Commit Graph
1874 Commits
Author SHA1 Message Date
silversurfer 810df5bce0 New trait bonus for Ranger
FIRING_SPEED_BONUS_SHOTGUNS will reduce the APs needed to fire shotguns. Default is 10 (percent).


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6429 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-22 18:25:57 +00:00
silversurfer f3a36ee7c6 New feature for UDB
It is now possible to see secondary attributes on the general tab for weapons. Just click on the tab a second time.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6428 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-21 16:03:47 +00:00
inshy 6f2c3bc833 French translation by hrvvillers
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6427 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-21 06:42:24 +00:00
silversurfer 9094283046 Bugfix for advanced repair system
The pSoldier that was passed to the ability check was the owner of the item and not the person that does the repairs.
So no Technician trait on the owner -> no repair...

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6426 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-20 19:10:56 +00:00
silversurfer 58f6e2d188 ATTENTION! This requires at least GameDir 1782!
More secondary attributes are now shown on general page of UDB. The following item tags were added:

<Damageable>0
<Metal>1
<Sinks>1
<TwoHanded>1
<BlockIronSight>1

The new icons were added to ItemInfoSecondaryIcons.sti.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6425 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-20 14:46:06 +00:00
Wanne 8221472bc2 - Externalized Kingpin money sector and Hospital sector (by Buggler)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6423 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-20 08:19:56 +00:00
silversurfer 1e06d2a725 Bugfix for merc availability on M.E.R.C
When loading a savegame mercs that became available automatically where not enabled because they couldn't meet a condition anymore. This condition will not be checked anymore because it is not needed for functionality.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6421 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-19 16:57:53 +00:00
silversurfer 113e54b4b1 Fix for new repair ease display
- tooltip takes into account if MERCS_CAN_DO_ADVANCED_REPAIRS = TRUE/FALSE
- added forgotten tooltip for OCTH
- formatting changes

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6420 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-18 20:03:18 +00:00
silversurfer 6d431cd2e8 ATTENTION! This needs at least GameDir 1777!
Fix and Enhancement for Repair Ease display in UDB

- Repair Ease is now displayed for all items and not only for weapons because other items use the <bRepairEase> tag too
- fixed tooltip display for explosives, half the values didn't show tooltips

There are new icons for repair ease display (ID 34 and 35 in ItemInfoWeaponIcons.sti). The old icon was changed to green color (ID 10).

The colors are used to show if the item is repairable and by whom:

- green for items that can be repaired by anyone
- yellow for items that need a technician or NPC to repair them beyond repair threshold
- red for items that have <Repairable> tag set to 0 in items.xml


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6417 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-18 18:14:30 +00:00
Flugente 8c643ef6fa Fix: background running speed bonus should only influence walking/running animations
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6416 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-18 16:57:46 +00:00
Kriplo 5ebe26bc29 Brief: //dnl ch71
- Fix more problems of deducting APs when try to shoot from different stances but need turn to your target.
Details:
- Problems raised after introduction of conditional APs charge in case that you need to rise gun and turn, so charging only higher of this to two value if not prone.
- Another problem is alternative fire mode from hip which is currently allowed only in stand so was missing such condition as well for change scope mode if going down.
- As run into problems from above for our merc, need adopt it to CalcBestShot for AI too.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6414 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-18 09:45:50 +00:00
Flugente fd2202be01 New feature: When more than one merc is selected, they will keep their current formation. This behaviour can be toggled via [CTRL] + [Shift]+ [g].
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6413 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-17 19:16:20 +00:00
silversurfer 3c3383540c Bugfix for laser performance bonus
The brightness modifier was calculated incorrectly. Also changed formula a bit to allow a better range of values.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6411 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-17 14:48:24 +00:00
Wanne b268d330ed - externalized samsite coordinates concerning strategic AI action and Skyrider dialogue (by Buggler)
- minor ENG language tweaks to traits popup help text (by Buggler)
- translated a few missing German Texts in _Ja25GermanText.cpp

