ca03cb86c0
- Fixed compilation error in NON English builds
Wanne2014-06-05 14:22:01 +00:00
97db703fe4
Merged from revision: 7264 Feature: save/load tooltip displays time of save file modification, detailed display (with ctrl pressed) also shows save version (thx Buggler for idea) (by anv)
Wanne2014-06-03 18:45:07 +00:00
5d5e02f207
Merged from revision: 7262 Fixes (by anv) - fix: comparison feature would sometimes show comparison with empty sector inventory slots, - fix: enemy taunts aimed at NOBODY could cause out of range, - fix: list of boxers fought per day is properly reset when fight club reopens, - fix: Van Haussen won't offer a fight or accept bets if all boxers are dead (even if our mercs stand on corpses), - fix: boxing opponents won't try to call reinforcements any more.
Wanne2014-06-03 18:42:29 +00:00
89deae89b2
Merged revision(s) 7260 from branches/ja2_source_official_2014: Fix: error in VS2008 project file
Flugente2014-06-03 18:32:48 +00:00
b118cf07b7
Merged revision(s) 7254 from branches/ja2_source_official_2014: Deleted TAIWANESE language versions.
Flugente2014-06-02 19:00:06 +00:00
8927918913
Fix: skill display crashed and/or was badly aligned when selecting many traits (by cres)
Flugente2014-06-02 17:21:23 +00:00
6448b332ec
Merged revision(s) 7251 from branches/ja2_source_official_2014: code cleanup & removed some warnings
Flugente2014-06-01 21:50:14 +00:00
be52b5bf76
Fix: CTD on MeLoDY website if player has no active mercs
Flugente2014-05-31 20:09:52 +00:00
b824267154
- fixed behaviour of the 's' key and 'walk' UI toggle. When you press 's now or click on the 'walk' icon the character(s) stand up (if not already standing) and go to walk mode. Before they could be stuck in running mode which had been activated previously.
silversurfer2014-05-31 19:46:19 +00:00
8c822524d0
Merged from revision: 7244 - Improved German translation for _Ja25GermanText.cpp (by Leonidas)
Wanne2014-05-30 20:21:19 +00:00
d88ca480fb
- Bugfix: The variable fErrorFlag was not initialized with FALSE, which could result in showing the laptop website error dialog (text content from variable pErrorString[]) - Bugfix: Fixed wrong button and text position in the laptop website error dialog (text content from variable pErrorString[])
Wanne2014-05-30 12:04:21 +00:00
5e9289b450
- New Feature: dynamic opinions allows mercs to form opinions about each other depening on actions they/the player take or do not take. These can be viewed in the 'MeLoDY 'website. See also http://www.bears-pit.com/board/ubbthreads.php/topics/333259.html#Post333259 - Requires GameDir r2050. - new background property: <dislikebackground> allows mercs to dislike specific backgrounds - Fix: snitches did not correctly prevent misbehaviour - Fix: morale event was not handled - Fix: DropDowns did not refresh when using the arrow buttons
Flugente2014-05-28 22:10:42 +00:00
a57a1d5d27
- New Feature: dynamic opinions allows mercs to form opinions about each other depening on actions they/the player take or do not take. These can be viewed in the 'MeLoDY 'website. See also http://www.bears-pit.com/board/ubbthreads.php/topics/333259.html#Post333259 - new background property: <dislikebackground> allows mercs to dislike specific backgrounds
Flugente2014-05-28 22:03:13 +00:00
6ea1d5dd8d
Merged from revision: 7238 - Translated texts from _ChineseText.cpp (by John_5696)
Wanne2014-05-27 18:14:20 +00:00
d58cf279d4
Merged from revision: 7236 - Translated missing texts in Chinese.Backgrounds.xml (by Jason Lejardo)
Wanne2014-05-26 19:05:47 +00:00
bde20308cd
- changed SHOT_HEAD_DIVISOR to SHOT_HEAD_MULTIPLIER. The old name was misleading
silversurfer2014-05-26 16:49:09 +00:00
40e3e24a20
- changed SHOT_HEAD_DIVISOR to SHOT_HEAD_MULTIPLIER. The old name was misleading - fixed CTH bonus calculation for special characters in NCTH - fixed merc swap feature. Sometimes mercs became invisible because of wrong structure problems.
