07.03.2010 New EXE Release (Build: 3358) New Map Editor Release (Build: 3358) 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 01.03.2010 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. 21.02.2010 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 23.10.2009 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); 21.10.2009 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) . 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 15.07.09 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 28.06.2009 New EXE Release (Build: 3042) New Features ------------ - Spread Patterns MOD 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 27.06.2009 - Added JA2 1.13 Map Editor Guide 02.06.2009 Release Build (2929) history log: 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) Added 2 new INI Entries for the "Real Time Mode" in the [JA2 Tactical Settings]: ALLOW_REAL_TIME_SNEAK, QUIET_REAL_TIME_SNEAK Info: There is no new EXE yet, which supports the "Real Time Mode" 16.04.2009 - 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. 02.04.2009 - New Release Build (2660) Disabled a CPU intensive function from HAM during AI calculation 01.04.2009 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 the Bears Pit thread: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=201700&page=1#Post201700 12.03.2009 New Release 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. 10.02.2009 Added needed Graphic files to new folder Data\DevTools for the AI Viewer window. This only works in Debug Version of the ja2.exe, when you are in Strategy Screen and you press F12. 09.02.2009 Added missing INI Editor properties for the Many Merc update Changed the new property "TONY_USES_BR_SETTINGS" from "FALSE" to "TRUE" INI Editor: Set max. Value for properties (ALLOW_MILITIA_MOBILE_DELAY, TRAIN_VETERAN_MILITIA_DELAY) from 5 to 100 (thx to Marlboro Man) 04.02.2009 Added German TITLETEXT_MP_GERMAN.STI, so German Users with English JA2 can also start the game with a German JA2.exe (thx to Scheinworld) 03.02.2009 Updated XML Editor: Fixed a few control sizes so it displays correct 02.02.2009 Added missing "ja2_options.ini" properties for last exe build (2567): AUTO_SAVE_ON_ASSERTION_FAILURE --------------------- GAME_PROGRESS_MINIMUM GAME_PROGRESS_INCREMENT IMP_STARTING_LEVEL SMART_GOGGLE_SWITCH AUTOMATICALLY_FLAG_MINES -------------------- MAX_NUMBER_PLAYER_MERCS MAX_NUMBER_PLAYER_VEHICLES MAX_NUMBER_ENEMIES MAX_NUMBER_CREATURES MAX_NUMBER_REBELS MAX_NUMBER_CIVS --------------------- NEW_AGGRESSIVE_AI --------------------- TONY_USES_BR_SETTING DEVIN_USES_BR_SETTING 02.02.2009 New 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) 29.01.2009 updated inventories fo Devin and Tony added a 40mm illumination grenade and two new mortar shells fixed KSVK added pic pics for new illumination/smoke items 12.01.2009 exchanged English descriptions for coldloaded 7.62x51mm ammo HP <-> AP (20rnd mag) removed ability of RPK-74 to attach a folding stock (it already has one built-in) 29.12.2008 New XML Editor (0.0.0.39): Support for Polish and French texts Updated Fonts for future Italian version New French XML Files Updated Polish and Russian XML Files 27.12.2008 Removed "modified" NPC File from Madame Layla in saloon from San Mona (thx to Inshy) 05.12.2008 New 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" 02.12.2008 added three new FN pistols (pics by Jimmy) added a new standalone grenade launcher (pic by Coolberg) decreased size of Super Shorty, so it fits into a MP-Holster gave a 2-round burst to the Sawed-Off Shotgun XX.11.2008 *** 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