Quantcast

TripleA 1.6.1.4 Stable has been released

classic Classic list List threaded Threaded
35 messages Options
12
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

TripleA 1.6.1.4 Stable has been released

Veqryn
Administrator
This post was updated on .
TripleA 1.6.1.4 Stable has been released, download it here,

http://sourceforge.net/projects/triplea/files/TripleA/1_6_1_4/
or: https://sourceforge.net/projects/tripleamaps/files/TripleA/stable/1_6_1_4_bundled/

This version is completely backwards compatible with 1.6.1.2 savegames.  It will also run all savegames from 1.5.2.1 onward.
(You can install more than 1 version of TripleA at a time, and run them all at the same time.)


The Developers for TripleA 1.6.1.4: Veqryn


Main Updates:
1. Support for new and totally different Map Skins.  
This includes a skin I made for Global 1940 that looks just like ABattlemap!

2. A new Map Creator is being included with TripleA.
The map maker now has a full tutorial for how to make a Map Skin, along with improved instructions for each step of the way.

3. Added a new "Tab" to the right side of the screen, called Objectives Tab.
The objectives tab will display all National Objectives and other condition based things.  You will have to update your maps to see the feature, and not all maps have the text file that displays this tab (though it is easy to make the text file for it, so bug the map maker if your fav map doesn't have it).

4. New keyboard shortcuts:
Press "I" to show a popup containing info on whatever unit or territory your mouse is currently hovering over.
Press "N" during combat-move or non-combat-move phases to cycle to the next territory containing units that have movement left (you should never have to forget about that russian submarine now!).
Press "WASD" or the Arrow Keys, to move around the map.

5. Added support for "UPnP" (universal plug and play) on Routers.  This means that if your router supports UPNP, triplea will automatically do port forwarding for you (online games).
Should make it easier to host games live online.

6. Support for custom Sounds, and tons of new Sounds added!
Sounds can now be customized per map, so that you can have horses galloping for blitzing a territory in Napoleonic Empires, and tank movements for blitzing a territory in any ww2 game.
A ton more "sound locations" added, meaning more places for sounds to be played.  And a lot more sounds added to the engine (like sounds for air battles, etc).




Major Bug fixes since 1.6.1.2:
* Showed convoy blockade dice rolls in History Panel even if the blockade damage is zero. (veqryn)
* Fixing bug history panel bug caused by loading a savegame at the end of the last player's turn, causing a "Can not add event, not in step" error to be thrown. (veqryn)
* Fixing comparison method in Easy AI (weak ai) so that adheres to the comparison contract. Also cleaned up a lot of code, fixed a lot of warnings. (veqryn)
* Fixing Concurrent Modification error with getIsAmphibiousMarine method in battle display. (veqryn)
* Fixing movement validation bug that disallowed movement into a sea zone controlled by the enemy with subs, if the sea zone also had an owner, even if subs are being ignored. (veqryn)
* Fixed issue with showing Turn Summary from right clicking on the player's node while in the History mode, which showed the current player's territory summary instead of the selected player. (veqryn)
* Fixed null pointer error in getSkins method when user has installed triplea to the user folder. (veqryn)
* Fixed issue with not being Java 1.5 compatible. (veqryn)
* Fixed bug where rockets could attack a factory multiple times. (veqryn)
* Preventing fighters that used up all movement to get to a battle, from getting to retreat. (veqryn)
* Fixed bug in Triggers that use "chance" and also have more than 1 action or event inside them, so that they will no longer test once for each action, and instead only one time total. (veqryn)
* Disallowing rockets from firing over impassible territories by default. (veqryn)
* Allowing sea units to retreat back if the retreating to territory contains only ignored enemy units. (veqryn)
* Fixing bugs with placing constructions in sea zones. Now constructions can only be "produced" by the territory they are going into. (veqryn)
* Changing getBoundingRect and createTerritoryImage and getTiles so that any polygons on the right or bottom will be translated to be on the negative left or top, hopefully solving issue where the mini territory image was not being displayed properly for territories on both sides of a map divide. (frigoref)
* Allowing air movement over neutrals and enemy territories so long as movement over neutrals is allowed, and no nonparatrooping units are present. (veqryn)


Major New Engine Features:
* Updating CenterPicker and PolygonGrabber and AutoPlacementFinder and TileImageBreaker and PlacementPicker to include more notes on how to use them, as well as allowing arguments and remembering selections. (veqryn)
* Adding new menu option "Focus On Own Casualties", which when selected will cause the default casualty selection to focused, allowing the user to hit spacebar to accept it. (hakon)
* Creating a new Map Creator / Map Maker that is accessible from the Engine Preferences section of TripleA. (veqryn)
* Creating a ConnectionFinder for the 'map' part of the xml. (edwin van der wal)
* Creating new stats panel, "Objective" Tab, which will contain a list of all national objectives and any other conditions the map maker wants. Creating new text file, "objectives.properties", which will hold all the details about what objectives to show on the objective tab.  (veqryn)
* Created new tab, "Notes", which will just show the game notes, on the right side of the screen. (veqryn)
* Creating new map utility, "Decoration Placer", which allows a map maker to put decorations and other images on a map, recording their points in a text file. (veqryn)
* Added an 'Is Amphibious' check box to the battle calculator, so that units like marines will correctly calculate for an amphibious battle. (veqryn)
* Created new map utility, "MapPropertiesMaker", which will make the "map.properties" file. (veqryn)
* Fixing Move Panel and Place Panel so that Undoing a move or place will not result in scrolling back to the top, and will instead scroll to make sure that the move under the undoed move is still visible. (veqryn)
* Allowing the map to be scrolled by using the arrow keys and/or WASD. (veqryn)
* Created new HotKey, "I", which when pressed will create a popup for 5 seconds showing all the info about the unit and/or territory your mouse is currently over. (veqryn)
* Created new HotKey, "N", which when pressed during a movement phase, will cycle through all units with available movement left, focusing the map on the unit. (veqryn)
* Added UPnP support to TripleA, so that TripleA will now attempt to Forward Ports for the user.  This means users should no longer have to do port forwarding themselves to be able to host a game online. (veqryn)
* Allowing for Sea Factories, and Air Factories, to produce from owned sea zones. (veqryn)
* Added tutorial on how to make a map and/or map skin. (veqryn)
* Adding a lot more sounds to the engine and some sounds specific to napoleonic empires. (hepster & zim xero & veqryn)
* Changing Tech Stats Panel to use small flag images for column headers instead of the first letter of nation names. (veqryn)
* Getting TripleA Map Panel to center on the capital of a player, whenever we switch to a new player's phase. (veqryn)


