Commit Graph

  • 8523a1dead Fix: enemy jeeps are not always counted as enemies Flugente 2016-10-04 19:57:27 +00:00
  • c83847a407 Fix: Item's short name in tactical interface, Chinese characters smearing bug Wanne 2016-09-28 08:31:22 +00:00
  • 721e9effe9 Updated Chinese Text translations (by TBS) Wanne 2016-09-28 08:24:27 +00:00
  • e7fe040722 CalcChanceToHitGun, CalcNewChanceToHitGun: set fCantSeeTarget = true when shooting at empty invisible tile Sevenfm 2016-09-14 07:07:40 +00:00
  • 17ce3e4473 Replaced Assert(pTempSoldier) in StartInterrupt with NOBODY and NULL checks. Sevenfm 2016-09-13 20:14:11 +00:00
  • 8c3902e1b6 Fixed compilation error that was popping up when compiling a non English version Wanne 2016-09-13 09:18:33 +00:00
  • f1f0ba7aed Fix: Tag <BadSector> was overlooked in the r8295 change causing the game to crash on startup. This is now handled differently and properly. silversurfer 2016-09-12 18:39:52 +00:00
  • 1e51250475 Multiplayer: Completely disabled interrupts in a COOP game, because it is still buggy. So the ALT + E workaround on the server (to give turn back to client on stuck interrupt) should not be needed anymore Wanne 2016-09-12 18:03:19 +00:00
  • 9395fcc8a2 Enhancement: - SCROLL_SPEED_FACTOR in Ja2_Options.ini allows to modify scroll speed - while reading MovementCosts.xml the game checks now for valid traversal type and asserts instead simply assigning type GROUNDBARRIER silversurfer 2016-09-11 11:42:48 +00:00
  • cedb77bffb Fixes (by Sevenfm): - put back AIM_VISIBILITY calculation in function "CalcNewChanceToHitGun" - fixed possible NULL pointer condition silversurfer 2016-09-03 11:56:00 +00:00
  • 835e948735 Fixed compilation errors in VS 2005: std::sqrt() -> sqrt() Wanne 2016-08-22 19:24:14 +00:00
  • cbf284ce4d Fix: tileset index 0 always present in construct/deconstruct arrays Flugente 2016-08-14 18:55:09 +00:00
  • a332b1943c Fix: one could remove Nails' jacekt via [Ctrl] + [W] in strategic inventory Flugente 2016-08-12 22:34:30 +00:00
  • c32bf09bbb New feature: bear traps are mechanical traps that function like bombs, cause no explosion, can be reused, deal significant damage to legs and pin down the target. Flugente 2016-08-12 20:48:34 +00:00
  • d000e8c1a3 Fix: invalid access to inventory Flugente 2016-08-12 17:51:21 +00:00
  • b36f24334c Fix: VS2010 compilation issue Flugente 2016-08-11 20:15:52 +00:00
  • 2c5e85f828 Fix: VS2010 debug builds crashed while reading InteractiveActions.xml silversurfer 2016-08-11 13:48:38 +00:00
  • f71e00ed78 Fix: VS2010 compilation issue Flugente 2016-08-10 22:30:07 +00:00
  • a0ef5edbba Fix: VS2010 compilation issue, see also http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23144&goto=346505&#msg_346505 Flugente 2016-08-10 18:14:58 +00:00
  • 73e3e1172c Fix: gGameCTHConstants.BASE_CROUCHING_STANCE was missing from handling calculations in NCTH silversurfer 2016-08-06 10:44:42 +00:00
  • a58f8a6622 Snake number formula has been slightly tweaked. Flugente 2016-08-03 17:45:37 +00:00
  • 9eb2008147 Helpful option: if PRINTOUTTILESET is TRUE (default FALSE), pressing [f] over a structure will also print out what tileset the structure's subtileset belongs too, its name, and the specific tile index. This is rather helpful if you set up fortifiction or interactive action xmls, or if you just want to know a sector's tileset. Flugente 2016-08-03 17:36:37 +00:00
  • 99f5be0ed7 New feature: interactive actions allow various actions (hacking/reading/drinking/...) from user-defined xml acttions. The exact results can be set in a lua function. Flugente 2016-08-02 19:03:28 +00:00
