515 Commits
Author SHA1 Message Date
Wanne c92729f93d - Protection for random crash issue I have seen due to accessing a negative index in an array. (by tazpn)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5368 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-07-09 08:13:05 +00:00
Wanne b1b98417ce - convert outofbounds check to inline macro. (This gets called a lot in render map. The Visual Studio profiler highlighted this one though probably not a real optimization.) (by tazpn)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5367 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-07-09 08:11:27 +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 e8027d6663 - Made the "Highspeed timer game loop (FF-MOD by tazpn)" optional, so we can decide if we like to build an executable with/without the highspeed timer
o See: builddefines.h: #define USE_HIGHSPEED_GAMELOOP_TIMER
o Gamers reported on the Bears Pit, that an executable compiled WITH the highspeed timer enabled makes the game unplayable slow in mapscreen mode when doing certain actions (repair, ...). That is the reason, why I made the compilation of the highspeed timer optional. Currently it is disabled.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5355 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-06-25 15:06:04 +00:00
Wanne 31ec66539b - Bugfix: Map Editor
o The "Save map in vanilla ..." was checked wrong after loading the map, when the map was not saved in "vanilla format"

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5353 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-06-19 10:49:05 +00:00
Wanne 88155e52d0 Bugfixes (by Flugente)
- fixed a bug that prevented zombies from rising in turnbased mode
- fixed a bug that prevented weapons on the floor from cooling down in turnbased mode
- fixed a bug that caused gun traps with buckshot ammo to deduct to much ammo
- fixed a bug that could crash the game when firing a lot of gun traps at the same time

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5346 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-06-16 22:57:53 +00:00
Wanne f200ac8d3d New Feature: Traps made out of guns and a piece of tripwire (by Flugente)
- guns can now be attached to tripwire and then be used as tripwire-activatd traps
o Attach any firearm (any gun, no RPGs, Mortars or GLs) to a piece of tripwire. You will need the newest xmls for that.
o You can plant the tripwire as you usually do.
o Once activated, the gun that is attached to the wire will fire once. It will fire in the direction that you planted the bomb, just like claymore mines do (the direction that the merc planting the wire was looking).
o The bullet fired has the range and damage it would have if fired from the gun. 
o The gun correctly heats, jams, degrades and whatever else guns do when fired. If the gun is jammed, not pumped (pumpguns) or does not have ammo, it will not fire.
o After firing, the gun lies on the floor, just where the trp was planted.
o This can be applied to any tripwire. You can ave multiple of these traps. Just put them into your normal trap setup however you like.
o At the moment, only single shots are possible, even for guns that do not have a single shot mode (MG3 etc.)
o Although I did not experience any problems with attachments, it might be a good idea to take any attachments off a gun if you attach it to tripwire.
o When the gun is attached, it is possible to attach gun attachments (lasers, scopes etc.) to the explosive. Do not attach any attachments to the explosive. They will be lost if the wire is activated.
o see: http://www.bears-pit.com/board/ubbthreads.php/topics/305634.html#Post305634
-> To support this feature, some (already existing) xml-tags have been added to the weapons in Data-1.13\TableData\Items.xml (<nasAttachmentClass>, <AttachmentPoint>, <AttachToPointAPCost>, <Attachment>)



git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5331 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-06-06 08:27:12 +00:00
Wanne de09d4e80f New Feature: Bombs can now be armed from the inventory. This requires an attached detonator or remote detonator. (by Flugente)
- they can then be thrown, dropped or whatever else you can think of.
- to arm/disarm a bomb, enter the Enhanced description box and click on the item's picture.
- timed bombs will blow up once the time is up, wether they are in the sector or in your inventory. Remote bombs can be also detonated in your inventory.
- see this thread for more info: http://www.bears-pit.com/board/ubbthreads.php/topics/305534.html#Post305534

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5327 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-06-03 16:53:03 +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
MaddMugsy defef00330 Bugfix: P_Items were only allowed up to 10 in the ini file - now corrected to 20.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5324 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-06-01 17:47:51 +00:00
MaddMugsy 9f9e42a004 1. Feature - Spooky creature music now plays when zombies are present
2. Bugfix - CheckForFullStruct in Soldier Control.cpp was referencing NUMBEROFTILES instead of new global variable