Major New Game XML or other Map Features:
* Deleting the game option "Rocket Attack Per Factory Restricted", and replacing it with its inverse, "Rocket Attacks Per Factory Infinite". (veqryn)
* Creating new "map.properties" variables: "units.width", "units.height", "units.counter.offset.width" and "units.counter.offset.height", allowing maps to use non-standard sized unit images. (veqryn)
* Created new "map.properties" variables: "map.showResources", and "screenshot.title.enabled". (veqryn)
* Created new "map.properties" variable "map.scrollWrapY", and got TripleA to successfully scroll in the Y direction, as well as both X and Y at the same time seamlessly. (veqryn & frigoref)
* Deleting xml property, "Display Units as Counters", and will replace it with a map.properties property "units.stack.size", because display options should not be in the xml, only game logic should be. (veqryn)
* Deleting xml property, "Display Sea Names", and will replace it with a map.properties property "map.showSeaZoneNames", because display options should not be in the xml, only game logic should be. (veqryn)
* Created new "map.properties" variables: "units.stack.size", "map.showSeaZoneNames", and "map.drawNamesFromTopLeft". (veqryn)
* Created new folder, "territoryNames", which can be filled with .png images of each territory name. These will be displayed at the points in "name_place.txt". (veqryn)
* Deleted "map.properties" variable "map.showConvoyNames" and replaced with "map.showComments". (veqryn)
* Created new text file, "comments.txt", which will control where things like convoy route names and comments will go. (veqryn)
* Getting TripleA to use any sounds located in a folder named "sounds" in any map file, thereby allowing custom sounds for every map. (veqryn)
* Allowing TripleA to use custom cursors located at "misc/cursor.gif". (veqryn)
* Created new "map.properties" variables: "map.cursor.hotspot.x", and "map.cursor.hotspot.y". (veqryn)
* Deleting game option property, "Previous Units Fight", since it doesn't do anything at this point. (veqryn)
* Deleting game option property, "Hari-Kari Units", since it doesn't do anything at this point. (veqryn)
* Created new game option property, "Submarines Defending May Submerge Or Retreat", which will allow defending submarines to submerge or retreat to a friendly neighboring sea zone. (veqryn)
* Allowing all sounds to have a player associated with them.  Just name the sound "<soundName>_<playerName>".  If the player sound does not exist, it will use the default non-player sound. (veqryn)
* Created a "sounds.properties" file which allows you to specify which era of sounds (ww2, preindustrial, classical, future) you are using, and also set up custom sound choices for each sound location path. (veqryn)
* Created new xml option type "stepProperty" for a step (gamePlay - sequence), which can hold small options for modifying a delegate step. (veqryn)
* Created new stepProperty, "skipPosting", which when true will skip the forum posting for that EndTurn type step. (veqryn)
* Created new stepProperty, "turnSummaryPlayers", which holds a list of players for whom we will include their turn summary information in the forum/email post. (veqryn)


Major Map/Game changes:
* Fixing Global 1940 to match 2nd Edition version. (veqryn)
* Adding dotted lines to the LOTR Middle Earth map, to show connections over rivers. (veqryn)
* Various small updates to all maps. (veqryn)


For a full changelog see here:
https://triplea.svn.sourceforge.net/svnroot/triplea/branches/1_6_1_4_stable/changelog.txt



Please report any bugs encountered here:

http://sourceforge.net/tracker/?group_id=44492&atid=439737


If you find bugs, I really can't do much about them unless you upload an autosave.  It will save me tons of time if you give me an autosave / or save game made sometime before the bug occured.  Also mention what map the bug occurred on, and copy and paste the error if there is one.

Your save games are in a folder right next to where the maps are:

(Windows XP)  C:\Documents and Settings\userName\triplea\
(Windows 7)  C:\Users\userName\triplea
(Mac)  /home/user/documents/triplea/
(Linux)  /home/user/triplea/

[They are NOT in program files.  They are in a folder in your user account.]

When you are making a post, click the "More Options" button.  From there click "Upload a file".
Simply upload the autosave, or other save, to your post.

I really really appreciate savegames, it makes my life a lot easier.

Please also describe what happened before the bug occurred, and copy and paste the full error message, and of course say what map and what version of TripleA you were using!

thanks,
veqryn
Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: TripleA 1.6.1.4 Stable has been released

Veqryn
Administrator
If you would like to support or donate to TripleA, go here: https://sourceforge.net/donate/index.php?group_id=44492


Changes for 1.6.1.4:
* Adding dotted lines to the LOTR Middle Earth map, to show connections over rivers. (veqryn)

* Not showing tech in stats panel if game xml does not have any technologies. (veqryn)

* Created new stepProperty, "turnSummaryPlayers", which holds a list of players for whom we will include their turn summary information in the forum/email post. (veqryn)

* Created new stepProperty, "skipPosting", which when true will skip the forum posting for that EndTurn type step. (veqryn)

* Created new xml option type "stepProperty" for a step (gamePlay - sequence), which can hold small options for modifying a delegate step. (veqryn)

* Adding some more sounds for ancient/classical era. (veqryn)

* Adding some more ww2 sounds and national anthems for main players. (hepster)

* Allowing air movement over neutrals and enemy territories so long as movement over neutrals is allowed, and no nonparatrooping units are present. (veqryn)

* Creating caching mechanism for sound clips, so that there are never more than 24 sound clips being held in memory. This should prevent errors in MacOS and Linux, which can not handle having large number of sound clips open at same time. This may however result in a delay before hearing clips, and still could result in errors if clips are really long. (veqryn)