silversurfer2014-05-26 16:47:48 +00:00
e7644240ef
Merged from revision: 7232 - Translated Chinese.Backgrounds.xml and Chinese.LoadScreenHints.xml (by Jason Lejardo)
Wanne2014-05-25 18:00:51 +00:00
3f16ec0cff
Merged from revision: 2046 - Added first page and last page buttons to history log (by Buggler)
Wanne2014-05-23 19:07:52 +00:00
262b1ea128
Merged from revision: 7230 Fixes (by Buggler) - Added first page and last page buttons to history log - Fixed pick up backpack on the same grid to cost the same as manually picking it up instead of no cost - Display message when dropping and picking backpacks for all mercs in sector
Wanne2014-05-23 19:07:05 +00:00
b5aa779b1b
Merged from revision: 7228 Fix: tank cannon and other internal items of IC_GUN class with unspecified gun type (NOT_GUN) - It would by default use 0.0 for damage/range/handling/etc. modifiers, essentially making them useless (and leading to tanks never using their cannons). Now all modifiers for NOT_GUN are 1.0 by default and can be specified in Item_Settings.ini like any other type. (by anv & Buggler)
Wanne2014-05-23 06:39:37 +00:00
d8fcb599d8
Merged from revision: 2044 - Reworked/improved english texts for LoadScreenHints.xml and CampaignStatsEvents.xml (by John A Smith)
Wanne2014-05-22 18:48:55 +00:00
cd7a8d2d7a
Merged from revision: 7226 - Fixed typos and reworked texts in *.LoadSceenHints.xml
Wanne2014-05-20 19:01:23 +00:00
028d942421
Merged from revision: 2042 - Fixed typo in LoadScreenHints.xml
Wanne2014-05-20 19:00:04 +00:00
34978fc15e
Merged from revision: 7224 - Fix: removing dead mercs who were inside vehicle at the moment of death would cause assertion failure. (by anv)
Wanne2014-05-20 18:33:55 +00:00
8abbd3c053
Fix: boxer never got out of boxing ring, leading to an endless clock
Flugente2014-05-19 21:14:58 +00:00
d0abe79327
New: if KNOWN_NPCS_DIFFERENT_MAPCOLOUR is TRUE, friendly NPCs known to the player are displayed in dark blue to easier differentiate them from normal civilians
Flugente2014-05-19 20:48:22 +00:00
038b559c3e
- New: if KNOWN_NPCS_DIFFERENT_MAPCOLOUR is TRUE, friendly NPCs known to the player are displayed in dark blue to easier differentiate them from normal civilians - cleaned up DrawSelectedUIAboveGuy() - Fix: missing header - when jumping through windows, damage received is somewhat randomized
Flugente2014-05-19 20:47:42 +00:00
0fcbed45b3
Merged from revision: 7219 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.
Wanne2014-05-19 19:00:14 +00:00
f05dfc0b1e
Merged from revision: 7217 Bugfixes (by anv) - fix: ambient sounds weren't played after loading game in tactical, - fix: AI with a lot of APs would stop moving around during combat.
Wanne2014-05-19 18:51:43 +00:00
6f253e7e49
Driveable vehicle update (by anv) - Vehicles can now exit sector in tactical screen.
Wanne2014-05-19 18:49:20 +00:00
0fd5f010b8
increased possible number of helicopter refuel sites from 2 to 30
Flugente2014-05-18 16:05:12 +00:00
4476e2bf14
Driveable vehicle Update: Externalized vehicle seats (by anv) - externalised vehicle seats (TableData\Vehicles.xml) influence position of passenger, field of view, ability to shoot and being hidden, - seat can chosen by using ctrl+RMB on vehicle (ctrl + LMB just takes the first visible seat) - seats can be changed or swapped while inside vehicle, - remade JSD files for cars, - vehicles aren't transparent anymore, - vehicles are louder than people, depending how fast they move. see: http://www.bears-pit.com/board/ubbthreads.php/topics/332790/5.htmlWanne2014-05-18 15:27:09 +00:00
bbff053fc5
Driveable vehicle Update: Externalized vehicle seats (by anv) - externalised vehicle seats (TableData\Vehicles.xml) influence position of passenger, field of view, ability to shoot and being hidden, - seat can chosen by using ctrl+RMB on vehicle (ctrl + LMB just takes the first visible seat) - seats can be changed or swapped while inside vehicle, - remade JSD files for cars, - vehicles aren't transparent anymore, - vehicles are louder than people, depending how fast they move. see: http://www.bears-pit.com/board/ubbthreads.php/topics/332790/5.htmlWanne2014-05-18 15:26:15 +00:00
c650ba6eac
Merged from revision: 2036 - Eldorado, hummer, jeep animation cleanup (by rummtata) - Minor language touchups for CampaignStatsEvents.xml, LoadScreenHints.xml (by Buggler)
Wanne2014-05-18 14:44:04 +00:00
c117a02441
- The base chance for gun degradation, BASIC_DEPRECIATE_CHANCE, is now externalised to Item_Settings.ini. - Fix: BASIC_RELIABILITY_ODDS now ranges from 0 to 10000.
