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OldGamesItalia > (Old)Games > Videogiochi > Ultima Babylon
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The Ancient One
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Dalla HOMEPAGE di Exult:
CITAZIONE
As computers evolve, we risk losing classic games from the not-so-distant past. One of these, Ultima 7, an RPG from the early 1990's, still has a huge following, and many consider it to be one of the most immersive games ever produced. Exult is a project to recreate Ultima 7 for modern operating systems, using the game's original plot, data, and graphics files.


Il "Phorum" di Exult


Apro questo thread per tenervi aggiornati sui futuri sviluppi di Exult.
The Ancient One
L'ultimo snapshot di exult introduce una sincronizzazione del labiale del Guardiano nell'intro di U7p1.

CITAZIONE
2006-07-30 <jeff@mini.nerble.net>

* bggame.cc (BG_Game): Added lip-syncing enhancements contributed
by Eric Wasylishen.


Discussione sul "Phorum"
The Ancient One
La prossima grossa feature in arrivo dovrebbe essere un nuovo menù di avvio, che consenta una pratica gestione di tutti i mod installati!

Si sta ancora discutendo su come implementarla. Potete leggere tutto in questa discussione.

CITAZIONE
I then suggested making a 'mod manager' of sorts which would compartmentalize savegames and the patch dir for each mod. My initial suggestion was a 'mods' folder which would include one file per mod giving Exult the relevant information; Exult would enumerate these files -- and ask which mod, if any, the player wants -- at startup.

Dominus then suggested compartmentalizing the gamedat dir, for the same reason as the savegames would be.


Questa è un'immagine di un possibile futuro menù:
Clicca per vedere l'allegato
The Ancient One
Come sempre l'estate è un momento proficuo per Exult.
Numerosissime sono state le modifiche e le aggiunte... sembra che ci stiamo avvicinando sempre di più ad una nuova versione stabile che sostituirà la 1.2

Riporto solo alcune (le più interessanti per i giocatori) fra le tante importanti modifiche apportate:

CITAZIONE
* content/bgkeyring/*/*: Merged in the 'Iteractions' part of Alun Bestor's
Quests & Iteractions mod into the Keyring mod. Added generic healing
services (used by all healers), Lord British's Crown Jewels and updated
the code to use newer features of UCC. Also added casting frames for all
caster NPCs and changed some crlfs to lfs.

Significa che le interazioni di U7p2 (introdotte in U7p1 con il Quest & Interactions Mod) sono state implementate nel Keyring Mod.
Che diventa quindi, ancora di più, il mod con cui giocare a U7p1.
Quanto prima pubblicheremo la versione aggiornata del mod con la nostra traduzione.

CITAZIONE
* Adding mod manager to Exult and Exult Studio. New Exult menu now displays
all games in exult.cfg and has a sub-menu for each game's mods. Likewise,
Exult Studio can load games and mods. In some of the files, converted some
identation spaces into tabs, and some trailing spaces were removed.

Introdotto il nuovo menù iniziale di cui parlavo nel post precedente.
Una vera manna dal cielo per facilitare l'utilizzo dei mod.
The Ancient One
I ragazzi del team di Exult ci stanno dando veramente sotto!
In questi ultimi giorni sono state inserite decine di correzioni e piccole modifiche.
Inutile riportarle tutte. Basti dire che l'impressione che ne ho tratto è quella che stiano lavorando verso un Exult sempre più votato ai futuri Mods.

Di seguito quelle che reputo più interessanti:

CITAZIONE
* Reduced avatar's speed to prevent outrunning of the teleport storm at the start of SI. The reulting speed also seems to match the original games better, as it is now very hard to outrun enemies. The avatar's speed is also reduced if it is in a (delayed) usecode script, which helps to prevent outrunning the teleport storm without making the avatar too slow while in combat mode. Also, switched a few identing spaces to tabs.

Adesso l'Avatar si muove ad una velocità più simile all'originale e non è più possibile in U7p2 raggiungere la spiaggia segreta all'inizio del gioco... fragend013.gif (salvo, ovviamente che con il trucco del teletrasporto... muhehe.gif )


CITAZIONE
* New NPCs can now specify a function name as their usecode function. New save games will not work in older versions of Exult, but old saves will still work.

Questa la riporto, perché da questa versione in poi i nuovi salvataggi non funzioneranno sulle vecchie versioni di Exult.

CITAZIONE
* ucsched.cc, actors.*, gamewin.cc: Looking at 'no_halt' script opcode in a slightly different way. In particular, this prevents silver serpent venom from freezing the user for 1 game hour.

Qui invece hanno corretto un piccolo bug che io stesso avevo sperimentato! bananab.gif

Presto una nuova versione compilata di Exult con le nostre modifiche...
wave.gif
The Ancient One
In queste settimane i lavori su Exult e sul Keyring Mod procedono a ritmi vertiginosi, con aggiunte e correzione di bug quasi quotidiane.

Numerose le aggiunte fatte, si tratta di aspetti minori, ma interessanti.
Volti a rendere il gioco emulato più fedele all'originale. Ma volti anche ad introdurre aspetti interessanti e nuove possibilità a livello di scripting.

Ecco le ultime modifiche:

[
spoiler]
CITAZIONE
2006-12-11 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Added support for turning translucency on/off for paperdolls. New data for
BG and SI paperdolls has been added.
* Fixed a couple goofs with new paperdoll art, and added some more art by
Crysta the Elf.
* Loading a mod directly from the command line will no longer default to
the original game if the specified mod is not found or is not compatible
with the present Exult version.
* Gave a much-needed version increase to Exult, particularly since the
paperdoll data it now expects is not backwards-compatible.

2006-12-11 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Added support for static usecode classes;
* Compatibility update for Keyring mod with new BG paperdoll data.

2006-12-10 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Scripted steps now force the step to take place regardless of obstacles or
terrain (FoV & SS verified);
* Changed handling of barges to allow movement type of barges above ground
level to 'MOVE_LEVITATE' (FoV & SS verified).
* Adding more BG paperdoll art by Crysta the Elf.

2006-12-09 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Adding tons of new paperdoll graphics for BG by Crysta. Also removed
unneeded file.
* Improved UCXT data files and intrinsic table.
* Improved WUD/WUC opcode table and fixed a few errors.

2006-12-08 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Fixing a few stack corruption bugs in UCC.
* Changing wud/wuc name of opcode 0x5C.

2006-12-07 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Changing the way Exult handles the game clock. Now, the game clock 'ticks'
25 times per game minute, regardless of FPS, which seems to be the way it
worked in the original.
* Sime improvements to the 'pace' schedule.
* NPC schedules now update every hour, and look back until it finds a
schedule for the NPC.
* Added a 'continue' statement in UCC for 'while' and 'for' statements.
* Fixed a few bugs and updated a few things in the Keyring mod. Added new
Mariah gump by Crysta.

2006-12-06 Marzo Sette Torres Junior <marzojr@yahoo.com>
* actors.*, intrinsics.cc, ucsched.cc, ucparse.yy, exult_intrinsics.txt:
Implemented damage type parameter of 'apply_damage' and 'reduce_health'
intrinsics and of the 'hit' script opcode. Also implemented the red flash
for lighting damage for even a single hit, as it happened in the original,
as well as flashign red for high amounts of damage.
Also implemented 'repeat2' support in UCC.
* everything else: Fixing bugs in the mods and updating them to use the
changes above.

2006-12-05 Marzo Sette Torres Junior <marzojr@yahoo.com>
Adding new 'is_dest_reachable' intrinsic and documentation for it.

2006-12-04 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Updating documentation of [get|set|clear]_item_flag intrinsics.
* Fixed bug #1608149.

2006-12-02 Marzo Sette Torres Junior <marzojr@yahoo.com>
Fixing Keyring bugs in forging code/Menion's training.

2006-11-30 Marzo Sette Torres Junior <marzojr@yahoo.com>
When editing shape info, have origin be updated when the frame is changed.

2006-11-29 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Updating Keyring mod to incorporate some additions to UCC, as well as a new
sprite and gump for Mariah and several bugfixes.

2006-11-28 Marzo Sette Torres Junior <marzojr@yahoo.com>
* shapeid.*, actors.cc: 'paralyze' flag now displays a purple outline. For
the sake of visibility, the SI color was used instead of the BG one.
* exult.*, usecode/conversation.cc, usecode/ucinternal.cc: Rotate palette
colors during conversations and during book mode (U7 verified -- e.g., the
SI phoenix).
* usecode/bgintrinsics.h: Imported five intrinsics from SI to BG:
show_npc_face0, show_npc_face1, remove_npc_face0, remove_npc_face1 and
set_conversation_slot.
* usecode/siintrinsics.h: Imported three intrinsics from BG to SI:
center_view, lightning and stop_time.
* docs/exult_intrinsics.txt: Included above modifications.