* Fixed null pointer error for a trigger based game property change of a field that starts out as null. (veqryn)

* Fixed bug in strategic bombing that allowed strategic bombing of units that can be damaged, which were also being transported. (veqryn)

* Adding scroll bars to notification messages window. (veqryn)

* Increasing max memory from 640mb to 768mb, and up to 896mb for online games. (veqryn)

* Moved all sounds to a specific "era" folder (ww2, preindustrial, classical, future) and changing how sounds are found again, so that there should no longer be any need for duplicate sound files. Now all sounds should come with TripleA, and you can use the "sounds.properties" file to cherry pick which sounds you want. (veqryn)

* Created a "sounds.properties" file which allows you to specify which era of sounds (ww2, preindustrial, classical, future) you are using, and also set up custom sound choices for each sound location path. (veqryn)

* Getting TripleA Map Panel to center on the capital of a player, whenever we switch to a new player's phase. (veqryn)

* Changing getBoundingRect and createTerritoryImage and getTiles so that any polygons on the right or bottom will be translated to be on the negative left or top, hopefully solving issue where the mini territory image was not being displayed properly for territories on both sides of a map divide. (frigoref)

* Abstracting the Stats panels into AbstractStatPanel so that extending Stats panel (and all of its overhead) is no longer necessary for the EconomyPanel, ObjectivePanel, TerritoryDetailPanel, and other panels. (veqryn)

* Changing Tech Stats Panel to use small flag images for column headers instead of the first letter of nation names. (veqryn)

* Fixing bugs with placing constructions in sea zones. Now constructions can only be "produced" by the territory they are going into. (veqryn)

* Adding a lot more sounds to the engine (zim xero) and some sounds specific to napoleonic empires. (hepster & veqryn)

* Added tutorial on how to make a map and/or map skin. (veqryn)

* Allowing for Sea Factories, and Air Factories, to produce from owned sea zones. (veqryn)

* Added UPnP support to TripleA, so that TripleA will now attempt to Forward Ports for the user.  This means users should no longer have to do port forwarding themselves to be able to host a game online. (veqryn)

* Created framework for using UPnP library, and UI component for user. (veqryn)

* Added java library for Universal Plug and Play (UPnP) to TripleA. (veqryn)

* Created new HotKey, "N", which when pressed during a movement phase, will cycle through all units with available movement left, focusing the map on the unit. (veqryn)

* Created new HotKey, "I", which when pressed will create a popup for 5 seconds showing all the info about the unit and/or territory your mouse is currently over. (veqryn)

* Allowing the map to be scrolled by using the arrow keys and/or WASD. (veqryn)

* Added original owner, whenCapturedByGoesTo, captureUnitOnEnteringBy, and changeUnitOwners to the Territory tooltip and territory tab info. (veqryn)

* Fixing Move Panel and Place Panel so that Undoing a move or place will not result in scrolling back to the top, and will instead scroll to make sure that the move under the undoed move is still visible. (veqryn)

* Allowing all sounds to have a player associated with them.  Just name the sound "<soundName>_<playerName>".  If the player sound does not exist, it will use the default non-player sound. (veqryn)

* Added a ton more new sounds to the engine. (veqryn)

* Changed Sounds so that instead of specific sound files, the engine will search for specific sound folder. The engine will then randomly select a sound in that folder and play it. This allows for randomized sounds. (veqryn)

* Made sure any clicking or dragging gives focus to the main map panel area. Also ensuring that if focus goes to the tabs panel tabs, that the focus goes back to the map. (veqryn)

* Created new game option property, "Submarines Defending May Submerge Or Retreat", which will allow defending submarines to submerge or retreat to a friendly neighboring sea zone. (veqryn)

* Deleting game option property, "Hari-Kari Units", since it doesn't do anything at this point. (veqryn)

* Deleting game option property, "Previous Units Fight", since it doesn't do anything at this point. (veqryn)

* Allowing sea units to retreat back if the retreating to territory contains only ignored enemy units. (veqryn)

* Disallowing rockets from firing over impassible territories by default. (veqryn)

* Added message on how long a ban lasts for, when a user tries to reconnect to the lobby. (veqryn)

* Created ui wrapper for properties, and allowed most to be editable. (veqryn)

* Created new map utility, "MapPropertiesMaker", which will make the "map.properties" file. (veqryn)

* Added an 'Is Amphibious' check box to the battle calculator, so that units like marines will correctly calculate for an amphibious battle. (veqryn)

* Getting Decoration Placer to auto place all images nicely on the map if they match the territory names or if they are not decorations. Also including detailed instructions. (veqryn)

* Got the Decoration Placer to work with placing PUs, decorations, name images, capitals, vc's, and all other image types and text files. (veqryn)

* Creating new map utility, "Decoration Placer", which allows a map maker to put decorations and other images on a map, recording their points in a text file. (veqryn)

* Fixed bug in Triggers that use "chance" and also have more than 1 action or event inside them, so that they will no longer test once for each action, and instead only one time total. (veqryn)

* Created new tab, "Notes", which will just show the game notes, on the right side of the screen. (veqryn)

* Getting the objective panel to not refresh more than every 10 seconds, and adding a "Refresh" button so that it can be manually refreshed. (veqryn)

* Getting the objectives on the objective tab to show up in colors (red = true, blue = used up), and show more information: <#of uses left><T=true/F=false><#of objectives filled>. (veqryn)

* Including on Objective tab whether condition is currently true or not, and getting it to update with the game. (veqryn)

* Creating new text file, "objectives.properties", which will hold all the details about what objectives to show on the objective tab. (veqryn)

* Creating new stats panel, "Objective" Tab, which will contain a list of all national objectives and any other conditions the map maker wants. (veqryn)

* Created new "map.properties" variables: "map.cursor.hotspot.x", and "map.cursor.hotspot.y". (veqryn)

* Allowing TripleA to use custom cursors located at "misc/cursor.gif". (veqryn)

