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Full Version: 1.04.5 Beta Patch (unofficial) for JTCS
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One of the tasks that I've been doing over the last several weeks has been to update the code for JTCS to give it the same capabilities that currently exist in Modern Wars. This would have had to be done anyway if JTCS 1.05 was to be produced in any sort of timely manner after the release of Modern Wars, and so I told Jason that I would do it and thus save him and his team some time and effort, especially since I have a fairly good working knowledge of the existing source code. And my main objective was to incorporate all of the features of Modern Wars and still ensure that all of the scenario, map, org and other data and graphic files remained intact and fully usable. Anyway, as of yesterday the task has been completed and the upgrade is currently in testing to see I have been completely successful. With this in mind, I asked Jason if it would be possible to release my upgrade as an update. After some discussion, he agreed, so long as I release it as an "Unofficial 1.04.5 Beta Patch."

1.04.5 is still in testing, but so far the outlook for it looks pretty positive, and once I'm done with my preliminary testing, I'll hand it over to Warhorse and let him and his crew look at it as well. Once he and I was satisfied, we'll find some way to make it available to anyone who wants to install it.

The main points of interest are the fully functioning on board aircraft, the emplacement of booby traps/IEDs, and the clearing of jungles and forests to create Landing Zones (LZs).

The fully functioning aircraft can move over enemy units and actually end their movement in enemy occupied spaces. They can still fire at ground troops, and can only be shot at by AA units. Like leaders, they cannot be used to capture objectives, and they can't be assaulted by human controlled ground units because the enemy ground units can move into and occupy the same hexes as the aircraft. However, due to design limitations, AI controlled ground units can assault them. Oh well.....

IEDs are a one blast mine field that can be added using the scenario editor, or else, emplaced by certain eligible units. In JTCS, these units will be far and few, probably limited to a few irregulars and special ops units. On the other hand, incorporating them in scenarios could be fun. And even mine clearing units have a percentage chance of setting them off.

LZs were originally intended to be used in jungles and thick terrain. Engineers and a few others are able to go in and clear out the brush so as to allow helicopters to fly in and drop off their loads, or to set up fire bases. Mostly a Vietnam thing. However, in certain situations, engineer created LZs can be cleared in inhospitable terrain in order to allow artillery and other indirect assets to fire out of jungle and forest hexes. Engineers could clear the space, and then the guns could be emplaced somehow, creating a sort of "fire base." Perhaps useful in the Pacific Theater?

1.04.5 can be used to play 1.04 saved games, and 1.04 can be used to play 1.04.5 games (pbem and others). This allows people who want to upgrade to keep playing against those who don't want to upgrade and vice versa. There are of course limits, such as aircraft movement, LZs, and IEDs. If players using 1.04.5 wish to play with 1.04 players, they shouldn't use the on board aircraft, emplace IEDs, or else, clear LZs. Easy enough...

The map, org, scenario, and 99.9% of the graphic files remain untouched by the installation. Some oobs might be changed to allow for IED placers. But that will have to be decided later. Some of the Icon and terrain bmp files have to be updated so as to allow for the IEDs and LZs. No effect on play. Scenarios from 1.04 are fully playable on 1.04.5 and those created for 1.04.5 are so far compatible with 1.04, minus of course IEDs and LZs. The map and org editors remain the same. There was no need to upgrade them. If new units are added to the platoon files in 1.04.5 and are included in a scenario, the scenario will crash the program if they don't exist in the original 1.04. But this isn't a 1.04.5 problem. The same would happen anyway if it happened between two different 1.04s.

Remember, testing is still ongoing.

So... any comments?
I played quite a bit with DGVN and liked how helos and planes work in that game. Adding them to JTCS should allow for some new action. Those that think it is blasphemy can chose to not play them. Thanks for the effort.
Fantastic!
Yeah Baby!!
(04-18-2013, 03:00 PM)Dogovich Wrote: [ -> ]One of the tasks that I've been doing over the last several weeks has been to update the code for JTCS to give it the same capabilities that currently exist in Modern Wars. This would have had to be done anyway if JTCS 1.05 was to be produced in any sort of timely manner after the release of Modern Wars, and so I told Jason that I would do it and thus save him and his team some time and effort, especially since I have a fairly good working knowledge of the existing source code.

This is exciting news! Big Grin

Personally, I am more encouraged that the updated JTCS code will facilitate and potentially reduce the development / testing time of the long awaited 1.05 patch than the highlighted MW functionality. But fixing the on board aircraft is a good thing! Smile

But, for me, I'll wait for the "official" 1.05 patch that, I assume, will incorporate all the functionality of the "Unofficial" 1.04.5 Beta Patch."

Again, thank you for all your development work efforts!
Hey, that's some great news! Looking forward to it Helmet Smile
"The fully functioning aircraft can move over enemy units and actually end their movement in enemy occupied spaces. They can still fire at ground troops, and can only be shot at by AA units."
How can aircraft be "fully functioning" if they are unable to climb and descend, turn at different rates, accelerate/decelerate etc, etc, etc?
My memories of the NVA/VC is that their ROE didn't prevent anyone with a suitable weapon taking a shot.
Okay... so they aren't "fully functional", but compared to what's out in JTCS land right now, they're a leap ahead.

"How can aircraft be "fully functioning" if they are unable to climb and descend, turn at different rates, accelerate/decelerate etc..."

They can turn at different rates, just tell them what hex to enter from the one they are in (Wow Zeke! Did you see that aeroplane turn 180 degrees!). :whis:

As for accelerating/decelerating you can move them different distances within the limits of their movement allowances, thus simulating acceleration/deceleration. Kinda like you do with ground units now. Guess the only thing that they can't do is climb or descend. So I guess that makes 'em 60% functional aircraft. Big Grin
Guess it's ok to abstract 6 minutes of ground things but not aircraft moving at 100+mph?
Great news!

Not that it has anything to do with the play of the game, but is there any way give wheel mice more functionality (ie, scrolling in and out, rotating map, etc)?

Dave
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