*** MERGED source code from development trunk revision 4890 up to latest current revision 5105 ***

Development Trunk (now obsolete): https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP
A detailed list of all the features (changes) is visible in the history log of the development trunk:

INFO: There will be no further development in the development source trunk, so is obsolete from now on!

This commit contains the following features (bugfixes are not listed):

- New Feature: Show merc ranks in Strategy Screen before merc name
o Toggle on/off in the ingame options screen
o For each experience level (0-10) there are defined rank names in the language specific text files
o Additional language text that is not translated yet is marked with // TODO.Translate

- New Feature: Faster Bobby Ray Shipments
o This feature is selectable in the ja2_options.ini
o When activated Bobby Ray shipments will be really fast
-> Overnight Express: 5 - 7 hours
-> Air Service: 10, 12 or 14 hours
-> Standard Service: 15, 18 or 21 hours
o In a multiplayer game, this feature is disabled (because shipment arrive immediately in the destination sector)

- New Feature: AP cost for manipulating the merc inventory
o This feature is selectable in the start new game screen
o For example, putting a weapon from hand in the backpack costs APs
o The AP costs are defined in the APBPConstants.ini
o In a multiplayer game, this feature is disabled

- New Feature: Added possibility to set individual Gear Kit names
o Set individual names in the optional new tag <mGearKitName> inside the <GEARKIT> root element (File: TableData\MercStartingGear.xml)

- New Feature: Externalized the maximum purchase amount (JA2 vanilla: 10) for Bobby Rays purchases per shipment
o Define the max. amount in the ja2_options.ini: BOBBY_RAY_MAX_PURCHASE_AMOUNT, Range: 10 - 100)
o Nice scrolling bars to scroll through all the purchases

- New Feature: Now it is possible to walk on "water" tiles or handle those tiles like "normal" tiles 
o (instead of showing the swimming animation and counting the APs for swimming), when the soldier is located on the second level (level > 0)

- New Feature: Externalized AIM Veterans laptop site
o Add maximum of 4 pages
o Add  new AIM to veterans page, and remove AIM from veterans page.
o New XML file: OldAIMArchive.xml (language specific XML files: *.OldAIMArchive.xml)

- New Feature: Added possibility to choose from 254 IMP faces
o Modified IMPPortraits.xml
o Added new GameDir folder "IMPFaces" which contains the IMP face portraits
o Moved IMP faces in the new "IMPFaces" folder

- New Feature: ARSP - All Resolution Support Project
o See here: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=298698&page=1
o Support any kind of screen resolution. This works by choosing the matching full supported resolution (640x480, 800x600, 1024x768) and then centering the graphics
o See ja2.ini for defining the screen resolution

- New Feature: AI Turn Speed Up (FF-MOD)
o see here: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=298699#Post298699
o When this feature is activated it allows fast enemy turns
o New entry in ja2.ini to enable this feature: HIGHSPEED_TIMER = TRUE
o Turn on/off auto fast turns in ingame options
o New ja2_options.ini settings for fine tuning: [Clock Settings] ini block

- New Feature: "Lock" / "Release" mouse cursor in tactical windowed mode, so the mouse can stay within window boundary
o This is very helpful for doing scrolling with the mouse (by moving the mouse to the window edge) in windowed mode
o You can toggle on/off the feature by pressing CTRL + Z. It is also possible to press CTRL + Y. So the user can decide which fits better :)
o Whenever you toggle on/off a screen message appears on the tactical log to notify the player

- New Feature: Weapon overheating
o Basically, every shot fired from a gun increases its temperature. On higher temperatures, the gun jams more frequently
o On/off toggle in the ingame options
o Graphical thermometer indication on the weapon picture
o New ja2_options.ini section with a few options, Section: [Tactical Weapon Overheating Settings]
o XML changes (New Tags)
--> AmmoTypes.xml: <temperatureModificator>
--> Items.xml: <barrel>, <usOverheatingCooldownFactor>
--> Weapons.xml: <usOverheatingJamThreshold>, <usOverheatingDamageThreshold>, <usOverheatingSingleShotTemperature>
o Added a few barells to Items.xml (end of the file)
o more infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=301059&page=1