Flugente2014-05-17 19:21:17 +00:00
fde84fa02a
- The base chance for gun degradation, BASIC_DEPRECIATE_CHANCE, is now externalised to Item_Settings.ini. - adjusted radio energy consumption
Flugente2014-05-17 19:19:54 +00:00
1ea5180c03
- Moved some wrong placed INI values in the correct section - Fixed missing INI properties in Data\Ja2_Options.INI and Data-1.13\Ja2_Options.INI - Added missing INI properties in Data\Skills_Settings.INI
Wanne2014-05-14 18:49:43 +00:00
714a3845c7
- Moved some INI property initialization values in the correct place
Wanne2014-05-14 18:48:21 +00:00
1fe56555eb
Drivable Cars update (by anv): - Streamlined vehicle controls - no more selecting driver and vehicle separately, switching displayed APs and other esoteric activities. To move vehicle just select its driver and you're good to go. If you click on vehicle in tactical, also its driver will be selected automatically. Besides driving car, driver can perform other actions normally. - Vehicle's APs, health and fuel are displayed on the steering wheel - thanks to Buggler for idea. Vehicle APs are treated as a resource (so if car changes driver mid-turn, it won't go any further than it would). - Added option Tactical Interface Settings > ADD_PASSENGER_TO_ANY_SQUAD. If you order passenger to exit vehicle by clicking on the seat belt, he'll be added to new squad, so if you ordered six passengers to exit one by one, you'd end up with six new squads. With ADD_PASSENGER_TO_ANY_SQUAD = TRUE, passenger will be added to any existing squad with empty slot if possible. - Added option Tactical Interface Settings > PASSENGER_LEAVING_SWITCH_TO_NEW_SQUAD. If you order passenger to exit vehicle by clicking on the seat belt, by default you get switched to his new squad. With PASSENGER_LEAVING_SWITCH_TO_NEW_SQUAD = FALSE you'll switch only if exiting passenger is the selected one. - Cosmetic fix: changed display above vehicle from "*Merc's name* (VEHICLE)" to "*Merc's name* (*Vehicle's name*)" and colour from yellow to white (since mercs in vehicle are controllable and yellow is reserved for mercs on assignments). - Fixed passengers rotation. Again. - Fixed vehicles getting "tired" - lowered APs due to fuel below max. They can move the same as long as they have any fuel. - Fixed unrelated bug: clicking on any empty slot in team panel would select merc with id 0. - Fixed unrelated bug: switching to squad with less mercs would cause team panel to still show skill tooltips for mercs from previous squad on empty slots.
Flugente2014-05-13 20:50:16 +00:00
d34243d1ff
Drivable Cars update (by anv): - Streamlined vehicle controls - no more selecting driver and vehicle separately, switching displayed APs and other esoteric activities. To move vehicle just select its driver and you're good to go. If you click on vehicle in tactical, also its driver will be selected automatically. Besides driving car, driver can perform other actions normally. - Vehicle's APs, health and fuel are displayed on the steering wheel - thanks to Buggler for idea. Vehicle APs are treated as a resource (so if car changes driver mid-turn, it won't go any further than it would). - Added option Tactical Interface Settings > ADD_PASSENGER_TO_ANY_SQUAD. If you order passenger to exit vehicle by clicking on the seat belt, he'll be added to new squad, so if you ordered six passengers to exit one by one, you'd end up with six new squads. With ADD_PASSENGER_TO_ANY_SQUAD = TRUE, passenger will be added to any existing squad with empty slot if possible. - Added option Tactical Interface Settings > PASSENGER_LEAVING_SWITCH_TO_NEW_SQUAD. If you order passenger to exit vehicle by clicking on the seat belt, by default you get switched to his new squad. With PASSENGER_LEAVING_SWITCH_TO_NEW_SQUAD = FALSE you'll switch only if exiting passenger is the selected one. - Cosmetic fix: changed display above vehicle from "*Merc's name* (VEHICLE)" to "*Merc's name* (*Vehicle's name*)" and colour from yellow to white (since mercs in vehicle are controllable and yellow is reserved for mercs on assignments). - Fixed passengers rotation. Again. - Fixed vehicles getting "tired" - lowered APs due to fuel below max. They can move the same as long as they have any fuel. - Fixed unrelated bug: clicking on any empty slot in team panel would select merc with id 0. - Fixed unrelated bug: switching to squad with less mercs would cause team panel to still show skill tooltips for mercs from previous squad on empty slots.
