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> Exult 1.4 BETA, Tutti gli aggiornamenti della versione beta giorno per giorno!
The Ancient One
messaggio5 Aug 2006, 15:11
Messaggio #1



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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




File Allegato  exult_logo.gif ( 1.87k ) Numero di download: 23


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.


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The Ancient One
messaggio5 Aug 2006, 15:12
Messaggio #2



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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




L'ultimo snapshot di exult introduce una sincronizzazione del labiale del Guardiano nell'intro di U7p1.

CITAZIONE
2006-07-30 <[email protected]>

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


Discussione sul "Phorum"


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The Ancient One
messaggio5 Aug 2006, 15:16
Messaggio #3



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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




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:
[attachment=2795:attachment]
Files allegati
File Allegato  exultmenu400x300.png ( 4.44k ) Numero di download: 42
 


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The Ancient One
messaggio4 Sep 2006, 16:46
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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 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.


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The Ancient One
messaggio4 Oct 2006, 01:09
Messaggio #5



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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




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


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The Ancient One
messaggio12 Dec 2006, 17:07
Messaggio #6



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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




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 <[email protected]>
* 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 <[email protected]>
* Added support for static usecode classes;
* Compatibility update for Keyring mod with new BG paperdoll data.

2006-12-10 Marzo Sette Torres Junior <[email protected]>
* 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 <[email protected]>
* 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 <[email protected]>
* Fixing a few stack corruption bugs in UCC.
* Changing wud/wuc name of opcode 0x5C.

2006-12-07 Marzo Sette Torres Junior <[email protected]>
* 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 <[email protected]>
* 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 <[email protected]>
Adding new 'is_dest_reachable' intrinsic and documentation for it.

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

2006-12-02 Marzo Sette Torres Junior <[email protected]>
Fixing Keyring bugs in forging code/Menion's training.

2006-11-30 Marzo Sette Torres Junior <[email protected]>
When editing shape info, have origin be updated when the frame is changed.

2006-11-29 Marzo Sette Torres Junior <[email protected]>
* 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 <[email protected]>
* 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 <[email protected]>
Fixed Karnax freeze-up bug.

2006-11-24 Marzo Sette Torres Junior <[email protected]>
* 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 <[email protected]>
* 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 <[email protected]>
Adding extra capabilities to UI_book_mode_ex intrinsic, as well as improved
documentation for it.

2006-11-21 Marzo Sette Torres Junior <[email protected]>
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 <[email protected]>
* docs/exult_intrinsics.txt: Reformatting file, some other minor fixes.

2006-11-05 Marzo Sette Torres Junior <[email protected]>
* 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 <[email protected]>
* 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 <[email protected]>
* Implemented monster attack SFX; verified in the originals.

2006-09-22 Marzo Sette Torres Junior <[email protected]>
* 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

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The Ancient One
messaggio22 Dec 2006, 17:50
Messaggio #7



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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




Continuano gli aggiornamenti:

2006-12-20 Marzo Sette Torres Junior <[email protected]>
* 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 <[email protected]>
* 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

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The Ancient One
messaggio3 Apr 2007, 14:53
Messaggio #8



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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




Continua il duro lavoro su Exult.
Tantissime le modifiche approtate in queste ultime settimane.

Eccole qui:

2007-04-02 Marzo Sette Torres Junior <[email protected]>
* 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 <[email protected]>
* 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 <[email protected]>
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 <[email protected]>
New vga/usecode generation scripts for Keyring mod.

2007-03-21 <[email protected]>

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

2007-03-18 Marzo Sette Torres Junior <[email protected]>
* 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 <[email protected]>
* Don't print errors when looking for mods and the mods dir doesn't exist.

2007-01-10 Marzo Sette Torres Junior <[email protected]>
* A few bug fixes/improvements to the Keyring mod.

2007-01-06 Marzo Sette Torres Junior <[email protected]>
* Fixing bug #1628256.

2007-01-02 <[email protected]>

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

2006-12-25 Marzo Sette Torres Junior <[email protected]>
A few fixes/updates to the Keyring mod.

2006-12-24 Marzo Sette Torres Junior <[email protected]>
* 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 <[email protected]>

* 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!!!!