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5323 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-05-31 19:55:48 +00:00
MaddMugsy 49a590ed34 1. PItems are now variable, from 3-20 and can be set in JA2Options.ini via NUM_P_ITEMS
2. USE_XML_TILESETS moved from JA2.ini to JA2Options.ini
3. New Feature - Ctrl+Click on an item with an item in hand to auto-attach/merge them.  Attach works with stacks.  Merge only works on single items, for now at least.
4. New Feature - To accompany Quiet Training, there are now Quiet Repairing and Quiet Doctoring options.
5. Bugfix - inseparable attachments of attachments were getting lost again when using ctrl+f/the map screen button to remove attachments
6. Bugfix - INT8 overflow error causing vehicle repair to actually lower its status
7. GasMask tag in items.xml can now be applied to helmets as well as face items.
8. Bugfix - AI code was referencing hard coded GASMASK item number instead of looking for the tag
9. Bugfix - "break;" was removed in Explosion Control.cpp, thereby causing mustard gas to deal out fire damage. (Not sure if this was deliberate?  But the new implementation differs from the JA2 standard, so it should be added to JA2Options.ini at least)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5320 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-05-30 10:19:53 +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 b541d759a8 - Reverted the changes from Revision 5270, because it crashes the map editor on saving
- I hope now, maps saved with a Map Editor Version <= 5216 will now load again and can be saved without problems.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5271 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-05-14 09:25:44 +00:00
Wanne 4f10c38a49 - Reverted the increased map version number (from revision 5217), because it leads to problems when loading maps saved with older versions of Map Editor
o Now maps saved with a map editor version from 1.13 revision <= 5216 should now work AGAIN with a compiled version (ja2.exe and Map Editor.exe) from THIS revision
o INFO: Maps saved with a map editor version between revision 5217 and 5269 will have incorrect data!

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5270 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-05-12 19:24:08 +00:00
MaddMugsy dbe87b94b1 Fixed San Mona mine crash when trying to leave the sector with Kingpin's money -- CheckForKingpinsMoneyMissing function wasn't defined in the lua call
Fixed threading crash when hovering mouse over stairs in rebel hideout (in WF maps at least) - removed unnecessary temporary SOLDIERTYPE variable

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5243 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-04-30 22:04:14 +00:00
MaddMugsy dafc7d8bec Added Common Attachment Framework
-- Known issue -- the BR gun tooltips will double up if an item is using both the old attachment method and the new CAF

& Working files

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5234 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-04-28 10:17:59 +00:00
Wanne 11cc056601 - Bugfix: Now it is not possible anymore, that TANKS loose any stats (wisdom, agility, ...) when hit with an explosive weapon (LAW, ...)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5230 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-04-27 20:43:31 +00:00
Wanne 20d677c519 New Feature: Layered hierarchical tripwire networks (by Flugente)
- allows creating of complex tripwire networks, that behave differently depending on where they are activated. Different networks can overlap, allowing a wide range of trap network designs
- added network-specific view methods (ALT + Shift + C)
- added new dialogues when planting tripwire

New feature: remote defusing of mines (by Flugente)
- the new items Remote Defuse and Remote Combo allow to remotely defuse a bomb that has been planted. Simply select a frequency for defusing upon planting the mine. This frequency is of course treated differently than a detonation frequency.

New feature: directional frag explosions (by Flugente)
- the tag <Directional>1</Directional> in Items.xml allows an explosive to be directional. Frags caused by its explosion will fly in the direction determined by the merc planting them.
- the tags <ubHorizontalDegree> and <ubVerticalDegree> in Explosives.xml determine the arc in which the frags will fly.

New feature: makeshift mines (by Flugente)
- you can now create mines out of grenades: simply merge tripwire with them. You can then use them like regular mines. They can also be activated by your tripwire networks.
- With a simple item transformation in the UDB, you can transform a makeshift mine back to a grenade and a piece of tripwire.

Minor changes (by Flugente)
- metal detector now only works if used in hands
- wire cutters give a bonus if in hands while defusing tripwire or tripwire-activatable mines/bombs
- added new message boxes with 8 and 16 buttons
- increased the maximum number of bullets that can be on screen from 200 to 1000 (necessary for mass claymore explosions)
- the tags <Detonator> and <RemoteDetonator> are not used anymore, as those properties can be set via flags in <AttachmentClass>. For now, they still remain in the xmls though.

WARNING! This will break savegame compatibility!

More infos on those features:
1st post: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=303556&#Post303556 






git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5217 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-04-20 10:40:16 +00:00
Wanne 1267101467 - New Feature: Rifle Sling (by Flugente)
o This attachment fits most ARs, Rifles and SMGs. When attached, moving the gun from the main hand to the rifle sling slot does not cost APs when 'Inventory Manipulation costs AP' is turned on.
o When a merc would drop his gun because of damage taken, it is instead moved to the rifle sling slot if possible.
o A gun in the main hand or rifle sling slot cannot be stolen when a rifle sling is attached.

