Next 1.13 Release: Spring 2011[message #267824]
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Sun, 05 December 2010 15:32
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wanne (aka RoWa21) |
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Messages:1961
Registered:October 2005 Location: Austria |
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Hy guys,
long time passed after the last official 1.13 Release (April 2008, Build: 2085).
In spring (march/april) 2011 we are going to make the next 1.13 Release public.
Here is a short milestone planning:
- Include new features/improve existing features till 2010/12/31
- 2011/01/01: Function Close. No new features till the official release in spring 2011
- 2011/01: Build Beta SCI (English, German, Russian, Polish)
- 2011/01: Closed Beta Test till end of february 2011
- 2011/03: Bugfixing till end of march 2011
- 2011/04: New 1.13 Release
Anyone who wants to help on
- testing
- bugfixing
- wiki documentation
- etc.
please leave a short comment here. Thanks.
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JA2 1.13 Closed Beta History Log (2011-02-01)
Revision: 4117
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** Bugfixes: GameDir files **
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- Replaced multiplayer STI for Main Menu by singlelayer STI
- Updated MercEdt/176.edt
- Fixed broken sound scheme for all tilesets in "ja2set.dat"
- Updated "Items.xml" and "Weapons.xml"
- Added a ja2_options.ini setting (USE_NCTH_CURSOR) to turn off the aperture and crosshairs of the NCTH cursor. Other data on the cursor remains active.
- Fixed problem with loading GM-94
- Added a new "ubHandling" tag to take the place of ubReadyTime in the weapon handling portion of the NCTH code.
- German: Fixed spelling mistakes in German.SectorNames.xml
- Russian: Translated texts in "INIEditorJA2.xml" and "LanguageMercProfiles.xml"
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** Bugfixes: ja2.exe **
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- !! IMPORTANT: The current ja2.exe is a Release Build with additional Debug informations, which is very useful for the developers. I hope this does not decrease performance! !!
- NCTH: Fixed projection factor so NCTH cursor displays the actual projection factor a shot will include. This also corrects the shooting aperture so it includes the laser bonus correctly
- NCTH: Split the NCTH "gravity" into two external values: GRAVITY_COEFFECIENT controls how rapidly bullets fall once we pass max range and RANGE_COEFFECIENT is applied against a weapons range value to determine max range.
- NCTH: Updated some of the scope related functions to properly use the trait bonuses for determining scope effective ranges
- NCTH: Remove the "confirm" click that is currently required to take an autofire shot
- NCTH: Corrected problems with the NCTH Recoil code
- NCTH: Fixed "bug" that results from shooting at a target who's facing is perpendicular to the shooters
- NCTH: Fixed a math bug that was causing accuracy during the shooting phase of NCTH to be calculated higher then it should have
- NCTH: Altered the NCTH cursor colors to be based on the final aperture size instead of the "muzzle sway"
- Fixed inventory display so that the "A" flag, highlighting and hatching takes NAS properly into consideration.
- Fixed assertion error after intro ends (without the ESC keypress by the user)
- Corrected skill traits for th wildfire mercs
- Adjusted salary for wildfire mercs
- Activate single file PNG support for "loadscreens/notification.sti" and "interface/splash.sti" in non-english versions
- Removed erroneous AttachmentSystem tags from various items in Items.xml. The only items that should be set to AttachmentSystem=1 are items that are not valid in NAS but things like knives, grenades, canteens and first aid kits all seemed to have been listed as "OAS-only". This should resolve that.
- Fixed GridNumber in "ShippingDestinations.xml" for destination shipping tile (Converted from INT16 to INT32)
- Updated UDB (EDB) to have AimLevels account for skill traits, and to display MaxCounterForce and CounterForceAccuracy
- Squad did not report if a NPC was found in sector (eg: Skyrider)
- Fixed CTH when repairing Items with additional repair mode (ADDITIONAL_REPAIR_MODE = TRUE)
- Fixed HAM 4 - EDB graphical glitches
- Fixed HAM 4 - EDB graphical glitches in shopkeeper screen
- Fixed CTH when giving Madlab a weapon with attachments
- Fixed no additional M.E.R.C merc where showing up to hire
- Fixed CTH when moving via helicopter from museum sector
- Fixed a problem where swapping one attachment for another would bypass the IncompatibleAttachments list
- German: Fixed CTD when opening BSE (IMP) mail
- German: Fixed CTD when compressing time in strategy screen
- German: Fixed wrong traits in Personnel Screen. This bug only occurd in GERMAN version
- Russian: Translation for new description box
- Russian: Translation for Old Skill Traits
- Russian: Translated bonuses for new Traits
[Updated on: Tue, 01 February 2011 13:04] by Moderator Report message to a moderator
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Re: Next 1.13 Release: Spring 2011[message #268231]
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Mon, 13 December 2010 20:57
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kitsune106 |
Messages:2
Registered:December 2010 |
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willing to help wit the wiki documentation and maybe testing. would need some help getting started, but could do it no problem.
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Civilian
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Re: Next 1.13 Release: Spring 2011[message #268235]
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Mon, 13 December 2010 23:57
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CptMoore |
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Messages:224
Registered:March 2009 |
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Why not change the way the project homepage is working by adding the following things:
- automated build system for the single click installer (should build older versions too)
- download page which allows to download different 1.13 versions and is linked to mod versions
That way further releases should be made much easier and we dont have to wait 2 years again for the next release.
Sorry for this random thought.
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Sergeant 1st Class
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Re: Next 1.13 Release: Spring 2011[message #268241]
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Tue, 14 December 2010 01:50
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kitsune106 |
Messages:2
Registered:December 2010 |
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RoWa21kitsune106willing to help wit the wiki documentation and maybe testing. would need some help getting started, but could do it no problem.
Thats cool. The current WIKI is very outdated. So if you update/rework the WIKI thats fantastic.
what needs updating the most? and what's the current version that most people use?
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Civilian
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Re: Next 1.13 Release: Spring 2011[message #271007]
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Sun, 23 January 2011 06:47
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I honestly can say that, even though the ncth aiming circle is fresh and a lot of hard work went into it, I do not care for it.
Also, for some strange reason I can not hit anything with my weapons, yet the enemy slaughters me with pistols. Maybe this is the range factors or some such thing.
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