New Features
- Added hits, misses, accuracy to scoreboard
- Added in-game chat with history
- Added more options from the ini to the host screen, Use NIV and Enable
civillians
bugfixes
- Clients connecting at the same time controlling the wrong client
- Team Deathmatch working again
- Refreshing the player list after a player changes team / edge
- AI is always on for Co-op now
- There is now always a scoreboard in Co-op even when you lose.
- scores on the Co-op scoreboard have been fixed for all deaths including
bleeding
- Start Game button now only appears for server
- Fixed cleaning up game resources on disconnection
- Disabled the 1,2,3,4 keys for connecting / disconnecting
- Fixed victory conditions for all game modes
- Fixed players names getting copied into TeamTurnString each game resulting
in multiple names
- Fixed Assertion bug caused by the game sometimes calling
SetCurrentWorldSector more than once before placement of mercs
- Fixed a bug that was possible when merging items such as M14 and EBR stock
on mapscreen.
- Fixed bug with game starting while a player was in chat, closes chat
window when game is starting
- Fixed bug with game starting while a player was in the options screen, if
the player leaves the mapscreen while ready, they are set to unready
- Team and Spawn direction popups changed to use buttons to open/close them
- Disabled players joining after the laptop has been unlocked, as they would
be out of state with any hires
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2628 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Fixed: Mercs randomly drop aimed weapons automatically under some weird circumstances
- Fixed: Merc are now a little more "talkactive"
- Update: New option screen with "Next" and "Prev" button. This allows "unlimited" of options in the option screen
- New: New "Forced turn base mode" option in the option screen and also available via keyboard shortcut (CTRL+ALT+SHIFT+T) in tactical.
This forces the game to go in turn based mode when there are enemies in the sector.
INFO: There is a new STI Graphic (OPTIONSCREENADDONS2.sti) which is needed for the updated option screen.
You can download the file from http://ja2.h758491.serverkompetenz.net/Wanne/NewOptionScreen/OPTIONSCREENADDONS2.sti
Put this file in your Data\Interface folder. If I build a new release I will upload the file to SVN GameDir and then remove it from my private download folder.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2610 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Fixed a CTD caused by trying to "pickup" an item from sector inventory while simultaneously looking at that items description box.
Upgraded an INT8 to INT16 in training functions to try and catch a problem with INI values being set too high.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2419 3b4a5df2-a311-0410-b5c6-a8a6f20db521
--Editor fixes from Kriplo
Implementation for mouse wheel support
Implementation for mouse middle button support
Fix for adding on roof tiles
Fix assertion when leave editor mode
On saving map check of entry points are add
Fix for to many ToolTip messages in place walls
Fix assertion on loading map without entry points
Fix assertion in Sector Summary if DevInfo directory not exist
Fix for problem of losing map edgepoints
Fix problem with losing stuff from LBE
Fix crash in meanwhile
--Fixes from Headrock
Fixed a typo in the Health experience calcuation for strategic movement
Added "Draw" cost to weapons help data
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2375 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Fixed old-style behavior when creating a soldier struct (caused memory corruption and leaks)
Fixed soldiers unable to fire if an error happened while firing the off-hand weapon
Fix animation system problems with soldiers interrupted while changing stance, such as twitching and not being able to navigate around obstacles
Prevent splitting money while an item is in the hand, which would result in losing the original item
Fix reverse of X,Y when checking visibility through a roof, which could make soldiers falsely visible/invisible
Prevent militia from simply waiting on the border when enemies are known to be in the sector
Fix stack overflow for soldier inventory debug display
Optimized A* pathing and cleaned up VS2K5 specific code
AI can now use all climb points for climbable buildings, not just a random few
Fix to not allow flat roof butted against slanted roof to be identified as a climb point
Prevent soldiers who cause an interrupt from a special action from continuing on their path after being interrupted
Prevent soldiers who enter or leave deep water from moving a space too far and turning back
Prevent soldiers from trying to crouch while in shallow water
Make soldier turn in the closest direction when he must get up from prone and turn then fall back to prone
Allow a soldier to swat for a tile before returning to prone if unable to return to prone immediately after a turn
Fix civilians that should show up in a sector, missing because of others that aren't
Fix a memset on a C++ class
Place Skyrider in a sector near his helecopter once available and the helicopter is present
Fix soldier corruption if too many shots burst-spread into too few tiles
Include both first and last tile in spread when some locations must be skipped
Fix to shoot at last location in burst
Fix to remove other previous spread locations when calculating a new spread
Fix to reload or rechamber off-hand when necessary, such as having a pistol shotgun in that hand
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1532 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Made direction variables more consistent as unsigned chars. Several function prototypes updated for this.
