(Depreciated) 2014 Official 1.13 Release (7435) Unofficial Patch 20141003[message #327457]
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Fri, 01 November 2013 19:22
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Buggler |
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Messages:211
Registered:November 2009 |
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Depreciated, use the 2014 Official Release thread
2014 Official Bug Reporting thread
[color:#999999]2014 Official 1.13 Release (7435) Unofficial Patch 20141003
Chaps, no day 1 patch; we hummed on a different tune.
(Other language unofficial patch upon request)
Prerequisites:
A working 2014 Official 1.13 Release (7435) copy
Installation Instructions:
1. Extract 7z exe to Ja2 1.13 folder
2. Run zPatch.bat in Ja2 1.13 folder
FAQ
Can I continue with my savegame?
Yes. If problem persists, then either bug is still alive or have to start new game.
Is there a changelog?
Within the package.
How do I know whether patch is successfully applied?
Press 'V' ingame and it will show '....Unofficial Patch XX.XX.XX'.
Will there be a newer unofficial patch in the future?
No, changes (introduction of 960x540 hardcoded game resolution) may cause confusions and, IMO, should only be patched once and officially.
When is the official update expected date of release?
Soonish.
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2014 Stable Unofficial Release Candidate 20140727
Installation Instructions (Courtesy of DBrot):
0. Install JA2 in a mod friendly location (NOT Progam Files(x86), Program Files or similar folders that are under special UAC protection since Vista)
1. Download the latest SCI & the cumulative patch
2. Extract the downloaded file over your JA2 installation, allowing it to overwrite existing files
3. Use JA2.exe and JA2UB.exe to play respective games
(Remember to point to the correct vfs file when playing JA2UB)
TIP: If you are not asked whether to overwrite stuff, something is awry and you probably hit the wrong folder
Why release a 2014 Stable Unofficial Release Candidate?
- To make sure a dud is not released (I don't mind a dancing dood though)
- To weed out any critical/major bugs
Why the program does not start/hanged/run poorly?
- Please see the Windows Compatibility Fixes folder in '..\Docs\Windows Compatibility Fixes'
Is savegame compatibile with v4870 or development branch?
- No and No.
Is XML Editor the latest?
- Depends on occasions (currently, no yes bugged fixed).
Where's the hotkey list?
- '..\Docs\Manual\JA2_113_Hotkeys.pdf' (Yeah, you can help to update to the latest spec.)
I'm open to making other languages SCI to provide a means for translators to check their progress if they are unavailable elsewhere AND only if there's translation commits done for 2014 Stable.
(Russian & Chinese, you know where to get your dope.)
All download links will be removed once the public package is released.
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1st Jan 2014(or thereabouts) will have a new 1.13 stable branch in view of a new stable release in mid Summer 2014. :crossed:
What does the stable branch mean?
A staple meal that serves as both breakfast and lunch.
A precedent to a new stable release, replacing v4870. The stable branch will be meant for bugfixes only, no more new features/functions to be included after branching date.
Refer to picture above, can't explain any better than that.
What will happen to current SVN address?
- Stable branch will have a new SVN link (see below for link address)
- Development branch SVN link will continue to use current SVN link
What it means to the players?
- Savegame compatibility ensured when playing on stable branch. More stable & less buggy as time goes by.
- Fulfilled requests/features done after the branching date will not be in the stable release.
- If you like to be on the bleeding edge for new feature development testing, continue to do so at the current SVN link.
What it means to the modders?
- Can start safely based their mod on the stable branch as there will be no more structure changes/new tags unless necessary for bugfixes.
What it means to the coders?
- For those with SVN write access, remember to merge bugfixes to stable branch if it's also applicable.
- For patch submits, please indicate to integration managers whether they apply to stable branch as well.
What it means to Depri?
Could you also distribute the stable branch SCIs till the stable release?
Double e work, double e fun!
