76eda883a5 build Lua from vendored source instead of the prebuilt lua51.lib
The tree carried two prebuilt Lua static libraries and a copy of the Lua
public headers. lua51.lib is 5.1.2 and matched the headers; lua51.vc9.lib
is 5.1.4 and was dead weight — it came second in Ja2_Libraries, so the
linker resolved every Lua symbol out of lua51.lib and never pulled an
object from it. Just as well, since it asks for /DEFAULTLIB:MSVCRT while
we build /MT.

ext/lua-5.1.5 is the upstream tarball unmodified, built as lua51 the way
the other vendored libraries are, and its src directory replaces lua/ as
the home of lua.h, luaconf.h, lauxlib.h and lualib.h. Those four headers
were stock 5.1.2 retabbed, so 5.1.5 is bugfix-only against what the game
compiled against; the bytecode format is unchanged across 5.1.x and every
script under gamedir is plain source anyway. lua/lua.hpp had no includers
and returns to etc/ where upstream keeps it.

/SAFESEH:NO goes with it. Its two stated reasons were lua51.lib and the
smackw32 import library, and both are now gone: every remaining prebuilt
static library is SAFESEH-clean (libexpatMT.lib 5 of 5 members with
@feat.00 = 0x1, RakNetLibStatic.lib 79 of 79), and lld-link emits a
3155-entry SEHandlerTable without it.

The /MT comment blamed the wrong library. lua51.lib carried no linker
directives at all; RakNetLibStatic.lib is what pins us to the static
runtime, with /DEFAULTLIB:LIBCMT and /DEFAULTLIB:libcpmt.

Verified by building all four applications in Debug and Release, and by
linking the tarball's own lua.c against our lua51.lib with the build's
clang-cl flags and running it under Wine: 5.1 stdlib, GC, coroutines and
the x86 __asm fld/fistp lua_number2int fast path all behave. The game
itself could not be launched here — this checkout's gamedir has loose
Data directories but no SLF archives, so VFS aborts on Data\Ambient.slf
long before any script runs.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 13:25:35 -03:00
2026-07-30 13:25:35 -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

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