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View Code? Open in Web Editor NEWGame assets for the Jagged Alliance 2 v1.13 project
Game assets for the Jagged Alliance 2 v1.13 project
To my knowledge, the Xml-Editor is vastly outdated.
It can be used to watch files to some degree, but saves done with it can corrupt file structure.
Since it's included, players which are not aware of the possible issues use it anyway, resulting in messed up files.
The Xml-Editor has it's own repo on 1dot13 for those interested in it.
The xml files can be edited with notepad++ or something alike.
I suggest to remove it from gamedir until a version fully working with latest 1.13 is available.
could we add a txt-file with number of GameDir ?
if adding new commit, also change the number in his txt, simular to what is done with changing entries in GameVersion.cpp for source?
latest svn was g2653, two commits since would be g2655 (atm)
Right now, sector names are read from data-1.13 sectornames.xml and thus are applicable to Arulco, not Tracoma :P
When downloading a release, I noticed that showing trees and smart tree tops are off by default. Imo, it would make sense to turn both options on, as the smart tree tops setting practically eliminates the need to ever have to manually turn tree tops on or off during gameplay.
Ditto for auto fast forward for AI turns. It should only affect AI that is not currently visible and who likes having longer turns?
And possibly lobot as well? Anyone who prefers new sprites can disable the option, but for new players who might not know about it, it'd be on by default
it seems ExShell might be unusable, abandoned and could possibly be removed
Should be
<STRUCTURE><!--concertina wire-->
<usCreationItem>1542</usCreationItem>
<usItemStatusLoss>1</usItemStatusLoss>
<szTileSetDisplayName>Concertina wire</szTileSetDisplayName>
<szTileSetName>spot_1.sti</szTileSetName>
<dCreationCost>1.0</dCreationCost>
<fFortifyAdjacentAdjustment>1</fFortifyAdjacentAdjustment>
<northfacingtile>2</northfacingtile>
<northfacingtile>4</northfacingtile>
<southfacingtile>2</southfacingtile>
<southfacingtile>4</southfacingtile>
<eastfacingtile>3</eastfacingtile>
<eastfacingtile>5</eastfacingtile>
<westfacingtile>3</westfacingtile>
<westfacingtile>5</westfacingtile>
instead of
<STRUCTURE><!--concertina wire-->
<usCreationItem>1542</usCreationItem>
<usItemStatusLoss>1</usItemStatusLoss>
<szTileSetDisplayName>Concertina wire</szTileSetDisplayName>
<szTileSetName>spot_1.sti</szTileSetName>
<dCreationCost>1.0</dCreationCost>
<fFortifyAdjacentAdjustment>1</fFortifyAdjacentAdjustment>
<northfacingtile>3</northfacingtile>
<northfacingtile>5</northfacingtile>
<southfacingtile>3</southfacingtile>
<southfacingtile>5</southfacingtile>
<eastfacingtile>2</eastfacingtile>
<eastfacingtile>4</eastfacingtile>
<westfacingtile>2</westfacingtile>
<westfacingtile>4</westfacingtile>
tldr:
should be 2424, 3535. Instead of 3535,2424
Currently, JA2 vanilla config will error out due to data folder lacking the needed .xml files for lobot. Need to move .xml files related to lobot to Data folder in order for it to work, but first I need to go through them and check if there are any that need to be preserved in data-1.13 as well.
Mostly thinking about filters.xml, and whether item uiIndexes match between vanilla and 1.13 configs.
Hello,
When the roof collapses it produces white_smoke instead of debris smoke.
This is due to the fact that this item:
items.xml
<ITEM>
<uiIndex>1727</uiIndex>
<szItemName>Structure Explosion</szItemName>
<szLongItemName>Structure Explosion</szLongItemName>
<szItemDesc>INTERNAL ITEM</szItemDesc>
<szBRName>Structure Explosion</szBRName>
<szBRDesc>INTERNAL ITEM</szBRDesc>
<usItemClass>512</usItemClass>
<ubClassIndex>175</ubClassIndex>
<ItemFlag>268435456</ItemFlag>
<ubCursor>18</ubCursor>
<ubGraphicType>1</ubGraphicType>
<ubGraphicNum>49</ubGraphicNum>
<ubWeight>6</ubWeight>
<ubPerPocket>4</ubPerPocket>
<ItemSize>14</ItemSize>
<usOverheatingCooldownFactor>100</usOverheatingCooldownFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
Which points to:
explosives.xml
<EXPLOSIVE>
<uiIndex>175</uiIndex>
<ubType>12</ubType>
<ubDamage>0</ubDamage>
<ubStunDamage>0</ubStunDamage>
<ubRadius>0</ubRadius>
<ubVolume>0</ubVolume>
<ubVolatility>0</ubVolatility>
<ubAnimationID>12</ubAnimationID>
<ubDuration>4</ubDuration>
<ubStartRadius>1</ubStartRadius>
<ubMagSize>1</ubMagSize>
<fExplodeOnImpact>0</fExplodeOnImpact>
<usNumFragments>0</usNumFragments>
<ubFragType>0</ubFragType>
<ubFragDamage>0</ubFragDamage>
<ubFragRange>0</ubFragRange>
<ubHorizontalDegree>0</ubHorizontalDegree>
<ubVerticalDegree>0</ubVerticalDegree>
<bIndoorModifier>0</bIndoorModifier>
</EXPLOSIVE>
Is pointing to
ubType 12
ubType 12 is now equal to FIRE_RETARDANT ever since Flugente added the extinguishers
Please CHANGE
ubType 12 to ubtype 11 for Explosive175 in explosives.xml
543
should be 643 for item FAMAE SAF Silenciada
I've had two separate crashes that both referred to missing animations.
The missing animations in question were:
ANIMS\S_MERC\S_DIEFWD.STI
ANIMS\M_MERC\M_DIEFWD.STI
Both crashes happened when killing an enemy in tactical battle.
I see the animations are mentioned in the source code, Animation Data.cpp, but I can't seem to find the animation files anywhere.
I'm playing the Steam version of JA2 with the latest unstable version of 1.13, v1-146-gc32d09b.
File : ..\ext\VFS\src\Core\vfs_init.cpp
Line : 286
Location : vfs_init::initVirtualFileSystem
Could not initialize library [ Data\Ambient.slf ] in : profile [ SLF Libs ], path [ Data\Ambient.slf ]
in some of the possible sectors a spawning Gridno was inavlid (inpassable location)
One of the most often asked questions on the forums is the slowdowns and glitches when people haven't applied the win10 registry fixes properly. Bundling cnc-ddraw with gamedir would let the game work right off the bat for most people and it also allows alt-tabbing that the current ddraw.dll doesn't do.
Game needs to be set to fullscreen from ja2.ini for it to work, not sure if disabling windowed option from the code would be a good way to enforce that or not.
As FunkyFresh pointed out, the current 1024x768 resolution with no aspect ratio correction setting in ddraw.ini looks pretty horrible. Would something like 1366x768 be a better default resolution, assuming that most people who play the game has at least 1080p capable monitor?
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