Flugente2014-05-13 20:40:38 +00:00
9a23f84bae
Merged from revision: 7201 Fixes (by anv) - fix: preset explosives having owner id 254, getting out of MercPtrs range and dealing no damage as a result (e.g. in Meduna Labirynth), - fix: clicking on any empty slot in team panel would select merc with id 0, - fix: switching to squad with less mercs would cause team panel to still show skill tooltips for mercs from previous squad on empty slots.
Wanne2014-05-11 06:05:27 +00:00
779a83f121
Merged from revision: 7199 Fixes (by Buggler) - Fixed town militia training bug after declining to train a new mobile militia squad upon completion - Fixed income from facilities not properly added to cash balance
Wanne2014-05-11 05:58:07 +00:00
de713b496d
Merged from revision: 7197 Fixes (by Buggler) - Allow hotkey squad switching to include squads in vehicles as well - Fixed wrong sign used for bSpeedModifierTrainingMilitia and bSpeedModifierTeachingOthers - Fixed usMobileMilitiaTraining value not read causing mobile militia training speed to be doubled
Wanne2014-05-08 18:48:42 +00:00
fcc2fc6f73
Merged revision(s) 7195 from branches/ja2_source_official_2014: Show prison capacity in sector info box.
Flugente2014-05-06 22:06:02 +00:00
d547dc6e9b
New Feature: Allow driving vehicles in tactical (by anv) - To control vehicle, click on it or on the steering wheel in team panel under driver's portrait. - Vehicles have two gears - slow drive and fast drive, switchable just like walking and running ('S', 'R', double-click). - Vehicles working: Ice Cream Van, Hummer, Jeep, El Dorado and, potentially, tanks. - Passengers can be selected and ordered to open fire from the inside - You can also open inventory screen for passengers, pass or throw items, etc.
Wanne2014-05-06 08:47:06 +00:00
fe995dc2f3
New Feature: Allow driving vehicles in tactical (by anv) - To control vehicle, click on it or on the steering wheel in team panel under driver's portrait. - Vehicles have two gears - slow drive and fast drive, switchable just like walking and running ('S', 'R', double-click). - Vehicles working: Ice Cream Van, Hummer, Jeep, El Dorado and, potentially, tanks. - Passengers can be selected and ordered to open fire from the inside - You can also open inventory screen for passengers, pass or throw items, etc.
Wanne2014-05-06 08:46:26 +00:00
0e1670bf21
Merged from revision: 7191 Bugfix: when attached, the under barrel weapon's loaded rounds cannot be modified unless fired (by anv)
Wanne2014-05-06 08:12:28 +00:00
7163b0d9a5
Merged from revision: 7189 Update (Rev. 7124): Enhanced Description Box (EDB) Compare Feature (by anv) - changed shortcut from "alt" to "ctrl" to prevent accidental sales (ctrl+LMB apparently places item in inventory), - restored displaying code to more coherent state, - all columns can be compared - base value, modifier and final value too.
Wanne2014-05-04 15:59:16 +00:00
004fdf839b
Fix: when taking an enemy general prisoner, he was not always removed correctly
Flugente2014-05-03 00:17:08 +00:00
2d1436aa5d
Generals no longer become officers, as that would make it easier to identify them.
Flugente2014-05-02 23:30:11 +00:00
b571d62a8b
Number and type of prisoners in player-controlled prisons is now displayed in sector info box.
