Data and Source v1.13 Mod High Resolution version from 2006-03-16

*********************************************************
*	2006/03/16					*
*	RoWa21						*
*	Developed in VS 2003				*
*********************************************************

- Changed missing screens to the High-Resolution
	- Tactical Screen
	- Shopkeeper Interface, 
	- Credits Screen,
	- AutoResolve Screen
	- ...

- Some bugfixing with the screens
	- Centered message boxes
	- ...

- Merged lalienxx's features (BUT NO BURST AND NO MP3/OGG SUPPORT!)
	- Rain and lightning visual and sound effects
	- Visibility radius decrease when rainig
	- Weapon relyability decrease when rainig
	- Possibility to spot the enemy at night with lightning
	- New settings in the ja2.ini file for the rain
	- Aiming without shooting with "L" key
		- Move the cursor over an enemy and press the "L" key.

- Added judges bugfixing
	- Swapped internal shopkeeper character numbering to match the Prof.dat in 1.13 (Gabby/Smithy)
	- Added status of the items to item 'tooltip'
		- If it is an ammo, the number of available rounds appear
	- A stack of items now always shows the minimum repair status
		- No more carrying a stack of grenades into battle only to find most are duds
	- Made tactical map loading code more robust against maps with bogus buildings 
	- Made tactical map loading code more robust against maps with characters with bogus locations or schedules 

- Changed the location of the savegame structure
	- Each mode contains its own savegame folder in its own data-folder

- Some general bugfixing
	- See Bugfixing.xls on the ftp

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@24 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-04-19 17:22:20 +00:00
parent 89b4d71bf3
commit 8b2d0e33aa
25 changed files with 1433 additions and 68 deletions
+9
View File
@@ -2800,6 +2800,12 @@ UINT32 cnt = 0;
if ( gfScrollInertia == FALSE || (gRenderFlags&RENDER_FLAG_NOZ ) || (gRenderFlags&RENDER_FLAG_FULL ) || (gRenderFlags&RENDER_FLAG_MARKED ) )
{
RenderDynamicWorld( );
///////////////////////////////////////////////////////////
// ColorFillVideoSurfaceArea( guiSAVEBUFFER, 0, gsVIEWPORT_WINDOW_END_Y, BP_SCREEN_WIDTH_CENTERED, SCREEN_HEIGHT, Get16BPPColor( FROMRGB( 16, 8, 0 ) ) );
///////////////////////////////////////////////////////////
}
if ( gfScrollInertia )
@@ -3504,6 +3510,7 @@ BOOLEAN HandleScrollDirections( UINT32 ScrollFlags, INT16 sScrollXStep, INT16 sS
return( fAGoodMove );
}
extern BOOLEAN gfNextRefreshFullScreen;
void ScrollWorld( )
{
@@ -3752,6 +3759,8 @@ void ScrollWorld( )
// Now we actually begin our scrolling
HandleScrollDirections( ScrollFlags, sScrollXStep, sScrollYStep, &sTempRenderCenterX, &sTempRenderCenterY, FALSE );
if( gfNextRefreshFullScreen ) SetRenderFlags( RENDER_FLAG_FULL );
}
}
else