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Messaggio
#51
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![]() ![]() Gruppo: Admin Messaggi: 30.334 Iscritto il: 18 April 04 Da: Britannia Utente Nr.: 1.377 pulley-in-the-middle BGE Ultima 7 Playing Ultima 7: "Il Portale Oscuro" IN ITALIANO! Dungeon Master 1 (PC - DosBox) Sonic (Wii) Runaway (PC) SO WinXP ![]() |
Piccolo aggiornamento interno:
CITAZIONE 2008-03-15 Marzo Sette Torres Junior <marzojr@yahoo.com>
Fixing bug that caused reserved NPC #356 to be available when creating a new NPC. -------------------- |
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Messaggio
#52
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![]() ![]() Gruppo: Admin Messaggi: 30.334 Iscritto il: 18 April 04 Da: Britannia Utente Nr.: 1.377 pulley-in-the-middle BGE Ultima 7 Playing Ultima 7: "Il Portale Oscuro" IN ITALIANO! Dungeon Master 1 (PC - DosBox) Sonic (Wii) Runaway (PC) SO WinXP ![]() |
Aggiornamento:
CITAZIONE 2008-03-21 Marzo Sette Torres Junior <marzojr@yahoo.com>
* exultmenu.cc: Was missing in previous commit; updated mod manager to use vectors and classes instead of pointer to vectors and classes. * All: Fixed default game directory to be the Exult.cfg-defined game name. 2008-03-20 Marzo Sette Torres Junior <marzojr@yahoo.com> * studio.cc: Fixed long-standing mod-manager crash. * all: Updated/reformatted mod manager files to use vectors and classes instead of pointer to vectors and classes. Improved default game directory to be the Exult.cfg-defined game name (e.g., BG and SI have default dirs './blackgate' and './serpentisle'). Some readmes were updated accordingly. -------------------- |
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Messaggio
#53
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![]() ![]() Gruppo: Admin Messaggi: 30.334 Iscritto il: 18 April 04 Da: Britannia Utente Nr.: 1.377 pulley-in-the-middle BGE Ultima 7 Playing Ultima 7: "Il Portale Oscuro" IN ITALIANO! Dungeon Master 1 (PC - DosBox) Sonic (Wii) Runaway (PC) SO WinXP ![]() |
Aggiornamento:
CITAZIONE 2008-05-03 <jeff@mini.nerble.net> * effects.cc (Projectile_effect): Fixed crash involving trap. 2008-04-14 <jeff@mini.nerble.net> * objs/chunks.cc (Chunk_cache): The 'blocking' detection now handles lifts >= 15, and should save a bit of memory for chunks with lifts < 8. * objs/citerate.h (public): Fixed bug when size is 1x1. 2008-03-30 <jeff@mini.nerble.net> * cheat.cc, etc: Support higher lifts, up to 255. Note that the file formats still need to change for this to fully work. Si risolve un bug significativo, presente da molto tempo nel gioco (crash all'attivazione di certi tipi di trappole). Mentre l'engine del gioco viene migliorato per lo sviluppo di nuovi mod, consentendo l'uso di edifici ed oggetti ad altezze più alte. -------------------- |
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Messaggio
#54
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![]() ![]() Gruppo: Admin Messaggi: 30.334 Iscritto il: 18 April 04 Da: Britannia Utente Nr.: 1.377 pulley-in-the-middle BGE Ultima 7 Playing Ultima 7: "Il Portale Oscuro" IN ITALIANO! Dungeon Master 1 (PC - DosBox) Sonic (Wii) Runaway (PC) SO WinXP ![]() |
CITAZIONE 2008-05-23 <jeff@mini.nerble.net> * shapes/miscinf.cc: Don't infinite loop if animated object has been rotated. * objs/barge.cc (Barge_object): Changed criteria for gathering 'barge' objects so flags aren't caught (but the ice-raft still works). Modifica per i mod e risolve un'importante bug del tappeto volante! ![]() -------------------- |
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Messaggio
#55
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![]() ![]() Gruppo: Admin Messaggi: 30.334 Iscritto il: 18 April 04 Da: Britannia Utente Nr.: 1.377 pulley-in-the-middle BGE Ultima 7 Playing Ultima 7: "Il Portale Oscuro" IN ITALIANO! Dungeon Master 1 (PC - DosBox) Sonic (Wii) Runaway (PC) SO WinXP ![]() |