- New Feature: Resting weapons on a surfaces
o You can now rest your weapon on crates, low walls, rocks, debris, open windows etc. while you are crouched. Resting will give yu the superior gun handling modifiers from PRONE position.
o A little 'A' on your gun indicates if you are resting it or not.
o Both settings can be turned on and off in Ja2_Options.ini under 'Tactical Gameplay Settings'

- New Feature: Externalized option on whether mercs can exit sector using grid exit in turn based mode
o new ja2_options.ini property: GRID_EXIT_IN_TURNBASED
o This ini setting does not affect leaving sectors on map edges

- Rework/Update: Ammo boxes and Ammo crates
o Ammo crate items added for remaining calibers.  Tweaked prices to correspond to magazines, tweaked capacities and weights to be reasonable (~800 or less).
o Shift-R reload now looks at both boxes and crates in sector items and merc's inventory to reload, and tops off magazines in inventory as well.  Only possible outside of combat.
o Ctrl-Shift-A still creates crates as per usual, with some fixes to ensure all ammo is caught on the first press.
o Shift-A now creates ammo boxes in the same loop.  They mostly behave like crates, but fit in mercs inventories.
o Ammo boxes are available to purchase at BR and tony, sam, etc.  Individual magazines/drums/etc are no longer available.
o Removed ammo crate xml tag.  Added ubMagType tag to Magazines array.  This allows us to differentiate between magazines, bullets, boxes and crates.
o Changed ammo filtering in BR's to display boxes appropriately.  Added back the "Mag:" display (changed text to "Size:")
o Added ja2set.dat.xml file (WF map version in WF maps folder) to be used instead of ja2set.dat file (ja2.ini setting added) For now, if you want to play vanilla instead, just change the setting in the ini (see comments in file).
o Added P4-P9Items image files (up to 5k images each) and tileslots.  1.13 core items will continue to use Guns and P1-P3Items for the foreseeable future.  P4-P9 can be used by customizers/modders to avoid conflicts with Guns/P1-P3 items.  TODO: Need to discuss a strategy for this in the forums.
o Added in Ambient/0.bad and 32.bad to avoid an exception in the code.
o Updated the XML Editor
o Standardized the text on all the ammo items.

- New Multiplayer Feature: Sharing same FOV (field of view) in a coop/team-dm (for friendly teams) game
o You will also see enemies, that your teammate sees

