Commit Graph
135 Commits
Author SHA1 Message Date
Wanne 5d5e02f207 Merged from revision: 7262
Fixes (by anv)
- fix: comparison feature would sometimes show comparison with empty sector inventory slots,
- fix: enemy taunts aimed at NOBODY could cause out of range,
- fix: list of boxers fought per day is properly reset when fight club reopens,
- fix: Van Haussen won't offer a fight or accept bets if all boxers are dead (even if our mercs stand on corpses),
- fix: boxing opponents won't try to call reinforcements any more.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7263 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-06-03 18:42:29 +00:00
Wanne fa29d9be26 Merged from revision: 7258
- Translated russian source code comments (by Sevenfm)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7259 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-06-03 18:13:23 +00:00
Wanne bbff053fc5 Driveable vehicle Update: Externalized vehicle seats (by anv)
- externalised vehicle seats (TableData\Vehicles.xml) influence position of passenger, field of view, ability to shoot and being hidden,
- seat can chosen by using ctrl+RMB on vehicle (ctrl + LMB just takes the first visible seat)
- seats can be changed or swapped while inside vehicle,
- remade JSD files for cars,
- vehicles aren't transparent anymore,
- vehicles are louder than people, depending how fast they move.
see: http://www.bears-pit.com/board/ubbthreads.php/topics/332790/5.html


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7212 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-05-18 15:26:15 +00:00
Flugente 30060f0595 Merged revision(s) 7166-7177 from branches/ja2_source_official_2014:
- Flagmasks are unsigned, and should be called and treated as such
- Fix: experience gain from interrogation was too high
- Fix: chance of a prisoner becoming militia was calculated wrong
- default weight maximum for MOVE ITEM assignment increased from 30 to 40 kg
- Fix: snitches report the same event multiple times
- Fix: snitches treat vehicles as persons
- Fix: selection of launchables is inefficient, an does not take into account wether items are depending on day/night cycle
- new key combination: in strategic, pressing [CTRL] + [E] wile both a merc's inventory and the sector inventory are open will fill the merc's inventory with sector items
- trivial code cleanup
- if prisoners are taken in a sector that houses a prison, that prison can also be selected to house them
- Fix: distributing newly taken prisoners in a prison sector no longer redistributes all prisoners, only the new ones
- GetClosestFlaggedSoldierID can also be called without evaluation of sight
- Fix: Covert Ops: throwing/lobbing items or shooting rockets is deemed suspicious behaviour
- Fix: boxing was broken by loading a savegame
- Fix: campaign history rarely recorded kills in autoresolve
- There is no reason why the IDs that boxers are reset to before they are reinitialised would ever need to be altered by a modder. Required script change in stable GameDir r2024.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7178 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-04-30 21:36:18 +00:00
Flugente 2e773a029d - New Feature: enemies roles allows the AI to use medics and officers, and the player can now identify high-value targets among the enemy.
Requires GameDir >= r1987.

- If an enemy is spawned with a radio set, he is more likely to become a radio operator.
- It is now possible to mount a gun on prone allies if you are facing them on the right angle.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7072 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-03-16 18:24:40 +00:00
Wanne d2130494da New Feature: Additional Tile Properties (by anv)
- Feature can be completely disabled in .ini as COVER_SYSTEM_ADDITIONAL_TILE_PROPERTIES under Tactical Cover System Settings.

- With Additional Tile Properties it's possible to supply all tiles with additional data, just like with .jsd files, except in XML.
Files need to have same name as tile's .sti and .jsd files, and be put in \tilesets\AdditionalProperties\, or in specific \tilesets\xx\.

- With additional properties it's possible to specify which camo type, and how effectively will work on any tile. Only snow camo will work on snow covered roofs, red carpet in palace won't perfectly cooperate with urban camo anymore, thick grass in the middle of the forest will provide better camouflage than sparse grass near the road.

- It's now possible to specify footstep volume and stealth difficulty modifier of any tile. Carpets will absorb noise, tile floors amplify it, twigs laying on the tile will make sneaking harder. Choose your path carefully, taffer. 

