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] Tue, 03 June 2008 01:18 Go to next message
Tron

 
Messages:225
Registered:August 2007
Location: Germany
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 Smile ).

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 Wink

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Re: Release v0.10 - Caramel[message #187333] Tue, 03 June 2008 02:00 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3480
Registered:January 2000
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Wow! Hats off to you mate!

PS: Phew, an easy name to spell at last.

PS2: You have encountered in your bughunting the dreaded "enemy breath bug"? Aka enemy recovering energy at full on next turn after a hit?

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Re: Release v0.10 - Caramel[message #187352] Tue, 03 June 2008 08:25 Go to previous messageGo to next message
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Messages:225
Registered:August 2007
Location: Germany
Quote:
PS2: You have encountered in your bughunting the dreaded "enemy breath bug"? Aka enemy recovering energy at full on next turn after a hit?

Hand me a savegame and a short description to trigger the problem, so I can reproduce the problem easily, then I'll investigate.

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Re: Release v0.10 - Caramel[message #187371] Tue, 03 June 2008 11:39 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
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Hm... I guess there are 2 ways to reproduce the problem. One is to simply bombard a redshirt with stun grenades. The other is to have one dressed in spectra and empty a clip of HP ammo at him. Will try to setup such scenario with GABBI.

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Captain
Re: Release v0.10 - Caramel[message #187401] Tue, 03 June 2008 19:52 Go to previous messageGo to next message
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Messages:225
Registered:August 2007
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The problem has been resolved in r4303.

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Re: Release v0.10 - Caramel[message #187406] Tue, 03 June 2008 20:28 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3480
Registered:January 2000
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Nooo.... common... you're a genius!
As soon as I get home I trying it out.

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Captain
Re: Release v0.10 - Caramel[message #187685] Fri, 06 June 2008 11:25 Go to previous messageGo to next message
Mythrell is currently offline Mythrell

 
Messages:78
Registered:May 2008
Location: Mikkeli, Finland
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? Smile

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. Smile

Great work, I hope you keep it going.


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Corporal
Re: Release v0.10 - Caramel[message #187696] Fri, 06 June 2008 13:40 Go to previous messageGo to next message
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Messages:225
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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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Re: Release v0.10 - Caramel[message #187702] Fri, 06 June 2008 16:16 Go to previous messageGo to next message
Mythrell is currently offline Mythrell

 
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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 Smile

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 Smile

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Re: Release v0.10 - Caramel[message #187706] Fri, 06 June 2008 16:38 Go to previous messageGo to next message
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Messages:225
Registered:August 2007
Location: Germany
Mythrell
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.

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 Smile

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 Smile

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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Re: Release v0.10 - Caramel[message #187965] Mon, 09 June 2008 10:26 Go to previous messageGo to next message
Mythrell is currently offline Mythrell

 
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I know that I've derailed this topic enough already, but here's some pics after some days of working with the project.

I've used some GUI graphics of generous v1.13 mod people, others I've made myself from the game originals.

Since I've gone through all the trouble of making new .STi's for 800x600 resolution, I'm keeping a small option of actually using the extra space for something in my future modifications, if there is any. Anyways, it has been fun times and it's getting ready slowly and painfully. I'm going to plan stuff after I get everything made for higher resolution and see if I want to do other modifications for it.

http://www.datagnomes.info/ja2/800x600_laptop.jpg

http://www.datagnomes.info/ja2/800x600_tactical.jpg

http://www.datagnomes.info/ja2/800x600_strategic.jpg

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Corporal
Re: Release v0.10 - Caramel[message #190383] Wed, 09 July 2008 17:29 Go to previous messageGo to next message
Doolan is currently offline Doolan

 
Messages:13
Registered:July 2006
Mythrell
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. Smile


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" Very Happy As a teacher, I know there are stupid questions. My students rarely ask them, but I do it a lot Smile

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

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Re: Release v0.10 - Caramel[message #190391] Wed, 09 July 2008 20:42 Go to previous messageGo to next message
rp- is currently offline rp-

 
Messages:13
Registered:June 2008
Location: Austria
Doolan
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?


You would need to rewrite all the features of 1.13 to work with stracciatella, which I guess is a looot of work.

Regards

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Re: Release v0.10 - Caramel[message #190393] Wed, 09 July 2008 20:47 Go to previous messageGo to next message
Doolan is currently offline Doolan

 
Messages:13
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Thanks for the reply Erpe!

Aye, it seems a tad inconvenient. Don't get me wrong though, Straciatella is an absolutely impressive achievement and I'm forever grateful to the team for the effort put in it. I thought I'd never see JA2 running natively on my Mac.

It's just that, after having 1.13 around for so long, I've simply come to accept its features as "standard", and I suppose many people here feel the same way. Enemies dropping all their inventory, the data externalization, the aim stance and the New Inventory improve the experience so much.

In any case, I can now play JA2 on my laptop without having to spend CPU power and HD space in a virtual machine...

Yay!

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Re: Release v0.10 - Caramel[message #190396] Wed, 09 July 2008 21:12 Go to previous messageGo to next message
rp- is currently offline rp-

 
Messages:13
Registered:June 2008
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I understand what you mean, I mostly feel the same way.

Thats the reason why I'm currently try to get comfortable with the source code and try to add new features or help to port it to other plattforms.

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Re: Release v0.10 - Caramel[message #190400] Wed, 09 July 2008 21:42 Go to previous messageGo to next message
Doolan is currently offline Doolan

 
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You are, then, a hero of the common man. If you were to need any testing / compiling in an OSX machine just give me a yell.


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Re: Release v0.10 - Caramel[message #190401] Wed, 09 July 2008 21:55 Go to previous message
rp- is currently offline rp-

 
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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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