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.

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1211 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Wanne
2010-03-01 19:08:06 +00:00
parent 72b394d840
commit eb05708a4a
5 changed files with 116 additions and 0 deletions
@@ -0,0 +1,23 @@
<!--
This is an OPTIONAL file which selects random teams for the multiplayer clients.
If this file is not present, "hardcoded" teams will be taken.
Only the server needs to have this file. The teams are snyced to all the clients.
You can define as many teams as you would like. They are choosen randomly for each client.
The [name] attribute from the team tag is optional and not used yet anywhere in the game.
The [id] tag must match the index of the selected merc from ProEdit.
-->
<mp_teams>
<team name="Team1">
<id>16</id>
</team>
<team name="Team2">
<id>29</id>
</team>
<team name="Team3">
<id>12</id>
</team>
<team name="Team4">
<id>31</id>
</team>
</mp_teams>
@@ -0,0 +1,23 @@
<!--
This is an OPTIONAL file which selects random teams for the multiplayer clients.
If this file is not present, "hardcoded" teams will be taken.
Only the server needs to have this file. The teams are snyced to all the clients.
You can define as many teams as you would like. They are choosen randomly for each client.
The [name] attribute from the team tag is optional and not used yet anywhere in the game.
The [id] tag must match the index of the selected merc from ProEdit.
-->
<mp_teams>
<team name="Team1">
<id>16</id>
</team>
<team name="Team2">
<id>29</id>
</team>
<team name="Team3">
<id>12</id>
</team>
<team name="Team4">
<id>31</id>
</team>
</mp_teams>
+70
View File
@@ -1,3 +1,73 @@
*****************************************************
** JA2 1.13 Multiplayer - Version 1.5 - 01/11/2009 **
*****************************************************
Bugs Fixed
==========
In a Deathmatch and Team-Deathmatch game each client should start per Default in a separate map edge, if not RANDOMISE STARTING EDGE is choosen by the server
In a CO-OP game, no teams should be selectable ("N/A")
In a Team-Deathmatch game there must be at least 2 different teams, before the server can start on “START GAME”
Fixed checking of "Sync folder". On some PCs, the game reported that the "Sync folder" is missing, even if it exists
Fixed CTD when throwing item (grenade, rock, throwing knife, ...) in tactical when item description box is open
Fixed synchronisation of doors
Removed the buggy sync of the turnbar on an interrupt on the remote clients
Client receives files again from server after restarting a new game (from the scoreboard)
New Features
============
Synced Explosives (Grenades, Mortars, Mines, ...) and destruction of objects
Disarming and stealing of Explosives placed in world
Reenabled AI use of explosives / mortars etc in MP game
Reenabled 6 merc / team in MP game
Reenabled old pathing for AI instead of A*
Increased MAX_GARRSION_GROUPS from 100 to 200
Added customizable Multiplayer Teams (TableData\Multiplayer\RandomTeams.xml) if choosen "RANDOM MERCS". If xml file does not exists, "hardcoded" mercs will be taken
*****************************************************
** JA2 1.13 Multiplayer - Version 1.4 - 30/08/2009 **
*****************************************************
Bugs Fixed
==========
Fixed randomly occuring CTD after hiring a merc
Fixed download progress bar bugging out when another client connects and starts downloading
*****************************************************
** JA2 1.13 Multiplayer - Version 1.3 - 17/08/2009 **
*****************************************************
Bugs Fixed
==========
Assertion Error, if user clicks in an empty Textbox field in the Host or Join screen
Reset "fast loading of WWW pages in laptop" when quitting a MP game and then start a SP game
Fixed saving/loading of MP games
If server selected NIV, still OIV was initialized on the other clients, so merc starting gear was read from prof.dat instead of mercstartinggear.xml
Game ends (goes to scoreboard), after a team is wiped out in a COOP game and another team is still present
Fixed CTD that could occur when killing an enemy (merc) with fallback animation
Fixed CTD on server when bullet hits window
New Features
============
Synchronized "Cutting Fences"
New starting "Center" position for a team
Synchronized dismiss of mercs
Instead of random sectors set fixed sectors in a MP game:
o Skyrider: 15/B
o Madlab: 7/H
o Micky: 9/G
o Bob & Gabby: They do not show up, because MP game is always REALISITIC game mode!
Disable "AIM" and "MERC" Bookmark if server selected "Random Mercs"
Disabled "Bobby Ray" Bookmark if server has not selected "Allow Bobby Ray"
Disabled the chance of alternate sectors no matter what is defined in the file "TableData/Map/AltSectors.xml"
Disabled "Dismiss" button in the menu, if server has chosen RANDOM MERC (because hiring new mercs is not allowed with RANDOM MERC)
Disabled all the "Contracts" renew button in the menu in a MP game
*****************************************************
** JA2 1.13 Multiplayer - Version 1.2 - 05/06/2009 **
*****************************************************
BIN
View File
Binary file not shown.
BIN
View File
Binary file not shown.