- Tripwire Feature Update (by Flugente)
o proper pictures for tripwire (by smeagol)
o Tripwire no longer activates diagonally.
o When multiple bombs/tripwires are on a tile, only those activatable by tripwire get removed upon deflagged.

- Scope Mode Feature Update (by Flugente)
o Fixed a bug that would crash the game when displaying guns in inventory



git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5207 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-04-13 08:19:26 +00:00
Wanne 5817dee775 - Reverted the usage of the externalized XML tileset structure (ja2Set.dat.xml) and also removed the additional P4-P9 items
o Disabled the usage, because it seems to cause some problems when loading the maps (reported by Smeagol)
o Now it is possible again to choose if we want the XML tileset structure or the binary one (ja2.ini -> USE_XML_TILESETS)
o If we later need the additional P4-P9 items we can enable it again and have to check carefully what causes the problems

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5205 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-04-12 20:53:38 +00:00
Wanne 756220941b - New Feature: Toggle scope modes (by Flugente)
o This allows you to toggle between a gun's different scopes via the '.' key. Y
o You get the boni for vison, tunnel vison, sight range, scope magnification etc. only for the scope you use. 
o 2 new ja2_options.ini properties: USE_SCOPE_MODES, DISPLAY_SCOPE_MODES: Allows the display of an icon on your gun, to tell what scope is currently in use. If it is a scope, the magnification factor also gets written. Both options can be found under the  [Tactical Gameplay Settings] section in the ja2_options.ini
o new tag in items.xml (<attachmentclass>) now enables to specifiy what an attachment can do. At the moment used by grenades/rockets/scopes/sights. Items.xml changed accordingly, modders need to add this tag for those items.
o More infos: First post in: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=303038&#Post303038
- WARNING: This feature breaks savegame compatibility.

- New Feature: Tripwire-triggered mines (by Flugente)
o This allows creating complex networks of tripwire that can detonate multiple mines attached to them.
o 2 new Items.xml tags: tripwireactivation, tripwire
o More infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=303205&#Post303205 

- Overheating addition (by Flugente)
o Severe overheating now temporarily reduces a gun's accuracy. This exact amount is displayed in the UDB.

- Bugfix (by Flugente)
o Removed foregrip as an attachment from the Saiga 12K





git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5196 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-04-12 08:45:36 +00:00
MaddMugsy c845f9f117 HAM5.5b2 merged in!
Notes:
-There may still be bugs!! (In fact, I almost guarantee it -- there's
-Ammo box code added to HR's crate code
-Splitting a crate/box also automatically refills half empty magazines
-new pathing arrows for map screen not included
-code for scouts to know where enemies are going doesn't appear to work... but i'm not sure it was completed.
-lots of gobledy gook (chinese?) comments turned back to english
-also added Bob's popups
-other languages besides english still need to have there language.cpp files updated with array changes
-AI enhancements by Warmsteel (reloading, suppression, roaming, avoiding gas, and other fixes)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5181 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-04-10 23:45:46 +00:00
MaddMugsy ab3412e5ed 1. Removed hardcoding of face items in the code for the face icons / graphics
2. Fixed potential infinite loop bug if no ammo crate or box is present and (ctrl+)shift+a is pressed.
3. Changed Ctrl click on mapscreen from Delete to auto-place item in selected merc or vehicle inventory.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5179 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-04-10 20:41:04 +00:00
Wanne 74c6e3c56c - Fixed error when playing / loading maps that have been saved with a new Map Editor after Revision 5064 (when the Overheated Weapon feature was included)
o The gMapInformation struct (Version, Edgepoints, ...) was not read correctly from the map file. Now it should work again!

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5178 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-04-10 17:25:39 +00:00
Wanne 69b3a5bef1 - Bugfix: Fix for unable to leave overview map after pressing key (by tazpn)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5171 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-04-09 10:26:21 +00:00
Wanne bdb4e2cc3d - Bugfix: Fixed Tactical Placement hotkeys bug (by Buggler)
o Using hotkeys to activate e placement buttons e.g. 'c', 'g' or 's' will do bonkers to mouse clicking & keyboard input. Only way out is to kill process.



git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5155 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-04-04 08:52:04 +00:00
Wanne ca873a8222 - Updated VS 2008 project files (by tazpn)
o Set /Zi to be standard for Release, ReleaseWithDebugInfo
o Enable PDB for Release builds so crash dump is more effective (have to deliver PDB with releases)