  • 41dcb598dd - New background property: <snake_defense> alters snake defense chance - New sector property: <numsnakes> sets maximum number of snakes per snake attack Flugente 2016-07-26 22:39:28 +00:00
  • 7b6f3d8441 New LUA functions: via GetModderLUAFact and SetModderLUAFact, a modder can set up to 1000 INT32 values exclusively in LUA scripts. This can be used to store mod-specific data in save games without additional code required Flugente 2016-07-26 20:44:42 +00:00
  • ab554b937c Fix: - price and militia resource points display in sector inventory was incorrect and didn't take Shift key into account - display of militia resource below the map didn't work if MILITIA_VOLUNTEER_POOL was FALSE silversurfer 2016-07-17 13:44:58 +00:00
  • 6acbd72c89 Slightly altered militia resource display Flugente 2016-07-16 22:13:53 +00:00
  • 57ec4e7fa1 Due to erroneous code, the encyclopedia feature has been deactivated. for more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23090&goto=345928&#msg_345928 Flugente 2016-07-16 12:21:22 +00:00
  • 7a34e9a154 New feature: militia resources requires the player to convert items to resources to be able to train and promote militia Flugente 2016-07-15 19:33:44 +00:00
  • 5dcfe09a77 Enemy helicopter refuel time per unit of fuel (ENEMYHELI_FUEL_REFUELTIME) can now be raised up to 9999. This can be used to limit the AI's ability to send out helis. Flugente 2016-07-06 16:43:09 +00:00
  • 06be86a471 If enemy conquers a sector, remove workers. Flugente 2016-07-05 17:03:30 +00:00
  • 951da7812d New feature: mines require workers for maximum income, these can be trained like militia. Flugente 2016-07-04 22:31:37 +00:00
  • ce6e63831d New feature: environment hazards pose danger to soldiers in certain sectors - first use are snakes that attack anybody in water sources in swamps. Flugente 2016-07-03 21:26:45 +00:00
  • 762fb79c09 CalcEffVolume fix: sleeping state check Attacks fix: 100 AP system for HitRate calculation EstimatePath fix: ignore person at destination if we are estimating path cost FindFlankingSpot: use full search range Sevenfm 2016-07-03 09:53:56 +00:00
  • 2a7abe5b0d If ALLOW_TARGET_HEADANDLEG_IFPRONE is TRUE, head/torso/legs can be targetted on prone soldiers (until now, hits were always considered on torso). Additionally soldiers are no longer protected from stray bullets in crouched and prone stance. Flugente 2016-07-02 18:04:49 +00:00
  • 9b2e65cade Punching: don't use kick animation when attacking with weapon in hand Stealing: don't turn to attacker when lying prone (to prevent possible endless clock) Bayonet: - fix: disable wirecutters cursor in bayonet mode - always use STAB attack for bayonet - always give MELEE bonus when using bayonet Sevenfm 2016-06-25 10:52:47 +00:00
  • f8d9a538cd Taunts update: - TAUNT_INFORM_ABOUT (check that this opponent is really new) - TAUNT_ALERT (say taunt only when red alert raised, if it's no initial alert, use TAUNT_INFORM_ABOUT instead) - TAUNT_SUSPICIOUS (only when yellow alert is raised) Sevenfm 2016-06-25 10:41:13 +00:00
  • 90594fb43f ShowEnemyWeapon: bVisible fix MinAPsToPunch fix: allow correct calculation when no target gridno supplied World Items: don't allow max repair threshold less than current object status Sevenfm 2016-06-25 10:31:55 +00:00
  • eaca08b7e9 Drop/pick up backpacks using Shift+B, Ctrl+Shift+F: - added check for DropPackFlag - added message for soldiers changing backpack status Sevenfm 2016-06-25 10:24:07 +00:00