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6410 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-17 14:44:55 +00:00
Kriplo 30cc0160cf Brief: //dnl ch70
- Some APs fixing for throwing knives and backpack, with doing some correction to my previous changes.
Details:
- Do some correction and missing parts to ch58 and ch69.
- Throwing knives will add you bonus for throwing knives to same target as was suppose from v1.12 but never works.
- Fix AI use gun calculation for throwing knives instead for throw.
- Fix incorrect showing and deducting APs when try to shoot from prone with backpack or throw from prone and crouch positions with turning in general.
- Fix cheating when sLastTarget is set just for raise gun in that direction, this was always done after you fire.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6409 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-17 11:33:47 +00:00
Wanne c3d88744b9 - Fixed mouse boundary to game window for multi-monitor setup in full screen mode (vanilla bug) (by Buggler)
- Freed 'Ctrl+y' hotkey in tactical & laptop screen for other uses (by Buggler)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6407 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-16 06:22:00 +00:00
Wanne 0f17320e8f - Fixed placement of money splitting icons in strategic screen for non-standard game resolutions (by Buggler)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6406 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-16 06:16:04 +00:00
silversurfer 2cc6233913 Bugfix for item repair
When ADVANCED_REPAIR was active it wasn't even possible for technicians to repair weapons and armor beyond repair threshold when MERCS_CAN_DO_ADVANCED_REPAIRS was set to TRUE.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6405 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-15 22:43:00 +00:00
Kriplo 569eba300a - small change to ch58 for change facing, so now will first try to turn to last target if exist then to closest enemy.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6404 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-15 18:45:45 +00:00
Kriplo d24b54cb5a Brief: //dnl ch69
- Add alternative fix for CalcBestShot which should remove existing APs problems maybe even create AI deadlier then ever ;-)
Details:
- Existing CalcBestShot simply became inadequate and buggier for so many add ons to game, so compiling with dnlCALCBESTSHOT is alternative option which calculate all turning, stance and raising gun cost for different stances and all available scopes, and after all hoping fix incorrect APs calculation as well, hitrate formula is adapt to 100AP system, also try to optimize a bit to get less AICalcChanceToHitGun calls and to use with different stance decisions.
- From ch58 aiming for burst and autofire was disabled as was causing invalid action handle due to incorrect APs calculation so from now aiming AI also use aiming before bursting.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6403 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-15 15:59:51 +00:00
silversurfer 2e4a12173a Bugfix for target tracking modifier <PercentTargetTrackingSpeed>
The description of this modifier says that "Higher is better."
Before this fix a higher value actually made target tracking worse. Now it should work like it was supposed to be.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6402 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-15 11:36:57 +00:00
silversurfer 728f7267e0 Bugfix for item handling
When you click at an item with a valid attachment at the hand cursor the game will no longer move that item to an empty slot and instead open the UDB.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6401 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-13 17:03:56 +00:00
Wanne 2ee80f2be3 Mobile Militia Improvements (by moa)
Each setting in ini now has the effect that the user expects, he now sees the correct restrictions on the map, and is able to adjust manually as neccessary
- RESTRICT_ROAMING = TRUE
activates the manual adjustable restrictions based on exploration and/or conquest.
Any of the following settings can be mixed as you like
- ALLOW_MILITIA_MOVEMENT_THROUGH_EXPLORED_SECTORS = TRUE 
Exploration based: any liberated sector is potentially accessible for mobile militia.
You need to load the map and defeat all enemies. Walking through on strategic view is unsufficient!
- ALLOW_DYNAMIC_RESTRICTED_ROAMING = TRUE
Conquest based: Liberating a town will increase the accessible sector count. 
See Data-1.13/TableData/Map/DynamicRestrictions.XML
- ALLOW_MILITIA_MOVEMENT_THROUGH_MINOR_CITIES = TRUE
Mobile militia can move thru cities where militia training is not allowed(e.g. Tixa, San Mona, Omerta,...)
In earlier versions those cities where allready included in DynamicRestrictions.XML which rendered this setting allmost useless.

