Commit Graph

  • 9ed1b51382 - Added new hints (by Faalagorn) Wanne 2013-09-12 07:22:29 +00:00
  • 776975b2ed - Added new hint (by DepressivesBrot) Wanne 2013-09-12 07:18:34 +00:00
  • 6b37cd418b Fixes for inventory handling since revision 6375 silversurfer 2013-09-11 13:40:07 +00:00
  • db8c197c9f git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1768 4f8fa57e-7814-0410-bad4-adc449f26b7c Wanne 2013-09-11 09:33:48 +00:00
  • 5f44513ce1 - Added new hint (by Off_Topic) Wanne 2013-09-11 08:59:13 +00:00
  • 9c3437e727 - Deleted the Manuals from the "Docs" root folder Wanne 2013-09-11 08:52:50 +00:00
  • 4ea594b2a3 Restructured / cleaned "Docs" folder - The "Docs" folder now only contains the Manuals, Hotkeys, Compatibility Fixes ... and a link to the additional 1.13 Documents Folder - Additional 1.13 SVN Documents: https://ja2svn.dyndns.org/source/ja2/trunk/Documents - see: http://www.bears-pit.com/board/ubbthreads.php/topics/325007.html#Post325007 Wanne 2013-09-11 08:46:37 +00:00
  • 6edb7f9f33 - Added german.cp (CodePage File from SVN GameDir) Wanne 2013-09-11 08:42:56 +00:00
  • 604000517e - Improved creature cutscene not playing after liberating 3 mine sectors (by Jazz) o see also GameDir Rev: 1764 Wanne 2013-09-11 07:31:51 +00:00
  • 371b24a82f - Fixed (Improved) create cutscene not playing after liberating 3 mine sectors (by Jazz) o Reworked / optimized LUA script Wanne 2013-09-11 07:30:18 +00:00
  • d760d34d7e - somehow lost two condition in previous commit, correct what is missing. Kriplo 2013-09-10 21:02:53 +00:00
  • f5ac5be03f Brief: //dnl ch68 - 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. Kriplo 2013-09-10 20:49:49 +00:00
  • f65bc9d649 - Bugfix: The mapped LUA function "SectorEnemyControlled" (mapped to l_fEnemyControlled) retrieved the wrong sector from the StrategicMap array o This fixes the bug, that the creature cutscene was never triggered (because of wrong sector infos) Wanne 2013-09-10 13:35:22 +00:00
  • 8b65e37cfd Changed handling of aiming in realtime mode silversurfer 2013-09-10 13:35:03 +00:00
  • 762a939e59 - Bugfix: Creature Quest Cutscene was not triggered o There was a wrong condition in LUA script (In the ja2 source code this condition works, but not in LUA!!!) -> WRONG: if ( giLairID ) -> this is always triggered as TRUE and therefore never starts the cutscene -> CORRECT: if ( giLairID ~= 0 ) -> if the quest has not started ( value != 0), start the cutscene Wanne 2013-09-10 11:24:11 +00:00
  • a36de16fd6 - Fixed X-Y coordinate mixed up for CheckConditionsForTriggeringCreatureQuest (by Buggler) Wanne 2013-09-10 07:25:38 +00:00
  • 7c70b7a6d2 - Fixed hardcoded (not LUA externalized) CheckConditionsForTriggeringCreatureQuest quest trigger (by Buggler) Wanne 2013-09-10 07:24:02 +00:00
  • a0a409c355 - Fixed compilation error in MapEditor build (by Faalagorn) o Forgot to add the NEWMUSIC define Wanne 2013-09-09 08:50:44 +00:00
  • bc0112e95e - Added link to the new mercenary spreadsheet (by Faalagorn) - Deleted old mercenary spreadsheets Wanne 2013-09-09 08:48:03 +00:00
  • f05139556f - Disabled the new music externalization code from revision 6296 (by Jazz) o The new music code is now surrounded by a define called NEWMUSIC o Jazz will rework the new music code in the future o For now we have the old music code back, which should fix the mentioned bugs -> Music in the main menu is starting again from beginning when going from preferences screen back to main menu screen -> The battle tracks can play only 5-15 second then they start from all over again -> The win music after tactical battle never run -> ... Wanne 2013-09-09 07:01:36 +00:00
  • 250be62601 changed IMP starting gear silversurfer 2013-09-08 19:25:11 +00:00
  • f2ee184253 Fixed wrong name for explored sector J9 Tixa silversurfer 2013-09-08 19:03:12 +00:00