  • b1eb11941a FindSoldierByProfileID fix: check last soldier in player team RenderOverheadOverlays fix: last soldier in player team StartInterrupt fix: all interrupts in original interrupt system start as hidden and revealed later if soldier decides something StartInterrupt fix: don't show hidden interrupt DeductPoints, ResolvePendingInterrupt, StartInterrupt: MAX_NUM_SOLDIERS fix SoldierCollapse: replace chosen one if soldier is collapsed Sevenfm 2016-06-25 09:44:25 +00:00
  • fea2a0d12b Items.cpp: MAXATTACHMENTS limit lighting.cpp: check return values Sevenfm 2016-06-25 09:18:47 +00:00
  • d2c1579786 HandleSnitchExposition: assignment instead of value check HourlySnitchUpdate: NUM_PROFILES limit Strategic AI.cpp: MAP_WORLD_X * MAP_WORLD_Y limit RemoveMPButtonsForMapScreen: MAX_MP_BUTTONS limit WrapString: '/0' char instead of '\0' Sevenfm 2016-06-25 09:04:58 +00:00
  • 120507a9fd UpdateStrategicDetectionLevel fix: reset detection level ScoutIsPresentInSquad: allow scouting only if soldier is not in a vehicle and not on assignment StartCivQuote fix: uninitialized ubCivQuoteID2 Sevenfm 2016-06-25 08:48:40 +00:00
  • 0955d6ddfd Fix: bad LUA functions (by sevenfm) Flugente 2016-06-18 21:30:39 +00:00
  • 503523a9fa New feature: localized weather adds more weather types, different weather can happen in different sectors at the same time. Flugente 2016-06-18 20:57:03 +00:00
  • facadda6e8 Fix: potential random memory access Flugente 2016-06-17 18:28:50 +00:00
  • 6e1676c94f Fix (by Sevenfm): height difference penalty calculation for cowering targets in OCTH was using wrong target silversurfer 2016-06-06 14:45:23 +00:00
  • 5307881cb7 Fixes (by Sevenfm): - incorrect sized array for secondary item stat regions - incorrect check for secondary item stat display removed silversurfer 2016-06-05 13:23:26 +00:00
  • 90ff5d5626 Fix: AimLevels bonus was displayed for OCTH although it doesn't apply there silversurfer 2016-06-04 09:56:46 +00:00
  • 2c85d6dc03 Fix: determining a militia path in strategic map could cause the sector militia size to be cut to MAX_STRATEGIC_ENEMY_GROUP_SIZE Flugente 2016-05-28 15:07:44 +00:00
  • 7b288c5c83 Fix (by Sevenfm): - Armor search routine could crash if EffectiveArmour returns 0 silversurfer 2016-05-27 11:08:22 +00:00
  • 7f6d44183a Fix (by Sevenfm): breath points for walking with a weapon raised were calculated incorrectly silversurfer 2016-05-27 07:55:44 +00:00
  • 671b4527ac Fixes (by Sevenfm): - Armor search routine had incorrect calculations - Tiles adjacent to buildings could be assigned to a building silversurfer 2016-05-27 07:52:32 +00:00
  • d8c79675e7 Fix: armour comparison compares helmet with vest/legs and is unsafe Flugente 2016-05-26 19:05:58 +00:00
  • c20232a740 Fix: when starting a new campaign, NULL the StrategicMap flagmask Flugente 2016-05-26 12:27:49 +00:00
  • 88d60c8df1 Fix: corpses on a roof cannot be interacted with Flugente 2016-05-26 11:17:04 +00:00
  • 2defb8259b Fix: after firing an underbarrel GL, it was possible to reload via leftclick for a short time, leading to reload of main gun with a grenade Flugente 2016-05-25 19:39:10 +00:00
  • 4e498b1a5d Fix: ASD update function not periodicaly called. This bug only exists in campaigns started before r8015. Flugente 2016-05-24 19:19:48 +00:00
  • c676a48cd5 Fix: Added explicit BOOLEAN check for pSoldier->bVisible (by sevenfm) Wanne 2016-05-23 05:24:45 +00:00
  • db00927287 - Fix: same militia profile is used several times in autoresolve - Fix: sometimes no battle repoer is written for autoresolve - Fix: no militia profile found in autoresolve due to bad sector Flugente 2016-05-22 23:04:05 +00:00
