Commit Graph

  • ca03cb86c0 - Fixed compilation error in NON English builds Wanne 2014-06-05 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) Wanne 2014-06-03 18:45:07 +00:00
  • c76520133a Merged from revision: 2051 - Fixed resetting boxes fought (by anv) Wanne 2014-06-03 18:42:57 +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. Wanne 2014-06-03 18:42:29 +00:00
  • 89deae89b2 Merged revision(s) 7260 from branches/ja2_source_official_2014: Fix: error in VS2008 project file Flugente 2014-06-03 18:32:48 +00:00
  • fa29d9be26 Merged from revision: 7258 - Translated russian source code comments (by Sevenfm) Wanne 2014-06-03 18:13:23 +00:00
  • 1e2d803916 Merged from revision: 7256 Deleted TAIWANESE GameDir files Wanne 2014-06-03 18:03:54 +00:00
  • b118cf07b7 Merged revision(s) 7254 from branches/ja2_source_official_2014: Deleted TAIWANESE language versions. Flugente 2014-06-02 19:00:06 +00:00
  • 8927918913 Fix: skill display crashed and/or was badly aligned when selecting many traits (by cres) Flugente 2014-06-02 17:21:23 +00:00
  • 6448b332ec Merged revision(s) 7251 from branches/ja2_source_official_2014: code cleanup & removed some warnings Flugente 2014-06-01 21:50:14 +00:00
  • be52b5bf76 Fix: CTD on MeLoDY website if player has no active mercs Flugente 2014-05-31 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. silversurfer 2014-05-31 19:46:19 +00:00
  • a8b6c482e4 Merged from revision: 7243 - Translated German.Items.xml (by Leonidas) Wanne 2014-05-30 20:22:13 +00:00
  • 8c822524d0 Merged from revision: 7244 - Improved German translation for _Ja25GermanText.cpp (by Leonidas) Wanne 2014-05-30 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[]) Wanne 2014-05-30 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 Flugente 2014-05-28 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 Flugente 2014-05-28 22:03:13 +00:00
  • 6ea1d5dd8d Merged from revision: 7238 - Translated texts from _ChineseText.cpp (by John_5696) Wanne 2014-05-27 18:14:20 +00:00
  • d58cf279d4 Merged from revision: 7236 - Translated missing texts in Chinese.Backgrounds.xml (by Jason Lejardo) Wanne 2014-05-26 19:05:47 +00:00
  • bde20308cd - changed SHOT_HEAD_DIVISOR to SHOT_HEAD_MULTIPLIER. The old name was misleading silversurfer 2014-05-26 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. silversurfer 2014-05-26 16:47:48 +00:00
  • e7644240ef Merged from revision: 7232 - Translated Chinese.Backgrounds.xml and Chinese.LoadScreenHints.xml (by Jason Lejardo) Wanne 2014-05-25 18:00:51 +00:00
  • 3f16ec0cff Merged from revision: 2046 - Added first page and last page buttons to history log (by Buggler) Wanne 2014-05-23 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 Wanne 2014-05-23 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) Wanne 2014-05-23 06:39:37 +00:00
  • d8fcb599d8 Merged from revision: 2044 - Reworked/improved english texts for LoadScreenHints.xml and CampaignStatsEvents.xml (by John A Smith) Wanne 2014-05-22 18:48:55 +00:00
  • cd7a8d2d7a Merged from revision: 7226 - Fixed typos and reworked texts in *.LoadSceenHints.xml Wanne 2014-05-20 19:01:23 +00:00
  • 028d942421 Merged from revision: 2042 - Fixed typo in LoadScreenHints.xml Wanne 2014-05-20 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) Wanne 2014-05-20 18:33:55 +00:00
  • 8abbd3c053 Fix: boxer never got out of boxing ring, leading to an endless clock Flugente 2014-05-19 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 Flugente 2014-05-19 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 Flugente 2014-05-19 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. Wanne 2014-05-19 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. Wanne 2014-05-19 18:51:43 +00:00
  • 6f253e7e49 Driveable vehicle update (by anv) - Vehicles can now exit sector in tactical screen. Wanne 2014-05-19 18:49:20 +00:00
  • 0fd5f010b8 increased possible number of helicopter refuel sites from 2 to 30 Flugente 2014-05-18 16:05:12 +00:00
  • 616b48acb9 - Improved NCTH cursor (by Sevenfm) ja2_options.ini: IMPROVED_NCTH_CURSOR Wanne 2014-05-18 15:44:02 +00:00
  • 666a9fdf22 - Improved NCTH cursor (by Sevenfm) ja2_options.ini: IMPROVED_NCTH_CURSOR Wanne 2014-05-18 15:42:56 +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.html Wanne 2014-05-18 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.html Wanne 2014-05-18 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) Wanne 2014-05-18 14:44:04 +00:00
  • cf1b9982ba Merged revision(s) 7209 from branches/ja2_source_official_2014: - improved prisoner handling code Flugente 2014-05-18 14:40:58 +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. Flugente 2014-05-17 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 Flugente 2014-05-17 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 Wanne 2014-05-14 18:49:43 +00:00
  • 714a3845c7 - Moved some INI property initialization values in the correct place Wanne 2014-05-14 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. Flugente 2014-05-13 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. Flugente 2014-05-13 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. Wanne 2014-05-11 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 Wanne 2014-05-11 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 Wanne 2014-05-08 18:48:42 +00:00