2006-11-26 Marzo Sette Torres Junior <marzojr@yahoo.com>
Fixed Karnax freeze-up bug.

2006-11-24 Marzo Sette Torres Junior <marzojr@yahoo.com>
* UCC: Adding assignment operators ('+=', '-=', '*=', '/=', '%='); improved
the functionality of '<<'; allowing getting/setting global flags with
non-constant expressions; allowing non-constant values in 'actor frame'
script command; fixed crash on code like 'var test = fun();' with 'fun'
undeclared; some misc improvements.
* Exult: Added two new opcodes that allow getting/setting flags using a
value on the stack.

2006-11-23 Marzo Sette Torres Junior <marzojr@yahoo.com>
* ufcun.h: Fixing UCC bug that caused first obj.say or obj.hide calls to do
fail do perform their intrinsic calls if they were the first intrinsic-
related calls in a usecode file.
* All others: Adding C++-style switch statement to UCC.
* Minor optimization for integer constants in UCC.

2006-11-21 Marzo Sette Torres Junior <marzojr@yahoo.com>
Adding extra capabilities to UI_book_mode_ex intrinsic, as well as improved
documentation for it.

2006-11-21 Marzo Sette Torres Junior <marzojr@yahoo.com>
Adding two new intrinsics: UI_book_mode_ex and UI_display_map_ex, as
well as documentation for both.

2006-11-17 Marzo Sette Torres Junior <marzojr@yahoo.com>
* docs/exult_intrinsics.txt: Reformatting file, some other minor fixes.

2006-11-05 Marzo Sette Torres Junior <marzojr@yahoo.com>
* ucinternal.cc: Fixed possible stack corruption on usecode machine when
getting/setting global flags. Also, for testing, make opcode 0x2d (setr)
display pending text.
* exult.cc: Made --buildmap option work once again, now with support for
all games and mods.
* usecode/compiler/ucfun.cc: Usecode functions which specify a return value
use the UC_RTS return instead of UC_RET at the end of the function.
* usecode/compiler/*.*: Added support for comparison of multiple strings in
a converse case block. Syntax is:
case "test1", "test2":
and adding the '(remove)' option causes all the options to be removed.
The UCC script command 'call' now accepts variables for the eventid to use.
Also added new scripting options with the intent to completelly phase out
the execute_usecode_array and delayed_execute_usecode_array intrinsics.
Scripts can now be created like this:
var varname1 = new script { // script commands };
and can be added to like this:
varname1 << varname2;
varname1 << { // script commands };
The '<<' operator will append the right-hand side to the var on the left-
hand side, and can be chained; e.g.,
varname1 << varname2 << { // script commands };
results in the same script as the above two lines. Finally, the calls to
execute_usecode_array and delayed_execute_usecode_array intrinsics can be
done respectivelly with
'actor.run_script(script);'
and
'actor.run_script(script, delay);'
The previous UCC script blocks still work as they used to.

2006-09-25 Marzo Sette Torres Junior <marzojr@yahoo.com>
* schedule.cc: Fixed pace schedule for large creatures (such as the cyclops
northeast of Cove).
* actors.cc: Map-edit mode now delays handle_events for actors, preventing
almost all actions. Also, fixed the bg_dont_move condition in
in_usecode_control function.
* egg.*: Fixed field/caltrop bugs on editing/updating from ES, as well as
bug #1564529.

2006-09-24 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Implemented monster attack SFX; verified in the originals.

2006-09-22 Marzo Sette Torres Junior <marzojr@yahoo.com>
* ucsched.cc, actors.*, gamewin.cc: Looking at 'no_halt' script opcode in
a slightly different way. In particular, this prevents silver serpent
venom from freezing the user for 1 game hour.
* ucsym.h: Fixed a GCC 4 compile problem.
* keys.cc: Changed a few identing spaces to tabs.
<!--SPOILER DIV--></div><!--SPOILER DIV-->


Tanto di cappello ai ragazzi del Team di Exult! hail.gif
The Ancient One
Continuano gli aggiornamenti:

2006-12-20 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Increased version to 1.4.03CVS due to the enormous number of changes.
* Added versioning information to the files loaded through Shapeinfo_lookup.
* Added two new intrinsics: set_npc_name and set_usecode_fun, as well as
documentation for them.
* shapes/miscinf.*: Added some new data files, with dynamic importing of
shapes allowed. See the data files themselves for more information.
++++ Important ++++
These data files allow the specification of previously hard-coded data.
This hard-coded data will NO LONGER BE PRESENT for new games, which must
supply their own versions of the data files instead.
* gamamgr/bggame.cc, sigame.cc: Updated to use new data files for skins.
In BG, also made the character creation screen use a new palette by using
palette remapping of the shapes to draw. Consequently, said screen uses
shapes from faces.vga (patched with Exult_bg.flx/mr_faces.vga) to draw
the multiracial faces.
* expack.cc: You can now specify a shape number for a file in a script by
prefixing the file name with a ':shapenum:'. Shapes following a declared
shape will have their numbers assigned starting from the specified shape.
* shapes/vgafile.*: VGA files now support multiple (more than 2) patches
from different sources. Also added support for loading VGA files from
within a flx file (such as Exult_bg.flx). Also, VGA files can now import
specific shapes from another VGA file and remap the shape number to a
different value. Finally, Shape frames can also be painted by remapping
their colors using a palette translation table.
* shapeid.*: Renamed a few vars and functions to have more generic names.
Modified the handling of VGA file loading, allowing for independent use
of paperdolls and of multiracial avatars, as well as allowing multiple
patches for paperdol.vga in BG. BG shapes.vga now imports the multiracial
shapes from SI. Likewise, multiracial faces are patched into faces.vga.
Added support for drawing shapes by remapping them into another palette
using a translation table. Finally, BG gumps.vga imports the blue shapes
from the SI gumps.vga file.
* shapes/shapevga.*: Modified info table to use a map instead.
* gumps/Paperdoll_gump.cc: Use data-file-defined data for the blue shapes.
* usecode/ucinternal.cc, conversation.cc: Use new data files and functions
to 'de-hack' multiracial support in BG. Also, the Petra and tattooed flags
also work in BG now, with effects configurable in data files.
Also, added function to retrieve a usecode function's name from its id.
* usecode/ucserial.cc: Fixed bug #1616911.
* cheat.cc, cheat_screen.cc: Use new functions for changing skin colors.
Allow use of naked, petra and tattooed flags in BG too.
* palette.*: Added function to create a translation table between two palettes.
Improved find_color function to allow searching up to a specified index.
* imagewin/ibuff8.*, shapes/font.*: Added support for painting shapes by
remapping their colors to another palette using a translation table.
* actors.cc: Use new skin data and functions.
* actorio.cc: Save/load skin color using its own char (but retain backward
compatibility).
* all others: Changed for compatibility with the above changes.

2006-12-12 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Fixed a bug in the get_class method of the symbol table.
* Added a 'OVectorDataSource' vector data source for output of unknown
length to prevent problems with small buffers.
* Made Usecode_value and Usecode_script classes use data sources for input
and output to eliminate possible buffer problems.
* Removed the limit on usecode timers allowed.
* Made usecode static vars refer to its parent function (if any) by name
when possible.


n5.gif
The Ancient One
Continua il duro lavoro su Exult.
Tantissime le modifiche approtate in queste ultime settimane.

Eccole qui:

2007-04-02 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Avatar skins can now optionally specify whether or not the shape data
from the avatar's default skins will overwrite the shape data from the
skin's actual shape.
* Versioning of text data files actually work now.
* Better handling for movement of larger avatars.

2007-03-31 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Added new title screens for Keyring mod and SI Fixes.
* Added build scripts/instructions for SI Fixes. Also, improved the Keyring
make scripts.
* Added new avatars from Avatar Pack to Keyring mod.
* You can now patch the keybindings on a per-mod basis. The Keyring mod has
been updated to reflect that.
* Added partial support for patch music files. Ogg files in <PATCH>/music
will now be loaded (if they exist) instead of the corresponding ogg from
<MUSIC>. Still need to do the same for the midi/xmidi/etc.

2007-03-29 Marzo Sette Torres Junior <marzojr@yahoo.com>
Allow mainshp.flx patches. Also, slightly synched BG and SI new game code,
and removed a few unnecessary palette changes in BG title screen.

2007-03-27 Marzo Sette Torres Junior <marzojr@yahoo.com>
New vga/usecode generation scripts for Keyring mod.

2007-03-21 <jeff@mini.nerble.net>

* exult.cc: Fixed a couple bugs involving dragging NPC's onto the map.