  • 74bebdd454 - colour TestTable scrollbar - militia website sector filter uses longer names - prisoner surrender dialogue explains how many prisoners were captured, and allows selecting prison via dropdown selection - explain soldier relation boundaries on Melody website Flugente 2016-05-20 22:39:29 +00:00
  • c0d25c3cb7 Fix: mobile militia (ALLOW_MOBILE_MILITIA = TRUE) could get 'lost' if moving Flugente 2016-05-20 19:07:04 +00:00
  • 196a1eb84d AI and tactics improvements (by Sevenfm): silversurfer 2016-05-20 18:25:33 +00:00
  • e86b24821c sped up reload function Flugente 2016-05-19 21:58:07 +00:00
  • 310fa7d57c Fix: incorrect check (by sevenfm) Flugente 2016-05-18 19:13:38 +00:00
  • 5a84b7b748 Fix: on various actions in the strategic screen (open inventory, dynamic dialogue) the message list is turned on and off Flugente 2016-05-18 18:13:45 +00:00
  • 1565a9f67c 'Improve Gear'-function now also merges magazines and fills up ammo stacks Flugente 2016-05-17 21:37:42 +00:00
  • b9575fcbee If Skyrider can't fly due to being out of fuel, warn the player Flugente 2016-05-16 20:54:01 +00:00
  • 41a9c7104d Fix: crash in release exe due to bad initialisation Flugente 2016-05-16 16:25:32 +00:00
  • 5df191a263 New disability: Hemophiliac causes mercs to bleed a lot faster, even for tiny wounds Flugente 2016-05-16 15:17:11 +00:00
  • 645b42bc8b Fix: UB compilation error Flugente 2016-05-16 12:37:24 +00:00
  • 381acc74a4 If we manually disguise a merc, immediately test the disguise Flugente 2016-05-16 10:31:47 +00:00
  • 6460e9d325 Fix: unable to save after loading an older savegame Flugente 2016-05-15 22:53:19 +00:00
  • 7bb401b1fb New feature: We can now create non-profile-based merchants via lua.scripts. Flugente 2016-05-15 17:11:29 +00:00
  • d594ba0e67 If a merc intentionally removes the diguise property via the [Ctrl] + [.] menu, the disguise property will not be reapplied until new clothes are applied, even if COVERT_STRIPIFUNCOVERED is set to FALSE in Skills_Settings.ini. This allows dressing up mercs in other colours without them being subject to covert mechanics. Flugente 2016-05-13 17:25:02 +00:00
  • 284910e2d5 Changes to covert operations feature (by sevenfm): If the new skill setting COVERT_STRIPIFUNCOVERED is FALSE, - we can only disguise successfully if we haven't been seen recently (last 3 turns) - disabled automatic clothes stripping when uncovered - redisguise automatically if spy haven't been seen by enemy recently and wears correct clothes Flugente 2016-05-12 22:27:54 +00:00
  • e43d1b3fb3 Fix: The Brass Knuckles tag didn't count as bare hand attacks anymore since revision 6465. I changed that back because Martial Arts trait includes brass knuckle items. Single attack AP display of such items in EDB was fixed as well. silversurfer 2016-05-08 15:19:39 +00:00
  • 1a56d4a473 Fix: jumping over a merc allowed moving through walls Flugente 2016-05-07 19:54:56 +00:00
  • 999fcea058 Added more operation names Flugente 2016-05-06 18:42:22 +00:00
  • dc78077b0f Fix: unneccessary individual militia created during savegame loading due to bad sector Flugente 2016-05-06 15:09:17 +00:00
  • 9f52c940a8 New feature: individual militia creates small militia profiles that track a militia's history and allow it to be recreated, thereby maintaining the illusion of persistent militia. Flugente 2016-05-06 14:51:24 +00:00