  • e00dc9d9ea Bugfix for UDB General tab silversurfer 2013-09-08 18:35:01 +00:00
  • d05d130f33 Brief: //dnl ch67 - Throwing knives had tendency to magically disappear if hit some kind structure. Details: - For those who like Dimitri, throwing knives will not disappear anymore if hit some structure or flies into the sky, also using them affect their condition. Kriplo 2013-09-08 17:20:27 +00:00
  • 5428ee5ae1 Bugfix for scrolling in high resolutions (by Moa) silversurfer 2013-09-08 14:44:15 +00:00
  • 570fccf768 Brief: //dnl ch66 - Fix problems with left click on NAS pocket with weapon and attachment in hand also do some patch to JA2SP_INVENTORY_AP inventory manipulation. Details: - If have valid attachment for weapon in some NAS pocket and try left click on it weapon will be transfered to HANDPOS, this is fix and attachment box will pop up instead. - Fix problem with inventory manipulation on when they deduct APs from even on unsuccessful item movement. - From now during turn based combat you can only attach and reload weapon in your HANDPOS and item handling is forbidden in strategic map as code for APs deduction for item movement is only implemented in tactical screen. So this restrictions apply only during turn based combat and with JA2SP_INVENTORY_AP is turned on. Kriplo 2013-09-08 08:19:19 +00:00
  • 841e88d632 Bugfix for OCTH (by Moa) silversurfer 2013-09-07 22:33:28 +00:00
  • bad36b088c Bugfix for NCTH silversurfer 2013-09-07 21:05:40 +00:00
  • 23384a9199 - Fix out of array bug in GuySawEnemyThisTurnOrBefore function which force AI to run along the latest guy who see your mercs before you manage to hide. - HEIGHTUNITS_PER_CELL definition must be float. Kriplo 2013-09-07 18:50:01 +00:00
  • 6c9c3045f4 Bugfixes (by Buggler) silversurfer 2013-09-07 13:41:42 +00:00
  • 4808850814 Bugfix: Feature Swap merc faces silversurfer 2013-09-07 12:10:45 +00:00
  • 19a3d9a1a5 New parameters in CTHConstants.ini: silversurfer 2013-09-07 11:58:13 +00:00
  • 98f9831057 Brief: //dnl ch60 - 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. Kriplo 2013-09-06 20:44:57 +00:00
  • a7ac10d630 Bugfix: - swapping items in tactical could lead to a situation where we don't have enough AP to put the item on the hand cursor anywhere. Now it is allowed to place the item in your inventory. The merc will have negative AP afterwards. silversurfer 2013-09-06 19:14:09 +00:00
  • 1201807b09 Brief: //dnl ch65 - Fix not enough APs for unloaded ammo and removed attachment in map screen, however this will not solve problem if inventory manipulation is on. Details: - During the battle if you enter in strategic screen and remove attachment or unload clip and have no free slots to put them, you was stuck and need to reload game (other option was trash). Now game check if you have enough APs for reload and attach back item. - This fix solve same problem with clips in tactical screen too. Kriplo 2013-09-06 18:30:52 +00:00
  • 6fd98f0bbb Fix: updateRate for showing Cover had wrong type resulting in frequent recalculation of cover with little to no time for other calculations (by Moa) Flugente 2013-09-05 21:23:15 +00:00
  • 0e837d27a0 BACKPACKWEIGHT_LOWERS_AP controls wether backpack weight affects APs negatively Flugente 2013-09-05 19:43:57 +00:00
  • 4af0ce6712 BACKPACKWEIGHT_LOWERS_AP controls wether backpack weight affects APs negatively Flugente 2013-09-05 19:43:07 +00:00
  • 5c7fa40341 Various fixes/improvements (all by Moa): Flugente 2013-09-05 17:42:19 +00:00
  • 3905c309e5 - Correct a few sentences "LoadScreenHints.xml" Wanne 2013-09-05 13:01:54 +00:00
  • f0c824e0dd - Fixed shading of other towns in militia assignment window (by Buggler) Wanne 2013-09-05 12:37:34 +00:00
  • 5acabf4a82 - added missing merc backgrounds calculation for BG_PERC_CTH_MAX to the reworked NCTH calculation silversurfer 2013-09-05 09:35:36 +00:00