2007-03-18 Marzo Sette Torres Junior <marzojr@yahoo.com>
* minsinf.cc: Made multiracial table patches actually be able to change
the built-in skins.
* content/bgkeyring: changed storage method of graphics to shp files instead
of pngs and switched scripts to use expack instead of ipack. Added some
instructions on how to build the Keyring mod by yourself. Added several
new avatars to choose from, and improved existing ones. Removed generated
files (most vga files, the usecode file).

2007-01-15 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Don't print errors when looking for mods and the mods dir doesn't exist.

2007-01-10 Marzo Sette Torres Junior <marzojr@yahoo.com>
* A few bug fixes/improvements to the Keyring mod.

2007-01-06 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Fixing bug #1628256.

2007-01-02 <jeff@mini.nerble.net>

* mapedit/ucbrowse.cc (Usecode_browser): Sort columns in usecode
browser.

2006-12-25 Marzo Sette Torres Junior <marzojr@yahoo.com>
A few fixes/updates to the Keyring mod.

2006-12-24 Marzo Sette Torres Junior <marzojr@yahoo.com>
* miscinf.cc: Removing unneeded debug message.
* ucbrowse: Lack of std::ios::binary in opening file caused wrong usecode
symbol table. Changed to use U7open instead of constructor.

2006-12-23 <jeff@mini.nerble.net>

* mapedit/shapeedit.cc: Added "Browse" buttons for usecode selection.


Riassumendo:
- tanti bug fix
- supporto per il nuovo mod: Avatar Pack
- miglior supporto per avatar con diversi colori della pelle
- adesso i mod di Marzo hanno una loro schermata col titolo, rendendo finalmente facile capire se sono stati installati correttamente.
- possibilità di giocare con le proprie musiche!

Non male direi!!!!
The Ancient One
Nuove modifiche, nelle direzioni già intraprese.
Soprattutto per favorire lo sviluppo di mod.

Le più interessanti sono il supporto adesso completo all'utilizzo di musiche diverse dall'originale, nonché l'introduzione di un nuovo scaler ed il supporto per avere avatar di dimensioni maggiori!

CITAZIONE
2007-04-13 <jeff@mini.nerble.net>

* imagewin/hq2x.cc (srcx): Added Hq2x scaler.

2007-04-08 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Fixed screwed-up palettes in SI mods with custom mainshp.flx files.
* You can now add/change midi music by placing custom ADLIBMUS.DAT and/or
MT32MUS.DAT files in the patch dir.

2007-04-06 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Improved large-avatar handling, fixing a few bugs it introduced for
normal-sized avatars.
* Improved Actor::Find_Blocking, and modified Actor::move_aside to check
the orthogonal directions first.
* Improved slightly pace schedule.
* Jukebox eggs now ignore delta-z when determining if they should hatch.

2007-04-04 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Improved skin scrolling functions.
* ES now saves differential patches for VGA files. This will NOT affect
"patch" VGA files that already exist.
* ES now exports to/imports from shp files into VGA files.
The Ancient One
Esempio del nuovo scaler applicato alle targhe.
Clicca per vedere l'allegato
The Ancient One
Aggiornamento.
Il primo riguarda sempre l'aggiornamento dell'Avatar Mod, già annunciato separatamente.


CITAZIONE
2007-05-14 v 0.1 ~ Marzo Sette Torres Junior <marzojr@yahoo.com>
* miscinf.cc: Fixed problem reading textmsg files with crlf's.
* monsters.cc: Monsters with high shapes used wrong usecode function.

2007-04-28 v 0.1 ~ Marzo Sette Torres Junior <marzojr@yahoo.com>
* New sprite for male bucket-heade avatar, made by Skutarth. Also, removed
the silly fully-armored paperdoll for the bucket-headed avatars.
The Ancient One
Sul sito di Exult per il Nokia 770 è stato pubblicato questo interessante confronto fra alcuni filtri grafici di Exult.
Peccato che non ci siano gli ultimi inseriti (Hq2x / Hq4x scaler)

Clicca per vedere l'allegato

n5.gif
The Ancient One
Un altro aggiornamento, richiesto da un modder:

CITAZIONE
* objs/egg.cc (public): Allow setting z-coord in teleport eggs.
The Ancient One
Grandissimo aggiornamento questa settimana.
E' incredibile come i lavori su Exult procedano ad un ritmo serrato!!!

Tante modifiche interne molto importanti, ma poco appariscenti per l'utente finale.
Sicuramente il grande passo in avanti di questo aggiornamento è il lavoro fatto sugli effetti sonori. Ora moooolto più completi e fedeli all'originale.
Scommetto che questo risolverà anche alcuni occasionali crash in U7p2, ma devo ancora provare.

bananab.gif n5.gif

2007-06-03 v 0.1 ~ Marzo Sette Torres Junior <marzojr@yahoo.com>
* objs/virtstone.h: Changed 'default' value for virtue stone map to be map 0.
* objs/egg.cc: Fixed bug where sfx eggs would translate the SFX number to
the BG SFX, causing problems in SI.
De-hard-coded field data. Poison and sleep fields no longer activate if
the target is already poisoned/sleeping.
* objs/objs.cc: Added some missing sfx when the avatar attacks an object.
* shapes/miscinf.*, objs/*: Major work in object sfx; multiple objects can
now play the same sfx (as seen in the originals). Objects can now have
ranges (random or sequential) of sound effects, as well as sport a random
delay between each time the sfx is played.
New animation data and cycles unifies the way fields are handled with
every other animated object, including allowing them to have sfx. Also,
objects can have sfx synchronized with specific frames of the animation
(e.g., grandfather clocks) and can sport delays between each animation
cycle (e.g., bubbles).
* shapes/miscinf.*: Modified to read new animation and SFX data.
* gumps/misc_buttons.cc: Added missing button SFX.
* data/*/shape_info.txt: Added tons of new sfx and animation data.
* usecode/compiler/*:
* actors.cc: Modified roll_to_win to better match statistical tests.
Added 'graze' and default 'hit' SFX. Modified NPCs to *really* be dormant
when in a different map from main actor.
* effects.cc: SFX from weapon data should not be translated in SI.
* exult.cc: Wizard_eye only blacks out area outside the original resolution;
this makes it work with SI even without the BG sprite 10 (as it in fact
happens in the original SI -- see the usecode changes below).
* gamewin.cc: Fixed a bug(?) where clicking at the rock at [915, 2434, 0]
in BG would display 'key'. Might have unforeseen side effects.
* audio/conv.cc: Fixed the BG-to-SI SFX table. The new data is based on the
MT-32 timbres from BG and SI SFX and on the assumption (apparently
correct) that BG SFX uses timbres equal to their SFX number, then matching
(by name) the timbres used by SI SFX.
* usecode/*: New intrinsics discovered from original games with rip/wud/wuc:
BG: 0x2d: get_music_track
0x34: error_message
SI: 0x38: get_music_track
0x58: roll_to_win
0x5f: clone
0x61: display_area
0x62: wizard_eye
0xaf: get_dead_party
Note that several of these intrinsics were used in the originals.
Like wizard_eye intrinsic, display_area intrinsic also blacks out only
the area outside original resolution to work as the original SI did.
get_dead_party now searches around the object passed as the parameter
(which was ignored by Exult so far) instead of the avatar.
Added support for usecode functions with 32-bit IDs.
* usecode/compiler/*: Added do-while support for UCC. Renamed return opcodes
to make them more intuitive. Added support for 32-bit function IDs, string
offsets and integers. 32-bit jump offsets are NOT implemented yet.
UCC directives are now more tolerant of white-space and (1) issue a
warning if the directive is unknown or (2) raise an error if there is no
new-line after a directive.
* docs/exult_intrinsics.txt: Updated with new intrinsic information.
* content/sifixes/*: Better 'make.bat'. Updated some files to make SI Fixes
actually compile with non-ancient versions of UCC.
The Ancient One
Aggiornamento rapido:

CITAZIONE
2007-06-05 Marzo Sette Torres Junior <marzojr@yahoo.com>
Fixed coastline desynch bug.


Come spiegato qui.

Bug introdotto dopo la modifica del sistema degli effetti sonori.

E' incredibile la rapidità con cui è stato scoperto e sistemato.
Marzo è fenomenale! bananab.gif
The Ancient One
Ancora aggiornamenti.

2007-06-05 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Fixed coastline desynch bug.
* Fixed bug #1731542 by forcing the current frame to be passed for the
get_3d_xtiles get_3d_ytiles (thus, ensuring proper bounding boxes).
* Fixed bug #1731543.
* Fixed bug in ES method of saving differential VGA patches and improved
recognition of files from patch dir.