  • 67927ed723 Fix: After restarting the game and loading a savegame the reinforcement option was always TRUE because it didn't take DifficultySettings.xml into account. silversurfer 2016-05-04 11:23:03 +00:00
  • c969dce2b3 Bugfix: Button Image (WM_AUTOFIRE) was not unloaded (by Subotai) Wanne 2016-05-03 19:28:54 +00:00
  • 6adf9ad901 - Fix: coloured glitches in dropdown area - Improved mouse drag in dropdown scrollbar Flugente 2016-05-02 20:11:42 +00:00
  • dba2386bc3 Changed variables to UINT16, in case a dropdown has a lot of entries Flugente 2016-05-01 19:04:50 +00:00
  • bd59b2fcba - Fix: UB cannot be compiled - Fixed a few compiler warnings Flugente 2016-04-24 19:59:25 +00:00
  • 38814f5ee3 Fix: counter is not increased, potentially resulting in endless loop Flugente 2016-04-23 14:42:58 +00:00
  • f0b9bb4304 Fix: if an enemy jeep is destroyed, sector jeep count is not properly updated Flugente 2016-04-23 14:36:38 +00:00
  • 1b8a368108 Fix: UB cannot be compiled Flugente 2016-04-22 20:03:32 +00:00
  • 92314bfbfb Fix: if a jeep is fought in autoresolve, it's entry remains in the vehicle list Flugente 2016-04-22 19:46:41 +00:00
  • 14ccc1193b Fix: The invisible troops fix from r8131 caused defending troops to be handled as reinforcements and appear at the map border instead of the pre-defined positions across the map. This was caused by unpausing the game before the troops had been placed. This revision fixes that and hopefully doesn't break anything else. silversurfer 2016-04-18 21:21:53 +00:00
  • 26db62bd19 Fix: when merc starting gear is distributed into inventory, it is possible that too many items are spawned if an item stack is ahared over several slots Flugente 2016-04-12 21:36:07 +00:00
  • d913cf5ad8 Fix: crash in autoresolve Flugente 2016-04-10 15:39:41 +00:00
  • 7124df2354 - Fix: Get Item assignement: if no valid gridno is found, let the game find one upon loading the sector instead of risking a wrong gridno assignment - Fix: When dropping an item in strategic inventory, height values are not set - Fix: When looking for a valid gridno to drop items t via strategic inventory, WORLD_ITEM_REACHABLE is not reliable, as updated map topology trumps this. Instead rely upon finding a valid gridno once the sector is entered. - Fix: when searching for a new item dropoff gridno, search for new height too - Fix: if items are spawned mid-air, the player cannot retrieve them Flugente 2016-04-09 16:11:43 +00:00
  • d0dc6c3230 - Tweaked tunnel vision penalty calculation - If both body items and weapon have tunnel vision penalties, use their maximum, not their sum Flugente 2016-04-03 16:53:17 +00:00
  • 6089e9a3b8 Fix: CTD when tring to check for panic triggers if no enemy is present Flugente 2016-04-03 14:41:52 +00:00
  • 01ffd3eaf2 New feature: spawn extra civilians via Lua, see also http://thepit.ja-galaxy-forum.com/index.php?t=tree&th=22998&goto=344843&#msg_344843 Flugente 2016-04-03 14:40:17 +00:00
  • fcad428a12 Fix: When MIN_DELAY_ENEMY_REINFORCEMENTS was set in Ja2_Options.ini incoming enemy troops were not placed on the map because their reinforcement timer was not met yet. Also the game was paused so the timer could never run at all. The game is now unpaused whenever we enter the tactical screen. Also if there are no enemies on the map yet the minimum reinforcement delay is ignored. silversurfer 2016-03-29 14:08:26 +00:00
  • 186093923c Fix: reinforcements do not arrive when no other enemies are present and reinforcements are ordered to be delayed. Flugente 2016-03-28 21:31:21 +00:00
  • 328d484b20 Fix: missing buildfile entries Flugente 2016-03-27 16:30:38 +00:00