  • f13423d2c9 - aligned texts - added <insurance> tag to backgrounds Flugente 2013-09-04 23:33:03 +00:00
  • c78568cb2a added insurance cost modifier to backgrounds Flugente 2013-09-04 23:31:34 +00:00
  • 251d96ccb6 Background additions: - <no_male> and <no_female> prohibit specific backgrounds to show up on IMP generation - <cth_vs_creatures> modifies gun CTH when aiming at creatures - added wisdom stat modifier - Fix: maximum cth can never exceed 100 Flugente 2013-09-04 21:13:40 +00:00
  • d4427fbd8e - added more backgrounds - added new backgrounds to mercs - <no_male> and <no_female> prohibit specific backgrounds to show up on IMP generation - <cth_vs_creatures> modifies gun CTH when aiming at creatures Flugente 2013-09-04 21:09:21 +00:00
  • 5ca8da319c Bugfix: In OCTH iChance was calculated incorrectly when shooter was prone and shooting at standing target (analyzed by Kriplo) silversurfer 2013-09-04 18:32:59 +00:00
  • 90bb5da3df - Added new hints to LoadScreenHints.xml (by Off_Topic) Wanne 2013-09-04 17:17:24 +00:00
  • db7b59f742 - Adjustment: Now it is possible for merc to sleep only 3 hours (instead of 6) (by Buggler) o e.g: Razor should sleep only 3 hours Wanne 2013-09-04 16:56:10 +00:00
  • 3b8ba34ecf - Bugfix: Only init the profile xml filenames, if exist o This fixes the crash when starting a "Vanilla" game (Vanilla 1.13 does not have any profile xml filenames) Wanne 2013-09-04 16:54:27 +00:00
  • 80bbbd367a - Turned on the new Feature "Merc Story Backgrounds" for the 1.13 Mod per default (-> awesome mini feature) - Fixed crash on startup of "Vanilla" mod o Missing Backgrounds.xml o Made the initialization of the "SoldierProfileEnemy*.xml" files optional, because the "Vanilla" mod does not need it - Updated Ja2_Settings.INI Wanne 2013-09-04 10:45:26 +00:00
  • 89194ff11b - Expanded militia training to 6x6 square (by Buggler) Wanne 2013-09-04 10:28:12 +00:00
  • 92c04a4f60 - Translated "Story Backgrounds" to "Merc Story Backgrounds" - Added missing translation from "Overheating Weapons" to "Merc Story Backgrounds" for non English Versions - Added "// TODO.Translate" comments to the new texts Wanne 2013-09-04 10:16:05 +00:00
  • 42c0a8fa76 - Added new hints and tips to the LoadScreenHints.xml (by Uriens) - Added missing OVERHEATING property in "TableData/LoadScreenHints.xml" Wanne 2013-09-04 10:06:21 +00:00
  • 4ccc6a5b2a - new feature: backgrounds allow more personalisation of mercenaries - background feature replaces overheating on startup screen, moved overheating opion to ini Flugente 2013-09-03 20:55:33 +00:00
  • b184a624e0 - new feature: backgrounds allow more personalisation of mercenaries - background feature replaces overheating on startup screen, moved overheating opion to ini Flugente 2013-09-03 20:40:56 +00:00
  • 0bff118f10 - Bugfix: If mercs "walks on water tiles", the game used the travel-swimming BP points instead of the travel-flat BP points Wanne 2013-09-03 08:32:50 +00:00
  • d9e526bcc8 Added 'Ctrl' hotkey to add/remove 5 militia when assigning militia (by Buggler) Flugente 2013-09-02 18:03:04 +00:00
  • 8ff9125b37 Bugfix: soldiers killed on roof edges should now properly fall down and not be stuck in dying state anymore silversurfer 2013-09-02 15:33:55 +00:00
  • 858707a937 - Fixed unmovable dropoff icon when enemy took back SAM site due to initial DEFAULT_ARRIVAL_SECTOR set to hostile airspace sector (by Buggler) Wanne 2013-09-02 08:51:13 +00:00
  • e35feb6bf4 - Bugfix: Fixed issue with the Leather Shop Deed quest (by silversurfer) o On modified maps Kyle couldn't reach the temp money for the reward. Now there is a new parameter in Mod_Settings.ini called KYLE_MONEY_POSITION = x. The default for x is 14952 which is for vanilla map. Wanne 2013-09-01 16:07:46 +00:00