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5108 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-03-23 18:46:54 +00:00
parent ab80b4e191
commit 7ca53fadc7
177 changed files with 9625 additions and 3428 deletions
+77 -5
View File
@@ -2864,6 +2864,7 @@ CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
L"Vai nel settore",
L"Vai alla mappa",
L"Non puoi uscire dal settore da questa parte.",
L"You can't leave in turn based mode.", // TODO.Translate
L"%s è troppo lontano.",
L"Rimuovi le fronde degli alberi",
L"Mostra le fronde degli alberi",
@@ -4438,7 +4439,8 @@ STR16 BobbyRText[] =
//Popup that tells the player that they can only order 10 items at a time
L"Darn! Quest'ordine qui accetterà solo 10 oggetti. Se avete intenzione di ordinare più merce (ed è quello che speriamo), fate un ordine a parte e accettate le nostre scuse.",
L"Darn! Quest'ordine qui accetterà solo " ,//First part
L" oggetti. Se avete intenzione di ordinare più merce (ed è quello che speriamo), fate un ordine a parte e accettate le nostre scuse.",
// A popup that tells the user that they are trying to order more items then the store has in stock
@@ -5046,10 +5048,13 @@ STR16 zOptionsToggleText[] =
L"Stat Progress Bars", // Show progress towards stat increase // TODO.Translate
L"Alternate Strategy-Map Colors", // Change color scheme of Strategic Map
L"Alternate bullet graphics", // Show alternate bullet graphics (tracers) // TODO.Translate
L"Activate New CTH system", // use NCTH
//L"Activate New CTH system", // use NCTH
L"Show Merc Ranks", // shows mercs ranks // TODO.Translate
L"Show Face gear graphics", // TODO.Translate
L"Show Face gear icons",
L"Disable Cursor Swap", // Disable Cursor Swap // TODO.Translate
L"Disabilita Swap Cursore", // Disable Cursor Swap
L"Auto Fast Forward AI Turns", // Automatic fast forward through AI turns // TODO.Translate
//L"Weapons Overheating", // TODO.Translate
L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments
L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
@@ -5151,10 +5156,13 @@ STR16 zOptionsScreenHelpText[] =
L"When ON, shows character progress towards gaining levels.", // TODO.Translate
L"When ON, the Strategic Map will be colored differently based on exploration.",
L"When ON, alternate bullet graphics will be shown when you shoot.", // TODO.Translate
L"When ON, New CTH system and cursor is used.",
//L"When ON, New CTH system and cursor is used.",
L"When ON, ranks will be displayed before merc names in the strategic view.", // TODO.Translate
L"When ON, you will see the equipped face gear on the merc portraits.", // TODO.Translate
L"When ON, you will see icons for the equipped face gear on the merc portraits in the lower right corner.",
L"When ON, the cursor will not toggle between exchange position and other actions. Press |x to initiate quick exchange.", // TODO.Translate
L"Se attivato, il cursore non si alternerà tra la posizione di scambio e altre azioni. Premere |x per avviare lo scambio rapido.",
L"When ON, AI turns will be much faster.", // TODO.Translate
//L"When ON, weapons can be overheated when firing.", // TODO.Translate
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
L"Force all pending Bobby Ray shipments",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END",
@@ -5249,11 +5257,18 @@ STR16 gzGIOScreenText[] =
L"New / Old",
L"New / New",
// TODO.Translate
// Squad Size
L"Max. Squad Size",
L"6",
L"8",
L"10",
//L"Faster Bobby Ray Shipments",
L"Inventory Manipulation Costs AP",
L"New Chance to Hit System",
L"Improved Interrupt System",
L"Weapon Overheating",
};
STR16 gzMPJScreenText[] =
@@ -5576,6 +5591,9 @@ STR16 pMessageStrings[] =
L"AutoSaveGame%02d.sav", // 101
L"Auto%02d.sav", // 102
L"SaveGame%02d.sav", //103
// Lock / release mouse in windowed mode (window boundary) // TODO.Translate
L"Locking mouse cursor to stay within window boundary.", // 104
L"Releasing mouse cursor to move outside window boundary.", // 105
};
@@ -6059,6 +6077,7 @@ STR16 New113Message[] =
//////////////////////////////////////////////////////////////////////////////////////
L"Warning: enemy corpse found!!!",
L"%s [%d rnds]\n%s %1.1f %s",
L"Insufficient AP Points! Cost %d, you have %d.", // TODO.Translate
};
// TODO.Translate
@@ -6825,6 +6844,7 @@ STR16 szUDBGenAmmoStatsTooltipText[]=
L"|A|r|m|o|r |P|i|e|r|c|i|n|g",
L"|B|u|l|l|e|t |T|u|m|b|l|e",
L"|P|r|e|-|I|m|p|a|c|t |E|x|p|l|o|s|i|o|n",
L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|c|a|t|i|o|n", // TODO.Translate
};
STR16 szUDBGenAmmoStatsExplanationsTooltipText[]=
@@ -6832,6 +6852,7 @@ STR16 szUDBGenAmmoStatsExplanationsTooltipText[]=