CITAZIONE 2008-05-28 Marzo Sette Torres Junior <marzojr@yahoo.com> * objs/objs.cc: Removed fire-vs-ice effect previously introduced. * usecode/intrinsics.cc: Fixed powder-keg-as-weapon case of attack_object intrinsic to behave as the original does; incidentaly, this fixes the gwani horn. This is a temporary workaround, until attacks and intrinsics are "properly" fixed to behave like the originals. 2008-05-27 Willem Jan Palenstijn <wjpalenstijn@users.sourceforge.net> * various: some 64-bit and/or gcc 4.1 compilation fixes * objs/chunks.cc: delete[] vs delete * various: initialize some variables 2008-05-26 <jeff@mini.nerble.net> * objs/objs.cc: In SI, fire-damage destroys ice wall and blocks, so you can free Gwenno. Risolti alcuni importanti bug di U7p2, che in alcuni casi potevano impedire di completare il gioco. Fra cui il corno dei gwani (che non rompeva correttamente il ghiaccio). -------------------- |
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Messaggio
#56
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![]() ![]() Gruppo: Admin Messaggi: 30.334 Iscritto il: 18 April 04 Da: Britannia Utente Nr.: 1.377 pulley-in-the-middle BGE Ultima 7 Playing Ultima 7: "Il Portale Oscuro" IN ITALIANO! Dungeon Master 1 (PC - DosBox) Sonic (Wii) Runaway (PC) SO WinXP ![]() |
CITAZIONE 2008-05-31 Willem Jan Palenstijn <wjpalenstijn@users.sourceforge.net>
* various: initialize variables, minor clean-up 2008-05-30 Willem Jan Palenstijn <wjpalenstijn@users.sourceforge.net> * various: initialize variables * schedule.cc: don't access member variable after being deleted -------------------- |
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Messaggio
#57
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![]() ![]() Gruppo: Admin Messaggi: 30.334 Iscritto il: 18 April 04 Da: Britannia Utente Nr.: 1.377 pulley-in-the-middle BGE Ultima 7 Playing Ultima 7: "Il Portale Oscuro" IN ITALIANO! Dungeon Master 1 (PC - DosBox) Sonic (Wii) Runaway (PC) SO WinXP ![]() |
CITAZIONE 2008-06-01 Marzo Sette Torres Junior <marzojr@yahoo.com>
* conf/Configuration.cc: Recognize paths starting with "../" as relative paths. This should fix bug #1738138. * mapedit/shapedraw.cc: Extra safety when drawing centered shapes. * gameclk.h, shapes/vgafile.cc: Change initialization order in constructors to reduce number of GCC 4.x warnings. Also, added code to recover memory used by shape_sources when reseting Vga_file. * cheat.cc, shapeid.h, usecode/ucdebugging.h, usecode/conversation.h, pathfinder/PathFinder.h, gumps/*.h: Added virtual destructors to virtual base classes and their derived classes. * objs/mappatch.cc: Replacing iterator++ with faster ++iterator. * cheat_screen.cc, objs/flags.h: Correcting flags based on original games. * actorio.cc: Removed double-check on monster death before write. * usecode/ucdisasm.cc: Added some more special cases. * files/databuf.h: Added clear_error virtual method to DataBuffer classes. * docs/u7tech.txt: Full documentation of upcoming changes to *.dat files, based on the original games. Some changes for u7iregXX documentation. * tools/ucdump.c, tools/mklink.c: Eliminating a few warnings. -------------------- |
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Messaggio
#58
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![]() ![]() Gruppo: Admin Messaggi: 30.334 Iscritto il: 18 April 04 Da: Britannia Utente Nr.: 1.377 pulley-in-the-middle BGE Ultima 7 Playing Ultima 7: "Il Portale Oscuro" IN ITALIANO! Dungeon Master 1 (PC - DosBox) Sonic (Wii) Runaway (PC) SO WinXP ![]() |
CITAZIONE 2008-06-03 Marzo Sette Torres Junior <marzojr@yahoo.com>
BIG Commit . Quite likely, there are a lot of bugs.
