Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Stracciatella Project (Platform Independent JA2) » Release v0.10 - Caramel
Release v0.10 - Caramel[message #187325]
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Tue, 03 June 2008 01:18
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Tron |
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Messages:225
Registered:August 2007 Location: Germany |
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I am proud to announce the tenth release of JA2-Stracciatella, this time codenamed caramel.
The complete changelog highlights:
- Enable scrolling the sector inventory with the mouse wheel.
- Fix a vanilla glitch regarding uneven distribution when playing some merc battle sounds, in one case even playing the wrong sound.
- Fix a bug, which caused wrong title bars to be displayed for some web pages.
- Fix a vanilla out of bounds array access when somebody gets hit.
- Fix a vanilla bug, which caused stacked items to be too heavy.
- Fix several vanilla inconsistencies when placing the assignment dropdown menus.
- Plug vanilla memory and file leaks (mostly in error handling).
- Fix a vanilla string buffer overrun, occuring in the French and Italian translations, when displaying the turn message at the top in combat.
- Fix vanilla bugs, which accessed uninitialised data.
- Fix a bug in r3226, which broke saving/loading savegames in the Windows version.
- Fix a vanilla bug, which made items invisible, end up on the wrong level (floor/roof) or hover above the ground, when shuffling them in the sector inventory.
- Fix a bug in r2162, which could cause less militia to appear in a sector than there should.
- Fix a vanilla bug, which prevented the army from attacking San Mona, when the player has defense in Grumm.
Additional to many fixed bugs, the source code has been shortened by nearly 7.000 lines of code since 0.9, totalling to more than 153.000 lines since start of the project. NO vanilla feature is missing. Gone are only bugs and thousands of lines of dead code (ok, so if you call "random crashes because of accessing uninitialised data" a vanilla feature, there are features missing ).
I am happy to release a new version, to bring Jagged Alliance 2 one step further to go everywhere, where GCC and SDL can go - and stay there without crashing 
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Sergeant 1st Class
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Re: Release v0.10 - Caramel[message #187685]
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Fri, 06 June 2008 11:25 
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Mythrell |
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Messages:78
Registered:May 2008 Location: Mikkeli, Finland |
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Looking at the code, I see that you guys had some work with changing the resolution also in Stracciatella. Are you still working on that option or is it just some side project? 
I switched it to 800x600 just out of curiosity, seemed to work surprisingly well. Found couple stuff which weren't corrected yet so I changed some of them (there's a lot of those, you guys sure were right about that). I guess it comes up to GUI to make it really an option, something which I stole from v1.13 just for my own pleasure.
Anyways, I think that this is pretty much the "vanilla" type source code I was looking for, including sensible fixes but not changing the game itself that much. With the current v1.13 I feel that there's just way too many changes to the game experience itself. I'm going to see if I can work some fun stuff into it, just for the hell of it. 
Great work, I hope you keep it going.
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Corporal
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Re: Release v0.10 - Caramel[message #187696]
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Fri, 06 June 2008 13:40 
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Tron |
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Messages:225
Registered:August 2007 Location: Germany |
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I started to make the screen resolution changeable, but did not finish it, yet. One problem is the mess the pop up menus in the strategic map are. I partially cleaned up that part, but there is more to do.
Most changes only try to improve stability and maintainability. There were quite some out of bounds accesses, failures to check return codes, crashes and resource leaks. Also many interfaces in the source code have been simplified. Only very few changes alter the handling or behaviour of the game. There is some support for the mouse wheel and you can play in a window or in fullscreen, switchable at runtime (handling). Some things, which clearly were bugs in behaviour, have been corrected: For example the queen sent troops to the wrong sector, when you captured the central SAM site. The list is quite long, see the Changelog for details.
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Sergeant 1st Class
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Re: Release v0.10 - Caramel[message #187702]
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Fri, 06 June 2008 16:16 
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Mythrell |
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Messages:78
Registered:May 2008 Location: Mikkeli, Finland |
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Hmm, what do you mean by the pop up menus in strategic map? Laptops, options or guys talking? They seem to work fine, tho yeah my play testing so far has been very limited.