L"\n \nThis is the bullet's ability to penetrate\na target's armor.\n \nWhen above 1.0, the bullet proportionally\nreduces the Protection value of any\narmor it hits.\n \nWhen below 1.0, the bullet increases the\nprotection value of the armor instead.\n \nHigher is better.",
L"\n \nDetermines a proportional increase of damage\npotential once the bullet gets through the\ntarget's armor and hits the bodypart behind it.\n \nWhen above 1.0, the bullet's damage\nincreases after penetrating the armor.\n \nWhen below 1.0, the bullet's damage\npotential decreases after passing through armor.\n \nHigher is better.",
L"\n \nA multiplier to the bullet's damage potential\nthat is applied immediately before hitting the\ntarget.\n \nValues above 1.0 indicate an increase in damage,\nvalues below 1.0 indicate a decrease.\n \nHigher is better.",
L"\n \nAdditional heat generated by this ammunition.\n \nLower is better.", // TODO.Translate
};
STR16 szUDBGenExplosiveStatsTooltipText[]=
@@ -6988,6 +7009,14 @@ STR16 szUDBAdvStatsTooltipText[]=
L"|C|o|u|n|t|e|r|-|F|o|r|c|e |F|r|e|q|u|e|n|c|y",
L"|T|o|-|H|i|t |B|o|n|u|s",
L"|A|i|m |B|o|n|u|s",
L"|S|i|n|g|l|e |S|h|o|t |T|e|m|p|e|r|a|t|u|r|e", // TODO.Translate
L"|C|o|o|l|d|o|w|n |F|a|c|t|o|r",
L"|J|a|m |T|r|e|s|h|o|l|d",
L"|D|a|m|a|g|e |T|r|e|s|h|o|l|d",
L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|c|a|t|o|r",
L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|c|a|t|o|r",
L"|J|a|m |T|r|e|s|h|o|l|d |M|o|d|i|f|i|c|a|t|o|r",
L"|D|a|m|a|g|e |T|r|e|s|h|o|l|d |M|o|d|i|f|i|c|a|t|o|r",
};
// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular.
@@ -7041,6 +7070,14 @@ STR16 szUDBAdvStatsExplanationsTooltipText[]=
L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, during Burst\nor Autofire volleys.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.",
L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's CTH value.\n \nIncreased CTH allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.",
L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Aim Bonus.\n \nIncreased Aim Bonus allows the gun to hit\ntargets at longer ranges more often, assuming\nit is also well-aimed.\n \nHigher is better.",
L"\n \nA single shot causes this much heat.\nAmmunition types and attachments can\naffect this value.\n \nLower is better.", // TODO.Translate
L"\n \nEvery turn, the temperature is lowered\nby this amount.\n \nHigher is better.",
L"\n \nIf an item's temperature is above this,\nit will jam more frequently.\n \nHigher is better.",
L"\n \nIf an item's temperature is above this,\nit will be damaged more easily.\n \nHigher is better.",
L"\n \nA gun's single shot temperature is\nincreased by this percentage.\n \nLower is better.",
L"\n \nA gun's cooldown factor is\nincreased by this percentage.\n \nHigher is better.",
L"\n \nA gun's jam threshold is\nincreased by this percentage.\n \nHigher is better.",
L"\n \nA gun's damage threshold is\nincreased by this percentage.\n \nHigher is better.",
};
STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]=
@@ -7093,6 +7130,10 @@ STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]=
L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.",
L"\n \nThis weapon's to-hit is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased To-Hit allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.",
L"\n \nThis weapon's Aim Bonus is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased Aim Bonus allows the gun to hit\ntargets at longer ranges more often, assuming\nit is also well-aimed.\n \nHigher is better.",
L"\n \nA single shot causes this much heat.\nThe type of ammunition can affect this value.\n \nLower is better.", // TODO.Translate
L"\n \nEvery turn, the temperature is lowered\nby this amount.\nWeapon attachments can affect this.\n \nHigher is better.",
L"\n \nIf a gun's temperature is above this,\nit will jam more frequently.",
L"\n \nIf a gun's temperature is above this,\nit will be damaged more easily.",
};
// HEADROCK HAM 4: Text for the new CTH indicator.
@@ -7105,6 +7146,37 @@ STR16 gzNCTHlabels[]=
// HEADROCK HAM 4: End new UDB texts and tooltips
//////////////////////////////////////////////////////
// Flugente FTW 1: Temperature-based text similar to HAM 4's condition-based text.
STR16 gTemperatureDesc[] = // TODO.Translate
{
L"Temperature is ",
L"very low",
L"low",
L"medium",
L"high",
L"very high",
L"dangerous",
L"CRITICAL",
L"DRAMATIC",
L"unknown",
L"."
};
// TODO.Translate
CHAR16* ranks[] =
{ L"", //ExpLevel 0
L"Pvt. ", //ExpLevel 1
L"Pfc. ", //ExpLevel 2
L"Cpl. ", //ExpLevel 3
L"Sgt. ", //ExpLevel 4
L"Lt. ", //ExpLevel 5
L"Cpt. ", //ExpLevel 6
L"Maj. ", //ExpLevel 7
L"Lt.Col. ", //ExpLevel 8
L"Col. ", //ExpLevel 9
L"Gen. " //ExpLevel 10
};
STR16 gzNewLaptopMessages[]=
{
L"Ask about our special offer!",