* prepare gamedir for running the game
* Stop telling installers to overwrite the vanilla game
The release no longer contains anything that lands on a vanilla file:
its base data lives in Base, so unpacking it over the game directory
and copying the game's Data into the release now amount to the same
installation.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
* Give the mod's base data its own VFS profile
Its files ship in Base now, so that a vanilla Data directory can be
copied in whole without a single collision. Mount Base right above the
vanilla dirs in every profile stack — the slot where the installer's
overwrites used to end up.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
* Mount Base in the language overlays' VFS configs too
Assembling a release copies a <Language>_Version directory over
gamedir, its own copies of the configs included, so without the same
Base profile every non-English release would mount nothing from Base.
Their libraries move along with the rest of the base data: each
language slf, and the Russian data.slf that shadows the vanilla
Data.slf by name.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
* Ignore a vanilla Data directory dropped into gamedir
Running the game here needs one copied in, and it is an untouched copy
of somebody's retail install — nothing this repository should track.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
* Ignore only the player profile directory, not every Profiles
The unanchored pattern also swallowed Base/TableData/Profiles, the
mod's soldier profile XMLs, which are tracked and belong in a release.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
* move gamedir/Data to gamedir/Base
* move gamedir-languages' Data to Base
---------
Co-authored-by: Claude Opus 5 <noreply@anthropic.com>
These triggered source's release workflow on gamedir pushes. In the
monorepo a push to master triggers it directly, and GitHub ignores
workflow files outside the repository root anyway.
I have redrawn the 6 icons (including both unpressed and pressed states) for the 3 buttons — Weather, Tasks, and Disease — that looked out of place with the original style. The colors, embossing effect, shadows and highlights, the changes in icon size and brightness when pressed, and even the noise have all been carefully matched to ensure the art style stays true to the original.
- The cHour variable was not being properly updated in the code creating a discrepancy between the game clock and it in this script. The guiHour variable already exists and is a direct copy of the guiHour in Game Clock.cpp so use this
- Add HealBoxers function after boxers rest so they don't die as easily after multiple fights
Use lua setters instead of reassigning the global so it actually does something
Reverted the time conditionals so that it only updates on the opening/closing hours instead of every hour in between. Why was this change necessary to begin with? It also makes it so it resets all the boxing variables every hour instead of daily (not that it even worked before the setter change anyway)
In practice, this fixes a few things so they work as originally intended:
Boxers will actually rest for 1 day after every 3 fights as originally intended
After every rest, boxers will get progressively stronger and harder to beat as originally intended
Fixes displaying of AIM offer when email is opened. An empty string at the end would set fOnLastPageFlag = TRUE in PreProcessEmail() preventing us from changing pages in the BtnNextEmailPageCallback()
VFS uses the files from Data-1.13 since Data-UB did not have alternative files, the extra items meant for 1.13 sectors would show up in UB campaigns as well.
* Data -> Emails.xml contains both JA2 and JA2UB emails, which simplified things and we no longer need 4 different EmailSenderNameList.xml files either
* Gameinit.lua scripts have been switched over to use externalized emails
* Changed misleading wording for AdvancedRepairs setting
Changed wording to clarify that another setting in SkillSettings.ini is needed for mercs to do advacnced repairs.
* Added missing description for Advanced Repairs
Description lacked the fact that another setting in SkillSettings.ini is needed for mercs to do advanced repairs.
Added a built-in foregrip to weapons with graphics showing a built-in foregrip.
Updated attachments of Rocket Rifle and Auto Rocket Rifle, giving them attachments simular to other weapons of that range and coolness.
due to the newly added attchemt of a foregrip, the stand modifiers of that weapon in items.xml are no longer needed.
Removed them so that they don't add up to the ones provided by foregrip, would be to much otherwise.