  • fcc2fc6f73 Merged revision(s) 7195 from branches/ja2_source_official_2014: Show prison capacity in sector info box. Flugente 2014-05-06 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. Wanne 2014-05-06 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. Wanne 2014-05-06 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) Wanne 2014-05-06 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. Wanne 2014-05-04 15:59:16 +00:00
  • 004fdf839b Fix: when taking an enemy general prisoner, he was not always removed correctly Flugente 2014-05-03 00:17:08 +00:00
  • 2d1436aa5d Generals no longer become officers, as that would make it easier to identify them. Flugente 2014-05-02 23:30:11 +00:00
  • b571d62a8b Number and type of prisoners in player-controlled prisons is now displayed in sector info box. Flugente 2014-05-02 23:06:54 +00:00
  • 3a7f7b263b Fix: wrong function calls Flugente 2014-05-02 18:17:49 +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 Wanne 2014-05-02 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) Flugente 2014-05-01 23:47:45 +00:00
  • 95a05c2560 Merged revision(s) 2029 from branches/ja2_data_official_2014: added neurotoxin darts to Howard's inventory Flugente 2014-05-01 22:04:14 +00:00
  • c137c76bb3 Fix: do not apply disguise if we are seen by an enemy Flugente 2014-05-01 21:53:59 +00:00
  • ba59e9fa5e skill menu entries can be translated Flugente 2014-05-01 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 Flugente 2014-05-01 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. Flugente 2014-05-01 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 Flugente 2014-04-30 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. Flugente 2014-04-30 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. Flugente 2014-04-30 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, Wanne 2014-04-27 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, Wanne 2014-04-27 16:16:14 +00:00
  • 6a46bcfb91 - Fixed incompatible savegames because of keys and locks externalization (by anv) Wanne 2014-04-27 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.html Wanne 2014-04-24 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.html Wanne 2014-04-24 18:35:30 +00:00
  • aaaa144261 Merged from revision: 7161 Show Bonus from traits and background/bonus from worn equipment (by anv) - Just hover the mouse over the camo value and you will see the value in the tooltip - see: http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/331780/%5BFeature_request%5D_Add_stealth_.html Wanne 2014-04-21 07:24:19 +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 Wanne 2014-04-21 06:58:21 +00:00
  • 60640f8501 Merged from revision: 7159 - Fixed incomplete commit from revision 7156 (custom sounds for non-guns) Wanne 2014-04-21 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 Wanne 2014-04-19 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 Wanne 2014-04-19 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. Wanne 2014-04-19 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. Wanne 2014-04-19 09:24:17 +00:00
  • 4f7e06b75e Merged from revision: 7153 - Externalized hardcoded radio operator texts to language specific text files Wanne 2014-04-16 19:48:30 +00:00
  • 7daed0845b Merged from revision: 7154 - Updated _FrenchText.cpp (by hrvg) - Fixed missing "," in language specific text files Wanne 2014-04-16 01:00:39 +00:00
  • ac5c9032b8 Merged from revision: 7149 Bugfix: _FrenchText.cpp Wanne 2014-04-15 18:50:43 +00:00
  • c2e82752d4 Fixed UB GameDir files (by Jazz) Wanne 2014-04-13 17:31:29 +00:00
  • 886889eb9d Fixed UB GameDir files (by Jazz) Wanne 2014-04-13 17:30:08 +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 Wanne 2014-04-11 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. Wanne 2014-04-11 07:16:46 +00:00
  • d4620ffebc Merged from revision: 7144 Updated _FrenchText.cpp (by hrvg) Wanne 2014-04-08 18:23:06 +00:00
  • 0c54a08683 Merged from revision: 7142 Updated French xml files (by hrvg) Wanne 2014-04-08 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) Wanne 2014-04-06 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. Wanne 2014-04-06 18:30:12 +00:00
  • 292d391633 Merged from revision: 7136 - Externalized country name and noun to cities.xml (by Buggler) Wanne 2014-04-06 14:44:56 +00:00
  • af0f580f99 Merged from revision: 2006 - Externalized country name and noun to cities.xml (by Buggler) Wanne 2014-04-06 14:44:23 +00:00
  • 4c0bd0e03a Merged from revision: 7134 - Externalized country name and noun to cities.xml (by Buggler) Wanne 2014-04-06 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 Wanne 2014-04-06 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: Wanne 2014-03-31 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) Wanne 2014-03-31 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 Wanne 2014-03-31 08:54:55 +00:00