Di quello relativo ad Exult Studio se ne parla qui (ma è piuttosto tecnico).
The Ancient One
Ancora aggiornamenti:

CITAZIONE
2007-06-06 <jeff@mini.nerble.net>

* schedule.cc (Loiter_schedule): Rewrote miner-schedule to be more
like the original.

2007-06-07 Marzo Sette Torres Junior <marzojr@yahoo.com>
Fixed bug when importing shp files into a VGA file over an existing shape.
The Ancient One
Ancora aggiornamenti significativi!!!

CITAZIONE
2007-06-07 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Fixed bug where nearby animations could temporarily stop if an "abort"
took place during a conversation.
* More intrinsics uncovered with rip/wud/wuc:
BG: intrinsic 0x92 is *set_camera*, not center_view.
intrinsic 0x94 centers the screen around a (x, y) coordinate;
it has been renamed view_tile.
SI: intrinsic 0x19 is *get_item_weight*, not get_item_usability.
intrinsic 0x67 is definitelly remove_all_spells.
intrinsic 0x6b is stop_time.
intrinsic 0x70 is armageddon (yes, it is there).
intrinsic 0x72 is lightning.
intrinsic 0xb0 is view_tile.
Old center_view intrinsic is still available for both BG and SI.
Also, set_camera intrinsic also centers on objects, not just actors
SI intrinsics remove_all_spells, get_item_weight and get_skin_colour
were made available for BG too.
* Updated/fixed a couple errors in intrinsic documentation.
The Ancient One
Vai!

CITAZIONE
2007-06-08 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Disabled fire sfx as it sounds awful.
* Modified distance function to calculate distance between the center
tiles of the two objects.


bananab.gif
The Ancient One
In questa discussione viene segnalato un bug con dupre in SI nell'ultimo snapshot.

Può essere risolto così:
CITAZIONE
Yes. After he is gone, you can set his NPC flag "in party" to "Y" and then teleport. He will them appear.


Oltre a questo Marzo sta lavorando sul tempo atmosferico, uno dei pochi aspetti non ancora riprodotti correttamente da Exult.
In particolare mancano alcune condizioni climatiche, come la neve.
Ottima notizia!!! bananab.gif
DK
Tante novità recenti per Exult; molto del lavoro è per la nuova versione PocketPC, ma anche per quella PC sono state realizzate diverse integrazioni/aggiustamenti.
Di importante è che finalmente le modifiche per le condizioni atmosferiche sono state ultimate: ora abbiamo neve, nebbia e tempo nuvoloso. La pioggia è molto più fedele all'originale e sono state migliorate le trasizioni tra i vari momenti della giornata (alba/giorno/tramonto/sera) e del tempo (nuvoloso/pioggia/neve/nebbia).
CITAZIONE
2007-06-15 Marzo Sette Torres Junior
* effects.*, gameclk.*, palette.*, objs/egg.cc: Implemented missing weather:
snow, fog and overcast weather. Also changed rain to better match the originals. Implemented smooth dawn/sunrise/sundown/dusk and smoother transition to/from overcast/rain/snow/fog weather. Also, fixed bug which prevented correct palette from being displayed after entering and then leaving the cheat screen.

Inoltre ci sono dei piccoli aggiornamenti anche per la riproduzione musicale; se qualcuno aveva avuto problemi potrebbe provare questa versione per vedere se sono stati risolti.
CITAZIONE
2007-07-12 Ryan Nunn
* audio/midi_drivers/* : Changes to the MidiDriver code as per Exult bug report 1750743, with additional changes to ensure that it actually works properly in all cases. Also fixed possible problems with sequence speed being set to 0, notes being cut off early at the end of a song and renamed some variables so they properly relfect what they actually are.

2007-07-12 Marzo Sette Torres Junior
* audio/Midi.cc: Don't use exceptions for patch music flexes.
* audio/midi_drivers/LowLevelMidiDriver.cpp: Destroy cond also when the driver is destroyed.


Come al solito dovete scaricare la versione "binary snapshot" che è l'unica aggiornata costantemente; ovviamente, però, potrebbe anche esserci l'introduzione di nuovi bug, tipo forse questo.
The Ancient One
Grande, DK, per avermi rimpiazzato!
Bellissimo aggiornamento! icon_salut.gif

Ora vado a rimettermi in pari.

Nel frattempo segnalo la news ufficiale della home page, aggiornata dopo un anno di silenzio (e di duro lavoro dell'Exult Team)!

CITAZIONE
19 June 2007
Yes, we have done a lot of work in the past year:

Our newest member, Phillip George, has succeeded in porting Exult to the PocketPC.
Marzo has been actively working on his Keyring mod, in particular, improving Exult and ExultStudio to support further mod development.
Many bug fixes, such as Marzo's recent implementation of missing weather effects in SerpentIsle. See the ChangeLog for the complete list.
Support for the "Hq2x" and "Hq3x" screen scalers.
The Ancient One
Questo è l'estratto completo del Changelog... Come vedete si sono dati veramente da fare!!!

2007-07-12 Marzo Sette Torres Junior <marzojr@yahoo.com>
* audio/Midi.cc: Don't use exceptions for patch music flexes.
* audio/midi_drivers/LowLevelMidiDriver.cpp: Destroy cond also when the
driver is destroyed.
* usecode/compiler/ucfun.cc: Only add terminating return opcode to functions
that don't already have one.

2007-07-12 Ryan Nunn <colourles@users.sourceforge.net>
* audio/midi_drivers/* : Changes to the MidiDriver code as per Exult
bug report 1750743, with additional changes to ensure that it actually
works properly in all cases. Also fixed possible problems with sequence
speed being set to 0, notes being cut off early at the end of a song and
renamed some variables so they properly relfect what they actually are.
* msvcstuff/wud.vcproj : Changes so this project compiles

2007-07-11 Marzo Sette Torres Junior <marzojr@yahoo.com>
* gamemap.cc, files/databuf.h: Removed OVectorDataSource in favor of
StreamDataSource + stringstream. Added 'write' virtual method to
DataSource which writes a string to the source.
* mapedit/*: Removed unused definitions.
* gamedat.cc, gamewin.h: Fixed flex multimap savegames to save an inner
flex (containing the IREG files) for each map after the first.

2007-07-08 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Fixed bug which would cause a purple outline to be displayed around NPCs
during some animations in recent snapshots of Exult.

2007-07-07 Lanica Dragon (Phillip T. George <me@PhillipGeorge.com>)
* PocketPC: Set audio system to just USE_FMOPL_MIDI
The theory is, this may reduce crashes, as Timidity doesn't
appear to work, and MT32 could be having problems.

2007-07-02 Lanica Dragon (Phillip T. George <me@PhillipGeorge.com>)
* PocketPC: Fixed bug with "Normal" option w/ D-PAD
Normal option couldn't be selected

2007-07-01 Marzo Sette Torres Junior <marzojr@yahoo.com>
* content/*: Making usecode of the SI Fixes and LB joining mods compile.
* usecode/compiler/ucsym.cc: UCC now issues a warning for every function
that gets autonumbered unless '#autonumber' directive is used.
* usecode/compiler/uclex.yy: Optimizing lexical scanner a bit.
* palette.cc, gameclk.cc: Fixing problems with infravision and (possibly)
invisibility palettes.
* effects.cc: Tweaking duration of rain and snow a bit.
* gamewin.cc, cheat_screen.cc, mapedit/npclst.cc, usecode/ucinternal.cc,
content/islefaq/initgame.dat: NPCs with numbers in the [356, 359] range
are hidden by Exult and ES, not being available for new NPCs. Also, these
'reserved' NPC numbers will not be converted to NPCs by intrinsics.
Other than that, negative usecode numbers will be converted to NPCs
whenever possible, like positive numbers; this effectivelly removes the
NPC # limit from Exult.
Finally, the SF Island patch has been remade to avoid using NPCs in the
range mentioned above.
* usecode/compiler/ucsym.cc: Fixed Uc_function_symbol constructor not
initializing all class variables.

2007-06-30 Marzo Sette Torres Junior <marzojr@yahoo.com>
* (general): Adding missing newlines to end of files. Making numeric keypad
work for number input and return in gumps/menus.
* usecode/ucsym.cc: Making shape# work again if using old auto-numbering.
* mapedit/*: Allow separate viewing of shape functions in usecode browser.
* content/bgkeyring/src/spells/npc_spells.uc: Reagents were being incorrectly
counted and used.
* content/*: Updated old usecode to a more modern form. Fixed dialog bugs in
SF island and fixed initial scene.