- More infos: http://www.bears-pit.com/board/ubbthreads.php/topics/330942.html#Post330942


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7001 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-03-01 09:50:40 +00:00
Wanne 11037729f0 Merged from revision: 6905
Improved Snitch Trait (by anv)
- The snitch actions can be selected in the strategy view "Assignment" menu
o Spreading Propaganda: Accessible in town sectors
o Gathering Rumours: Accessible in town sectors
o Undercover Prison Snitch: Accessible from Facilities menu (Prison)
o Preventing Misbehaviour: New Snitch Menu
o Passive Reputation Increase
see: http://www.bears-pit.com/board/ubbthreads.php/topics/329412/1.html

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6906 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-02-12 17:22:40 +00:00
Kriplo ab5bfe2bf3 Brief: //dnl ch85
- Some fixing and adding position in overhead map to be in center of big map.
Details:
- Calculate overhead map cords from your current position on big maps.
- Fix incorrect placing room numbers in maps with cliffs.
- Fix CTD during deletion of sector items using CTRL+D or CTRL+Del.
- Remove light, door and item cursor and item tiles after coping building.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6888 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-02-08 15:20:13 +00:00
Flugente d6186aca15 Merged revision(s) 6826-6828 from branches/ja2_source_official_2014:
- Minor code improvements and cleanup
- Fix from r6775 is no longer necessary.
- Code improvement: Instead of calling inv.size() repeatedly, just call it once and remember that value

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6829 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-01-26 12:18:43 +00:00
Wanne 44cf72a2e0 - Fixed compilation error for JA2UB define (by anv)
- Added missing string to _FrenchText.cpp
- Renamed the "#if (defined JA2UB)" to "#ifdef JA2UB" so we are consistent through the code


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6719 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-12-28 18:27:09 +00:00
Wanne 47210f9b14 Updated Enemy taunts feature (by anv)
- ridiculous amount of tags: attack, hit, miss, kill, head pop, blinded, type of attack, is target a zombie...
- ripostes to merc quotes,
- taunts can now make noise,
- bumped up amount of taunts to respectable 733, mostly thanks to your contributions guys,
- accidently squashed bug with incorrect noise notifications ("hears scream" instead of "hears explosion" etc.)

Ripostes
At the moment enemies can react to quotes "enemy detected", "1st enemy detected", "multiple enemies detected", "bullet flew by", "under heavy fire", as these are most likely to be used in combat. In the first three cases, riposting enemy will be chosen randomly from all enemy witnesses, latter two - last enemy to attack this merc will taunt.
Enemy's riposte will come as soon as merc quote is finished.

Noisy taunts
Taunts can be handled like other noises in game - shots, explosions, etc., meaning:
- they will be displayed only if someone from our team is close enough to hear them,
- they can be heard even if you don't see enemy (with twist of his name changed to "unknown voice". Yay.)
- volume of taunts is configurable in .ini.

see: http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/327830/4.html



git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6628 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-11-19 07:52:51 +00:00
Wanne 899d0f15a0 New Feature: Externalized Enemy taunts (by anv)
- Taunts will be shown in the tactica log, once enabled (TAUNT_SHOW_IN_LOG = TRUE)
- Enemies will randomly choose their taunt from an pool of applicable ones
- All taunts can be stored in TableData/EnemyTaunts.xml
- see: http://www.bears-pit.com/board/ubbthreads.php/topics/327830/Externalised_taunts.html#Post327830


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6575 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-11-10 08:26:05 +00:00
Wanne 08e6bc4aca More buddies/foes (by anv)
- Currently MercProfiles.xml contains 5 records for buddies and 5 for foes + 1 per "learn to", but in code only 2 first + "learn to" are handled. I changed it so all possible buddies and foes can be used, and it's possible to add their specific like/dislike quotes to quote .edts.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6538 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-10-28 20:02:19 +00:00
Wanne f05139556f - Disabled the new music externalization code from revision 6296 (by Jazz)
o The new music code is now surrounded by a define called NEWMUSIC
o Jazz will rework the new music code in the future
o For now we have the old music code back, which should fix the mentioned bugs
-> Music in the main menu is starting again from beginning when going from preferences screen back to main menu screen
-> The battle tracks can play only 5-15 second then they start from all over again
-> The win music after tactical battle never run
-> ...