* Getting TripleA to use any sounds located in a folder named "sounds" in any map file, thereby allowing custom sounds for every map. (veqryn)

* Renaming the "images" folder into "assets", and then moving the "sounds" folder to be inside of the "assets" folder, inside the triplea program directory. (veqryn)

* Created new text file, "comments.txt", which will control where things like convoy route names and comments will go. (veqryn)

* Deleted "map.properties" variable "map.showConvoyNames" and replaced with "map.showComments". (veqryn)

* Created new folder, "territoryNames", which can be filled with .png images of each territory name. These will be displayed at the points in "name_place.txt". (veqryn)

* Created new "map.properties" variables: "units.stack.size", "map.showSeaZoneNames", and "map.drawNamesFromTopLeft". (veqryn)

* Deleting xml property, "Display Sea Names", and will replace it with a map.properties property "map.showSeaZoneNames", because display options should not be in the xml, only game logic should be. (veqryn)

* Deleting xml property, "Display Units as Counters", and will replace it with a map.properties property "units.stack.size", because display options should not be in the xml, only game logic should be. (veqryn)

* Created new "map.properties" variable "map.scrollWrapY", and got TripleA to successfully scroll in the Y direction, as well as both X and Y at the same time seamlessly. (veqryn & frigoref)

* Created new "map.properties" variables: "map.showResources", and "screenshot.title.enabled". (veqryn)

* Creating a ConnectionFinder for the 'map' part of the xml. (edwin van der wal)

* Adding Mnemonics to menu options in game. (frigoref)

* Improved performance of Polygon Grabber and added a auto-grab to it to will attempt to grab any polygon that does not contain other polygons, based on the centers file. (edwin & veqryn)

* Set up UI for map creator, fixed it up to be able to run all utility files, including sending arguments to them. (veqryn)

* Creating a new Map Creator / Map Maker that is accessible from the Engine Preferences section of TripleA. (veqryn)

* Updating TileImageBreaker and PlacementPicker to include more notes on how to use them, as well as fixing some bugs and allowing arguments and remembering selections. (veqryn)

* Updating CenterPicker and PolygonGrabber and AutoPlacementFinder to include more notes on how to use them, as well as allowing arguments and remembering selections. (veqryn)

* Fixing Global 1940 to match 2nd Edition version. (veqryn)

* Preventing fighters that used up all movement to get to a battle, from getting to retreat. (veqryn)

* Allowing PlacementPicker and AutoPlacementFinder to accept two arguments (when run by command line), the width and the height, of the placements. (veqryn)

* Fixed issues preventing the smallMap from being updated after switching map skins. Also polishing up support for map skins that are totally different than the original map. (veqryn)

* Creating new "map.properties" variables: "units.width", "units.height", "units.counter.offset.width" and "units.counter.offset.height", allowing maps to use non-standard sized unit images. (veqryn)

* Fixing a bug in center picker, and fixing a bug where selecting a map skin didn't verify the map before changing the user preferences. (veqryn)

* Fixed bug where rockets could attack a factory multiple times. (veqryn)

* Deleting the game option "Rocket Attack Per Factory Restricted", and replacing it with its inverse, "Rocket Attacks Per Factory Infinite". (veqryn)

* Fixed issue with not being Java 1.5 compatible. (veqryn)

* Fixed null pointer error in getSkins method when user has installed triplea to the user folder. (veqryn)

* Fixed issue with showing Turn Summary from right clicking on the player's node while in the History mode, which showed the current player's territory summary instead of the selected player. (veqryn)

* Fixing movement validation bug that disallowed movement into a sea zone controlled by the enemy with subs, if the sea zone also had an owner, even if subs are being ignored. (veqryn)

* Adding new AI, "Moore N Able (2)", with ability to read a script file from map folder. (kmoore)

* Fixing Concurrent Modification error with getIsAmphibiousMarine method in battle display. (veqryn)

* Fixing comparison method in Easy AI (weak ai) so that adheres to the comparison contract. Also cleaned up a lot of code, fixed a lot of warnings. (veqryn)

* Fixing bug history panel bug caused by loading a savegame at the end of the last player's turn, causing a "Can not add event, not in step" error to be thrown. (veqryn)

* Adding new menu option "Focus On Own Casualties", which when selected will cause the default casualty selection to focused, allowing the user to hit spacebar to accept it. (hakon)

* Changed order of steps so that in games where Submarines may submerge before battle, the attacker is asked first, then the defender is asked. (hakon)

* Showed convoy blockade dice rolls in History Panel even if the blockade damage is zero. (veqryn)




Changes for 1.6.1.2:
* Fixed null pointer for undoing a placement made by UK in global 1940 maps, caused by the new no-air-checking delegate [players will need to update their 1940 maps though]. (veqryn)
* Fixed integer array error in Strategy Bombing with Heavy Bombers, causing the second half of all rolls to not be rolled, thereby defaulting to one each. (veqryn)
* Fixing "Edit Unit Bombing Damage" for maps that use territory based damage, such as ww2v3. (veqryn)
* Fixed bug in Paratroopers code, causing paratrooper attacks in coast territories on maps with scrambling to never actually take the territory. (veqryn)
* Adding a backup lobby properties location on the tripleawarclub, in addition to the one on sourceforge. (veqryn)
* Improving "Draw Territory Borders On Top" so that it will automatically switch to "medium" if you are on "low/default" and are zooming, and switch back once you stop zooming out. (veqryn)
* Creating framework for TripleA to use proxies to connect to the internet. Allowing map downloading, PBEM/PBF, and dice servers to use a proxy. (veqryn)
* Improved bombing result display to show ignored dice if there are any, and improving history panel to show the rolls for each target unit. (veqryn)
* Improving the menu "GAME -> SHOW DICE STATS" to give information per player, as well as totals. (veqryn)
* Allowing new option for the Play By Email / Play By Forum poster, to "Include Overall Dice Statistics" in the post/email. (veqryn)
* Allowing people to hold SHIFT down while their mouse is over a territory in order to keep that territory in the Territory Panel, no matter where they move their mouse afterwards. (frigoref)
* Creating a simple Ping method inside of the Chat Controller, that will ping all computers once every minute, hopefully improving everyone's connections. (Sean Bridges & veqryn)
* Changed EndTurnDelegate so that Units Changing Ownership, and Hitpoint Repair, will still happen even if you have lost your capital. (veqryn)
* Fixed problem in Global 1940 Alpha when undoing a placement made by British. (veqryn)



