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> Exult 1.4 BETA, Tutti gli aggiornamenti della versione beta giorno per giorno!
The Ancient One
messaggio18 Mar 2008, 15:01
Messaggio #51



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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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The Ancient One
messaggio26 Mar 2008, 01:01
Messaggio #52



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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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The Ancient One
messaggio5 May 2008, 13:13
Messaggio #53



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BGE Ultima 7
Playing Ultima 7: "Il Portale Oscuro" IN ITALIANO!

Dungeon Master 1 (PC - DosBox)
Sonic (Wii)
Runaway (PC)

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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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The Ancient One
messaggio9 Jun 2008, 11:37
Messaggio #54



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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! n5.gif


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The Ancient One
messaggio9 Jun 2008, 11:38
Messaggio #55



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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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The Ancient One
messaggio9 Jun 2008, 11:39
Messaggio #56



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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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The Ancient One
messaggio9 Jun 2008, 11:39
Messaggio #57



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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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The Ancient One
messaggio9 Jun 2008, 11:51
Messaggio #58



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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! n5.gif
(considerando anche che tutti questi parametri, oltre ad essere riprodotti fedelmente nel gioco, sono personalizzabili per essere usati nei mod) n5.gif

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The Ancient One
messaggio10 Jun 2008, 17:28
Messaggio #59



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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.


bananab.gif


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The Ancient One
messaggio10 Jun 2008, 17:30
Messaggio #60



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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. bananab.gif


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The Ancient One
messaggio11 Jun 2008, 13:31
Messaggio #61



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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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The Ancient One
messaggio12 Jun 2008, 10:36
Messaggio #62



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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.


icon_salut.gif


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The Ancient One
messaggio16 Jun 2008, 15:59
Messaggio #63



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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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The Ancient One
messaggio16 Jun 2008, 16:00
Messaggio #64



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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. icon_salut.gif


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The Ancient One
messaggio17 Jun 2008, 10:59
Messaggio #65



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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. bananab.gif


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The Ancient One
messaggio7 Jul 2008, 10:11
Messaggio #66



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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.

n5.gif


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The Ancient One
messaggio8 Jul 2008, 10:52
Messaggio #67



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BGE Ultima 7
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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.

bananab.gif


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The Ancient One
messaggio9 Jul 2008, 17:09
Messaggio #68



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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! bananab.gif


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The Ancient One
messaggio2 Sep 2008, 18:52
Messaggio #69



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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


--------------------
 
The Ancient One
messaggio2 Sep 2008, 18:52
Messaggio #70



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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


--------------------
 
The Ancient One
messaggio2 Sep 2008, 18:54
Messaggio #71



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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.
n5.gif


--------------------
 
The Ancient One
messaggio2 Sep 2008, 18:54
Messaggio #72



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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.


--------------------
 
The Ancient One
messaggio2 Sep 2008, 18:55
Messaggio #73



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Gruppo: Admin
Messaggi: 30.334
Iscritto il: 18 April 04
Da: Britannia
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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.


--------------------
 
The Ancient One
messaggio2 Sep 2008, 18:55
Messaggio #74



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Gruppo: Admin
Messaggi: 30.334
Iscritto il: 18 April 04
Da: Britannia
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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.


--------------------
 
The Ancient One
messaggio2 Sep 2008, 18:56
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" n5.gif


--------------------
 

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