Things that need to be done after branching:
1) Fix outstanding bugs in the source to get stable versions of 1.13, multiplayer and UB
2) XML files
3) Missing translations in the source and xml files
4) Update xml editor
5) Update the 1.13 wiki with the latest features
Messenger for higher powers due to RL & high commits[/color]
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Edit:
1. Official 2014 Source Code Branch (based on Development Source Code trunk rev. 6748)
https://ja2svn.no-ip.org/source/ja2/branches/ja2_source_official_2014
2. Official 2014 GameDir Branch (based on Development GameDir trun rev. 1916)
https://ja2svn.no-ip.org/source/ja2_v1.13_data/branches/ja2_data_official_2014
3. Official 2014 Language Specific GameDir Branch (based on Development Language Specific GameDir trun rev. 6702)
https://ja2svn.no-ip.org/source/ja2/branches/ja2_data_language_official_2014
[Updated on: Sun, 26 October 2014 03:28] by Moderator Report message to a moderator
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Sergeant 1st Class
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Re: 20140101 - New 1.13 Stable Branching Date[message #327485]
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Sat, 02 November 2013 14:03
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Headhunter |
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Messages:264
Registered:November 2009 Location: Sweden |
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Sam_HotteGood news! :thumbsup:
Maybe this is the time to bring up something I've thought about for a while, namely updating the weapon list. Not adding more weapons but rather getting rid of certain redundant weapons and calibers.
I mean, does there have to be loads of old SMG's (SIG MP41/44, Beretta M12 etc.),
or certain calibers with one or two weapons (.30 car, UDAR, Steyr ACR),
or four handcannon calibers (.44, .454 Casull, .45 WinMag, .50 AE),
or the AKS-47, AKS-74, AKMS when each base model can accept a folding stock,
or just correcting certain inaccuracies (Zastava M76 7.62N => 7.92x57, Barrett M98 => Barrett M98B, bolt-action, VSSK 12.7x97 => 12.7x54, bolt-action)?
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Master Sergeant
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Re: 20140101 - New 1.13 Stable Branching Date[message #328777]
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Tue, 03 December 2013 15:12
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jagged |
Messages:1
Registered:September 2008 |
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Finally I could stop rererereplaying the game when something changes in SOME svn release.
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Civilian
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Re: 20140101 - New 1.13 Stable Branching Date[message #329701]
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Sat, 11 January 2014 14:46
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Buggler |
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Messages:211
Registered:November 2009 |
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Stable Branch Links:
1. Official 2014 Source Code Branch (based on Development Source Code trunk rev. 6748)
https://ja2svn.no-ip.org/source/ja2/branches/ja2_source_official_2014
2. Official 2014 GameDir Branch (based on Development GameDir trunk rev. 1916)
https://ja2svn.no-ip.org/source/ja2_v1.13_data/branches/ja2_data_official_2014
3. Official 2014 Language Specific GameDir Branch (based on Development Language Specific GameDir trunk rev. 6702)
https://ja2svn.no-ip.org/source/ja2/branches/ja2_data_language_official_2014
Changelog since v4870:
Quote:New Features:
Expanded Quests to 255 (by Jazz)
Expanded Saveslots to 255 & Auto-saving (by Jazz)
*Improved Interrupt System (by Sandro)
Walking and Sidesteppng with Raised Weapon (by Scorpion & Sandro)
*Increase Squad Size to 8 (800x600) and 10 (1024x768) (by Bartek & Dansken)
Added UB-1.13 Source Code, selectable in builddefines (by Jazz)
*Show Merc Ranks in Strategy Screen before Name (by Jenilee & JMich)
*Faster Bobby Ray Shipments (by Jenilee & JMich)
*AP cost for Manipulating Merc Inventory (by Jenilee & JMich)
Individual Gear Kit Names (by JMich)
*Adjustable Max BR Unique Item Orders per Shipment (by JMich & Smeagol)