* Version bump to 1.04.05cvs due to massive internal changes and also due to the fact that pre-1.04.05cvs animation data is INCOMPATIBLE with CVS head and WILL NOT WORK. Also, pre-1.04.05cvs versions of Exult WILL CHOKE and most likely die with this new data. * Warning: previous versions of Exult Studio lost information when it saved weapons.dat, monsters.dat and ammo.dat data files. There is a command to fix this by reloading the static data; this will only affect shapes that had this data in the original: the Death Scythe would be reset, but if you gave weapon data to a door, it would not be reset. * msvcstuff/*: Added new files to projects. * Makefile.mingw: 'turbo', configurable makefile. Command-line parameters or environment variables can now be used to specify the workings of a MinGW compilation. * De-hard-coded data: - What items are lightweight (i.e., weight 1/10 normal) such as coins; - What items have quantity-dependent frames (e.g., arrows); - What items constitute 'locked' containers (such as locked chests); - What items are volatile explosives (such as the powder keg); - The frame of food items (shape 377) dropped by monsters; - Creatures which don't eat; - Creatures immune to freezing; - Content rules for containers (such as the Jawbone, which accepts only teeth, and urns, which reject everything); - Frame- and quality-dependent hit points for otherwise indestructible objects (such as powder keg being destroyed if quality == 0, but not otherwise, or wooden doors being destructible but metal doors not); - Frame- and quality-dependent names (for example, SI urns and bodies showing the NPC name, reagents, several SI quest items, etc); - How much warmth is given by worn items. Such data is also included for BG items by default, and is based on SI data. * Changed formats: - Creatures that can teleport, summon or turn invisible no longer have their data saved to monsters.dat; this is because non-monsters can also have these capabilities. Instead, it is saved to shape_info.txt. For backward compatibility, the monster.dat data is still read. - As mentioned above, animation data has changed dramaticaly and is not backwards-compatible. Exult will ignore old data, and previous versions of Exult will most likely crash if given the new data. - Due to a New Thing being tried for dead bodies, the first frame of any body shape should be empty (as it is for all bodies in the original games). * Changed/modified intrinsics: - get_npc_prop/set_npc_prop: You can now get/set an object's health. This is done, for example, by the serpent statue at the end of SI, but it can be done in BG or SI for any objects that have hit points. Additionally, experience changes are divided by 2 -- this happens in the original games, and reduces overall XP inflation. - set_to_attack: Can be used to attack tiles, not just objects. The originals can do this, but never did so. - attack_object: Finally fully implemented, it now just forwards the call to Combat_schedule::attack_target. - apply_damage: Forwards to Actor::apply_damage or Game_object::apply_damage. - fire_projectile: Last unknown parameter is attack value to use when the missile reaches its target. - get_item_flag: Flags 13 (power safe) and 14 (immune to death magic) have been implemented. no_spell_casting is actually flag 31 in SI. - play_sound_effect2: Sound volume is now adjusted for distance, even if relative changes. - remove_item: Will no longer delete NPCs, just remove them from map. * New things allowed in BG: - You can now get/set temperature. If the gump shape has enough frames, it will also change like in SI. The following intrinsics can be called from BG now: get_temperature, set_temperature, get_temperature_zone, get_npc_warmth. * General changes: Most shape data previously available in shapes/miscinf.cc has been moved out. Likewise, the shape information classes from the file shapes/shapeinf.* have been moved out, so that this file contains only the Shape_info class. The shapes/*inf.* files (except for miscinf.*) have single classes that each handle a set of correlated data (basically, sections in text data files or U7/SI dat files). These classes were structured for editing and allowing the use of differential patches. The ready.dat data has been conceptually split into a spot and flag. * The attack/damage system has been overhauled based on statistical data gathered from the originals, as well as a series of carefully crafted tests to determine sequencing as much as possible. There is also a lot of new data implemented. This affects combat as well as several intrinsics. NPCs with tournament flag will be extremely tough now. * Dead NPCs will kneel and die, while NPCs put to sleep will kneel and lie down. NPCs can also become unconscious from damage. Also, flying NPCs will fall to the ground and take damage in these cases. * Dead bodies have been