NOTE: 
  Older savegames have still the 'gray' sector restriction set.
  Those will be converted to 'red' according to the settings in Ja2_Options.INI on load.

see: http://www.bears-pit.com/board/ubbthreads.php/topics/325133/Re_Fix_Catched_the_mobiles.html#Post325133


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6400 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-13 06:32:46 +00:00
Wanne 156c414206 - Updated number of possible load screen hints from 200 to 1000
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6397 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-12 13:06:17 +00:00
Wanne aba5c67ec8 - Improved LoadScreenHint feature
o The load screen hint is now also shown in strategic log and tactical log

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6396 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-12 11:09:25 +00:00
silversurfer 6b37cd418b Fixes for inventory handling since revision 6375
I had to remove some pieces of the code because they lead to problems with item stacks and access to UDB.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6394 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-11 13:40:07 +00:00
Wanne 604000517e - Improved creature cutscene not playing after liberating 3 mine sectors (by Jazz)
o see also GameDir Rev: 1764

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6388 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-11 07:31:51 +00:00
Kriplo d760d34d7e - somehow lost two condition in previous commit, correct what is missing.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6387 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-10 21:02:53 +00:00
Kriplo f5ac5be03f Brief: //dnl ch68
- Magically appeared reinforcements for enemy and militia just turn after they are called from now could be delayed and randomized.
Details:
- Practically all enemy reinforcement which can populate available slots was always appeared next turn after they are called so now we have game settings under "Strategic Gameplay Settings" for fine tunning enemy and militia reinforce entry:
  MIN_DELAY_ENEMY_REINFORCEMENTS enemy reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled.
  RND_DELAY_ENEMY_REINFORCEMENTS additional random delay added to minimum when reinforcements will arrive after they are called.
  MIN_ENTER_ENEMY_REINFORCEMENTS minimum enemy units which will enter after above delay is over.
  RND_ENTER_ENEMY_REINFORCEMENTS additional random enemy units to appear after passing delay.
  MIN_DELAY_MILITIA_REINFORCEMENTS enemy reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled.
  RND_DELAY_MILITIA_REINFORCEMENTS additional random delay added to minimum when reinforcements will arrive after they are called.
  MIN_ENTER_MILITIA_REINFORCEMENTS minimum enemy units which will enter after above delay is over.
  RND_ENTER_MILITIA_REINFORCEMENTS additional random enemy units to appear after passing delay.
- After first delay ends any other reinforcement appeared more frequently or if already arrive (but no free slot), they will pop up soon after slot is free.
- Add option NO_REMOVE_RANDOM_SECTOR_ITEMS under "Strategic Gameplay Settings" to prevent permanent random removal of your sector items.
- Add missing function DisplaySectorItemsInfo.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6386 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-10 20:49:49 +00:00
Wanne f65bc9d649 - Bugfix: The mapped LUA function "SectorEnemyControlled" (mapped to l_fEnemyControlled) retrieved the wrong sector from the StrategicMap array
o This fixes the bug, that the creature cutscene was never triggered (because of wrong sector infos)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6385 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-10 13:35:22 +00:00
silversurfer 8b65e37cfd Changed handling of aiming in realtime mode
Before it was not possible to aim in realtime mode because the UI didn't support it. It still doesn't support it but from now on the game will assume that we used the maximum number of aim clicks. Turn based combat is not affected by this.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6384 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-10 13:35:03 +00:00
Wanne 7c70b7a6d2 - Fixed hardcoded (not LUA externalized) CheckConditionsForTriggeringCreatureQuest quest trigger (by Buggler)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6383 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-10 07:24:02 +00:00
Wanne a0a409c355 - Fixed compilation error in MapEditor build (by Faalagorn)
o Forgot to add the NEWMUSIC define

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6382 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-09 08:50:44 +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
silversurfer e00dc9d9ea Bugfix for UDB General tab
When the new laser performance bonus was used the general tab still displayed "Projection Factor" and the wrong format. This was an oversight and is now fixed.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6379 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-08 18:35:01 +00:00
Kriplo d05d130f33 Brief: //dnl ch67
- Throwing knives had tendency to magically disappear if hit some kind structure.
Details:
- For those who like Dimitri, throwing knives will not disappear anymore if hit some structure or flies into the sky, also using them affect their condition.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6378 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-08 17:20:27 +00:00
silversurfer 5428ee5ae1 Bugfix for scrolling in high resolutions (by Moa)
It was possible to scroll beyond the render area in upper right corner which caused graphical artifacts.