Walk instead of Swim on "Water" tiles for 2nd Level (by RoWa21)
Expanded Possible IMP Face Selection to 254 (by Jazz)
All Resolution Support Project (by LAFAYOHADES aka Lejardo)
*AI Turn Speed Up (FF-MOD) (by tazpn)
"Lock" / "Release" Mouse Cursor in Tactical Windowed mode (by Lejardo & RoWa21)
Release Mouse Cursor in Laptop mode (by JMich)
Increased Item Size Limit (by JMich)
*Weapon Overheating (by Flugente)
Weapon Resting (by Flugente)
Ammo Boxes and Crates (by Madd Mugsy)
Allow Attachment and Use of Underbarrel Weapons (by Flugente & JMich)
Ctrl+Click from Delete to Auto-place Item in Strategic Sector Inventory Screen (by Madd Mugsy)
Item Transformations (by Headrock & Madd Mugsy)
Coolness by sector (by Headrock & Madd Mugsy)
Impact Explosives (by Headrock & Madd Mugsy)
Better shot distribution inside aperture (by Headrock & Madd Mugsy)
Improved NCTH Burst/Autofire (by Headrock & Madd Mugsy)
Modifiable weapon degrade speed (by Headrock & Madd Mugsy)
Fragmentation Explosives (by Headrock & Madd Mugsy)
Zoomable Sector Inventory (by Headrock & Madd Mugsy)
Sort and Filter Sector Inventory (by Headrock & Madd Mugsy)
Crate-Splitting (by Headrock & Madd Mugsy)
Improved Strategic Map Icons and Labels (by Headrock & Madd Mugsy)
AI Enhancements (by Warmsteel & Madd Mugsy)
Quick Attachment Selection Popup Window (by The_Bob)
Toggle Scope modes (by Flugente)
Tripwire-triggered Mines (by Flugente)
Rifle Sling (by Flugente)
Mines/Bombs/Tripwires Display (by Flugente)
Layered Hierarchical Tripwire Networks (by Flugente)
Drug Effects System (by Flugente)
Prone Bandaging (by Sandro & PasHancock)
Pick up Items in Crouch Position (by Sandro)
New Misc filter buttons for BR by attachmentClass (by Madd Mugsy)
Block Iron Sights (by Flugente)
*Quiet Training (by Madd Mugsy)
*Zombies Spawning from Corpses (by Flugente)
Bombs Armed from Inventory (by Flugente)
Guns Traps made out with a piece of Tripwire (by Flugente)
Static Fortifications Built by Mercs (by Flugente)
Settings in Mod_Options.ini for Modders only (by DepressivesBrot)
*Food and Water System (by Flugente)
External Feeding Ammo (by Flugente)
Increased Action Items to 501 (by Jazz)
MOLLE LBE Items (by DepressivesBrot)
*Mark Remaining Hostiles (by DepressivesBrot)
Dual Weapon Burst/Autofire (by Sandro)
Alternative Weapon Holding for Hip and Single-hand Pistol (by Sandro)
Energy Cost on Weapon Manipulation (by Sandro)
Suppression Effectiveness Modified by Caliber and Gun Loudness (by Sandro)
*No Enemy Auto-ready Weapon Option (by Sandro)
Fancy Big Merc Rifle Holding and More Random Idle Animations (by Sandro)
Kick in Hand-to-Hand (by Sandro)
Jumping Across a Tile (by Sandro)
Advanced Repair/Dirt System (by Flugente)
Gearkits for M.E.R.C. Website (by JMich & Buggler)
Covert Ops Trait (by Flugente)
Modifier Tag for the Explosive Damage in Confined Spaces (by DepressivesBrot)
Clothes Items Allow Recoloring of Mercs (by Flugente)
Random Items (by Flugente)
*AI Soldiers Jump through Windows (by Flugente)
*Massive Counterattacks in all Major Cities (by Flugente)
Prisoner System/Capture Enemy Soldiers using Handcuff (by Flugente)
Stun Gun and Pepperspray Item (by Flugente)
Scuba Diving/Deep Water Stealth (by Flugente & Shanga)
*Enemy Assassins Disguised as Militia (by Flugente)
Class Specific Gun/Item Choices for Soldier Classes (by Flugente)
Multi-turn Actions (by Flugente)
Skill/Trait Tooltip on Merc Portrait (by Buggler)
*Equip Militia with Available Gear (by Flugente)
*Squad Names (by Flugente)
Items Applied to Others (by Flugente)
*Random Merc Stats and Salary (by Jazz, Buggler & Jenilee)
Load Screen Hints (by Flugente)
Deaf and Shortsighted Disabilities (by Flugente)
Dynamic Flashlights (by Flugente)
Individual Militia and Enemy Profile Definition (by Flugente)
*Encyclopedia/Briefing Room in Laptop (by Jazz & Moa)
Quests LUA Externalized, up to 255 (by Jazz)
*Civilians Drop All (by silversurfer)
Swap Merc Position Order in Tactical Team Panel (by silversurfer)
Updated Item Graphics (by Bambusar)
'Move Item' Assignment for City Sectors (by Flugente)
*Mercs Story Backgrounds (by Flugente)
Expanded Militia Training to 6x6 square (by Buggler)
*Delayed Reinforcements for Enemy and Militia (by Kriplo)
Mobile Militia Improvements (by Moa)
*Moving in Formation (by Flugente)
Improve Loading Speed of Stash (by Moa)