extended to store 16-bit NPC numbers. * Non-actors are no longer able to use set_to_attack/attack usecode. * The experience formula is now a near-exact match to the original games'. * Improved readying new weapons. Works very close to the original games, including the fact that readying a 1-handed weapon also readies a shield if the off-hand is free. * Monster stats are randomized; the randomization is based on statistical tests in the original games. The same applies to initial monster attack modes. * Prevented the use of objects (including keys) is they are contained in a locked container. You also can't put objects inside locked containers anymore, nor can you take them out, nor can they be found by most usecode intrinsics. This is likely to cause problems... * Item names in SI and SS are remapped the other way around now: SI messages are remapped to SS message IDs instead of having some message IDs in SS be remapped from SI values. This is done when the messages are read. * Changed SFX distance formula to give a more realistic fall-off. * Exult Studio can now recognize and edit all of the data from the original *.dat files as well as all de-hard-coded data present in the following files: bodies.txt, paperdol_info.txt, shape_info.txt; this includes the data de-hard-coded mentioned above. * First steps towards the ability to browse for games: consolidated the way games are handled, by using the identity of a game to detect the flexes it uses. Also allowed concurrent use of BG and FoV, Si and SS; Exult will now recognize "forgeofvirtue" and "silverseed" as well as "blackgate" and "serpentisle", and the parameters "--fov" and "--ss" in addition to "--bg" and "--si". The older parameters will still load FoV and SS if the unmodded games are not installed. Aggiornamento fondamentale che, infatti, modifica anche la versione di Exult, che diviene: 1.04.05cvs Questo aggiornamento è frutto di un duro lavoro di decodifica dei dati originali del gioco (dei pochi ancora non decodificati). Per cui molte variabili interne del gioco erano presunte da Exult. Da qui in poi saranno invece fedeli all'originale. In particolare: - il peso degli oggetti, - il funzionamento degli esplosivi e dei contenitori - le creature che non mangiano - le creature che non posso essere bloccate - i punti ferita degli oggetti - i nomi degli oggetti (es. le urne delle ceneri di U7p2 ora contengono i nomi dei PNG cremati) - quando protezione dal freddo offre ogni abito - migliore gestione dei punti esperienza, per cui adesso sarà (come nell'originale) più difficile avanzare di livello - gli effetti sonori degli oggetti ora sono calcolati correttamente in base alla loro distanza dall'Avatar - Ora per i mod è possibile stabilire una temperatura anche in U7p1 - In generale ora il combattimento è molto più fedele all'originale e in alcuni casi molto più impegnativo. - un PNG prima di morire si accascerà. Un PNG volante si adagerà al suolo. - ora impugnare le armi funziona in modo più simile all'originale (e, quando si impunga un'arma ad una mano, viene caricato automaticamente lo scudo) - le statisatiche dei mostri ora vengono generate casualmente. Insomma: un grandissimo passo avanti! ![]() (considerando anche che tutti questi parametri, oltre ad essere riprodotti fedelmente nel gioco, sono personalizzabili per essere usati nei mod) ![]() -------------------- |
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Messaggio
#59
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![]() ![]() Gruppo: Admin Messaggi: 30.334 Iscritto il: 18 April 04 Da: Britannia Utente Nr.: 1.377 pulley-in-the-middle BGE Ultima 7 Playing Ultima 7: "Il Portale Oscuro" IN ITALIANO! Dungeon Master 1 (PC - DosBox) Sonic (Wii) Runaway (PC) SO WinXP ![]() |
Corretti i primi bug del nuovo super aggiornamento!
Altri bug fixes sono probabilmente in arrivo nei prossimi giorni! CITAZIONE 2008-06-10 Marzo Sette Torres Junior <marzojr@yahoo.com> * gamewin.cc: Fixing segfaults on exit. * actors.cc: Fixed checks that were failing due to operator precedence. * effects.cc: Fixed crash on using Death Vortex/Energy Mist. Now, only need to fix Death Vortex/Energy Mist so that they work again. * monsters.cc: Fixed carpet-filled monster inventory bug. * shapes/shapeinf.cc: Correctly initializing monster food value. ![]() -------------------- |
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Messaggio
#60
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![]() ![]() Gruppo: Admin Messaggi: 30.334 Iscritto il: 18 April 04 Da: Britannia Utente Nr.: 1.377 pulley-in-the-middle BGE Ultima 7 Playing Ultima 7: "Il Portale Oscuro" IN ITALIANO! Dungeon Master 1 (PC - DosBox) Sonic (Wii) Runaway (PC) SO WinXP ![]() |
Come potete leggere qui, possiamo sperare che in un futuro non troppo lontano i reagenti necessari per gli incantesimi siano finalmente quelli indicati nel manuale.