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6381 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-09 07:01:36 +00:00
Wanne a5abf4d91a - UB Improvements / Cleanup (by Jazz)
o Now there are 2 ways to play UB (1.13 and Vanilla): vfs_config.UB113.ini, vfs_config.UBVanilla.ini
o UB: Source Code cleanup: Replaced hardcoded merc profiles with proper ENUMS, ...
o Updated / added UB-Config values


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6330 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-08-28 17:06:43 +00:00
Wanne ab02106512 - New Externalization: Externalized the used music to an OPTIONAL "Scripts\Music.lua" file (by Jazz)
o This file is OPTIONAL and if not available, the game uses the default music tracks
o With the user of the Music.lua script file, you can play different musics and types for each sector (*.WAV or *.OGG)
o An example of the usage has been added to "Docs\Externalized Music Example.zip"
o See comments from the Music.lua scripts below

--[[
AddMusic(SectorX,SectorY,SectorZ,MusicType,MusicID)

MusicType :
1 - standard music, sector no enemy (NOTHING_xxx.wav or NOTHING_xxx.ogg)
2 - enemy in sector  (TENSOR_xxx.wav or TENSOR_xxx.ogg)
3 - start battle  (BATTLE_xxx.wav or BATTLE_xxx.ogg)
4 - victory  (TRIUMPH_xxx.wav or TRIUMPH_xxx.ogg)
5 - death merc  (DEATH_xxx.wav or DEATH_xxx.ogg)

xxx - number file

MusicID - id of music

Put to "Music" folder ogg or wav file. We number the names of files NOTHING_0.wav... NOTHING_10.wav ... etc

Example :
AddMusic(1,10,0,1,0) -- add to sector A10, music type "1" and file NOTHING_0.wav or NOTHING_0.ogg.
AddMusic(1,10,1,1,0) -- add to sector A10_B1, music type "1" and file NOTHING_0.wav or NOTHING_0.ogg.
AddMusic(1,9,0,2,10) -- add to sector A9, music type "2" and file TENSOR_10.wav or TENSOR_10.ogg.

for x = 1,16 do
        for y = 1,16 do
		AddMusic(x,y,0,1,10) -- add to all sector, music type "1" and file NOTHING_10.wav or NOTHING_10.ogg.
	end
end

]]

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6295 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-08-20 07:15:30 +00:00
Flugente fd8b146296 added and adjusted the following features by zwwooooo to help restoring IoV to a pure item mod:
- externalized the brightness vision range modifiers to allow for different ratios of day/night vision range
- added <PercentRangeBonus> as a complement to <Rangebonus>
- added the possibility for LBE vests to function as plate carriers

These were the missing features from IoV previously not in the 1.13 trunk. Thereby, IoV is now fully compatible to the current trunk (by DepressivesBrot)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6279 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-08-08 21:08:04 +00:00
Flugente ea478960dd - Fix: when disguised mercs with suspicious gear were spotted, messages were print out, but no uncovering occured
- Disguised mercs no longer 'stop' when they see a new enemy, as otherwise movement becomes tedious.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6274 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-08-06 20:43:44 +00:00
Flugente 24476657f6 switch order of arguments to make function faster
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6138 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-06-17 21:57:34 +00:00
Flugente 3bc5ff75cc significantly cleaned up includes (by IoP)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6056 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-05-02 22:42:08 +00:00
Flugente 8fb494ff53 new disabilities:
- 'deaf' reduces hearing ability
- 'shortsighted' reduces sight range

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6049 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-05-02 00:15:51 +00:00
Wanne 82dec9404c - MP: Moved the FOV (friendly players share same field of view) to a define ENABLE_MP_FRIENDLY_PLAYERS_SHARE_SAME_FOV (currently disabled)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6041 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-04-30 16:26:49 +00:00
feynman 26383d83a8 Further refinement of new ModularizedTacticalAI architecture; added plans for Crows
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6017 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-04-18 20:02:54 +00:00
Flugente e193f05865 - New Feature: enemy assassins disguise as militia and can ambush player mercs
- Fix: invalid GridNo for mounting weapons