Changes for 1.6.1.1:
* Fixed bug in freePlacementCapacity when placing land units in a territory that previously placed sea units in a sea zone bordering more than one land producer. (veqryn)
* Fixed null pointer error in Dynamix AI. (veqryn)
* Removed game stopping message about unlimited purchases, whenever a unit or item cost so little that you can buy more than 10000 of it. (veqryn)
* Fixing scrambling again, so that even an amphibious assault on an undefended (blitzable) land territory, from an undefended sea zone, will still trigger scrambling. (veqryn)
* Fixed bug with new technologies by removing static instances of all hardcoded Technologies. Everything now done with locally created instances per game data. (veqryn)
* Fixing display error in old paratroopers tech that caused the land unit to appear to die with the air unit even after it has landed and survived any aa fire. (veqryn)
* Fixing some errors with command line options, and abstracting some game running utilities. (veqryn)
* Fixed issue with moving of old fighters to a new carrier by making sure it only used the producer territory. (veqryn)
* Fixed string index out of bounds error with notifications, and also forced them to shorten for the history event record, to 150 characters if needed by removing all html code then truncating the string. (veqryn)
* Fixing bug preventing renamed hardcoded techs from working properly. (veqryn)
* Fixed bug causing land units carried by air units (paratroopers tech) to blitz unoccupied enemy territories on route if going behind enemy lines. (veqryn)
* Fixing bug with connections being lost during end of Air Battles, resulting in a game that can not continue. (veqryn)
* Fixing movement validation to allow submarines that are transports to carry land units through other ships. (veqryn)
* Fixed bug causing stacked aa guns to all fire with the attack power of the most powerful aa gun in the group. (veqryn)
* Increasing max memory from 512mb to 640mb, and up to 768mb for online games. (veqryn)
* Created method to maintain savegame compatibility between 1.6.1 and 1.6.1.1 with regards to techs. (veqryn)
* Creating framework for loading older savegames using older included jar files. (veqryn)
* Including old 1.5.2.1 and 1.6.0.0 jar files with slight modifications, so that 1.6.1.1 can play 1.5.2 and 1.5.2.1 and 1.6 savegames by simply running them with the old jar, but as a separate application. (veqryn)
* Made xml exporter also add original territory owner as occupiedTerrOf until such a time as we can just use originalOwner. (veqryn)
* Forcing default map selection when TripleA starts to avoid the last file path uri used if it is not within the user's triplea folder or the program's folder. (veqryn)
* Making game notes non-modal (doesn't stop all action til closed) and making it always on top so that you can read it while you play. (veqryn)
* Adding Passworded (PW), Game Version (GV), and Engine Version (EV) columns to lobby. (veqryn)
* Allowing members in online lobby to join games hosted by older versions of triplea, if they have the jar to run it. (veqryn)
* Allowing hosts to load an old savegame, causing old engine to join lobby and host directly, if they have the jar to run it. (veqryn)
* Made massive updates to 1.5.2.1 and 1.6 so that they can work as 'old' jars and be run from 1.6.1.1 or future versions. (veqryn)
* Changed choose how "best dice roll" / "LHTR heavy bombers" works with Low Luck on, so that it will add a bonus equal to the number of dice sides divided by 6. (veqryn)
* Making sure technology still has an effect even if it is not in a player's tech frontier. (veqryn)
* Europe and Pacific and Global 1940 original maps, updated. (veqryn)
* Global 1940 Alpha mod/variant added. (veqryn)



Changes for 1.6.1:
* Fixed issue where fighters moving alone were not asked if they want to escort. (veqryn)
* Fixed null pointer error in triggerSupportChange caused by having a hashmap of an attachment class, inside of another attachment class, then deserializing this (loading a savegame), resulting in the hashmap being resolved before all its keys are, giving the wrong hashcodes to those keys. (veqryn)
* Fixing bug in Battle Calculator where damaged units got turned into healthy units before each battle was calculated. (veqryn)
* Fixed battle calc to make it try to use the territory effect that we select. (veqryn)
* Rewriting build file and including META-INF, hopefully fixing issue with Gmail play-by-email emailer on linux machines. (rain)
* Added new sounds for air, sea, and land battles, rockets, politics, and tech. (veqryn)
* Changing IDrawable calls to use highest level of graphics rendering available. (veqryn)
* Added a drawing method and menu option to have territory borders drawn a second time on top of the map. (veqryn)
* Added List to Battle Calc so that you can manually select one or more territory effects, hold down shift to select more than one. List will automatically fill with starting territory's effects. (veqryn)
* Changing how Battle Records get added and removed from game data through the Change Factory to be more memory efficient. (veqryn)
* Make savegames for long games, games with many players, and games with many battles, much smaller. (veqryn)
* Created an option in Play-By-Forum and Play-By-Email to send the move summary after the combat move phase, in addition to the summary at the end of the turn. This is to help with OOL and scrambling orders. (veqryn)
* Allowing additional nations to share the cost of technology, and creating a good user interface that dynamically adjusts to show how much is being paid by each nation. (veqryn)
* Created edit option to add technology to a player. (veqryn)
* Created edit option to remove technology from a player, except that shipyards and industrial technology can never be removed, and any technology that uses triggers is pointless to remove and removing will not undo their effect. (veqryn)
* Created edit option to change the amount of unit hitpoint damage on any and all units which can take more than 1 point of hit damage. (veqryn)
* Created edit option to change the amount of unit bombing damage on any and all units which can be damaged by bombing. (veqryn)
* Making scramble dialog non-modal so that the user can move the map around before choosing what to scramble. Note that saving the game while in the middle of scrambling can result in weird effects, so it is not recommended. (veqryn)
* Making kamikaze and interceptor dialogs non-modal so user can move around map while choosing. Again, saving during the dialog then reloading might have odd effects. (veqryn)
* Fixing AIs to no longer use isFactory, and instead use things like canProduceUnits, etc. (veqryn)
* Created new game option, "Remove All Tech Tokens At End Of Turn", which will remove tech tokens after each tech roll. (veqryn)
* Adding methods to ensure that any power sharing technology (like British to UK Pacific) will still roll for war bonds even if its capital is taken, so long as the shared power is not able to have the warbonds technologies. (veqryn)
* Created new game option, "Kamikaze Suicide Attacks Only Where Battles Are", and implemented it. (veqryn)
* Created new game option, "Submarines Prevent Unescorted Amphibious Assaults", that prevent unescorted transports from conducting amphibious assaults. (veqryn)
* Deleting unit attachment, "isFactory", but keeping the setter so that old xml's will not break. setting isFactory now just sets: canBeDamaged, isInfrastructure, canProduceUnits, isConstruction, constructionType = "factory", maxConstructionsPerTypePerTerr = 1, constructionsPerTerrPerTypePerTurn = 1. (veqryn)
* Creating a reset method for every single attachment property. These can now be used to return a property to its default value. (veqryn)
* Changing trigger property changes to use "-reset-" instead of clear. Can now be used with any attachment option. (veqryn)
* Fixing more bugs in Global 1940 and getting it closer to the real thing. (veqryn)
* Adding a new 5 player FFA map for Napoleonic Empires. (veqryn)