Infatti ci sono alcune (minime, tutto sommato) discrepanze fra i reagenti indicati nel manuale, quelli richiesti dal gioco originale e quelli richiesti invece da Exult. Ora, finalmente (grazie a Malignant Manor), c'è la lista completa delle discrepanze. ![]() -------------------- |
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Messaggio
#61
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![]() ![]() Gruppo: Admin Messaggi: 30.334 Iscritto il: 18 April 04 Da: Britannia Utente Nr.: 1.377 pulley-in-the-middle BGE Ultima 7 Playing Ultima 7: "Il Portale Oscuro" IN ITALIANO! Dungeon Master 1 (PC - DosBox) Sonic (Wii) Runaway (PC) SO WinXP ![]() |
CITAZIONE 2008-06-10 Marzo Sette Torres Junior <marzojr@yahoo.com> * gamewin.cc: Fixing segfaults on exit. * actors.cc: Fixed checks that were failing due to operator precedence. * effects.cc: Fixed crash on using Death Vortex/Energy Mist. Fixed Death Vortex and Energy Mist. * monsters.cc: Fixed carpet-filled monster inventory bug. * shapes/shapeinf.cc: Correctly initializing monster food value. * Fixing reagents mismatches between Exult and original games. * Fixed ammo counting bug causing some ranged weapons to not be found. Improved attacking when switching dead weapon. Corretti alcuni bug. Ed ora i reagenti degli incantesimi funzionano esattamente come nei giochi originali. -------------------- |
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Messaggio
#62
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![]() ![]() Gruppo: Admin Messaggi: 30.334 Iscritto il: 18 April 04 Da: Britannia Utente Nr.: 1.377 pulley-in-the-middle BGE Ultima 7 Playing Ultima 7: "Il Portale Oscuro" IN ITALIANO! Dungeon Master 1 (PC - DosBox) Sonic (Wii) Runaway (PC) SO WinXP ![]() |
CITAZIONE 2008-06-11 Marzo Sette Torres Junior <marzojr@yahoo.com> Fixing handling of dead bodies, including flags. ![]() -------------------- |
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Messaggio
#63
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![]() ![]() Gruppo: Admin Messaggi: 30.334 Iscritto il: 18 April 04 Da: Britannia Utente Nr.: 1.377 pulley-in-the-middle BGE Ultima 7 Playing Ultima 7: "Il Portale Oscuro" IN ITALIANO! Dungeon Master 1 (PC - DosBox) Sonic (Wii) Runaway (PC) SO WinXP ![]() |
Altro aggiornamento!
CITAZIONE 2008-06-11 Marzo Sette Torres Junior <marzojr@yahoo.com>
* fnames.h, mapedit/studio.cc, server/*: Consolidating name of socket file in Exult/ES communication to be "<GAMEDAT>/exultserver" on all OSes. * server/servewin32.cc: FILE_SHARE_DELETE flag prevent CreateFile from working in Win9x, preventing ES from working there. * actors.cc: Making NPCs quit combat/attacking a target after dying. -------------------- |
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Messaggio
#64
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![]() ![]() Gruppo: Admin Messaggi: 30.334 Iscritto il: 18 April 04 Da: Britannia Utente Nr.: 1.377 pulley-in-the-middle BGE Ultima 7 Playing Ultima 7: "Il Portale Oscuro" IN ITALIANO! Dungeon Master 1 (PC - DosBox) Sonic (Wii) Runaway (PC) SO WinXP ![]() |
Aggiungo che nell'attuale snapshot permangono alcuni bug gravi, fra cui anche questo legato ai punti esperienza.