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5753 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-12-30 19:20:36 +00:00
Flugente 3e859f91a8 - removed compile warnings
- Fix: sometimes, capturing the last enemy did not end combat as it should
- code change: POW are no longer considered visible opponents. This avoids the error of incorrect sight counters (a bit similar to dying enemies)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5752 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-12-29 17:24:16 +00:00
Flugente 4eccdec2ee - Fix: new clothes are not damaged
- Fix: changing clothes in sight of enemies no longer auto-hides
- Fix: opponent refresh for captured soldiers should work now
- Fix: prisons must have been liberated once to be able to send prisoners there
- adjusted spy trait for new animations
- Fix: allied militia no longer uncovers player spies

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5751 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-12-29 03:13:12 +00:00
Flugente 7e6ec3659e New Feature: scuba gear allows to dive, thereby staying invisible to the enemy as long as you are in deep water. If you are spotted however, the enemy remembers that, and can still see you in deep water.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5718 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-12-08 00:34:52 +00:00
Flugente cb9c217bb1 - New Feature: The rosine system now allows to capture enemy soldeirs via using handcuffs on them. They can e transferred to a prison the player controls, and be interrogated there.
- GameDir revision 1568 is required for this feature.
- Savegame compatibility is maintained.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5709 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-12-03 00:50:48 +00:00
Flugente fd445fe5ed New feature: Covert ops
- you can disguise members of your team as civilians or soldiers and, if careful, avoid detection by the enemy.
- For more info, see http://www.bears-pit.com/board/ubbthreads.php/topics/309312/New_feature_Covert_operations.html#Post309312
- GameDir revision >= 1529 is needed for this feature

- fixed a bug that could cause inventory items to be treated like armed bombs
- bloodcats can now be skinned

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5529 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-08-24 23:52:55 +00:00
Wanne 114f0064c4 - Removed the "JA113NODEMO" define
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5514 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-08-24 08:15:20 +00:00
Wanne 21dd880240 Sandro's feature pack (by Sandro)
- Dual Burst/Autofire Enabled
- Alternative Weapon Holding (firing from hip + pistol with one hand)
- Energy Cost on Weapon Manipulation (holding it shouldered, firing)
- Suppression Effectiveness Modified by Caliber and Gun Loudness
- No Enemy Auto-ready Weapon Option
- Fancy Big Merc Rifle Holding Animations
- More Random Idle Animations
- Kick in HtH Implemented
- Jumping Implemented
- (Included Fix for IIS with Martial Arts Bonus)
- further infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/308884/A_Small_Compilation_of_New_Fea.html#Post308884
- you also need the latest GameDir files!


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5471 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-08-14 12:19:57 +00:00
Flugente 3077e27d9f New feature (by DepressivesBrot): Molle Items
- individual LBE gear can be created via MOLLE items. For each LBE item, there's a definition which pockets may be changed and how much space the new pockets may take up in total.
- If there's a free pocket slot and enough space -> attach item and enable pocket.
- for further description, see Doc/Design Document- MOLLE.txt

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5441 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-08-02 22:30:15 +00:00
Wanne f40e7fb118 - Made the "Zombie MOD" optional, so we can decide if we like to build an executable with/without the appearance of zombies
o See: builddefines.h: #define ENABLE_ZOMBIES (then you can turn on/off Zombies in the ingame option screen)
o Poison system is still in the code and not combined with the option "Zombie MOD"
o Gamers reported on the Bears Pit, that an executable compiled WITH the Zombies mod enabled makes the game unplayable slow in tactical screen after a few minutes in turn based/realtime



git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5356 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-07-04 10:30:13 +00:00
Wanne 4750b07f16 Zombie Update (by Flugente)
- new variables for additional strength, dexterity, agility, wisdom and experience level due to drugs, traits etc.
- new flagmask for soldiers (so no new variables have to be added in the future)
- fix: stat-altering drugs work again and can now have a higher magnitude
- drug-altered stats now show up purple
- fix: option screen help texts were missing