  • 6794dcfbe0 - Bugfix: Fixed issue with the Leather Shop Deed quest (by silversurfer) o On modified maps Kyle couldn't reach the temp money for the reward. Now there is a new parameter in Mod_Settings.ini called KYLE_MONEY_POSITION = x. The default for x is 14952 which is for vanilla map. Wanne 2013-08-31 16:48:37 +00:00
  • f68f6131b9 Brief: //dnl ch64 - Fixing Tank bursting shells problem, and some other tank related bugs. Details: - There are several problem with Tank handling, main was forcing to use gun although already decide to use machinegun which lead to bursting shells. - Another one was related to machinegun usage as current autofire handling is not supported by TANK BURST animation which had limit to 6 rounds, so decision to fire anything different then 6 lead to complete wrong APs deduction. - Fix some invalid animation decision as current tank cannot raise gun or move or check for cover. - Fix problem with wrong return (INT8) although after introduction of 100AP system APs variables are INT16 which create bad APs calculation for tank. - Fix general problem with burst and autofire when soldier decide to when swap weapons. Kriplo 2013-08-31 10:22:25 +00:00
  • c0f6e37770 - LUA Script Bugfix (by silversurfer) o Added missing ProfileID parameter when calling the LUA method: CheckFact( fact, profileID ) Wanne 2013-08-30 20:40:20 +00:00
  • 65eeb31297 Added new mercs for Russian language inshy 2013-08-30 18:31:28 +00:00
  • 1bb3f5a56a - Multiplayer Bugfix: Fixed crash in RELEASE version, when entering tactical insertion screen o The game crashed in RELEASE version, because of uninitialized music variables which were introduced in revision 6296 Wanne 2013-08-30 18:21:01 +00:00
  • 49d078cdc2 - Corrected comments and ini references (by Faalagorn) Wanne 2013-08-30 14:09:18 +00:00
  • 25cfbd0c9e Fix: wrong game language Flugente 2013-08-29 20:39:14 +00:00
  • 4f7f186580 Fix: moved function call to UB Flugente 2013-08-29 20:38:18 +00:00
  • 71238326eb - UB Improvements / Cleanup (by Jazz) o Added missing UB specific items Wanne 2013-08-29 11:59:04 +00:00
  • dab6c6ed93 - UB Improvements / Cleanup (by Jazz) o Deleted unused Inventory XML files Wanne 2013-08-29 11:57:12 +00:00
  • 56b081d0ca - UB Improvements / Cleanup (by Jazz) o added the lacking items of UB to files "the "Data\TableData\Items\Items.xml". o Necessary "Hand Cannon" were moved to the task Raul, to files H11_0_ExtraItems_xxx.xml. o The instruction Morrisa will be generated after destruction of Morrisa automatically. o All scripts lua were modified for UB Wanne 2013-08-29 11:56:11 +00:00
  • 25dd0b084e - UB Improvements / Cleanup (by Jazz) Wanne 2013-08-29 11:53:39 +00:00
  • b5494fc168 Clothes can be cut into rags. Flugente 2013-08-28 19:55:49 +00:00
  • 95e4826927 - UB Improvements / Cleanup (by Jazz) o Deleted old files, added / updated files Wanne 2013-08-28 17:12:10 +00:00
  • f8e30a5360 - UB Improvements / Cleanup (by Jazz) o Deleted old / unused files and added / updated new files o Fixed problems with the icons of objects laid on the ground (wrong ja2set.dat) Wanne 2013-08-28 17:09:45 +00:00
  • a5abf4d91a - UB Improvements / Cleanup (by Jazz) o Now there are 2 ways to play UB (1.13 and Vanilla): vfs_config.UB113.ini, vfs_config.UBVanilla.ini o UB: Source Code cleanup: Replaced hardcoded merc profiles with proper ENUMS, ... o Updated / added UB-Config values Wanne 2013-08-28 17:06:43 +00:00
  • 5c7c9ed851 - Added missing entries in EMAIL.EDT for John Kulba to the German Version o The texts are still in English and need to be translated. Wanne 2013-08-28 16:36:33 +00:00
  • ee8d4f6eb9 Assassins use and loose uniforms if uncovered Flugente 2013-08-27 22:48:02 +00:00
  • 18a55c89cc Fix: gear icons and assignment icons no longer overlap Flugente 2013-08-27 20:04:36 +00:00
