- Map Editor now properly handles all available items without empty placeholders in between (by anv)
- Added item compare popup help text (by Buggler)
- Enemy icons will not be shown as 10x icons in 640x480 due to visibility issues (the rest remains as it is) (by Buggler)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7364 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Fixed inaccessible or lost items for moving items from mercs to sector inventory when a different tactical map is loaded (by Buggler & anv)
- Revert fix on queen reinforcement pool being replenished on depletion when playing with limited enemy troops setting (by Buggler)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7291 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Fixes (by Buggler)
- Allows sector inventory item deletion feature to delete inaccessible and not-in-sector items. Hold 'Delete' hotkey and click the item
- Hot key Ctrl+Tab can now switch to the second page of General tab in EDB for weapons
- Fixed hardcoded mine icons and spawning pool sector in AI Viewer
Editor
- Hotkey for finding previous merc changed to 'Ctrl+Space' to avoid out-of-map boundary display
- Added editor command line options in popup help text
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7268 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Fixes (anv & Buggler)
- fix: backpacks stacked in the same sector inventory slot would share ownership, causing soldier to pick-up both of them, now when stacking ownership is automatically disabled,
- fix: when manually reorganizing backpacks in inventory slots, ownerships are properly swapped too,
- fix: when using auto pick-up backpack feature function was looping through non-existing items in sector inventory, possibly creating duplicates,
- fix: "drop all backpacks" feature was limited to 18 mercs, now it works for all player-controlled characters.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7220 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- 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
- close item description box when autoplace item from sector inventory (by Buggler)
- allow toggling of item restriction only when move item button is activated (by Buggler)
- sector inventory item filter buttons now shows in 640x480 too (by Buggler)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6882 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- 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
- More map editor fixes and map inventory pool performance improvement for big maps.
Details:
- Fix not showing expected messagebox on exit (ALT+x) which also throw exception and goes to improper mapeditor exit.
- Fix second annoying sticky message which shouldn't popup during map loading and performing RemoveProhibitedAttachments.
- Fix CTD when delete all enemies or civilians or all of them in map.
- Fix some std exception when reporting for missing optional xml file.
- Fix memory and map corruption in old mapeditors if loaded old map has item with invalid attachment and we try to attach something else.
- As years ago pInventoryPoolList had migrated from WORLDITEM* array to std::vector<WORLDITEM> it was time to do that with gWorldItems too, all necessary functions which need to be adopted to gWorldItems std::vector type are also changed.
- Resize code for gWorldItems is changed hoping will lead into less corruption problems as now could occur in mapeditor and game when code automatically doing attachment changes.
- Change code for handling map inventory which now should be fast enough to support AIMNAS project which will probably deal with thousands of items per map.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6554 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- improved processing of sector stash (opening/closing)
- improved loading speed of save games
- improved processing of items droped by militia (most noteable after autoresolve)
- and some other code related changes
see: http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/325332/FIX_improve_loading_speed_of_s.html#Post325332
Notes:
removed some functions, still in code so but renamed to *_OLD() because they are from Sirtech and should be kept as I have read in "§18) If possible, we don't just delete the old code, but comment it out (or #ifdef it out) for reference. We delete it only if it's really necessary."
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6434 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- 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
- 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
- Fix: under certain conditions, AI-selffeeding could lead to invalid inventory sizes
- information from prisoner interrogation is about new sectors
- no autoriot in a prison sector if militia is present
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5912 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Adjusted font colors in Sector Inventory & Interface Panel (increasing dull contrast colors that only shows when activated, highlights & high contrast colors that's always displayed are toned down)
- Changed 'Item Name' font in non-zoomed sector inventory
- Changed 'Ammo Count' font in item description box
- Increased 'Max Bullet' font size in zoomed sector Inventory
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5768 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Close old description box to open the new one if nothing in hand while right-clicking on an item in sector stack
- Ctrl + Right-Click to call info description directly for e first item in stack
- Revert partially to have an empty mouse region to close item stack easily when stack is full (r5632)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5657 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- food and water levels are lowered every hour, eat food to survive
- not doing so leads to various penalties and ultimately death
- added food items for that purpose. Food can degrade over time. Rotten food poisons.
- Mercs automatically consume food if hungry/thirsty and food is in their inventories
- for more info, see http://www.bears-pit.com/board/ubbthreads.php/topics/307396/Re_Mercs_need_food_and_water_t.html#Post307396
- this feature requires new STI files from the GameDir trunk.
- added a bunch of filler variable to the soldier type, so hopefully savegame compatibility can be maintained easier in the future.
WARNING: This will break savegame compatibility
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5411 3b4a5df2-a311-0410-b5c6-a8a6f20db521
o Minor feature added: Shift+RMB click on a gun with ammo inside, will now unload its magazine and place it on your cursor (if not holding anything already). You don't have to go to the weapon description box to unload it.
o Added Throwing trait support for NCTH (was left out before) and added a minor tweak to STOMP+NCTH compatibility.
o Fixed a bug in NCTH when aiming levels of very fast-to-aim guns could be lowered below zero during calculation, which resulted in suddenly giving the gun 8 aim levels making it extremely slow to aim instead. This occurs when you use a pistol with reflex sights with a Gunslinger merc. In the "AllowedAimingLevelsNCTH" the value "aimLevels" was defined as UINT8, so when it goes below 0, it becomes 255 and is then capped at 8. Changed it to signed.
- IIS fix (by Sandro)
o Interrupts on hearing now occur only in meaningful situations - either when enemy attacks us or comes very close to us.
o Added some other IIS tweaks and fixes (first of all the top status bar should now work properly).
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5289 3b4a5df2-a311-0410-b5c6-a8a6f20db521
o Corretly positioned the strategy sector inventory and the zooming animation in all supported resolutions
o Reworked tooltip text (line-breaks) for the new sector inventory buttons
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5189 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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
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
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
- Bugfix: Fixed crash, when you are in tactical turn based and you show the item description from a sector inventory item and then you close the sector inventory when the item description is still open
o Now you have to close the item description box first. A message box will output you the error and you can't close the sector inventory when the item description box is open
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4988 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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
o Map Screen Interface Map Inventory.cpp was not updated in 4647 revision resulting in no popup
- Heli ETA Box (by Buggler)
o Partial Graphical Fix on the Heli ETA Box for 1024x768 by correcting e coordinates due to larger font used
o Updated ETA_POP_UP.STI and POS2.sti for 1024x768 resolution (by Wanne)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4668 3b4a5df2-a311-0410-b5c6-a8a6f20db521
** 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