In any case, I've updated many of the still missing SCREEN_WIDTH etc's, after I'm finished with it (ie. when I finally get bored with this madness), if you're interested I can send you the source. Though I have no clue how you could easily merge it with your current source, I guess it might be an issue. Anyways, it could save you some hours of boring replacing pixel values with variables and add/remove some 
Not that it's much use without correct layout graphics (I dp make it use fullscreen, not just left upper corner like it did with your initial stuff, should work like normal with 640x480 but needs new stuff for any other resolutions). My current goal with this is to play the "vanilla" game with 800x600 res and enjoy it
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Corporal
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Re: Release v0.10 - Caramel[message #187706]
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Fri, 06 June 2008 16:38 
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Tron |
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Messages:225
Registered:August 2007 Location: Germany |
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MythrellHmm, what do you mean by the pop up menus in strategic map? Laptops, options or guys talking? They seem to work fine, tho yeah my play testing so far has been very limited.
The source code for the popup menus in the strategic map (assignment, contract, etc.) is a mess. Their coordinates are altered and passed around in confusing ways.
Quote:In any case, I've updated many of the still missing SCREEN_WIDTH etc's, after I'm finished with it (ie. when I finally get bored with this madness), if you're interested I can send you the source. Though I have no clue how you could easily merge it with your current source, I guess it might be an issue. Anyways, it could save you some hours of boring replacing pixel values with variables and add/remove some 
What is the problem with merging? Simply send me a diff. What about my source code? You can easily stay up to date with Subversion.
Quote:Not that it's much use without correct layout graphics (I dp make it use fullscreen, not just left upper corner like it did with your initial stuff, should work like normal with 640x480 but needs new stuff for any other resolutions). My current goal with this is to play the "vanilla" game with 800x600 res and enjoy it 
Most screens just are in the upper left corner, because I did not work on them, yet. The immediate goal is to display all stuff, which has a fixed size, centered. The only screen, which can really make use of a higher resolution this way, is the tactical screen. This one should already work rather well, except for a not blanked area when switching from the team panel to the single merc panel.
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Sergeant 1st Class
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Re: Release v0.10 - Caramel[message #190383]
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Wed, 09 July 2008 17:29 
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Doolan |
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Messages:13
Registered:July 2006 |
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MythrellWith the current v1.13 I feel that there's just way too many changes to the game experience itself. I'm going to see if I can work some fun stuff into it, just for the hell of it. 
Sorry for sounding like a complete n00b here, but there are now so many different variants of JA2 that I'm quite simply lost...
The way I understand it, Straciatella makes it possible thanks to the awesomeness of SDL to compile JA2 to run on any platform from Linux to an espresso coffee machine. I showed the thread(s) to a friend of mine who actually knows something other than Java and he has been toying with the idea of making an OSX Universal Binary out of this.
One question I have, though... Is this compatible at all with 1.13? What would a man have to do if he wanted the 1.13 changes (and quite specially the New Inventory) to work in an OSX port of this beauty?
P.S: I of course give everyone in this forum unrestricted rights to "chase the newbie" As a teacher, I know there are stupid questions. My students rarely ask them, but I do it a lot 
EDIT: nevermind, my question was mostly answered when I checked the FAQ on the Straciatella project site. Great job, I have it running under OSX without any problems, at amazing performance and it even goes incredibly smooth on my Rev A black Macbook without taxing the processor. You guys are amazing.
I still keep VMWare / Crossover Games installed because I am too used to 1.13 added features though. Specially the NI system, I just can't live without it...
[Updated on: Wed, 09 July 2008 20:44] by Moderator Report message to a moderator
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Private
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Re: Release v0.10 - Caramel[message #190401]
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Wed, 09 July 2008 21:55
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rp- |
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Messages:13
Registered:June 2008 Location: Austria |
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well, if you are brave enough you could try if the cmake file also works on OSX, but it's not so important for now.
instructions are in the last FAQ post.
At first you will need to have git and cmake installed on your system.
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