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5137 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-04-02 08:53:05 +00:00
Wanne 0333be5eb2 - Updated VS 2010 project files to allow different ways for building the executable (by tazpn)
o Take a look in the comment header for the "Language Defines.h" file for further informations
o Enable PDF for Release builds, so crash dump is more effective (of course if we release a version we also have to release the PDB file)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5136 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-04-02 08:51:48 +00:00
Wanne da81430991 - Reverted the VS 2010 project file changes from development source trunk (Rev: 5081), because there were problems compiling foreign language executables
o Now it should work again

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5119 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-03-26 11:37:36 +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 cfc3981342 - Fixed exclusive VS 2010 compilation error that was introduced in revision 4665 when making improvement to the tactical save code (thx to BirdFlu)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4779 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2011-11-04 11:18:22 +00:00
Wanne bf864f4fdd - Improved tactical save code (by tazpn)
o After some investigation I determined that the one of the files in the temp folder was being written to repeatedly and on top of that opening and closing over a 1500 times
o Instead of writing to in memory arrays before writing to disk its opening many temporary files and appending data to them repeatedly
o I rewrote part of the code so that it only opened the files once and wrote to them and would create them fresh when it did.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4665 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2011-10-02 14:03:02 +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 d8d0af38e8 ************************************************************
* Merged Source Code from Development Trunk: Revision 4063 *
************************************************************
- Deleted unused files

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4065 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2011-01-18 09:18:46 +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 e4a9cb5785 - Improved Bugfix for grenade throwing range on Big Maps
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3525 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2010-06-07 09:24:27 +00:00
Wanne ef24311ac6 - Fixed a bug with grenade and item throwing range that was introduced in revision 3488
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3522 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2010-06-03 22:11:49 +00:00
bugmonster cd855255d2 - fixed grenade and glauncher physics on big maps
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3488 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2010-04-21 20:44:20 +00:00
Wanne 09ad70f868 *************************************************************************
** Merged source code from development (MP+BMP) trunk (Revision: 3352) **
** https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP    **
*************************************************************************

1 (Rev. 3343)
Changes:
	Control hardcoded list of unclickable ("bad") sectors via XML file. (by Realist)
	On the strategic map, the player cannot click or highlight specific
	sectors (e.g. A4, A5). Introduce a <BadSector> tag in MovementCosts.xml
	that flags a sector as "bad". (<BadSector>1</BadSector>)
Files:
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Map Screen Interface Map.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Strategic Movement Costs.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/mapscreen.cpp
	/branches/Wanne/JA2 1.13 MP/GameDir/Data/TableData/Map
	/branches/Wanne/JA2 1.13 MP/GameDir/Data/TableData/Map/MovementCosts.xml
	/branches/Wanne/JA2 1.13 MP/GameDir/Data-1.13/TableData/Map
	/branches/Wanne/JA2 1.13 MP/GameDir/Data-1.13/TableData/Map/MovementCosts.xml

2 (Rev. 3344)
Changes:
	Move hardcoded underground sectors initialization to Lua script file. (by Realist)
	Locate "initunderground.lua" at data-xyz\scripts ("xyz" subject to change).
	Lua script allows easily adding underground sectors at arbitrary locations and defining enemy garrisons and creature population.
	Also enables underground bloodcat population.
Files:
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Campaign Init.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Campaign Types.h
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Queen Command.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Strategic AI.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Strategic_2005Express.vcproj
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Strategic_VS2008.vcproj
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/UndergroundInit.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/UndergroundInit.h
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/strategicmap.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Soldier Init List.cpp
	/branches/Wanne/JA2 1.13 MP/GameDir/Data/Scripts
	/branches/Wanne/JA2 1.13 MP/GameDir/Data/Scripts/initunderground.lua
	/branches/Wanne/JA2 1.13 MP/GameDir/Data-1.13/Scripts
	/branches/Wanne/JA2 1.13 MP/GameDir/Data-1.13/Scripts/initunderground.lua

3 (Rev. 3345)
Changes:
	Bugfix: In Method CreateDestroyMouseRegionsForFacilityAssignmentMenu() (by Headrock)
Files:
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Assignments.cpp