Changes for 1.6:
* Fixed the problems with Edit Mode, by fixing a previous refactoring that switched two variables up. (veqryn)
* Fixed issue with battles showing who won twice in the history panel. (veqryn)
* Fixed bug preventing Moore AI from placing Transport type sea units whenever it did not buy non-transport sea units. (veqryn)
* Fixed Economy panel so that it would change when you click back through history. (tao nie)
* Fixed Null pointer errors in Turn Summary Poster, and also fixed up Politics to display better in the turn summary with indents. Also stopped the poster from showing certain things like: game loaded, recording battle statistics, and giving bonus movement. (veqryn)
* Fixing comparison method in weak ai. (veqryn)
* Fixed issue with "Scramble To Any Amphibious Assault" not working at all. (veqryn)
* Fixed issue with unloaded ground units not dying or being removed, even if their transports die from a scrambled air defense. (veqryn)
* Semi-Fixed issue with not being able to retreat from a scrambled air defense. You can now retreat anywhere that does not have enemies. User should know where they came from and make legal move. (veqryn)
* Fixed issue with maxScrambleCount not keeping track of scrambles for different sea zones by the same land territory. (veqryn)
* Fixed issue with not being able to move through submarines during noncombat if they were on top of convoy zones. (veqryn)
* Fixed error with Low Luck AA guns when the dice side is different than 6. Was trying to roll zero random dice. (veqryn)
* Fixed error with "Should not be adding battle record for player ...", which was caused by creating a battle using edit mode for a player who's turn has passed already. (veqryn)
* Fixed blockade zones so that they never do more damage than the combined total of their neighboring territories, even if there are multiple sea zones blockading a single or set of territories. (veqryn)
* Fixed error preventing AI Flat Income Bonus from happening unless the Percentage Bonus was also set. (veqryn)
* Fixed issue with having multiple support attachment affecting the same group of units. The order of preference is now: highest bonus support first, then lowest number of supported types to highest number of types. (veqryn)
* Fixed issue with loading transports in the same sea zone where a transport was previously unload in a previous phase. (veqryn)
* Fixed issue with not being able to blitz through units owned by a power to which you were neutral with. (veqryn)
* Fixed null pointer exception when not selecting the target for a bomber after an air battle is finished. (veqryn)
* Fixed error from trying to undo a battle move created using another player's units, using edit mode. (veqryn)
* Fixed fatal error in HistoryLog, caused by clearing an array that potentially gets accessed later at a specific index number, from doing an edit during a movement phase then doing an undo later. (veqryn)
* Fixed parsing error in player attachment options: placementLimit, movementLimit, attackingLimit. (veqryn)
* Fixed bug where dependents of an air transport were not dying when the air transport was hit by AA fire, in the case where the air transports could fly deep into enemy territory and flew over an AA gun. (veqryn)
* Clearing all cached data for AIs once a game has been left. (veqryn)
* Disallowed any unloading of ground units to a friendly territory, during combat move, if we have scrambling or kamikazes turned on. (veqryn)
* Allowed all defending or attacking units to die, when there are none left who are capable of throwing dice. (veqryn)
* Allowed defenseless attackers to be able to retreat if they can, instead of being forced to die. (veqryn)
* Allowed multiple airbases in a single territory to stack for their max scrambling number total. (veqryn)
* Changed priority of AA casualty choosing system to: chooseAACasualties -> isRollAAIndividually -> isRandomAACasualties. This means that "choose aa" overrides all, while "roll aa individually" will only override "random aa". (veqryn)
* Disallowed Bombardment from any sea zone that had a kamikaze suicide attack. (veqryn)
* Allowed createsResourcesList to have negative values as well as positive values. (veqryn)
* Fixing error message for when a game xml is not correctly formed. Also preventing errors from being thrown until we check the version number. (veqryn)
* Forcing all unit types to have attachments, or else an error will be thrown during parsing. Also forcing canals to be properly done in xml. (veqryn)
* Allowed loading of transports in Sea Zones where all enemies just became hostile this turn due to politics. (veqryn)
* Allowed interceptors and escorts to benefit from attackRolls and defenseRolls and their bonuses. (veqryn)
* Added information on which units are doing the bomber to the question about what should each bomber bomb. (veqryn)
* Allowed downloading of multiple maps/games in one go, by holding down CTRL while selecting maps in the "Download Games" dialog screen, and out of date maps will show up in bold, and maps up-to-date will show in italics. (ddurham)
* Created new type of attachment, TechAbilityAttachment, which will control how all technologies work. (veqryn)
* Created new techAbilityAttachment, "movementBonus", which controls the bonus to movement that is received from any technology. Also created default attachment for Long Range Air, which will now be set to give +2 movement to all air units, that are air units at the start of the game. (veqryn)
