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