCI?

☆☆M☆☆
Re: Release Notes[message #305342] Tue, 29 May 2012 22:02 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3772
Registered:July 2009
Or my sig for that matter, saves you the odd hundred MB of bandwidth but requires you to get eventual data files from SVN.


Re: Release Notes[message #305355] Wed, 30 May 2012 00:02 Go to previous messageGo to next message
wolf00

 
Messages:1131
Registered:September 2006
Location: Czech Republic

db:thx for your reply
Re: Release Notes[message #305375] Wed, 30 May 2012 12:25 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
Quote:

5303
- Bugfix: drugs that alter stats do not behave correctly with doctoring. Temporarily commented them out till a solution has been found. (by Flugente)

5304
Bugfix - BR setting text in start up screen not showing up when compiled in VS2005

5310
- Updated JA/DG Merc MOD
o Moved Spooky from AIMBIOS.EDT (Pos: 63) to MERCBIOS.EDT (Pos: 18)

5311
- Removed the unused WF mercs bio entries from "Data\BinaryData\AIMBIOS.EDT" file

5313
- New feature: zombies can now spawn from corpses, if you specify that option in the preferences screen (by Flugente)
o if set to off, no zombies will spawn. This can also be changed in mid-game
o for more information on how this works and how to set it up, see http://www.bears-pit.com/board/ubbthreads.php/topics/295746/Zombies_WH40K_and_more.html#Post295746
o with the tag , you can now poison guns or ammo. This is the percentage of damage dealt that will be poisonous (see zombie thread for an explanation)
o The zombie option can only be enabled in a single player game

o AI fix: to prevent the endless clock problem, the AI now ends the turn if the same actor calls the decision routine over 100 times in a single turn.

5316
- New drug: antidote cures poisoning (by Flugente)
WARNING! This will break savegame compatibility.

5318
- Added new Drug (antidote) entry (index = 1539) to *.Items.xml

5320
1. PItems are now variable, from 3-20 and can be set in JA2Options.ini via NUM_P_ITEMS
2. USE_XML_TILESETS moved from JA2.ini to JA2Options.ini
3. New Feature - Ctrl+Click on an item with an item in hand to auto-attach/merge them. Attach works with stacks. Merge only works on single items, for now at least.
4. New Feature - To accompany Quiet Training, there are now Quiet Repairing and Quiet Doctoring options.
5. Bugfix - inseparable attachments of attachments were getting lost again when using ctrl+f/the map screen button to remove attachments
6. Bugfix - INT8 overflow error causing vehicle repair to actually lower its status
7. GasMask tag in items.xml can now be applied to helmets as well as face items.
8. Bugfix - AI code was referencing hard coded GASMASK item number instead of looking for the tag
9. Bugfix - "break;" was removed in Explosion Control.cpp, thereby causing mustard gas to deal out fire damage. (Not sure if this was deliberate? But the new implementation differs from the JA2 standard, so it should be added to JA2Options.ini at least)



Re: Release Notes[message #305682] Thu, 07 June 2012 02:57 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:637
Registered:July 2005
Location: Canada
Quote:

5323
1. Feature - Spooky creature music now plays when zombies are present
2. Bugfix - CheckForFullStruct in Soldier Control.cpp was referencing NUMBEROFTILES instead of new global variable

5324
Bugfix: P_Items were only allowed up to 10 in the ini file - now corrected to 20.

5325
Zombie Update (by Flugente)
- new variables for additional strength, dexterity, agility, wisdom and experience level due to drugs, traits etc.
- new flagmask for soldiers (so no new variables have to be added in the future)
- fix: stat-altering drugs work again and can now have a higher magnitude
- drug-altered stats now show up purple
- fix: option screen help texts were missing

WARING! This will break savegame compatibility

5327
New Feature: Bombs can now be armed from the inventory. This requires an attached detonator or remote detonator. (by Flugente)
- they can then be thrown, dropped or whatever else you can think of.
- to arm/disarm a bomb, enter the Enhanced description box and click on the item's picture.
- timed bombs will blow up once the time is up, wether they are in the sector or in your inventory. Remote bombs can be also detonated in your inventory.
- see this thread for more info: http://www.bears-pit.com/board/ubbthreads.php/topics/305534.html#Post305534

5330
- Bugfix: Fixed a bug that could cause sector items to be identified as bombs altough they weren't (by Flugente)

5331
New Feature: Traps made out of guns and a piece of tripwire (by Flugente)
- guns can now be attached to tripwire and then be used as tripwire-activatd traps
o Attach any firearm (any gun, no RPGs, Mortars or GLs) to a piece of tripwire. You will need the newest xmls for that.
o You can plant the tripwire as you usually do.
o Once activated, the gun that is attached to the wire will fire once. It will fire in the direction that you planted the bomb, just like claymore mines do (the direction that the merc planting the wire was looking).
o The bullet fired has the range and damage it would have if fired from the gun.
o The gun correctly heats, jams, degrades and whatever else guns do when fired. If the gun is jammed, not pumped (pumpguns) or does not have ammo, it will not fire.
o After firing, the gun lies on the floor, just where the trp was planted.
o This can be applied to any tripwire. You can ave multiple of these traps. Just put them into your normal trap setup however you like.
o At the moment, only single shots are possible, even for guns that do not have a single shot mode (MG3 etc.)
o Although I did not experience any problems with attachments, it might be a good idea to take any attachments off a gun if you attach it to tripwire.
o When the gun is attached, it is possible to attach gun attachments (lasers, scopes etc.) to the explosive. Do not attach any attachments to the explosive. They will be lost if the wire is activated.
o see: http://www.bears-pit.com/board/ubbthreads.php/topics/305634.html#Post305634
-> To support this feature, some (already existing) xml-tags have been added to the weapons in Data-1.13\TableData\Items.xml (, , , )

5332
Guns attaching to tripwire feature has been moved from an xml-enabled feature to a hardcoded feature. This is because there are so many guns in the game (esp. in various mods) that the required xml changes are huge. Not to mention things like this -- http://i50.tinypic.com/zjxoat.jpg ATTACHING_DETONATOR skill check is used and the usual gun attachment sound is played instead of the detonator beep.

Additionally, this resolves the issue with being able to attach lasers, etc to tripwire. Instead, guns retain their attachments, as would be expected.

Transformations on attached guns have also been disabled.


Re: Release Notes[message #306981] Sun, 08 July 2012 11:12 Go to previous messageGo to next message
luk3Z

 
Messages:22
Registered:December 2006
Location: Poland
Hi.
I've put new ja2_5353.exe (from https://ja2svn.dyndns.org/source/ja2_v1.13_data/GameDir/) to my JA2 1.13 (Build: 4870) but game doesn't start. Do I need to grab any other files ?
Re: Release Notes[message #306982] Sun, 08 July 2012 11:20 Go to previous messageGo to next message
tais

 
Messages:811
Registered:February 2008
Location: NL
yes, the rest of the gamedir, A LOT has changed since 4870

☆☆M☆☆
Re: Release Notes[message #339517 is a reply to message #306982] Thu, 19 February 2015 22:25 Go to previous messageGo to next message
Czert

 
Messages:106
Registered:August 2007
what is latest exe for now ? in svn it looks there is no new exe.
Re: Release Notes[message #339531 is a reply to message #339517] Fri, 20 February 2015 09:36 Go to previous messageGo to previous message
silversurfer

 
Messages:2164
Registered:May 2009
The latest exe in Depri's SCI is 7740. Currently code SVN is at 7742.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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