GameVersion.cpp becomes a configure_file template, so the version strings are a
build input rather than something a CI step seds into the working tree mid-run.
That is what lets a crash report be matched to its exact build's PDB for offline
symbolization.
The two strings get distinct jobs. czVersionString is the machine-readable build
identity: the bare short commit SHA and nothing else. A `git describe` string
cannot serve here -- czVersionString is 16 bytes because it is stored in the
savegame header as SAVED_GAME_HEADER::zGameVersionNumber and strcmp'd on load,
and describe puts the SHA last, so truncation ate exactly the discriminating part
and could make two different commits compare equal. CI passes 9 hex; anything
that would not fit is now a configure error rather than a silent clip.
zBuildInformation is the display string, untruncated, and it is no longer printed
beside czVersionString: that drops the duplication in the version line ("JA2 1.13
V4-555-G6A941C0 2026-07-25 V4-555-G6A941C06") and stops showing a token that is
now machine-only. CI's copy leads with GAME_VERSION, because the version line is
now the only place a player reads which release they are running.
Finish what the sed step's TODO asked for: the workflow pins GAME_BUILD_INFORMATION
and GIT_SHA once, next to the gamedir SHAs it already pins, and hands them to CMake
with -D. Every parallel build job therefore stamps one agreed identity, and the
compile checkout needs no git history at all.
A build nobody identifies is a local build and says so -- czVersionString reads
"local" -- rather than deriving a SHA from HEAD. A derived SHA could not stay
true: nothing re-runs configure once HEAD moves, so an incremental build would
keep whatever it was configured with, and keeping it honest would mean
reconfiguring on every commit. It would also buy nothing, because only packaged
builds are archived with their PDBs; a local build's crash reports are symbolized
against the PDB sitting next to the exe.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
JA2 v1.13
Preamble
Jagged Alliance 2 v1.13 is a modification for the Jagged Alliance 2 game.
Original development was done through SVN, this however ended abruptly in 2022, to keep the development going the step to Github has been made.
Feel free to participate in the development!
For more information you can visit the following locations:
- The Bear's Pit Forum
- Jagged Alliance 2 v1.13 - Starter Documentation
- How to get: latest 1.13, 7609, feature-descriptions and more
- JA2 v1.13 pbworks wiki (outdated)
- The Bear's Pit Discord
In case of any issues, look at Reports or Participation
Downloads
Note
All-in-one releases come for different languages and include JA2 v1.13, the Map Editor and JA2 Unfinished Business.
Visit the releases page to download the latest all-in-one.
Installation
-
Install the original Jagged Alliance 2
-
Download the latest all-in-one release and copy its content to JA2 game directory. Overwrite when asked.
-
Modify ini settings if you like.
-
Play the game.
Some additional information on can be found in folder "docs" inside download.
If you face issues with higher resolutions, alt+tab not working, blackscreen, etc.,
run the "cnc-ddraw-config.exe" in game-folder and adjust settings to your liking.
(those issues can occur due to the combination of old game and modern OS/hardware, cnc-ddraw helps to avoid those)
Visual Studio setup
- Run
Visual Studio 2019or newer. - Clone and open the location with the source code using one of these two options:
- Click
Clone a repository- Enter
git@github.com:1dot13/source.gitorhttps://github.com/1dot13/source.gitin the Repository location field, select the path you want to clone the repository to and clickClone. - Double-click on
Folder Viewin theSolution Explorer
- Enter
- Click
Open a local folder- Use this option if you already cloned the repository yourself.
- Click
- Visual Studio will automatically detect the CMake configuration files and will run the CMake generation. There will bet a CMake error in the logs saying
No existing preset was found, copied a preset template to [some_path]. This is normal and only happens once. - Click on the dropdown that says
x64-Debugand selectManage configurations.... This should trigger Visual Studio to load theCMakeUserPresets.jsonfile it just copied. Now you can close the window for managing the configurations. - The
x64-Debugoption should have been replaced by1dot13 Debug. Click it and selectManage configurations...again. Here is where you configure the language for the built executables as well as which ones to build, Most important, here is where you setCMAKE_RUNTIME_OUTPUT_DIRECTORYto the path to your JA2 1.13 installation. This will be used for debugging. Note that the path needs to have a working 1.13 installation, and that includes the 1.13 game data. - You can use
Build -> Build Allto build the executables you selected in the configuration.
Reports
For more information and reports, visit Bug reports at Bear's Pit Forum or join the Bear's Pit Discord
Participation
Feel free to participate on GitHub. If you want to know how, or simply wanna share your thoughts on a topic join the Bear's Pit Discord