  • df7cb392c5 Forbid time compression if hostile civilians or bloodcats are in the sector. Otherwise all travelling squads are delayed over and over again. Flugente 2013-08-26 21:57:19 +00:00
  • 52b3ebcf75 soldier tooltips now display energy and morale Flugente 2013-08-26 21:23:22 +00:00
  • 6ad228e91e soldier tooltips now display energy and morale Flugente 2013-08-26 21:19:31 +00:00
  • 44d98500f1 - in ch58 forget to check if pointer is null which of course lead to CTD, sorry ;-) Kriplo 2013-08-25 20:55:59 +00:00
  • 571a2940e6 Brief: //dnl ch63 - Fixing AI problems when they use launchers. Details: - Seems from implementation of 100AP system and new attachment system and new kind of GL launchers, AI use them improperly or not used at all. Bugs was: - Bursting grenades from non burst launcher. - Not use GL if grenade is already in it - Not firing from rocket launcher if couldn't find hand grenade. - Refusing to launch grenade from attached GL if couldn't find grenade in other pockets. - Never fire from single rocket launchers like LAW. - Incorrect chance to throw calculation for GLs which lead into no decision to throw. - Whole cylinder of grenades was permanently remove from pocket after reloading launcher. Kriplo 2013-08-25 20:30:46 +00:00
  • 29beae22d5 Fix: game clock patch caused compile errors in editor (by silversurfer) Flugente 2013-08-25 20:24:43 +00:00
  • 3612cb1279 Fix: face gear items were wrong Flugente 2013-08-25 15:12:47 +00:00
  • 3375414e51 Game clock improvements (by Moa) Flugente 2013-08-25 13:38:21 +00:00
  • 127dbc2f90 moved face icons for assignments and various states to a separate library to be independent of face gear icons. Flugente 2013-08-25 11:58:22 +00:00
  • 638de03d8d Brief: //dnl ch62 - Ignore firing into dying and breathless targets. Details: - AI will ignore attack breathless targets if there are other in better condition. - AI will not fire into dying targets. - AI should avoid go into creature gas. Kriplo 2013-08-25 08:40:36 +00:00
  • f06df7741f Brief: //dnl ch61 - Basic support for reducing AI friendly fire. Details: - Friendly fire grids are defined during best shot calculation then AI decide depending of soldier character to fire or take other action. Still in autofire accidentally friendly hits could be higher depending of bullets spreading. Kriplo 2013-08-25 07:36:03 +00:00
  • 894cc53692 - Updated faces and added missing camo faces for Spike and Leech (by anv) - fixed Sparky relationships and quotes (by anv) Flugente 2013-08-24 23:08:25 +00:00
  • 4ac9cf5ebe Library Updates and 'ext' directory cleanup (by Buggler) - utfcpp 2.3.4 - libpng 1.2.50 - zlib 1.2.8 Flugente 2013-08-24 20:42:14 +00:00
  • 123b46f2c8 59. Brief: //dnl ch59 - Fix problem AI cannot fire when mercs are on roof, AI calculate chance to hit from all stances. Details: - Sometimes AI not fire when target is on roof, happens in situation when previous target was on ground because bLevel was not update. - Instead to calculate ChanceToHit only from STANDING from now AI calculate chance for all stances, so AI should be more eager to attack. Kriplo 2013-08-24 20:17:16 +00:00
  • 1adc9c542c Brief: //dnl ch58 - Fix several problems which lead into bad or no AI decisions, add optional decision of short autofire. Kriplo 2013-08-23 16:27:36 +00:00
  • 61ed9596c9 - Cosmetic Improvements to MERC hiring page (by Buggler) Wanne 2013-08-22 19:37:20 +00:00
  • 8cb5d41a4d - Cosmetic Improvements to MERC hiring page (by Buggler) Wanne 2013-08-22 19:36:22 +00:00
  • e49412eae9 - Cosmetic Improvements to MERC hiring page (by Buggler) Wanne 2013-08-22 19:35:59 +00:00
  • 09dbe4c96f - Fixed loading of vehicle faces (by silversurfer) o Vehicle faces after index 163 (heli) were not loaded Wanne 2013-08-21 22:27:34 +00:00
  • 8c6c13d335 - Added optional profile names to the XML files (by silversurfer) Wanne 2013-08-21 22:25:16 +00:00