4 (Rev. 3346)
Changes:
	Changed order of properties in GameSettings.cpp (by Headrock)
	HAM 3.6 fixes (by Headrock)
	Sorted Data-1.13\ja2_options.ini (by Headrock)
Files:
	/branches/Wanne/JA2 1.13 MP/Build/GameSettings.cpp
	/branches/Wanne/JA2 1.13 MP/Build/GameSettings.h
	/branches/Wanne/JA2 1.13 MP/Build/Laptop/BobbyRGuns.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Assignments.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/MilitiaSquads.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Strategic Mines.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Strategic/Town Militia.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Campaign.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Interface Enhanced.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Interface Items.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Items.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Items.h
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Overhead.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Soldier Control.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Soldier Profile.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Weapons.cpp
	/branches/Wanne/JA2 1.13 MP/Build/TileEngine/Explosion Control.cpp
	/branches/Wanne/JA2 1.13 MP/GameDir/Data-1.13/Ja2_Options.INI
	/branches/Wanne/JA2 1.13 MP/GameDir/INIEditorJA2Options.xml

5 (Rev. 3347)
Changes:
	Bugfix: Turns out that the program is saving the number of used Placement Slots to the temp file fine, 
	but if that number is equal to the limit of how many enemies/civvies are allowed in a sector by the INI settings, 
	it leads to an assertion error instead when trying to re-load that sector. (by Headrock)
	Re-ordered Data/Ja2_Options.INI (by Headrock)
Files:
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Enemy Soldier Save.cpp
	/branches/Wanne/JA2 1.13 MP/GameDir/Data/Ja2_Options.INI

6 (Rev. 3348)
Changes:
	Translated missing HAM 3.6 German Texts (by systemfehler)
Files:
	/branches/Wanne/JA2 1.13 MP/Build/Utils/_GermanText.cpp

7 (Rev. 3351)
Changes:
	PlusAI 1.0 Patch (by Headrock)
Files:
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Points.cpp
	/branches/Wanne/JA2 1.13 MP/Build/Tactical/Points.h
	/branches/Wanne/JA2 1.13 MP/Build/TacticalAI/Attacks.cpp
	/branches/Wanne/JA2 1.13 MP/Build/TacticalAI/DecideAction.cpp
	/branches/Wanne/JA2 1.13 MP/Build/TacticalAI/FindLocations.cpp
	/branches/Wanne/JA2 1.13 MP/Build/TacticalAI/ai.h

8 (Rev. 3352)
Changes:
	Bugfix: The DEBUG only setting "fEnableInventoryPoolQ" is now only enabled in a DEBUG version. In all other builds it is set to FALSE.
Files:
	/branches/Wanne/JA2 1.13 MP/Build/GameSettings.cpp

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3354 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2010-03-07 11:37:32 +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 9bbd342855 - Reverted test changes in Buildings.cpp
- Updated Exe release build: 3274

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3276 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2009-10-21 18:13:37 +00:00
Wanne a98eda12a5 - Moved the new cover properties to section "JA2 Tactical Section"
- Updated texts for new cover system
- Updated build number to 3274
- New exe release build: 3274

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3274 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2009-10-21 13:27:41 +00:00
Wanne ba6cb14f9b - Bugfix: Fixed bug, where enemies do not climb on rooftops anymore, when ASTAR is disabled
.) The bug was introduced in revision 1534 (TileEngine/Buildings.cpp)
.) Overhaul reworked the code for climbing on buildings and it seems the bug was introduced there
.) I created a new define "VANILLA_BUILDING_CLIMBING" (defined in Building.h). If defined the "old" building climbing code will be used. If not defined Overhauls code will be used (and so enemies do not climb on buildings). Overhauls code should be fixed and then used instead of the "old" vanilla building climbing code.
.) I also disabled ASTAR pathing, because it is a HUGH PERFORMANCE killer

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3228 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2009-10-05 15:28:59 +00:00
Wanne 5c9f9e71f9 - Fixed a few Visual Studio compiler warnings
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3129 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2009-07-22 21:35:50 +00:00
Wanne 46cd01e366 - Merged Source Code from MP branch Revision 3021
. clip surface coordinates before blitting
. track surface data pointer, to identify the surface's clip rectangle
. editor : test if item index is smaller than the number of items 
. other minor updates
. update png loader to work with new appdata.xml structure
. VFS updates
. fix radar maps : write to <userprofile>\RADARMAPS

* New Map Editor Release (Build: 3023)


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3023 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2009-06-19 15:19:49 +00:00
Wanne 47db604b50 *** Merged Code from Multiplayer Branch Revision 2960 ***
- Virtual File System (VFS) by birdflu. This is needed for Multiplayer and is also used for Single Player. Very neat system :-)
- Multiplayer Version 1.1 + some additional features and bugfixes
* INFO: If you compile a new EXE and want to test, be sure to also use the latest SVN GameDir files in your JA2 install directory *




git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2961 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2009-06-04 21:01:45 +00:00