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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
152 lines
7.7 KiB
Plaintext
152 lines
7.7 KiB
Plaintext
*****************************************************
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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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Bugs Fixed
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==========
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Updated turn bar on enemy interrupt
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Civs in a CO-OP game are displayed in Red instead of White on the overhead map
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Scoreboard for Queen's Army
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Clicking on "Cancel" in the scoreboard screen did not shut down the server and client. MP Game was in a bad state
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DIFFICULT_LEVEL was not saved to ja2_mp.ini
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Game on the server was always initialized with EXPERIENCED game difficult. It did not had any effect what you have chosen in the HOST screen
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Last character of client player name was not saved to ja2_mp.ini
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New Features
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============
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Changed Team colors in radarmap so it can be seen more easily
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The merc of each client in the Overhead Map have now different colors (the same than on the radar map) for their merc
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Disabled Reinforcements and Real-Time Mode in a multiplayer game
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Feature to avoid CTD: If a user select an insertion direction which is not supported by the map the next valid insertion direction will be chosen for the map when entering Tactical Placement GUI.
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*****************************************************
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** JA2 1.13 Multiplayer - Version 1.1 - 01/06/2009 **
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*****************************************************
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Bugs Fixed
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Fixed saving of ja2_mp.ini which leads to wrong initializing of HOST values. Now there is only ONE ja2_mp.ini inside the "Profiles/UserProfile" folder
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Name Corruption in the turn bar
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Turn bar was not updated on the clients, if Enemy got back its turn after interrupt
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The file "transfer_rules.txt" did not allow "Umlaute"
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CTD in Tactical when "Enforce Maximum AI" was selected in CO-OP after first enemy was killed
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Possible CTD when client disconnects from game
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When server is running in 640x480 and select NIV in host screen, it did not check if NIV is allowed and it was initialized with NIV even NIV is not allowed in 640x480
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If you quit a MP game and start another one at night time it was still daytime in tactical placement GUI
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Valid starting times (eg: 12:00, 00:30) was outputted as invalid times in the HOST screen
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Added KIT_BAG to ja2_mp.ini when saving
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Fixed teams not initialised properly when starting a new MP game
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Changes / Improvements
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======================
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Some VFS improvements
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Player Name can now only have 11 characters
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Changed client colors in radarmap. Now they can be seen more easily and are more different
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Disabled special features (merc capturing, ...) that could occur in a CO-OP game in tactical for multiplayer
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Removed adding messages to the file log
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Changed some MP message colors
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Renamed "Client #n - 'PLAYER NAME'" from the turn bar to "#n - 'PLAYER NAME'"
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New Features
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============
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*****************************************************
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** JA2 1.13 Multiplayer - Version 1.0 - 19/05/2009 **
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*****************************************************
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Bugs Fixed
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==========
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Crash bug when shooting out windows or certain types of a missed shot
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Fixed some tactical resources and buttons not being deallocated properly when disconnected from in-game to the main menu
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Sometimes losing port settings from the JA2_mp.ini
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Chat : Send to allies did sometimes not work for the second team in Team Deathmatch
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Chat : Crash when entering a long uninteruptted string into chat
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Changes / Improvements
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======================
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Chat : Changed chatlog text colour
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Chat : Added PGUP - PGDN - END - HOME to chat log
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Chat : Added Copy / Paste between Windows and the Game's text boxes (useful for copy/pase of Server IP and/or Port)
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Chat : Added scrolling left and right of text to textboxes
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Extra translation and Other language MP Buttons Graphics
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TEMPORARY : Max mercs has been limited to 5 until the bugs with 6 are resolved
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New Features
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============
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New Option for CO-Op : Maximum Enemy AIs ( always spawn 32 enemies on a map )
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Version Checking : Clients and Server must be the same version to play
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File Transfer : This great new feature means that servers are able to host mods ( modified gamedata for balance or maps ). For more on this feature see File_Transfer.txt
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New Connecting screen : Incorporates file downloading progress and version checking as well as timeouts
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Virtual File System : This powerful system makes it much easier to install mods, and a great way for us to store seperate settings per server |