Added MOLLE Items (by Off_Topic)
*Racism/Sexism/Appearance/Refinement/Hated Nationalities (by Flugente)
More Buddies and Foes (by anv)
Radio Operator Trait (by Flugente)
*Enemy Taunts (by anv)
*Land Mercs Anywhere from Helicopter in Hostile Sectors (by Flugente)
Improved Bomb Planting and Mine Disarm Dialogue (by Sevenfm)
*Improved Auto Fast Forward (by Sevenfm)
Spotter Trait (by Flugente)
*Helicopter Repair & Refuel System (by anv)
*Campaign Statistics & Battle Reports (by Flugente)
*Merc and Enemy Additional Indicator (by Sevenfm)
Snitch Trait (by anv)
Compare Item Stats (by anv)
Custom Sound for Non-Guns (by anv)
10x Strategic Map Icons (by Buggler)
Debugging fixes (by Moa)
AI, AP Calculation and Map Editor fixes (by Kriplo)
JA, DG Mercs & previously Non-Recruitable NPCs are back for more Action (by anv, merc05, Dimitri & Kazuya)
(and many other features & fixes)
* - Optional
New XML Externalizations not mentioned above:
Vehicles (by Jazz)
Emails (by Jazz)
Hidden Towns (by Jazz)
AIM Veterans Webpage (by Jazz)
Merchants (by Flugente)
Mining Resources Names (by Jazz)
Heli Refuel Sites (by Buggler)
Creatures Placement (by Buggler)
History Log (by Jazz)
[Updated on: Thu, 21 August 2014 04:18] by Moderator Report message to a moderator
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Sergeant 1st Class
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Re: 2014 Stable Unofficial Release Candidate 20140727[message #334830]
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Thu, 07 August 2014 20:54
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Tweak-venetica |
Messages:1
Registered:August 2014 Location: South Africa |
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@ Buggler ,
I have been playing jagged alliance since its first game . And also since i found the demo on JA 2 on a PC format ( pc magazine ) that i purchased in 2000 i got the original game back then for 25 $ and played it through on all difficulties and changes between realistic and Sci - Fi .
Last week I found that there are actually updates / patches / mods out there for this game .
To my surprise it was amazing to have them and play with them since last week on 1.13 .
I have since then made it to the palace of Queen D and have a hefty stockpile of weps in drassen .
Today i saw that you have this thread and keep track of things and keep the game up-to date and stable .
I know my story is a long one , but i literally just registered an account here to let you know how much i appreciate what you have done . I started over once i patched my game with your data , and sofar im on my way to drassen and im enjoying it . ( hope that i get the awesome action in drassen mine )
So let me get to the point , im just thanking you for your wonderful work !! keep it up mate .
--Tweak--
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Civilian
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Re: 2014 Stable Unofficial Release Candidate 20140727[message #336501]
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Wed, 08 October 2014 01:25
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HunterHunter |
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Messages:19
Registered:September 2014 |
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@Buggler: Can you provide a German patch please?
*EDIT* I have created an exe (release version) by using the head Version of the linked source Directory. Seems to be working fine.
1) I've comment out english and comment on german, but anyway I got the mine Name from polish Version. I checked the code but it's seems that is not used because it's grayed.
Does anyone have a idea why this polish mine Name is there?
2) Another small issue which was not there in official Version: If I try to Play in fullmode with my 1280x800 Resolution I got a fault message before the game Screen starts with ".. Fullscreen mode requires to run at your Desktop Resolution (1280x800) or less". Seems that a equal is missing in the code.
=> It seems that the compiled exe is not using the same sources as the english Version. So my quesion is: How can I get the sources?
[Updated on: Thu, 09 October 2014 01:01] by Moderator Report message to a moderator
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Private
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