Quindi consiglio di aspettare ancora prima di aggiornare. ![]() -------------------- |
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Messaggio
#65
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![]() ![]() Gruppo: Admin Messaggi: 30.334 Iscritto il: 18 April 04 Da: Britannia Utente Nr.: 1.377 pulley-in-the-middle BGE Ultima 7 Playing Ultima 7: "Il Portale Oscuro" IN ITALIANO! Dungeon Master 1 (PC - DosBox) Sonic (Wii) Runaway (PC) SO WinXP ![]() |
Con rapidità incredibile è stato già risolto il problema dei punti esperienza:
CITAZIONE 2008-06-16 Willem Jan Palenstijn <wjpalenstijn@users.sourceforge.net> * shapes/monstinf.cc: fixed undefined experience value 2008-06-15 Willem Jan Palenstijn <wjpalenstijn@users.sourceforge.net> * actors.cc: removed some using std::'s to improve gcc 4.3 support Alcuni bug sembrano sussistere ancora, ma a questi ritmi verranno risolti rapidamente. ![]() -------------------- |
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Messaggio
#66
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![]() ![]() Gruppo: Admin Messaggi: 30.334 Iscritto il: 18 April 04 Da: Britannia Utente Nr.: 1.377 pulley-in-the-middle BGE Ultima 7 Playing Ultima 7: "Il Portale Oscuro" IN ITALIANO! Dungeon Master 1 (PC - DosBox) Sonic (Wii) Runaway (PC) SO WinXP ![]() |
CITAZIONE 2008-07-05 Marzo Sette Torres Junior <marzojr@yahoo.com> actors.*, actions.*: Put some deleted actor actions into queue to prevent bug #1980431. 2008-07-04 Marzo Sette Torres Junior <marzojr@yahoo.com> * monsters.cc: Fixing incorrect initial monster stat generation. * schedule.cc: No longer refer to class variables after possible schedule change. Also, remove possible double-deletion on scripted schedule. * gamewin.cc, gumps/Notebook_gump.h: Read in notebook when loading a saved game (prevents data loss if notebook is not manually opened before saving since last reload). * actors.*: Fixed cache-out crash in areas with dead bodies (bug #1998960). Numerose correzioni di bug. Fra cui anche quello fastidioso che cancellava il diario in-game aggiunto da Exult. ![]() -------------------- |
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Messaggio
#67
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![]() ![]() Gruppo: Admin Messaggi: 30.334 Iscritto il: 18 April 04 Da: Britannia Utente Nr.: 1.377 pulley-in-the-middle BGE Ultima 7 Playing Ultima 7: "Il Portale Oscuro" IN ITALIANO! Dungeon Master 1 (PC - DosBox) Sonic (Wii) Runaway (PC) SO WinXP ![]() |
Altro copioso aggiornamento ricco di correzionid di bug.
CITAZIONE 2008-07-08 Marzo Sette Torres Junior <marzojr@yahoo.com> * gameclk.cc, cheat_screen.cc: Reverted previous fix and submited the correct one: forcing palette to apply when it is directly set. * actors.cc: Fixed recent invisibility palette bug for avatar. Fixed mixing of rings and gloves in BG due to faulty condition check, and did a preventive fix for a similar case with two-handed weapons. 2008-07-07 Marzo Sette Torres Junior <marzojr@yahoo.com> * objs/objs.cc: Fixed bug that could cause large creatures to attack themselves with projectiles. This should also prevent other creatures from attacking allies. * actors.cc: Avatar should render correctly when invisible again. * cheat_screen.cc: Fixing palette mix-up with cheat screen (thanks to Malignant Manor). * gumps/Sign_gump.cc: Fixed font for tombstones Also, moved combat toggle button up 3 pixels to prevent overlap with halo button (both thanks to Malignant Manor). 2008-07-07 <jeff@mini.nerble.net> * objs/objs.cc: Fixed delta_wrap_check, so dragons attack better. * combat.cc (Combat): Fixed problem with invisible monsters not attacking. Con questo praticamente tutti i bug introdotti dalle recentissime modifiche ad Exult dovrebbe essere corretti. Rimamendo forse (ma non sono sicuro) il problema dei mostri che, in certe condizioni, si attaccano fra loro. ![]() -------------------- |
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Messaggio
#68