2007-06-29 Lanica Dragon (Phillip T. George <me@PhillipGeorge.com>)
* ChangeLog: Corrected date for yesterday's entry
* PocketPC;touchscreen: Added toggleRight and toggleDouble functions to
touchscreen class
* PocketPC;Keyboard_gump: Cleaned up ActivateOtherButton function
Added per-state ActivateOtherButton functions
* PocketPC;Keyboard_gump: Enabled saving & loading of on-screen keyboard
position and state
* PocketPC;Keyboard_gump: Added getState and getCorner accessor functions
* PocketPC: Added "KEYBOARD_POSITION" action
* PocketPC: Added "KEYBOARD_MODE" action
* Added README.PocketPC
* PocketPC: Added "Normal" option to d-pad options (in case someone has
custom keybindings)

2007-06-28 Lanica Dragon (Phillip T. George <me@PhillipGeorge.com>)
* PocketPC: Added touchscreen class
Allows users to set mouse to double click mode
Allows users to set mouse to right click mode
Users can do both double click and right click modes
Added TOUCHSCREEN_MODE action, so it can be mapped to a key
* PocketPC: Added double click and right click functions (as noted above)
to the keypad and hotpad keyboards

2007-06-27 Lanica Dragon (Phillip T. George <me@PhillipGeorge.com>)
* PocketPC: Fixed scaling problem
* PocketPC;Keyboard_gump: Cleaned up Keyboard_gump.h a bit
Set private & public appropriately

2007-06-26 Lanica Dragon (Phillip T. George <me@PhillipGeorge.com>)
* PocketPC: Added keypad and hotpad keyboards
Keypad is basically the numpad on a normal keypad
Hotpad enables running and a few other nifty functions

2007-06-24 Marzo Sette Torres Junior <marzojr@yahoo.com>
* gamewin.cc, gameclk.*: Fixed a few bugs in palette problems, particularly
when teleporting around.
* content/bgkeyring/*/*: Fixed a few bugs in Zauriel's functions, improved
one of the cutscenes.
* A few aligning spaces were converted to tabs.

2007-06-24 Lanica Dragon (Phillip T. George <me@PhillipGeorge.com>)
* PocketPC: Updated on-screen keyboard colors
* PocketPC: Fixed alt & ctrl on-screen keyboard malfunction
* PocketPC: Fixed minimize bug (had to tell SDL to minimize twice to be sure
would erase the whole window, in certain PocketPC setups).
* MSVC9: Updated Makefile.data so it wouldn't rebuild the flx files every time

2007-06-24 Lanica Dragon (Phillip T. George <me@PhillipGeorge.com>)
* PocketPC: Added on-screen keyboard feature

2007-06-24 Marzo Sette Torres Junior <marzojr@yahoo.com>
* palette.cc, gameclk.cc: Fixed a few problems with palette transitions and
faded-out palettes.
* gumps/Paperdoll_gump.cc: Also allow showing of usecode container in BG
if Exult is compiled with -DSHOW_USECODE_CONTAINER

2007-06-23 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Fixed bugs where avatar faces would not be removed from the screen by
calls to remove_npc_face intrinsic.

2007-06-21 Lanica Dragon (Phillip T. George <me@PhillipGeorge.com>)
* PocketPC: Added "exult.cfg.txt" as a config file option
Exult will look for exult.cfg.txt first (using U7exists)
If it is not found, then Exult will use exult.cfg
This is so PocketPC users can easily edit the config file by default
Most PocketPC devices natively do NOT have the ability to rename extensions
or to easily edit anything that is not already a registered type
This feature can be made easily available to other OSes by defining
EASY_USER_CONFIGURATION_FILE (with the value of 'exult.cfg.txt')
* PocketPC: Possibly fixed semi-random 'minimize' bug (when minimizing, some
of the main PocketPC GUI would be covered by graphics from Exult).
Needs more testing.

2007-06-20 Lanica Dragon (Phillip T. George <me@PhillipGeorge.com>)
* Fixed PocketPC 'minimize' function querks
* Fixed PocketPC dpad keymap loading bug

2007-06-17 Marzo Sette Torres Junior <marzojr@yahoo.com>
* New intrinsic from SI discovered with rip/wud/wuc: intrinsic 0x96 is
'can_avatar_reach_pos'. Since Exult already offers a more powerful variant
('is_dest_reachable', which works for any NPC not just the avatar), this
intrinsic has *not* been made available to BG.

2007-06-19 Lanica Dragon (Phillip T. George <me@PhillipGeorge.com>)
* Started PocketPC 'minimize' function
Needs good placement
Minimize feature can be ran by attempting to quit the game, choosing no, then choosing yes to minimize
There are a few querks when reactivating Exult that need to be fixed
* Fixed type-o in ChangeLog (from Lanaca to Lanica on 2007-06-16)
* Removed PocketPC hardcoded configuration file location (was set to load from "\Exult\exult.cfg")
* Fixed PocketPC relative pathing error (PocketPC does not have a "current directory")
* Created easy way for dpad keymaps to be changed (Gameplay options, "D-PAD") for PocketPC users

2007-06-18 Lanica Dragon (Phillip T. George <me@PhillipGeorge.com>)
(Checked into CVS on 2007-06-19)
* Fixed Makefile.common bug where EXPACK_CHECK would not get properly updated with Windows platforms
* Updated MSVC9 project files to include "release" mode and also the PocketPC 2003 target

2007-06-17 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Fixed special lights to work again.
* Fixed UCC bug where a function's symbol type in the symbol table be
"extern" if the function was externed before being defined.
* Added three new intrinsics from SI discovered with rip/wud/wuc:
intrinsic 0x64 is resurrect_npc
intrinsic 0xB9 is get_temperature_zone
intrinsic 0xBB is get_npc_warmth
This affects UCC, WUD and WUC as well.
* actors.cc: Fixed warmth given by several items.
* gumps/Stats_gump.cc: Fixed slightly innacurate frame <> temperature map.


2007-06-16 <jeff@mini.nerble.net>

* exult.cc,etc.: Applied Lanica's PocketPC patches.

2007-06-16 Marzo Sette Torres Junior <marzojr@yahoo.com>
Makefile.common: Ensure that changes to "bgintrinsics.h" and "siintrinsics.h"
will affect builds of Exult, UCC, WUD and WUC.

2007-06-15 Marzo Sette Torres Junior <marzojr@yahoo.com>
* effects.*, gameclk.*, palette.*, objs/egg.cc: Implemented missing weather:
snow, fog and overcast weather. Also changed rain to better match the
originals. Implemented smooth dawn/sunrise/sundown/dusk and smoother
transition to/from overcast/rain/snow/fog weather. Also, fixed bug
which prevented correct palette from being displayed after entering and
then leaving the cheat screen.
* cheat_screen.cc, gamewin.cc: Reset weather to default before setting time.
* objs/animate.cc, shapes/miscinf.*, data/*/shape_info.txt: Implemented
grandfather clock's horly "bongs". Implemented reading of animation data
from the original games, which is converted to the Exult format.
As a result, most of the animation data in data/*/shape_info.txt has been
rendered reduntant and is commented out, being left as examples of the
Exult format.
Changed the way extra delay between frames of an animation work to better
update object SFX, and likewise for pure SFX animators with random delays.
* gumps/misc_buttons.cc: Fixed dumb error.
* effects.cc, actors.cc, shapes/shapewrite.cc, shapes/shapeinf.*,
mapedit/shapeedit.cc: Changed missiles' "special behaviour" to "homing".
* actors.cc, usecode/ucinternal.cc: Fixed bug which caused Dupre not to
appear in the conversation with Lord Marsten. Unfortunatelly, this means
that the animation bug fixed 2007-06-07 is now back.
* monsters.cc: Monsters can also be pure SFX animators now (fixes bees).
* actorio.cc: The original games did not store NPC's face shapes in npc.dat
* usecode/ucinternal.cc: Unless passed an NPC object, show face equal to the
absolute value of the number passed from within usecode.
* mapedit/exult_studio.glade: Fixed display of weather egg data.


La più significativa è forse quella di cui già ha parlato DK in questa discussione: il progetto di dare ad Ultima 7 nuovi effetti sonori!
The Ancient One
Vi riporto un'altra manciata di aggiornamenti di Exult!
Prevalentemente bug fixes e piccoli miglioramenti invisibili per l'utente finale.

2007-10-06 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Fixed a couple bugs in the Keyring mod.
* Eliminated the (virtually unused) SIFlags variable, enum and associated
functions from Exult. Its sole use (the naked flag from the cheat screen)
has been moved to flag 38 (which was unused in the originals) so that it
can be used from usecode also (to make things easier for skin packs).
* Exult Studio now edits more NPC flags, including the SI flags.
* Added an SI version of the BG's 'dont_move' flag. Now, flag 16 is named as
'bg_dont_render' (BG) or 'dont_move' (otherwise), while flag 22 is called
'bg_dont_move' (BG) or 'dont_render' (otherwise). Renamed 'si_tournament'
flag to simply 'tournament'.
* Ignore "don't move mode" and "don't render" when map-editing.
* Corrected and updated intrinsic documentation.
* Making the new naked flag works more like nakedness did in SI.