Flugente2014-05-02 23:06:54 +00:00
aef0182ae8
Merged from revision: 7182 Fixes (by Buggler) - Show map gridno with hotkey 'F' in release build as well for more informative map-related bug reports - Fixed skipping of bloodcat battles using hotkey 'Esc' in prebattle interface when battle initiated at strategic screen
Wanne2014-05-02 13:40:18 +00:00
c905184889
- new background property: if <loyalitylossondeath> is set to 1, global loyalty drops drastically if the character dies (used for Miguel)
Flugente2014-05-01 23:47:45 +00:00
95a05c2560
Merged revision(s) 2029 from branches/ja2_data_official_2014: added neurotoxin darts to Howard's inventory
Flugente2014-05-01 22:04:14 +00:00
c137c76bb3
Fix: do not apply disguise if we are seen by an enemy
Flugente2014-05-01 21:53:59 +00:00
ba59e9fa5e
skill menu entries can be translated
Flugente2014-05-01 20:16:19 +00:00
6edf7dd079
- New Feature: Enemy Generals are unique enemies whose location randomized and unknwon to the player. As long as they are alive, the enemy gets signifiant strategic boni. The player must learn of their location and take take them out, preferrably without alerting them prior. - Covert Ops: Bleeding is deemed suspicious only if COVERT_DETECTEDIFBLEEDING is set to TRUE. - renamed special prisoners to officers. - lowered the priority of enemy troops becoming medics - prisoners in player-controlled prisons now use the prioner-colour scheme used by Shank and Dynamo
Flugente2014-05-01 13:28:33 +00:00
8f5f51d0c2
- New Feature: Enemy Generals are unique enemies whose location randomized and unknwon to the player. As long as they are alive, the enemy gets signifiant strategic boni. The player must learn of their location and take take them out, preferrably without alerting them prior. - Covert Ops: Bleeding is deemed suspicious only if COVERT_DETECTEDIFBLEEDING is set to TRUE.
Flugente2014-05-01 13:24:23 +00:00
b8633434a5
Merged revision(s) 2026 from branches/ja2_data_official_2014: AI will no longer choose illumination rounds for mortars and grenade launchers during the day
Flugente2014-04-30 22:56:16 +00:00
a861099ac3
Merged revision(s) 2024 from branches/ja2_data_official_2014: There is no reason why the IDs that boxers are reset to before they are reinitialised would ever need to be altered by a modder.
Flugente2014-04-30 21:39:44 +00:00
30060f0595
Merged revision(s) 7166-7177 from branches/ja2_source_official_2014: - Flagmasks are unsigned, and should be called and treated as such - Fix: experience gain from interrogation was too high - Fix: chance of a prisoner becoming militia was calculated wrong - default weight maximum for MOVE ITEM assignment increased from 30 to 40 kg - Fix: snitches report the same event multiple times - Fix: snitches treat vehicles as persons - Fix: selection of launchables is inefficient, an does not take into account wether items are depending on day/night cycle - new key combination: in strategic, pressing [CTRL] + [E] wile both a merc's inventory and the sector inventory are open will fill the merc's inventory with sector items - trivial code cleanup - if prisoners are taken in a sector that houses a prison, that prison can also be selected to house them - Fix: distributing newly taken prisoners in a prison sector no longer redistributes all prisoners, only the new ones - GetClosestFlaggedSoldierID can also be called without evaluation of sight - Fix: Covert Ops: throwing/lobbing items or shooting rockets is deemed suspicious behaviour - Fix: boxing was broken by loading a savegame - Fix: campaign history rarely recorded kills in autoresolve - There is no reason why the IDs that boxers are reset to before they are reinitialised would ever need to be altered by a modder. Required script change in stable GameDir r2024.