http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/324891/Re_Code_Snippets.html#Post324891


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6376 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-08 14:44:15 +00:00
Kriplo 570fccf768 Brief: //dnl ch66
- Fix problems with left click on NAS pocket with weapon and attachment in hand also do some patch to JA2SP_INVENTORY_AP inventory manipulation.
Details:
- If have valid attachment for weapon in some NAS pocket and try left click on it weapon will be transfered to HANDPOS, this is fix and attachment box will pop up instead.
- Fix problem with inventory manipulation on when they deduct APs from even on unsuccessful item movement.
- From now during turn based combat you can only attach and reload weapon in your HANDPOS and item handling is forbidden in strategic map as code for APs deduction for item movement is only implemented in tactical screen. So this restrictions apply only during turn based combat and with JA2SP_INVENTORY_AP is turned on.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6375 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-08 08:19:19 +00:00
silversurfer 841e88d632 Bugfix for OCTH (by Moa)
iSightRange was set to 0 here as well after calculation.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6374 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-07 22:33:28 +00:00
silversurfer bad36b088c Bugfix for NCTH
Bug introduced in 6363. iSightRange was set to 0 after it had been calculated correctly which lead to fCantSeeTarget = true all the time.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6373 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-07 21:05:40 +00:00
Kriplo 23384a9199 - Fix out of array bug in GuySawEnemyThisTurnOrBefore function which force AI to run along the latest guy who see your mercs before you manage to hide.
- HEIGHTUNITS_PER_CELL definition must be float.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6372 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-07 18:50:01 +00:00
silversurfer 6c9c3045f4 Bugfixes (by Buggler)
- Fixed shopkeeper ignoring stack prices
- Fixed missing initialize for uiDiscountValue
- Fixed auto-attach in tactical screen for equipped slots


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6371 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-07 13:41:42 +00:00
silversurfer 4808850814 Bugfix: Feature Swap merc faces
When swapping merc faces in tactical the game will now rebuild the mercs squad.

Changed NCTH behaviour for lasers: 

When USE_NEW_CTH_CALCULATION = TRUE in Ja2_Options.ini the game now uses the item property <BestLaserRange> now for a laser specific bonus instead of <ProjectionFactor>. This bonus is a percentage reduction of the base aperture in NCTH. This functionality will only be used if one of the following new parameters in CTHConstants.ini is NOT 0.

LASER_PERFORMANCE_BONUS_HIP
LASER_PERFORMANCE_BONUS_IRON
LASER_PERFORMANCE_BONUS_SCOPE

This functionality also affects the laser property that is displayed in UDB.

Changed NCTH behaviour for Iron Sights and other 1x sights:

Iron sights and other 1x sights can now receive a bonus in NCTH to make them more useful compared to scopes. This bonus is a percentage reduction of the base aperture just like lasers can do.
There is a new parameter in CTHConstants.ini for this:

IRON_SIGHT_PERFORMANCE_BONUS


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6370 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-07 12:10:45 +00:00
Kriplo 98f9831057 Brief: //dnl ch60
- Vertical angle formula fix and accidental hits in OCTH.
Details:
- No more accidental hits at target for which OCTH calculate miss, this was especially inflicted to prone targets, cause was vertical angles and ridiculous definition in JSD stance files.
- Rollback to original v1.12 Distance2D calculation, because game use tan not cos function for vertical angle. Bad vertical angles in close distance 3 tiles or less (as Distance3D calculate 8 tiles), means that you will always hit target regardless of OCTH result.
- Also fix distance formula which had wrong factor 2.56 instead of 25.6, at close distance that was problem because height for one level is defined by 256 units per one tile which had value of 10.
- Add little adjustment to vertical bullet angles so bullets spread more in visual ranges.
- Bug fix when dice roll is equal to OCTH which means miss but currently was always treated as hit even when OCTH is pure 0.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6369 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-06 20:44:57 +00:00
silversurfer a7ac10d630 Bugfix:
- swapping items in tactical could lead to a situation where we don't have enough AP to put the item on the hand cursor anywhere. Now it is allowed to place the item in your inventory. The merc will have negative AP afterwards.