2007-10-04 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Fixed a few bugs in the Keyring mod.
* Fixed bugs #1727116 and #1770090

2007-10-02 <jeff@mini.nerble.net>

* npctime.cc (Npc_hunger_timer): Fixed hunger.

2007-09-21 Marzo Sette Torres Junior <marzojr@yahoo.com>
* audio/Midi.cc: Fixed crash when playing midi music on title screen of mods
with a custom mainshp.flx.

2007-09-02 Marzo Sette Torres Junior <marzojr@yahoo.com>
* audio/Audio.*, objs/animate.*: Fixed memory leak. Improved sfx cache.
Removed 'repeat' variable from Object_sfx as it was redundant.
* usecode/ucxt/data/u7opcodes.data: A few output fixes.
* usecode/compiler/uclex.ll: Fixed bug in line numeration of commented lines.
* content/*: Compatibiility update for changes in UCC.
* usecode/*, usecode/compiler/*, mapedit/*: The original games seem to make
a distinction between 'object' functions (fun id < 0x800) and 'utility'
functions (fun id > 0x800); the former are called in usecode with CALLE
opcode exclusivelly, while the latter use only CALL opcode and inherit the
itemref from the caller function. All 'object' functions have a 'phantom'
parameter in their function headers which is never used and always zero in
the originals. This behavior has been implemented in Exult now.
UCC has been updated to take this behavior in consideration, and you can
now declare object functions by using 'object#' or 'shape#'; the difference
being that the latter is bound to a given shape, whereas the former is not.
'object#' is used like 'shape#', but can have nothing in the parenthesis;
additionally, functions with ids < 0x400 are considered to be 'shape#' and
functions with ids < 0x800 are considered to be 'object#'. UCC will display
tons of warnings and errors related to this to ensure 'proper' coding.
Also, Exult Studio has been updated to accept only 'object#' or 'shape#'
functions for eggs, NPCs, etc.
* cheat_screen.cc: Making setting/clearing in_party flag work correctly in
both, the normal and advanced NPC flag editors.

2007-08-14 <jeff@mini.nerble.net>

* objs/animate.cc (Frame_animator): Re-initialize animator if
frame got set outside valid range. Fixed problem with water of
ethicality in SI. (Not sure if this is the best fix...)
The Ancient One
Altro piccolo ma interessante aggiornamento:

CITAZIONE
2007-10-11 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Fixed bug in UCC do-while loops.
* Modified the way apply_damage intrinsic works. This seems to better match
the way it worked in the original games. Docs changed accordingly.
* Fixed avatar skins on new games with new maps.

2007-10-08 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Fast_pathfinder_client::is_grabable now allows you to pick up objects if
you can path-find to up to 3 tiles away from the object; this seem to be a
better match to the original games.
The Ancient One
Ancora aggiornamenti!

2007-10-13 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Changed the way that distance is calculated. It now includes object size
and z-coordinate into consideration, and results are U7 & SI verified.
* Implemented intelligence/shape type check to prevent animals from opening
doors when pathfinding.

2007-10-13 Marzo Sette Torres Junior <marzojr@yahoo.com>
* effects.*: Projectiles and explosions now require a Game_object attacker
instead of an actor. Also, a projectile sprite can now be different from
the ammo info to be used when it hits, and the speed of the projectile can
be adjusted separately. Renamed 'Special_projectile' to be the (better,
but still not ideal) 'Homing_projectile'.
* actor.cc, objs/*: Allow use of hand weapons in usecode_attack. Allowing
all ireg objects to make usecode attacks. Added reduce_health virtual
method to Game_objects.
* All others: more intrinsics uncovered/improved with rip/wud/wuc combo:
- Intrinsics 'apply_damage' and 'reduce_health', as well as UCC script 'hit'
opcode now cause damage to objects too.
- 'fire_cannon' intrinsic renamed to 'fire_projectile'; unknown parameters
have been decoded and implemented. Also, this intrinsic is confirmed to
be present in SI as intrinsic 0x8C.
- 'explode' intrinsic renamed to 'attack_object'; unknown parameters have
been decoded and implemented.
- SI Intrinsics 0xA and 0xB are, respectively, 'change_npc_face0' and
'change_npc_face1'. They take a frame as a parameter and change the face
in the corresponding slot to this frame. Exult also makes them available
for BG.
- 'set_to_attack' intrinsic and script 'attack' opcode can also be used
with non-actor objects.
The intrinsic documentation has been updated accordingly. These changes
also affect UCC.
Finally, changed translucency in faces to affect only large faces.


n5.gif
The Ancient One
Finalmente un piccolo aggiornamento alla FAQ di Exult.
Purtroppo, mancano ancora tante cose:

CITAZIONE
These are mostly just quick fixes that I noted since the last update ages ago and concern both the 1.2 release of Exult and the current snapshot.
What really needs to be done by me is to make the big correction in the documentation concerning all the changes since 1.2 (especially the sound system changes are still not documented by me), also the requirements for the mods are not really documented.... I hopefully will do this soon, it will not reflect on the online versions, only in CVS...

Sadly neither the Amiga port nor the BeOS snapshots are available anymore :(


Changed for the Documentation:
* 7.3. Making Digital Sound work on Mac OSX added.
* 9.8. Fixing permissions of Ultima Collection on *nix systems added.

Changed for the FAQ:
* 1.9. Where do I find Exult? neither the BeOS nor the Amiga port are available anymore, but we do have the PocketPC snapshots.
* 1.11. How do I compile a source code snapshot for my OS? compile instructions for Linux are in INSTALL.
* 1.13. On what platform does Exult run? Amiga port is not downloadable.
* 1.14. Will a port for Pocket PC be available anytime? Lanica ported to PocketPC.
* 4.4. Known Issues bug with summoning Chaos Hierophant in 1.2.
* 5.2. Why don't all NPCs have audible speech (BG+SI)? added since there was confusion about this before.
* 6.2. How do I contact the author of this FAQ? removed a defunct eMail address.
The Ancient One
Altro aggiornamento interessante.


CITAZIONE
2007-10-23 Marzo Sette Torres Junior <marzojr@yahoo.com>
* effects.*, shapes/miscinf.*, data/*: Added ability to specify explosion
SFX based on shape. This seems to better match the originals' behavior.
* usecode/*: Added a few usecode script opcodes and modified the behavior
of another, all based on the originals:
- music opcode causes it to loop indefinitely if the high-byte is nonzero.
- reset opcode (0xa) which causes a script to go back to the start.
- delay_minutes (0x28) which works like its name suggests.
- weather opcode (0x5A) which allows scripts to change weather.
delay_hours has also been fixed so now it works.
* actors.*: Removed a few redundant cases from Actor::figure_weapon_pos.
Changed maximum value of food stat and added new behavior for set/get_prop
based on original games: prop 10 gets/sets sex flag, prop 11 gets if the
NPC is using a weapon with uses >= 2.
* actorio.cc: Sex type flag seems to be reversed in initial SI savegame,
absent for BG; this has been verified with get_prop intrinsic, as above.
* mapedit/*: Added hex display of shapes and shape ranges in shape browser.
* content/sifixes/*: General reformatting (particularly the comments were
word-wrapped at about 80 chars width) and code update. Also, added tons of
global flags compiled by Malignant Manor; dozens more still to come.
The Ancient One
Segnalo anche che:

- si sta valutando la compatibilità di Exult con Leopard, che credo sia il nuovo sistema operativo del Mac.

- un utente ha preparato delle patch per compilare Exult sotto Fedora rawhide (il futuro Fedora 8) [qualunque cosa sia... lookaround.gif ]
The Ancient One
Interessanti bug fixes:

CITAZIONE
2007-10-29 Marzo Sette Torres Junior <marzojr@yahoo.com>
* monsters.cc: Setting quality for monster equipment only if it is a weapon
that uses charges.
* actors.cc: Preventing actors from taking a step if it would change their
z coordinate by more than 1. NPCs now look for combat more often. Lastly,
paralyze flag completely prevents movement.
* gamewin.cc: Paralyze flag completely prevents avatar from moving.
* combat.cc: Entering combat mode with a readied spellbook no longer makes
it disappear with SI paperdolls.
* schedule.cc: Scripts in patrol schedule are no longer dont_halt.
* egg.cc: Increased duration of continuous weather eggs to 100 hours.
This has been confirmed in the originals.