* Stopped "Low Luck for Bombing and Territory Damage" from controlling "bombingMaxDieSides" and "bombingBonus", and made it create a Low Luck situation on top of whatever dice sides and bonus the map uses. (veqryn)
* Created new game option, "Use Bombing Max Dice Sides And Bonus", which will control the unit attachment options: "bombingMaxDieSides" and "bombingBonus". (veqryn)
* Created new game option, "Convoy Blockades Roll Dice For Cost", which will now allow dice to be thrown for all blockade damage. (veqryn)
* Created new techAbilityAttachment, "attackBonus", which controls the attack bonus given by any technology. (veqryn)
* Created new techAbilityAttachment, "defenseBonus", which controls the defense bonus given by any technology. (veqryn)
* Created new techAbilityAttachment, "radarBonus", which controls the bonus to radar AA attack given by any technology. (veqryn)
* Created new techAbilityAttachment, "airAttackBonus", which controls the bonus given to escorts attack by any technology. (veqryn)
* Created new techAbilityAttachment, "airDefenseBonus", which controls the bonus given to interceptors defense by any technology. (veqryn)
* Created new techAbilityAttachment, "productionBonus", which controls the bonus given to production by any technology. (veqryn)
* Created new techAbilityAttachment, "minimumTerritoryValueForProductionBonus", which controls the minimum value of a territory that a factory units must be in to receive the production bonus. (veqryn)
* Created new techAbilityAttachment, "repairDiscount", which controls the discount to repairing given by any technology. (veqryn)
* Created new techAbilityAttachment, "warBondDiceSides", which controls how large the dice are which are rolled to determine the war bonds bonus. (veqryn)
* Created new techAbilityAttachment, "warBondDiceNumber", which controls how many dice get rolled for war bonds. (veqryn)
* Created new RelationshipTypeAttachment option, "rocketsCanFlyOver", which allows rockets to fly over by default. (veqryn)
* Created new techAbilityAttachment, "rocketDiceNumber", which controls the number of dice each rocket rolls. (veqryn)
* Created new techAbilityAttachment, "rocketDistance", which controls the maximum distance rockets can travel. (veqryn)
* Created new techAbilityAttachment, "rocketNumberPerTerritory", which controls the maximum number of dice to be rolled per territory. (veqryn)
* Created new techAbilityAttachment, "unitAbilitiesGained", which allows units to gain abilities when technology is discovered. Allowed "unitAbilitiesGained" to give "canBlitz" and "canBombard". (veqryn)
* Created new PlayerAttachment option, "shareTechnology", which will automatically give all technology to other players during tech activation phase. (veqryn)
* Created new PlayerAttachment option, "helpPayTechCost", which will allow other players to help pay the cost of technology. (veqryn)
* Created new Unit Attachment option, "bombingTargets", which allows the unit to only target specific other units for rockets and strategic bombing. (veqryn)
* Created new game option, "Airborne Attacks Only In Existing Battles", to help control different behavior for airborne tech. (veqryn)
* Created new game option, "Airborne Attacks Only In Enemy Territories", to help control different behavior for airborne tech. (veqryn)
* Created new techAbilityAttachment, "airborneForces", which turns on the new airborne tech. (veqryn)
* Created new techAbilityAttachment, "airborneCapacity", which turns on the new airborne tech. (veqryn)
* Created new techAbilityAttachment, "airborneTypes", which turns on the new airborne tech. (veqryn)
* Created new techAbilityAttachment, "airborneDistance", which turns on the new airborne tech. (veqryn)
* Created new techAbilityAttachment, "airborneBases", which turns on the new airborne tech. (veqryn)
* Deleted "GivesPUsDelegate". (veqryn)
* Created new techAbilityAttachment, "airborneTargettedByAA", which is set by the attacker, controlling which airborne units are subject to AA gun fire and by what AA gun types. (veqryn)
* Created new UnitAttachment option, "attackRolls", which controls the number of attack rolls a unit has, so long as their attack is greater than zero. (veqryn)
* Created new UnitAttachment option, "defenseRolls", which controls the number of defense rolls a unit has, so long as their defense is greater than zero. (veqryn)
* Created new UnitAttachment option, "chooseBestRoll", which controls whether we select the best dice or use all the dice rolled, when there is more than one die rolled. (veqryn)
* Created new techAbilityAttachment option, "attackRollsBonus", which adds additional attack rolls. (veqryn)
* Created new techAbilityAttachment option, "defenseRollsBonus", which adds additional defense rolls. (veqryn)
* Created new techAbilityAttachment option, "bombingBonus", which will add additional damage after all dice are rolled, per unit. (veqryn)
* Created new delegate, NoAirCheckPlaceDelegate, which does everything the normal "PlaceDelegate" does, but does not kill any aircraft at the end of the phase. (veqryn)
* Created new game option, "Subs Can End NonCombat Move With Enemies", which allows submarines to end their noncombat movement in a sea zone containing any enemy units. (veqryn)
* Created new rules attachment option, "switch", which allows either "true" or "false", thereby giving all conditions a memory function. (veqryn)
* Fixing all Global 1940 Alpha bugs and problems. (veqryn)
* Getting Global 1940 Alpha to use Technology completely. (veqryn)
Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: TripleA 1.6.1.4 Stable has been released