- removing an attachment and closing the UDB could lead to a situation where you don't have enough AP to attach the item on your hand cursor again when you notice that you don't have a slot available in inventory and not enough AP to simply drop the item. Attaching the attachment again is now possible. The merc will have negative AP afterwards.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6368 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-06 19:14:09 +00:00
Kriplo 1201807b09 Brief: //dnl ch65
- Fix not enough APs for unloaded ammo and removed attachment in map screen, however this will not solve problem if inventory manipulation is on.
Details:
- During the battle if you enter in strategic screen and remove attachment or unload clip and have no free slots to put them, you was stuck and need to reload game (other option was trash).
Now game check if you have enough APs for reload and attach back item.
- This fix solve same problem with clips in tactical screen too.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6367 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-06 18:30:52 +00:00
Flugente 6fd98f0bbb Fix: updateRate for showing Cover had wrong type resulting in frequent recalculation of cover with little to no time for other calculations (by Moa)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6366 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-05 21:23:15 +00:00
Flugente 0e837d27a0 BACKPACKWEIGHT_LOWERS_AP controls wether backpack weight affects APs negatively
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6364 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-05 19:43:57 +00:00
Flugente 5c7fa40341 Various fixes/improvements (all by Moa):
- (bug) first Tooltip for weapons (secondary and tertiary values like recoil) was missing, last one showed (null,null).
- (cleanup) code cosmetic/potential bug: cnt now (hopefully) match the count of actual rendered values/MouseRegions and Icons.
- (feature adjustment) freshness Bar for food now shows the decay. Color values for bar range from green (over yellow) to red. hight of bar shows the percentage.
- (feature adjustment) Food properties are now shown in DB. A Data patch is needed to show the new Icons, those however are placeholders for better ones, the tooltips also need a rework by a native english and translation to the different languages.
- (feature adjustment) When FoodSystem is enabled the weight of a foodtype item is adjusted to account for partially eaten item.
- (bug) Performance fix 1: multiple TransformIcons where rendered in DB above each other.
- (bug) Performance fix 2: condition to leave loop when on end of Transform list was not met due to missing cast (65535!=-1).
- (bug) 'endless dying mercs in roof edges' fix in rev.6346 condition was never met.
- (bug) Popups were missplaced when clicking on a trainer-assignment multiple times to close the submenu.
- (bug) Popups were missplaced when clicking on a practice-assignment multiple times to close the submenu.
- (bug) Popups were missplaced when clicking on a student-assignment multiple times to close the submenu.
- (bug) Popups were missplaced when clicking on a facility-assignment multiple times to close the submenu. note: the bug might only be reproducable when selecting different screensize then the 3 native ones.
- (bug) MouseMasks for disabling timeCompress buttons did not match size of buttons, Clock Overlay was missing
- (cleanup) Replaced Hardcoded fallback Gridnumbers with CenterGrid if no exitGrid was specified in map editor. Same behavier than before, but since we have bigmaps and possibly other mapsizes it should not be constant.
- (bug) Sight range calulation uses distance visible with and without scope to get a scopeRangeMod=sDistVis/sDistVisNoScope. Blind soldiers will have 0 sDistVisNoScope, which means the scopeRangeMod is a div/0 (not defined result). After fix we get a defined result for scopeRangeMod of 1.0f in case there is a 0 distance. Also we get a defined result for sightrange since sightrange=sightrange/scopeRangeMod = 0/1.0f.
- (bug) Experimental NCTH calulation did return 0 CTH with 0 aimclicks but it should return at least the base CTH.
- (cleanup) added comment to get an idea of the 'magic' aiming Points formula
- (feature adjustment) Flat backpack malus replaced with malus which scales linear with weight of backpack up to maximum specified in ini file. Each 5 kg 1 additional malus is applied for movement. When carrying pack in hands or inside another pocket the full malus is applied. Malus for changing stances is still 1 additional Point when carrying backpack (does not matter in which slot).


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6363 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-05 17:42:19 +00:00
Wanne f0c824e0dd - Fixed shading of other towns in militia assignment window (by Buggler)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6362 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-09-05 12:37:34 +00:00