2007-10-26 Marzo Sette Torres Junior <marzojr@yahoo.com>
Fixing recently introduced distance calculation bug.


n5.gif
The Ancient One
L'aggiornamento di cui sopra dovrebbe anche risolvere un bug con la Spada Oscura dell'Add on, come spiegato qui.

In pratica il bug fa sì che non sia possibile utilizzare i poteri speciali della spada perché secondo il demone si è sempre troppo lontani dal bersaglio...
The Ancient One
Vai:

CITAZIONE
2007-10-30 Marzo Sette Torres Junior <marzojr@yahoo.com>
Fixed crash whan attacking objects bare-handed.
The Ancient One
Altri aggiornamenti, la cui funzione però non mi è chiara:

CITAZIONE
2007-11-04 <jeff@mini.nerble.net>

* server/server.cc: Support 'locate' with 'quality' in ES.

* exult.cc: Show FPS. Also, made an experimental change to the
event'loop's rendering condition.

2007-10-31 Marzo Sette Torres Junior <marzojr@yahoo.com>
Fixed a few opcode bugs. Also, swapped the purpose of cnt1 and cnt2 in the
repeat2 script opcode and removed the initial "reset" of the counter. Both
changes are verified in the originals.
DK
Niente di rilevante - a parte il simpatico contatore di frame blush.gif che può essere utilizzato come benchmark, magari per vedere qualche filtro gira più veloce.

CITAZIONE
server/server.cc: Support 'locate' with 'quality' in ES

mi pare sia un sistema di comunicazione Exult<->Exult Studio

CITAZIONE
exult.cc: Show FPS. Also, made an experimental change to the
event'loop's rendering condition.

dovrebbe essere qualcosa che ha aggiunto DrCode per le animazioni e il sincronismo; se ne parlava nel thread di una possibile versione multiplayer di ultima (in questo caso il sincronismo è fondamentale)

CITAZIONE
Fixed a few opcode bugs. Also, swapped the purpose...

roba usecode, nulla di interessante a parte chi fosse interessato a programmare mod.
The Ancient One
Grazie, DK!
Lode al tuo HD! n5.gif
The Ancient One
L'ultimo snapshot di Exult 1.4 introduce una nuova funzione particolarmente interessante: lo "smooth scrolling" che dovrebbe rendere i movimenti dello schermo più fluidi.

CITAZIONE
2007-11-07 Ryan Nunn <colourles@users.sourceforge.net>
* exult.cc, gamewin.*, gumps/GameplayOptions_gump.cc : Made lerping a
percentage value. Default now to 75% that makes things not quite as
smooth as they were before and seems to be a reasonable tradeoff.
GameplayObjects now has options for disabled, 25%, 50%, 75% and 100%
* actors.cc : Fixing avatar combat problems, but this really needs a
proper solution to my double step problem. The code i've written seems to
have a few unintended consequences causing extra long pauses when moving

2007-11-06 Ryan Nunn <colourles@users.sourceforge.net>
* effects.cc, exult.cc, gamerend.cc, gamewin.cc, gamewin.h : Two words:
"Smooth Scrolling". Some more words: It's a bit of a hack but it works
really well. The screen position is interpolated based on the camera
actor's animation rate or get_std_delay() if it's not set. The camera
actor's position is also interpolated (though in a really hacky manner)
so the avatar's movement isn't jerky. All other objects do NOT have their
movement interpolated, but just smooth avatar movement is a HUGE
improvement. Added config key "config/gameplay/smooth_scrolling"
to control this. This is enabled by default for now. Code diffs should
highlight how things have changed.
* actors.cc : Added a slight hack to Main_actor::handle_event to stop
some 'double stepping' that was looking really bad with smooth
scrolling. See the comment in the code for details
* gumps/GameplayOptions_gump.* : Added toggle for smooth scrolling.


A questo link trovate la discussione in cui se ne parla.

E' una novità decisamente molto interessante, che però sembra attualmente ancora in via di completa implementazione.
Già funziona, però c'è da aspettarsi che nell'immediato futuro sarà migliorata e che verranno corretti i vari bug che sicuramente questa nuova feature ha introdotto.

Una bella novità!
Vi tengo aggiornati!
Thurlik
CITAZIONE
2007-11-04 <jeff@mini.nerble.net>

* server/server.cc: Support 'locate' with 'quality' in ES.

Questa è una implementazione della funzione Locate presente nello Shape Browser di Exult Studio.
La quality è un attributo che rende "unico" un oggetto nel mondo di U7. Per esempio una porta con quality=100 può essere aperta e chiusa solo da una chiave con quality=100. Adesso, grazie a questo aggiornamento, possiamo individuare una shape (oggetto) precisa, invece che scorrerle tutte. Per esempio possiamo trovare soltanto, ed immediatamente roargh.gif , la chiave con quality=100 (a patto che esista nella mappa e NON se appare a causa di qualche istruzione nell'USECODE, come le chiavi per aprire le porte delle stanze da letto nelle taverne).
Grazie a questa genialata, ho finalmente scoperto, dopo 15 anni, che in U7p1 esiste una chiave (a Minoc) a cui non corrisponde nè un baule, nè una porta, ed un baule (e due porte) impossibili da aprire perchè non esiste la chiave (in un sotterraneo).
Ora ho tutti i mezzi necessari per stendere una soluzione con i fiocchi! megaball.gif
E adesso che ho ES aperto, malgrado il vino ingurgitato a cena yawn2.gif , torno al mio file preferito: FONTS.VGA smilies3.gif
E scusate per il piccolo OFF TOPIC!!
The Ancient One
Interessantissimo, Thurlik!!!

Buon fonts.vga roargh.gif
Però, mi raccomando, se ce la fai segnati le aggiunte che fai alla soluzione.
Sono curioso di sapere quante scoperte farai che mi sono perso!!! n5.gif

Buon lavoro! n5.gif
The Ancient One
Nuovo aggiornamento:

CITAZIONE
2007-12-11 Marzo Sette Torres Junior <marzojr@yahoo.com>
* actors.cc, actions.h: Fixed crash when avatar finishes a usecode path.
Double-stepping problem is completelly fixed, resulting in perfectly
smooth scrolling if it is enabled. Also, added slight delay at the end
of all acions, whether they are done by the avatar or by other NPCs.
* paths.cc, tiles.h, objs/objs.cc: Fixed distance function so it actualy
does what it should. Added back a 2d distance function for pathfinders.

2007-12-05 <jeff@mini.nerble.net>

* mapedit/eggedit.cc, mapedit/exult_studio.glade: Support z-coord
in intermap teleport eggs.


Si tratta di correzioni di bug introdotti con lo smooth scrolling.
Ne restano altri ancora da correggere, quindi vale la pena attendere ancora prima di provarlo.
The Ancient One
Confermo che altri bug sono stati introdotti dall'ultima versione e che altri introdotti con lo smooth scrolling persistono.
The Ancient One
Aggiornamenti sostanziali in questo primo mese dell'anno:

CITAZIONE
2008-02-03 <jeff@mini.nerble.net>

* actors.cc: Fixed bug where companions would walk on water.

2008-01-27 <jeff@mini.nerble.net>

* schedule.cc, actions.cc, actions.h: Made the 'talk' schedule
more aggressive, so it's harder for the Avatar to get away.

2008-01-27 Marzo Sette Torres Junior <marzojr@yahoo.com>
"Fixed" operator precedence rules for UCC to be more like those of C/C++.
Making UCC emit bytes for script opcodes as the originals do; UCC is
now able to declare byte constants with 'const char' and 'const byte'.
For the same reasons, functions called with CALLE are also linked in the
same way as functions called with CALL; functions with 32-bit function ids,
as well as class methods, are not linked. Finally, function IDs/shapes can
now be specified through defined constants.

2008-01-25 Marzo Sette Torres Junior <marzojr@yahoo.com>
MinGW specific: Removed Makefile.studio.mingw file; compilation in MinGW now
uses only Makefile.mingw. Compilation/distribution os ES and the GIMP plug-in
is done with the (self-explanatory) commands 'studioinstall', 'studiodist',
'maptools', 'maptoolsinstall', 'maptoolsdist' and 'studioclean'.
Makefile.mingw commands 'allclean' and 'allinstall' also clean and install
(respectivelly) Exult Studio (but not the GIMP plug-in).
Also updated Readme.win32 accordingly.

2008-01-19 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Added overloaded methods for Fast_pathfinder_client::is_grabable to make
use of the new distance function.
* Exult Studio/Exult can now search for a shape of a given frame as well.
* Fixed can_avatar_reach_pos intrinsic.
* Switched from DELTA_WRAP_CHECK and DELTA_CHECK macros to static inline
functions to prevent possible undetected problems.
* Update of MSVC projects, including a new project for ES (though I doubt
it compiles).