Flugente2014-04-30 21:36:18 +00:00
024519cabd
New Feature: 2 new Iron Man game modes (by anv) - Selectable at campaign start under "Extra Difficulty" label - Soft Iron Man: No saving when in turn-based combat. Can save with enemies around (in sector) but only if still in real-time mode. - Extreme Iron Man: No saving, except punctually at midnight - save screen opens by itself, so Player won't accidentally miss saving time window. Besides Player's save, game will be auto-saved at midnight too if auto-saving is on. - New ja2_options.ini values for Extreme Iron Man setting: EXTREME_IRON_MAN_SAVING_TIME_NOTIFICATION,
Wanne2014-04-27 16:16:37 +00:00
8b494003fd
New Feature: 2 new Iron Man game modes (by anv) - Selectable at campaign start under "Extra Difficulty" label - Soft Iron Man: No saving when in turn-based combat. Can save with enemies around (in sector) but only if still in real-time mode. - Extreme Iron Man: No saving, except punctually at midnight - save screen opens by itself, so Player won't accidentally miss saving time window. Besides Player's save, game will be auto-saved at midnight too if auto-saving is on. - New ja2_options.ini values for Extreme Iron Man setting: EXTREME_IRON_MAN_SAVING_TIME_NOTIFICATION,
Wanne2014-04-27 16:16:14 +00:00
6a46bcfb91
- Fixed incompatible savegames because of keys and locks externalization (by anv)
Wanne2014-04-27 15:53:44 +00:00
4b83f3ecdd
Merged from revision: 2019 Externalized keys and locks to xml (by anv) - Locks (TableData/Items/Locks.xml): Originally 64 locks were kept in BinaryData/LOCKS.BIN. Now up to 255 locks can be specified in TableData/Locks.xml. If it isn't found, LOCKS.BIN will be loaded normally. - Keys (TableData/Items/Keys.xml): Originally 10 keys were hardcoded in KeyTable[]. Now up to 255 keys can be specified in TableData/Keys.xml. If it isn't found, hardcoded array will be used normally. see: http://www.bears-pit.com/board/ubbthreads.php/topics/331900.htmlWanne2014-04-24 18:36:11 +00:00
c9a9acec5c
Merged from revision: 7163 Externalized keys and locks to xml (by anv) - Locks (TableData/Items/Locks.xml): Originally 64 locks were kept in BinaryData/LOCKS.BIN. Now up to 255 locks can be specified in TableData/Locks.xml. If it isn't found, LOCKS.BIN will be loaded normally. - Keys (TableData/Items/Keys.xml): Originally 10 keys were hardcoded in KeyTable[]. Now up to 255 keys can be specified in TableData/Keys.xml. If it isn't found, hardcoded array will be used normally. see: http://www.bears-pit.com/board/ubbthreads.php/topics/331900.htmlWanne2014-04-24 18:35:30 +00:00
9c6c5d8326
Merged from revision: 2017 - Fixed wrong item updates from commit 2014 (custom souns for non-guns) o Now the hedge trimmer has the correct new sound
Wanne2014-04-21 06:58:21 +00:00
60640f8501
Merged from revision: 7159 - Fixed incomplete commit from revision 7156 (custom sounds for non-guns)
Wanne2014-04-21 06:56:39 +00:00
4c4f471de1
Merged from revision: 2015 - Automatically return to team panel on turn end (better situation overview during enemy turn) (by anv) ja2_options.ini: AUTO_COLLAPSE_INVENTORY_ON_TURN_END
Wanne2014-04-19 10:10:27 +00:00
01e68ac2ba
Merged from revision: 7157 - Fixed inventory artefacts in widescreen (by anv) - Automatically return to team panel on turn end (better situation overview during enemy turn) (by anv) ja2_options.ini: AUTO_COLLAPSE_INVENTORY_ON_TURN_END
Wanne2014-04-19 10:09:33 +00:00
0ecf7d0370
Merged from revision: 2013 Custom sounds for non-guns (by anv) - knives, throwing knives, blunt weapons can use attack sounds specified with <sSound> tag - previously their sound was chosen depending on animation used and hardcoded - it should open space for exotic weapons like chainsaws, lawn mowers, jackhammers, etc. If <sSound> is left unspecified, default hardcoded sound will be used normally. - knives, throwing knives, blunt weapons, launchers on attack can cause noise specified with <ubAttackVolume>, previously it was ignored for anything but guns, - For presentation purposes: Reuban's hedge trimmer using its original DG attack sound effect and making a lot of noise.
Wanne2014-04-19 09:25:08 +00:00
cd1c0a4e43
Merged from revision: 7155 Custom sounds for non-guns (by anv) - knives, throwing knives, blunt weapons can use attack sounds specified with <sSound> tag - previously their sound was chosen depending on animation used and hardcoded - it should open space for exotic weapons like chainsaws, lawn mowers, jackhammers, etc. If <sSound> is left unspecified, default hardcoded sound will be used normally. - knives, throwing knives, blunt weapons, launchers on attack can cause noise specified with <ubAttackVolume>, previously it was ignored for anything but guns, - small fix for knife/wire cutters combo where using it on empty grid would cause deadlock during battle.