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![]() ![]() Gruppo: Admin Messaggi: 30.334 Iscritto il: 18 April 04 Da: Britannia Utente Nr.: 1.377 pulley-in-the-middle BGE Ultima 7 Playing Ultima 7: "Il Portale Oscuro" IN ITALIANO! Dungeon Master 1 (PC - DosBox) Sonic (Wii) Runaway (PC) SO WinXP ![]() |
CITAZIONE 2008-07-09 Marzo Sette Torres Junior <marzojr@yahoo.com> * README.win32: Updated links to more recent versions of MinGW. The file 'exult_dev_win32.zip' (that contains several files needed for a MinGW compile), has been updated with a new version of Bison and Flex (both from GNUWin32) in the project shell space. Using the newer versions pointed to in the readme fixes a few problems in recent Win32 snapshots. * mapedit/shapeedit.cc: Fixed crash on loading of creatures with bodies in ES. 2008-07-08 Marzo Sette Torres Junior <marzojr@yahoo.com> * gameclk.cc, cheat_screen.cc: Reverted previous fix and submited the correct one: forcing palette to apply when it is directly set. * actors.cc: Fixed recent invisibility palette bug for avatar. Fixed mixing of rings and gloves in BG due to faulty condition check, and did a preventive fix for a similar case with two-handed weapons. * combat.cc: Fixed monsters attacking each other (bug #2013092). * objs/objs.cc: Reverted previous commit. Better positioning of missiles. * shapes/*: Fixed fixed-head paperdolls: patching skin shape info would overwrite paperdoll data from paperdol_info.txt. * mapedit/studio.cc: Check to see if map needs to be saved on 'save all'. Altre correzioni, via via di bug minori e meno influenti. Ottimo lavoro! ![]() -------------------- |
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Messaggio
#69
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![]() ![]() Gruppo: Admin Messaggi: 30.334 Iscritto il: 18 April 04 Da: Britannia Utente Nr.: 1.377 pulley-in-the-middle BGE Ultima 7 Playing Ultima 7: "Il Portale Oscuro" IN ITALIANO! Dungeon Master 1 (PC - DosBox) Sonic (Wii) Runaway (PC) SO WinXP ![]() |
CITAZIONE 2008-07-12 Willem Jan Palenstijn <wjpalenstijn@users.sourceforge.net>
* configure.ac: fix underquoted help strings * various: warnings * shapes/weaponinf.cc: fix missing return value * usecode/compiler/basic_block.h: fix missing return value -------------------- |
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Messaggio
#70
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![]() ![]() Gruppo: Admin Messaggi: 30.334 Iscritto il: 18 April 04 Da: Britannia Utente Nr.: 1.377 pulley-in-the-middle BGE Ultima 7 Playing Ultima 7: "Il Portale Oscuro" IN ITALIANO! Dungeon Master 1 (PC - DosBox) Sonic (Wii) Runaway (PC) SO WinXP ![]() |
CITAZIONE 2008-07-21 Marzo Sette Torres Junior <marzojr@yahoo.com>
Modified animation recycles to fix bug #2020103; recycle (if nonzero) is now the number of frames at the end of the animation to repeat. 2008-07-17 Marzo Sette Torres Junior <marzojr@yahoo.com> Fixing PNG detection when importing PNGs. Also, added some checks when importing shp files. 2008-07-14 Willem Jan Palenstijn <wjpalenstijn@users.sourceforge.net> * configure.ac: remove AC_PATH_XTRA. Its output is apparently unused and it breaks configure on non-linux platforms -------------------- |
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Messaggio
#71
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![]() ![]() Gruppo: Admin Messaggi: 30.334 Iscritto il: 18 April 04 Da: Britannia Utente Nr.: 1.377 pulley-in-the-middle BGE Ultima 7 Playing Ultima 7: "Il Portale Oscuro" IN ITALIANO! Dungeon Master 1 (PC - DosBox) Sonic (Wii) Runaway (PC) SO WinXP ![]() |
