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Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP A detailed list of all the features (changes) is visible in the history log of the development trunk: INFO: The source code for the official 2011 release (4870) has been branched here: https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011 This commit contains the following features: *** Externalized Vehicles *** o Now with this feature we can add/remove vehicles o New XML File: TableData\Vehicles.xml o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer() o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9) *** Up to 255 save slots *** - There is a "Next" and "Prev" button where you can scroll through the save slots - It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot - Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form *** New Feature: Externalized emails from Emails.edt to XML*** o This feature can be enabled/disabled in the Source: --> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml *** Externalized Hidden Towns (Tixa, Orta) *** o Now it is possible to add new hidden towns (locations) o See file: TableData/Map/Cities.xml o New variable in TableData/Map/Cities.xml - hiddenTown: 0 = show on strategy map, 1 = Hide on strategy map - townIcon: 1 = on, 0 = off (This is the icon you see on the strategy map) - szIconFile: The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti) - iconPosition: The x,y position of the icon on the strategy map *** Encyclopedia and Briefing Room, reachable from the laptop *** o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo o Added Example usage of the Briefing Room - Extract it in your JA2 1.13 folder and use the latest development executable - The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button - See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png" *** Improved interrupt system (IIS) *** o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787 o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM) o A few more settings for the interrupt system in ja2_options.ini o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini *** Walking and sidestepping with weapon raised *** o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY o The following feature apply when you walk/sidestep with weapon raised: -> limited angle of view, but you can see more farther when the weapon has a scope -> better change for interrupts if you see an enemy -> less APs and BPs when shooting, because the weapon is already raised -> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini *** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) *** o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad *** Added UB-1.13 source code *** o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113 o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h" o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini" o There are 2 new XML files - Layout\LayoutMainMenu.xml - MapAction\ActionItems.xml o There are 2 new LUA-Script files - Scripts\ExplosionControl.lua - Scripts\InterfaceDialogue.lua *** Hide enemy health text / enemy hit count *** o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT o both new settings only have effect in a singleplayer game o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
62 lines
3.6 KiB
C
62 lines
3.6 KiB
C
#ifndef _GAME_VERSION_H_
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#define _GAME_VERSION_H_
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#ifdef __cplusplus
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extern "C" {
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#endif
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//
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// Keeps track of the game version
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//
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extern CHAR16 zVersionLabel[256];
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extern CHAR8 czVersionNumber[16];
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extern CHAR16 zTrackingNumber[16];
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//ADB: I needed these here so I moved them, and why put them in *.cpp anyways?
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//
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// Keeps track of the saved game version. Increment the saved game version whenever
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// you will invalidate the saved game file
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#define SAVE_GAME_VERSION 131 //125 //124 //114 //113 //112 //111 //110 //109 //108 //107 //106 //105 //104 //103 //102 //101 //100 // 99
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#define JA25_UB_INTEGRATION 131 // Before this, the JA25 Unfinished Business code was not integrated (see "Builddefines.h" JA2UB)
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#define IMPROVED_INTERRUPT_SYSTEM 130
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#define ENCYCLOPEDIA_SAVEGAME_CHANGE 129 // Added encyclopedia
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#define HIDDENTOWN_DATATYPE_CHANGE 128
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#define NEW_EMAIL_SAVE_GAME 127
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#define NEW_SAVE_GAME_GENERAL_SAVE_INFO_DATA 126
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#define QUESTS_DATATYPE_CHANGE 125 // Before this, we had a maximum number of 30 quests (JA2 default) (by Jazz)
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#define VEHICLES_DATATYPE_CHANGE 124 // Before this, vehicles were not externalized (by Jazz)
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#define FIXED_MERC_NOT_AVAILABLE_ON_MERC_WEBSITE 123 // Before this, only Bubba was available on MERC website
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#define FIXED_CREPITUS_IN_REALISTIC_GAME_MODE 122 // Before this, there was an initializing problem in GameInit.lua on startup, in which we could meet crepitus in Tixa underground map
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#define FIXED_NPC_QUOTE_BUG 121 // Before this, we need to reload all npc quote information because it was not being saved and loaded correctly.
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#define MOVED_GENERAL_INFO 120 // Before this, general game information was saved much later in the save game process.
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#define NCTH_AUTOFIRE_UPDATE 119 // Before this, we didn't track the original autofire offsets
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#define BR_EMAIL_DATA_CHANGE 118 // Before this, BR emails caused CTD
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#define NCTH_DATATYPE_CHANGE 117 // Before this, we did not have HAM 4.0 NCTH
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#define NEW_GENERAL_SAVE_INFO_DATA 116 // Before this, we did not have HAM 4.0 general info
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#define IMP_TRAIT_EXPERT_ITEMS_CHANGE 115 // Before this, we did not have additional expert items defined in IMPItemChoices.xml
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#define LUA_SAVEGAME_CHANGE 114 // Before this, we did not have additional lua script files (e.g: Intro.lua, ...)
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#define STOMP12_SAVEGAME_DATATYPE_CHANGE2 113 // Before this, STOMP did not allow to have up to 30 traits
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#define NAS_SAVEGAME_DATATYPE_CHANGE 112 // Before this, NAS settings (ON/OFF) was not saved to the savegame
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#define STOMP12_SAVEGAME_DATATYPE_CHANGE 111 // Before this, STOMP v1.2 was not included in the source
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#define BUGFIX_NPC_DATA_FOR_BIG_MAPS 110 // Before this, we had a bug in the NPC Data for Big Maps (this fix was introduced in the Closed Beta)
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#define STRATEGIC_MINES_DATATYPE_CHANGE 109 // Before this, we did not have strategic mines initialization via lua script
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#define HIDE_NPC_NAMES_FOR_UNKNOWN_PERSONS 108 // Before this, we did not have hiding of npc names for unknown persons included (by jazz)
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#define BIG_MAPS_PROJECT_SAVEGAME_DATATYPE_CHANGE 107 // Before this, we did not have big maps project
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#define AIRPORT_SAVEGAME_DATATYPE_CHANGE 106 // Before this, we did not have airport externalized
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#define AP100_SAVEGAME_DATATYPE_CHANGE 105 // Before this, we didn't have the 100AP structure changes
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#define NIV_SAVEGAME_DATATYPE_CHANGE 102 // Before this, we used the old structure system
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//#define RUSSIANGOLD
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#ifdef __cplusplus
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}
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#endif
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#endif
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