5e2982c509 take popup option names by const reference, not by pointer
POPUP_OPTION copies the name it is given -- `this->name = *newName` into a
std::wstring member -- but its constructor took a std::wstring*, so 64 call
sites spelled the argument `&std::wstring( pStr )`. Taking the address of a
temporary is ill-formed, and clang refuses it outright:

    error: taking the address of a temporary object of type 'std::wstring'

It happens to work under MSVC because the temporary outlives the call, dying
at the end of the full expression rather than before the copy. Nothing was
corrupt; the code was just spelling "pass me a string" in a way the language
does not allow.

A const reference says what these functions actually want, so the call sites
lose the &, and the two places that allocated a string purely to have an
address to pass -- POPUP_SUB_POPUP_OPTION's default constructor, which carried
a "TODO: possible memmory leak!" saying as much, and a "Dummy generator"
option -- stop leaking one.

Converted: POPUP_OPTION's constructor and setName, POPUP::addOption and
addSubMenuOption, and both POPUP_SUB_POPUP_OPTION constructors. The popupDef
family in popup_definition.* keeps its std::wstring* because it owns what it
is handed and stores the pointer; that is a different design and a different
change. The three calls it makes into the converted API now dereference.

Verification:
    grep -rn '&std::wstring' --include=*.cpp --include=*.h .   # nothing
    ninja -C build parse             # no popup_* or SkillMenu sites remain
    ninja -C build -k 0              # Release, four applications, green
    ninja -C build-debug -k 0        # Debug, four applications, green

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-23 19:29:55 -03:00
2026-07-21 18:39:50 -03:00
2025-01-05 07:57:57 -03:00
2025-01-02 08:02:52 -03:00
2023-01-10 13:50:05 +01:00

JA2 v1.13




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:

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

  1. Install the original Jagged Alliance 2

  2. Download the latest all-in-one release and copy its content to JA2 game directory. Overwrite when asked.

  3. Modify ini settings if you like.

  4. 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

  1. Run Visual Studio 2019 or newer.
  2. 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.git or https://github.com/1dot13/source.git in the Repository location field, select the path you want to clone the repository to and click Clone.
      • Double-click on Folder View in the Solution Explorer
    • Click Open a local folder
      • Use this option if you already cloned the repository yourself.
  3. 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.
  4. Click on the dropdown that says x64-Debug and select Manage configurations.... This should trigger Visual Studio to load the CMakeUserPresets.json file it just copied. Now you can close the window for managing the configurations.
  5. The x64-Debug option should have been replaced by 1dot13 Debug. Click it and select Manage 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 set CMAKE_RUNTIME_OUTPUT_DIRECTORY to 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.
  6. You can use Build -> Build All to 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

S
Description
No description provided
Readme
1.7 GiB
Languages
Python 78.8%
C++ 18.2%
C 1.9%
Lua 0.6%
GAP 0.3%