CITAZIONE 2008-07-22 Marzo Sette Torres Junior <marzojr@yahoo.com> * Fixed old-style "response" conversations. They work identically to converse case blocks now, but are slightly less versatile (e.g., there is no "remove" keyword). "response" dialogs can also specify multiple strings now through the "in" keyword; see test1.uc for examples. Also, added a possible "default" case for converse-case blocks, and a "user_choice" expression which pushes the last-selected answer in the stack. * Fixed SI turtle (bug #2020101). * Hostile creatures now attack the avatar once more -- and the avatar will also target them when in combat mode (bug #2024437). * Fixed polymorph and Petra bugs #1963551 and 1978514. * Fixed menu bugs #2024853 and #2024813. Oltre ad alcuni bug minori ma importanti (in particolare quello della tartaruga), con questo aggiornamento dovrebbero essere risolti tutti i problemi principali del combattimento, recentemente introdotti. ![]() -------------------- |
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Messaggio
#72
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![]() ![]() Gruppo: Admin Messaggi: 30.334 Iscritto il: 18 April 04 Da: Britannia Utente Nr.: 1.377 pulley-in-the-middle BGE Ultima 7 Playing Ultima 7: "Il Portale Oscuro" IN ITALIANO! Dungeon Master 1 (PC - DosBox) Sonic (Wii) Runaway (PC) SO WinXP ![]() |
CITAZIONE 2008-07-23 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Minor bugfixes to Keyring and SI Fixes mods. * UCC: Fixed usecode class inheritance. Fixed test1.uc so that it compiles. * gamemgr/*: Mod manager bug which showed entries for some games that were not present. * palette.cc: Prevent palettes from being applied if the game is faded out. * objs/jawbone.cc: Missing return in function. * usecode/ucxt/src/ucdata.cc: printf parameter was wrong. -------------------- |
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Messaggio
#73
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![]() ![]() Gruppo: Admin Messaggi: 30.334 Iscritto il: 18 April 04 Da: Britannia Utente Nr.: 1.377 pulley-in-the-middle BGE Ultima 7 Playing Ultima 7: "Il Portale Oscuro" IN ITALIANO! Dungeon Master 1 (PC - DosBox) Sonic (Wii) Runaway (PC) SO WinXP ![]() |
CITAZIONE 2008-07-26 Marzo Sette Torres Junior <marzojr@yahoo.com>
* New NPCs created with ES now have their 'walk' flag turned on by default. 2008-07-24 Marzo Sette Torres Junior <marzojr@yahoo.com> * Fixed some apparent lock-ups due to palettes not being updated. * Improved talk dialog in SI when double-clicking someone already within talking distance. * Fixed uninitialized variable. -------------------- |
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Messaggio
#74
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![]() ![]() Gruppo: Admin Messaggi: 30.334 Iscritto il: 18 April 04 Da: Britannia Utente Nr.: 1.377 pulley-in-the-middle BGE Ultima 7 Playing Ultima 7: "Il Portale Oscuro" IN ITALIANO! Dungeon Master 1 (PC - DosBox) Sonic (Wii) Runaway (PC) SO WinXP ![]() |
CITAZIONE 2008-08-09 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Fixed bug #2036349. 2008-08-01 Marzo Sette Torres Junior <marzojr@yahoo.com> * Made armageddon spell behave like originals. Made Armageddon immunity into settable trait in ES. * Fixed Petra's portrait when body switched. -------------------- |
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Messaggio
#75
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![]() ![]() Gruppo: Admin Messaggi: 30.334 Iscritto il: 18 April 04 Da: Britannia Utente Nr.: 1.377 pulley-in-the-middle BGE Ultima 7 Playing Ultima 7: "Il Portale Oscuro" IN ITALIANO! Dungeon Master 1 (PC - DosBox) Sonic (Wii) Runaway (PC) SO WinXP ![]() |
CITAZIONE 2008-08-12 Marzo Sette Torres Junior <marzojr@yahoo.com> * Fixing yesterday's multiracial fix for the cases where SS is installed under 'serpentisle' in Exult.cfg (like is most likely is for the vast majority of cases) of FoV under 'blackgate' (likewise). Several 'string'->'const string&' in functions. 2008-08-11 Marzo Sette Torres Junior <marzojr@yahoo.com> * Making multiracial avatars work again in BG if only SI with the expansion is installed. Also, added the system paths "<ULTIMA7_STATIC>" and "<SERPENT_STATIC>" that always point to the static directory of the games (preferring the expansions). Adesso funzionano di nuovo gli avatar "multi-raziali" ![]() -------------------- |
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Versione Lo-Fi | Oggi è il: 12th December 2019 - 14:02 |