Veqryn
Administrator
This post was updated on .
In reply to this post by Veqryn


Merry Christmas to everyone!

Be sure to show your show your support for TripleA by donating for this season's work:
https://sourceforge.net/donate/index.php?group_id=44492


enjoy all the new features!

and be sure to update your maps to experience the new sounds and stuff!
Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: TripleA 1.6.1.4 Stable has been released

wirkey
 
awesome!
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: TripleA 1.6.1.4 Stable has been released

beelee
In reply to this post by Veqryn
Merry Christmas Veqryn


Is there someone I can mail a donation to in the us or canada?    I used to have bung's address but he moved and I don't think he's into it any more.    Thanks really like the objective panel
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: TripleA 1.6.1.4 Stable has been released

Veqryn
Administrator
send me an email beelee, to:
VEQRYN
at
hotmail.com
Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: TripleA 1.6.1.4 Stable has been released

Veqryn
Administrator
In reply to this post by Veqryn
Quick picture of how to use map skins



you will have to download both the normal skin, and the second skin (the battlemap skin) in order to do this:

original map skin:
http://sourceforge.net/projects/tripleamaps/files/maps/World%20War%20II%20Global.zip

battlemap skin:
http://sourceforge.net/projects/tripleamaps/files/maps/World%20War%20II%20Global-battlemap_skin.zip


enjoy!
Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: TripleA 1.6.1.4 Stable has been released

hepster
LOL.  "Step to make a map INSTANTlY UGLY".

;)

Just kidding.  I know why you did that skin.
Each battle has casualties, however it is only the victor who's losses are acceptable casualties. Dying in defeat, is dying in vain.
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: TripleA 1.6.1.4 Stable has been released

Cleisthenis
Merry Christmas Veq, and thanks for all your hard work on this (and throwing in the fix for the neutral fly-over at the 11th hour!)
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: TripleA 1.6.1.4 Stable has been released

RogerCooper
Some problems

1. The last 5 entries in engine preferences have nothing to to with engine preferences

2. You should not on the first line of the Map Creator call it "shitty". Such vulgarities are out of place. In any event, the map creator does the job.

3. The open folders buttons don't do anything

Despite these problems, still another amazing update.
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: TripleA 1.6.1.4 Stable has been released

Veqryn
Administrator
1. There is nowhere else to put this stuff, I do not want to crowd out the main screen with them.
2. .....?
3. It works on my Windows Vista machine, my Windows 7 machine, and my Linux Mint machine.  What OS are you?
Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: TripleA 1.6.1.4 Stable has been released

RogerCooper
Veqryn wrote
1. There is nowhere else to put this stuff, I do not want to crowd out the main screen with them.
2. .....?
3. It works on my Windows Vista machine, my Windows 7 machine, and my Linux Mint machine.  What OS are you?
I am using Windows 7. The folders are in the standard locations and the program is working fine.

I would suggest remaining the Rulebook button "Documentation"  and put the non-engine stuff under there. The Donate button should be on the main screen.
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: TripleA 1.6.1.4 Stable has been released

Veqryn
Administrator
what java version are you using?

those buttons will work under java 6 or higher, assuming your user account and the triplea jar have access rights to their locations, and assuming you haven't done anything funny on your computer
Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: TripleA 1.6.1.4 Stable has been released

RogerCooper
Veqryn wrote
what java version are you using?

those buttons will work under java 6 or higher, assuming your user account and the triplea jar have access rights to their locations, and assuming you haven't done anything funny on your computer
1.6.0_31
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: TripleA 1.6.1.4 Stable has been released

RogerCooper
There is a bug in the repair factory routine. If I have tech tokens, I don't get an opportunity to repair the factory.

bug.tsvg
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: TripleA 1.6.1.4 Stable has been released

Rolf Larsson
Outstanding Verq, Verqryn! Great Work from all.

Everything works fine, sounds are a great addition, map maker utility is very nice, excellent job.

I think I encountered one problem with the unitcounter beeing set to be displayed not in the default location and the unit view changing size to be much smaller, so the counter would be displayed outside, caused an error.
We now have custom dice!
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: TripleA 1.6.1.4 Stable has been released

Veqryn
Administrator
if you look at the above picture, the numbers are going off the picture (like the 11, for example)

maybe the number has to touch the picture?

how for "off" the picture are your number?
Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: TripleA 1.6.1.4 Stable has been released

Veqryn
Administrator
In reply to this post by Veqryn
@ roger,

the tech phase and the repair/purchase phases are completely separate

i also tested with ww2v3 (aa50) and was allowed to repair a factory even though i owned tech tokens

i'm guessing that thx map xml does not have repair set up correctly.  
the map version is 1.0, while the current one prussia uploaded is 5.4 or something quite high. so maybe he has corrected this already.

Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: TripleA 1.6.1.4 Stable Parsing

Zim Xero
The following unit can blitz in games, even though it shouldn't.  I've tried commenting out every line and group of lines and tested it.  Sometimes the unit will "not" be able to blitz, but I can't isolate this to a unit attachment line:  No savegame sent since it exists in every PTSC game.

        <attatchment name="unitAttatchment" attatchTo="supplies"
            javaClass="games.strategy.triplea.attatchments.UnitAttachment"
            type="unitType">
            <option name="movement" value="2"/>
            <option name="attack" value="0"/>
            <option name="defense" value="0"/>
       <option name="givesMovement" value="2:fighter"/>
       <option name="givesMovement" value="2:fleet_fighter"/>
       <option name="givesMovement" value="2:fighterX"/>
       <option name="givesMovement" value="2:fleet_fighterX"/>
       <option name="givesMovement" value="2:bomber"/>
       <option name="givesMovement" value="4:bomberX"/>
       <option name="givesMovement" value="2:Interceptor"/>
       <option name="givesMovement" value="4:bomber_nuclear"/>
       <option name="givesMovement" value="2:LevelBomber"/>
       <option name="givesMovement" value="4:LevelBomberX"/>
       <option name="givesMovement" value="4:Gbomber"/>
            <option name="isAirTransportable" value="true"/>
            <option name="transportCost" value="3"/>
            <option name="isInfantry" value="true"/>
        </attatchment>
'thats the way it is' makes it neither desireable nor inevitable
Reply | Threaded
Open this post in threaded view
|  
Report Content as Inappropriate

Re: TripleA 1.6.1.4 Stable Parsing

Veqryn
Administrator
hi zim,

can you reconfirm the above blitzing bug please?

does it still work with the latest ptsc zip?
Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
12
Loading...