2008-01-11 <jeff@mini.nerble.net>

* actions.cc (Path_walking_actor_action): 'speed' wasn't being
initialized, sometimes causing SI to hang at start.

2008-01-09 <jeff@mini.nerble.net>

* objs/objs.cc: Fixed macro bug in DELTA_WRAP_CHECK that affected
the 'distance' computation.

2008-01-08 Willem Jan Palenstijn <wjpalenstijn@users.sourceforge.net>
* exult.cc: fix --buildmap


In pratica sembrerebbe che la maggior parte dei bug introdotti con lo "smooth scrolling" siano stati risolti. E questa è un'ottima notizia.
Insieme è sparito anche il fastidioso bug (presente da mesi) dei compagni che camminano sull'acqua.
Per il resto, gli altri aggiornamenti riguardano ExultStudio e questo fa ben sperare per lo sviluppo dei mod in lavorazione... bananab.gif
The Ancient One
Aggiornamento:

CITAZIONE
2008-02-08 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Exult: Removing 32-bit match check for init_loop opcode.
* UCC: Fixed the use of declared constants for function IDs/shapes.
Added several contant-expression optimizations, particularly for while
and do...while loops. Added 32-bit-detectino routine which works correctly
considering signed 16-bit bounds. Also, allowing 'continue' statements on
'for' and 'converse' loops as well as disallowing 'break' statements
except for loops and switches. Finally, modified code generation to use
basic blocks instead; this allows for some small code optimizations to be
performed (e.g., 'if (cond) break; else statements' having only one jump
instead of 3) as well as finally being able to use 32-bit jumps with UCC.
The Ancient One
Altro aggiornamento:

CITAZIONE
2008-02-12 Marzo Sette Torres Junior <marzojr@yahoo.com>
UCC: Removing old way of handling labels. Improved dead-block detection.
Fixed bug in IF statements without a corresponding ELSE statement. Fixed
a few leaks. Eliminated premature while(0) and if (0) optimizations since
a GOTO statement may point to somewhere inside these otherwise unreachable
blocks.
The Ancient One
Altri aggiornamenti tecnici:

CITAZIONE
2008-02-14 Marzo Sette Torres Junior <marzojr@yahoo.com>
UCC: Labels now start their own single-statement block. This allows code
like 'if (expression) label: statement' to work as in C/C++. Fixed bug in
swith statements where last case was not correctly linked to the switch end
block. Added a few more block optimizations (double jumps, double rets of
the same type, double aborts). Fixed crash on empty functions. End-function
return is only added if there isn't one already.
The Ancient One
Ancora:

CITAZIONE
2008-02-14 Marzo Sette Torres Junior <marzojr@yahoo.com>
UCC: Labels now start their own single-statement block. This allows code
like 'if (expression) label: statement' to work as in C/C++. Fixed bug in
swith statements where last case was not correctly linked to the switch end
block. Added a few more block optimizations (double jumps, double rets of
the same type, double aborts). Fixed crash on empty functions. End-function
return is only added if there isn't one already.
*** UCC: Fixed bug when a block is empty but is target of conditional jumps.
*** UCC: Fixed bug that caused removal of last block. Uc_fun_name_expression
and Uc_bool_expression are constants, so they should evaluate to true.
Uc_binary_expression and Uc_unary_expression failed to set return if their
inner expressions were not constants.
The Ancient One
Aggiornamento:

CITAZIONE
2008-02-18 Marzo Sette Torres Junior <marzojr@yahoo.com>
* audio/Audio.cc: Fixed occasional segfault when doing garbage collection
on SFX cache.
* pathfinder/Zombie.cc: End path if new z coordinate is less than zero.
* Others: Switched iterator postfix increment to faster prefix increment.

2008-02-17 Marzo Sette Torres Junior <marzojr@yahoo.com>
UCC: Fixed usecode structs generating wrong indices into array. Fixed aliases
to structs and classes so they can be of differing base types. Static structs
can now be dlaclared.

2008-02-16 Marzo Sette Torres Junior <marzojr@yahoo.com>
* usecode/ucsched.*, usecode/ucscriptop.h: Implemented two new opcodes from
the originals: wait_while_near and wait_while_far, which cause the script
to halt depending on the avatar's distance from the script object. Step
opcode 0x53 has been revised with a (verified) delta-z parameter. Due to
SI's buggy usecode, which neglects to add this extra parameter on any of
the uses of this opcode, most of the steps taken with this opcode will
fail to happen -- which incidentally also happens in the original games.
* usecode/ucinternal.cc: Added opcodes to perform the following operations
with usecode class member variables: array loop, aidx, set array elem.
Also slightly modified aidx so that it exactly matches the originals.
Allowing array size changes in BG too, as it is possible, even if it is
not used, in the original.
* usecode/compiler/*: Added usecode structs; they are defined like classes,
except that they cannot have member functions and do not have inheritance.
They also have minimal type-checking, unlike classes, being thin wrappers
around normal usecode arrays. Example definition and use:
struct Tile { var x; var y; var z; } // Definition
struct<Tile> pos = get_object_position();
pos.x += 1;
Structs with struct members simply merge the variables of the inner struct.
For example, using the Tile struct above,
struct Obj { var object; struct<Tile> pos; }
is completely equivalent to
struct Obj { var object; var x; var y; var z; }
In fact, the 'pos' member struct can be defined without a name:
struct Obj { var object; struct<Tile>; }
Also added reference or alias variables, which are a relabelling of the
variable. This can be used to 'cast' a var to a struct or from a struct
to another. Syntax:
var alias varname = declared_var;
struct<defined_struct> alias varname = declared_var;
class<defined_class> alias varname = declared_class;
In all cases, an ampersand ('&') can replace the word 'alias'. These are
compile-time references only, not dynamical ones.
Improved localization of errors/warnings for a few statements.
Added ability to specify initial counter for inner repeat script command.
Also added 'wait while near' and 'wait while far' script commands which
take a parameter (distance); they are the UCC version of the new script
opcodes wait_while_near and wait_while_far, mentioned above.
Defined built-in constants for 'actor frame' script command.
Added ability to specify delta-z for 'step' script command.
'music' script command now allows the use of a 'repeat' flag, based on
previously implemented behavior.
Script command 'face' can now use the same built-in constants as 'step'.
Usecode 'true' and 'false' can be used as (very limited) int literals.
Made a general replacement of postfix increments of STL iterators in favor
of the faster prefix increment.
Fixed recently-introduced bug in handling of array loops which would end
without any of their operators.
* content/*/src/*: General switch to 'step', 'face' and 'actor frame'
built-in constants, which in some cases mean using a different flavor of
'step' than was being used. General reformat of dialogs for readability.
In SI Fixes, you can now ask Shamino to set your watch to 24-hour format
if you prefer. In Keyring, Laurianna now uses UI_change_npc_faceX instead
of the old method.
The Ancient One
Notate che quest'ultimo aggiornamento richiede una nuova versione dei mod Keyring e SIFixes.
The Ancient One
Continua il pesante lavoro di miglioramente di Exult.
Per ora sempre invisibile per l'utente finale:

CITAZIONE
2008-02-18 Marzo Sette Torres Junior <marzojr@yahoo.com>
UCC: Improved handling of structs. Added a manner of specifying the integer
size of enums with the (optional) constructs
enum IDENTIFIER : int { const list };
enum IDENTIFIER : byte { const list };
enum IDENTIFIER : char { const list };
The Ancient One
Il ragazzo è instancabile:

CITAZIONE
2008-02-23 Marzo Sette Torres Junior <marzojr@yahoo.com>
* Fixed palette rotation bug on portraits by making them all translucent.
* Fixed crash on SI when BG Paperdolls are turned off and a character's gump
is opened. Switched shape data to load after game flx is laded.
The Ancient One
Si aggiorna!!!

CITAZIONE
2008-02-26 Marzo Sette Torres Junior <marzojr@yahoo.com>
* UCC: Added integer casting: '(byte)', '(char)', '(int)' and '(long)' will
force, respectfully, 8-bit, 8-bit, 16-bit and 32-bit integers. Default is
16-bit integer, and warnings will be issued in some cases. UCC does *not*
try to guess integer sizes anymore, except for function IDs and jump
offsets, to prevent past problems.
* Keyring/SI Fixes: Eliminated compilation warnings due to the UCC changes.
Fixed 10-fold error in (unused) DAY constant. Added new diagonal moongates
to keyring.

2008-02-25 Marzo Sette Torres Junior <marzojr@yahoo.com>
UCC: Fixed actor frame keyword bug.
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