Wanne2014-04-19 09:24:17 +00:00
4f7e06b75e
Merged from revision: 7153 - Externalized hardcoded radio operator texts to language specific text files
Wanne2014-04-16 19:48:30 +00:00
7daed0845b
Merged from revision: 7154 - Updated _FrenchText.cpp (by hrvg) - Fixed missing "," in language specific text files
Wanne2014-04-16 01:00:39 +00:00
ac5c9032b8
Merged from revision: 7149 Bugfix: _FrenchText.cpp
Wanne2014-04-15 18:50:43 +00:00
b08a353c05
Allow different rules for climbing (and jumping) with backpacks (by JMich) - ja2_options.ini: MAX_BACKPACK_WEIGHT_TO_CLIMB, USE_GLOBAL_BACKPACK_SETTINGS
Wanne2014-04-11 07:25:43 +00:00
ec481e8209
Allow different rules for climbing (and jumping) with backpacks (by JMich) - ja2_options.ini: MAX_BACKPACK_WEIGHT_TO_CLIMB, USE_GLOBAL_BACKPACK_SETTINGS - First setting is sBackpackWeightToClimb which is the maximum weight a backpack can weigh and still allow you to climb with. The sBackpackWeightModifier in items.xml can modify that number by either making it harder (positive number modifier) or easier (negative number modifier). If the sBackpackWeightToClimb is -1 (default) then the option is unused. Second setting is fUseGlobalBackpackSettings which if true (default) uses the same rules for all backpacks, while if false it checks for the fAllowClimbing tag in items.xml, and if that is true you can climb with said backpack. Both options can be used at the same time, so you may climb with (for example) a malice backpack that weighs less than 5kg (or 50 hg) but not climb with a radio set.
Wanne2014-04-11 07:16:46 +00:00
0c54a08683
Merged from revision: 7142 Updated French xml files (by hrvg)
Wanne2014-04-08 18:09:41 +00:00
e0448af30d
Merged from revision: 7140 Bugfix (by anv) - possible crash when viewing general stats of machineguns with no single shot available (due to comparison feature)
Wanne2014-04-06 18:31:56 +00:00
acd6cde6ae
Merged from revision: 7138 Bugfixes (by anv) - autofeeding bug, - drop items on dismiss optimization, - effectiveness of suppression was increased/decreased with every influenced soldier if set to other than default 100, - item status changed to INT16 on item create - item status is also used to specify amount of money (*50), if NPC had a lot of money in his starting gear, its amount would be incorrect.
Wanne2014-04-06 18:30:12 +00:00
292d391633
Merged from revision: 7136 - Externalized country name and noun to cities.xml (by Buggler)
Wanne2014-04-06 14:44:56 +00:00
af0f580f99
Merged from revision: 2006 - Externalized country name and noun to cities.xml (by Buggler)
Wanne2014-04-06 14:44:23 +00:00
4c0bd0e03a
Merged from revision: 7134 - Externalized country name and noun to cities.xml (by Buggler)
Wanne2014-04-06 14:43:48 +00:00
9c7e84a81b
Merged from revision: 7132 Enhancements (by Buggler) - Dynamic tactical squad hotkeys only take into account squads present in sector; freed back 11-20 tactical squad hotkeys as 10 dynamic squad hotkeys would be sufficient (thanks to Sevenfm) - Externalized 'blinded by blast' hardcoded text
Wanne2014-04-06 14:26:49 +00:00
9c7693678e
Merged from revision: 2004 Quick inventory items (by Sevenfm) Press [ALT] + [1..0] for quick access to predefined items in tactical:
Wanne2014-03-31 09:34:56 +00:00
f13a096f1e
Merged from revision: 7129 Updates/Improvements (by Sevenfm) 1. Quick inventory items: Press [ALT] + [1..0] for quick access to predefined items in tactical (ja2_options.ini: QUICK_ITEM_0 to QUICK_ITEM_9)
Wanne2014-03-31 09:33:51 +00:00
181a6a59fa
Merged from revision 7127 - Bugfix: Each CampaignStatsEvents entry in *.CampaignStatsEvents.xml should have exactly 9 szText entries like the base English "CampaignStatsEvents.xml" file
Wanne2014-03-31 08:54:55 +00:00