WARING! This will break savegame compatibility

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5325 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-06-02 15:50:54 +00:00
Wanne c90f4bce47 - New feature: zombies can now spawn from corpses, if you specify that option in the preferences screen (by Flugente)
o if set to off, no zombies will spawn. This can also be changed in mid-game
o for more information on how this works and how to set it up, see http://www.bears-pit.com/board/ubbthreads.php/topics/295746/Zombies_WH40K_and_more.html#Post295746
o with the tag <PoisonPercentage>, you can now poison guns or ammo. This is the percentage of damage dealt that will be poisonous (see zombie thread for an explanation)
o The zombie option can only be enabled in a single player game

o AI fix: to prevent the endless clock problem, the AI now ends the turn if the same actor calls the decision routine over 100 times in a single turn.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5313 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-05-29 22:49:17 +00:00
Wanne d23a94eefc - New Feature: Now it is possible to compile a JA2 1.13 Demo executable with the actual 1.13 source code (by Jazz)
o This JA2 demo executable is as close as possible to the original JA2 demo, but with the 1.13 features!
--> No laptop, disabled strategy actions, auto merc hired, only P1 maps, ...
o To build the 1.13 executable, just enable the "JA113DEMO" define in builddefines.h
o The 1.13 demo executable will read from ja2_Demo.ini instead of ja2.ini
o You also need the "Data-JA2Demo" folder from the official 1.13 SVN GameDir: https://ja2svn.dyndns.org/source/ja2_v1.13_data/GameDir
o Once you start the game with the demo executable, you will notice the "START DEMO" instead of "START NEW GAME" in the main menu
o Multiplayer is disabled in the demo executable

- There is another new define called "JA113NODEMO" (by Jazz)
o See builddefines.h
o If this define is enabled, a special version of 1.13 is build
-> Disable all meanwhiles, emails, blocked quest with queen, alien queen


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5287 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-05-18 11:20:11 +00:00
Wanne 7ca53fadc7 *** 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
2012-03-23 18:46:54 +00:00
Wanne e64d5a2fa6 MERGED source code from development trunk revision 4545 up to latest current revision 4882
Development Trunk: 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: The source code for the official 2011 release (4870) has been branched here:
https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011

This commit contains the following features:

*** Externalized Vehicles ***
o Now with this feature we can add/remove vehicles
o New XML File: TableData\Vehicles.xml
o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer()
o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9)

*** Up to 255 save slots ***
- There is a "Next" and "Prev" button where you can scroll through the save slots
- It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot
- Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form

*** New Feature: Externalized emails from Emails.edt to XML***
o This feature can be enabled/disabled in the Source:
--> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files
o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml
o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder
o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml

*** Externalized Hidden Towns (Tixa, Orta) ***
o Now it is possible to add new hidden towns (locations)
o See file: TableData/Map/Cities.xml
o New variable in TableData/Map/Cities.xml
- hiddenTown:   0 = show on strategy map, 1 = Hide on strategy map
- townIcon:     1 = on, 0 = off (This is the icon you see on the strategy map)
- szIconFile:   The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti)
- iconPosition: The x,y position of the icon on the strategy map

*** Encyclopedia and Briefing Room, reachable from the laptop ***
o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA
o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo
o Added Example usage of the Briefing Room
- Extract it in your JA2 1.13 folder and use the latest development executable
- The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button
- See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png"

*** Improved interrupt system (IIS) ***
o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787
o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM)
o A few more settings for the interrupt system in ja2_options.ini
o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini

*** Walking and sidestepping with weapon raised ***
o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED
o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY
o The following feature apply when you walk/sidestep with weapon raised:
-> limited angle of view, but you can see more farther when the weapon has a scope
-> better change for interrupts if you see an enemy
-> less APs and BPs when shooting, because the weapon is already raised
-> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini

*** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) ***
o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen
o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad

*** Added UB-1.13 source code ***
o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113
o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h"
o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini"
o There are 2 new XML files
- Layout\LayoutMainMenu.xml
- MapAction\ActionItems.xml
o There are 2 new LUA-Script files
- Scripts\ExplosionControl.lua
- Scripts\InterfaceDialogue.lua