Many memory leaks plugged: External options, video overlays, laptop file lists, tactical message queue, strategic pathing, autobandage, merc hiring, detailed placements, crate in Drassen, tactical placement
New functions and attributes for soldiers in LUA (still for debugging at best): Soldier.APs (current APs), Soldier.changestance (changes stance, uses game heights)
File catalog ignores .SVN directories (game load speedup)
Fix CTD in mouse regions
JA2 window now refuses to move to negative coords
Checks to prevent DirectX-related infinite loops due to minimizing and task switching
Invading enemies should now appear on the borders even when reinforcements disabled in .ini
Suppression should no longer work on mercs in medium water
Infant/Young creatures use restored spit instead of Molotov
Creatures begin with their 'guns' (spit) 'locked and loaded' (cartridge in chamber)
Further fix to AXP and AlaarDB's weapon ready check: Now 'firing' is always counted as 'ready'.
Prevent mercs from falling and flying back through obstacles
Check whether battle group is even set before testing its location for battle setup
Burst spread locations now limited to 6, the limit within the soldier struct
Extra burst spread locations zeroed out so that they aren't used unless necessary
Spread code now only shoots at locations in the spread, and will shoot at all 6
Only mercs in the sector where autobandage happens will be made to stand up after it's done
Throwing a grenade at the tail of the plane in Drassen should not result in a CTD
Reset attack busy count when loading a new sector
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1347 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Camo and other effects are taken into account when aiming at a body part
Max Distance Visible is more consistent in being calculated based on the soldier and direction rather than a fixed number
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1239 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Editor: Fix for use of uninitialized variable in undo
Editor: Fix for clipping bounds that are offscreen (causes crash)
Fix for AP bonus reading from INI
Fix mine indexes when looking for creature infestation of mines
Final (?) fix for militia reinforcements. Also a change: If you refuse reinforcements, none will come for the entirety of the battle
Increase size of cover and LOS grids to fit max radius
Fix for uninitialized light level in DistanceVisible
Move CheckForEndOfBattle to end of ReduceAttackBusy, to remove a possible militia invalidate upon promotion
Change the way Alt-L handles reloading
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1142 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Fix: If only some of mercs go to a lower level (mine, basement, etc) but do not choose to "GO TO SECTOR", sector is still inaccessible from strategic map. However, watch for triggers that might happen on first visit to a sector, that fail.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1076 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Added missing #includes
Added LUA scripting and console
Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain
Fixed signedness of many grid variables used in GetMouseMapPos calls
Fixed enemy weapon choosing: Sometimes a mortar is chosen but later rejected, but the grenade class was not reset. Caused assertion failure
Added checks so enemies don't try to chuck RPG grenades with their hands
Now possible to shoot a someone in the head if he's in water
Fixed InitSightArrays to also clear soldier interrupt duel points. This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called.
Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have
Removed early setting of muzzle flash. This would allow enemies to get an interrupt before you even fired.
Fixed item dropping by AI. If AI tried to drop something while standing it would cause deadlock
Change to greatly speed up closing the sector inventory window in an unloaded sector
Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting
Check builddefines.h for the conditional flags. Of greatest interest might be LUA_CONSOLE. This will cause the game to bring up a command console when run. However this console is severely lacking in many areas. If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated. The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus.
LUA scripting is very limited, basically just proof of concept. There is one global variable, the Soldiers array. An array index gives you the soldier in that slot in the currently loaded sector. The soldier has a few things that can be accessed: name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Moved new game settings from ja2.ini to Ja2_Options.ini
- Moved all settings from NewGameSettings.cpp to GameSettings.cpp
- New feature: Militia movement on strategic map v1.3
- New feature: Automatic reload
Press Shift+R in tactical to reload all weapons of your team with magazines from sector inventory
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@60 3b4a5df2-a311-0410-b5c6-a8a6f20db521