A crash report is worth nothing sitting on the player's disk. On startup, drain the crash_report_*.txt files the handler left behind to the endpoint named by CRASH_TELEMETRY_URL in Ja2 Settings; an empty or absent key turns the feature off entirely. The first launch asks the player once and remembers the answer in telemetry.consent -- declined means the reports simply keep accumulating locally. This lands in its own translation unit rather than in more of debug_win_util.cpp. Everything in that file runs inside a faulting thread and may not allocate; everything here runs at startup with a healthy heap and is ordinary code. Two files keep the no-heap rule easy to see and easy to hold. The draining runs on a detached thread. The uploads are synchronous WinHttp calls with seconds-long timeouts, and this sits on the startup path, so on the main thread an unreachable endpoint is a stall the player watches before the splash screen. Nothing waits on the result: if the player quits first the process exits from under the thread, which costs nothing, since an interrupted upload leaves the file on disk and it goes out next launch. The consent prompt stays on the main thread on purpose -- it is a question, and a question has to be asked before anything is sent. Which reports get deleted is chosen so that a mistake cannot destroy them. A file goes away on 2xx, and on 400/413/415, i.e. content the server will never accept. Everything else keeps it: no connection, 5xx, and notably the 403/404 of a mistyped CRASH_TELEMETRY_URL, which would otherwise silently eat every player's crash history. Bounds all round: every WinHttp phase has a timeout, a report over 256 KB is not one of ours and never goes on the wire, at most 20 uploads per launch so a crash-looping build cannot turn startup into an upload session, and reports older than 30 days are dropped unsent. 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- JA2 v1.13 pbworks wiki (outdated)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