*** Hide enemy health text / enemy hit count ***
o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT
o both new settings only have effect in a singleplayer game
o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-01-18 11:19:01 +00:00
Wanne 993f3a204c - Reverted BUGZILLA #338 fix, because the fix lead to problems with enemy soldier opponent count
o Now it should work again

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4455 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2011-05-29 10:14:10 +00:00
Wanne 6e2bdd557c ****************************************************************************
** Merged Source Code from Development trunk, for the Spring 2011 Release **
****************************************************************************
o Development Trunk (Revision: 4444):  https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
o This trunk (the official 1.13 source trunk) will only be used for fixing bugs. No new features will be added here.
  New Features are only included in the Development trunk
o !!! After we have fixed a bug here in this trunk, we should MANUALLY merge the bugfix in the development trunk !!!

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4446 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2011-05-26 11:04:47 +00:00
Wanne 91087ca8c0 ************************************************************
* Merged Source Code from Development Trunk: Revision 4063 *
************************************************************
- Source Code is merged from: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
- This will be the Source for the Beta 2011 Test

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4064 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2011-01-18 09:11:09 +00:00
Wanne 14750c6903 **********************************************************
** Big Maps Projects code (incl. Multiplayer v1.5 **
**********************************************************
- Merged Big Maps Project code from BMP+MP trunk (Revision: 3340)
o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
- Before THIS merge, I made a branch of the existing 1.13 source
o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src
- Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago
- I will add VS 2010 projects and solution file in the next few days

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2010-02-28 18:38:52 +00:00
Wanne f010769397 *************************
* HAM 3.6 (by Headrock) *
*************************
- Info: Needed GameDir files for HAM 3.6 are not committed yet to the SVN GameDir. Will do that in the next few days
- For more infos on HAM 3.6 check out: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=244808&page=0&fpart=1


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3323 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2010-02-20 15:49:46 +00:00
Wanne 12f0ed5554 Externalized new messages for the Real-Time Mode
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2926 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2009-06-02 13:19:33 +00:00
Wanne afaba958c5 Added "Real Time Mode" (by borys762 and The_Bob)
- To look for code changes search for "The_Bob" comments
- There are 2 new entries in the ja2_options.ini in the [JA2 Tactical Settings] section: ALLOW_REAL_TIME_SNEAK, QUIET_REAL_TIME_SNEAK

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2921 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2009-06-02 10:25:42 +00:00
SpaceViking bd74fac6cc Add checks around all use of bMercOpinion
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2854 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2009-05-13 22:32:44 +00:00
SpaceViking f26095d86f Space Viking's many mercs changes plus numerous generic bug fixes
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2498 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2009-01-15 01:26:13 +00:00
lalien 43ca24dda8 Merged New Inventory Project into main branch
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2008-03-08 15:15:25 +00:00
Overhaul 6049e8da5a Added property pages to make it easy to change build language (at least with VS2K5)
Added support for Russian city names and Items
Fixed contract length exploit (hire merc for 2 weeks for the price of 1 day)
Fixed insurance emails repeating when you choose "delete" but then say no
Corrected UTF-8 to wide char translation on Windows platforms (Windows doesn't handle mbstowcs correctly)
Moved UTF-8 to Wide Char translation for item descriptions and names so it happens at XML load time (fix bug that Russian has half the description space)
Fix overflow when combining two items with high counts (such as 200-round boxes of ammo)
Path AI fixes
Fixed issues with non-interruptable animations causing infinite clock
Fixed some issues with soldiers not reaching their plotted destination
Fixed escorted players who were cowering, being unable to move after joining party
Only allow militia to climb roofs if their orders allow them to move
Fix bug where AI might climb the wrong roof on the way to the destination roof
Allow AI who have gone outside their patrol grid, to return to the Grid


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1702 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2008-01-09 02:08:39 +00:00
Overhaul ed5fb7dec8 Fix infinite recursion for tank sighting. This could have a side effect of causing sight glitches, but that's much better than a stack overflow/CTD.
Added SNIPER orders to soldier debug info screen


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1589 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-11-09 09:14:41 +00:00