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The Ancient One
messaggio13 Apr 2007, 15:44
Messaggio #9



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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




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 <[email protected]>

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

2007-04-08 Marzo Sette Torres Junior <[email protected]>
* 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 <[email protected]>
* 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 <[email protected]>
* 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.


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The Ancient One
messaggio16 Apr 2007, 15:44
Messaggio #10



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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




Esempio del nuovo scaler applicato alle targhe.
File Allegato  signcomparegv1.jpg ( 137.74k ) Numero di download: 11


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The Ancient One
messaggio15 May 2007, 14:54
Messaggio #11



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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.
Il primo riguarda sempre l'aggiornamento dell'Avatar Mod, già annunciato separatamente.


CITAZIONE
2007-05-14 v 0.1 ~ Marzo Sette Torres Junior <[email protected]>
* 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 <[email protected]>
* 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
messaggio16 May 2007, 11:55
Messaggio #12



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

Dungeon Master 1 (PC - DosBox)
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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)

File Allegato  ScalersExult.png ( 365.37k ) Numero di download: 7


n5.gif


--------------------
 
The Ancient One
messaggio16 May 2007, 15:49
Messaggio #13



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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




Un altro aggiornamento, richiesto da un modder:

CITAZIONE
* objs/egg.cc (public): Allow setting z-coord in teleport eggs.


--------------------
 
The Ancient One
messaggio5 Jun 2007, 00:10
Messaggio #14



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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




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 <[email protected]>
* 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
messaggio6 Jun 2007, 01:07
Messaggio #15



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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 rapido:

CITAZIONE
2007-06-05 Marzo Sette Torres Junior <[email protected]>
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
messaggio6 Jun 2007, 10:53
Messaggio #16



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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




Ancora aggiornamenti.

2007-06-05 Marzo Sette Torres Junior <[email protected]>
* 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
messaggio7 Jun 2007, 10:12
Messaggio #17



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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




Ancora aggiornamenti:

CITAZIONE
2007-06-06 <[email protected]>

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

2007-06-07 Marzo Sette Torres Junior <[email protected]>
Fixed bug when importing shp files into a VGA file over an existing shape.


--------------------
 
The Ancient One
messaggio8 Jun 2007, 16:33
Messaggio #18



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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




Ancora aggiornamenti significativi!!!

CITAZIONE
2007-06-07 Marzo Sette Torres Junior <[email protected]>
* 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
messaggio11 Jun 2007, 13:53
Messaggio #19



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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




Vai!

CITAZIONE
2007-06-08 Marzo Sette Torres Junior <[email protected]>
* 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
messaggio13 Jun 2007, 09:56
Messaggio #20



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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




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
messaggio15 Jul 2007, 13:55
Messaggio #21



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BGE Indy and The Last Crusade
SO Windows7

OGI Supporter




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
messaggio1 Aug 2007, 17:39
Messaggio #22



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BGE Ultima 7
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Dungeon Master 1 (PC - DosBox)
Sonic (Wii)
Runaway (PC)

SO WinXP




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
messaggio1 Aug 2007, 17:47
Messaggio #23



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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




Questo è l'estratto completo del Changelog... Come vedete si sono dati veramente da fare!!!

2007-07-12 Marzo Sette Torres Junior <[email protected]>
* 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 <[email protected]>
* 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 <[email protected]>
* 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 <[email protected]>
* 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 <[email protected]>)
* 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 <[email protected]>)
* PocketPC: Fixed bug with "Normal" option w/ D-PAD
Normal option couldn't be selected

2007-07-01 Marzo Sette Torres Junior <[email protected]>
* 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 <[email protected]>
* (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 <[email protected]>)
* 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 <[email protected]>)
* 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 <[email protected]>)
* 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 <[email protected]>)
* 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 <[email protected]>
* 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 <[email protected]>)
* 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 <[email protected]>)
* PocketPC: Added on-screen keyboard feature

2007-06-24 Marzo Sette Torres Junior <[email protected]>
* 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 <[email protected]>
* 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 <[email protected]>)
* 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 <[email protected]>)
* Fixed PocketPC 'minimize' function querks
* Fixed PocketPC dpad keymap loading bug

2007-06-17 Marzo Sette Torres Junior <[email protected]>
* 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 <[email protected]>)
* 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 <[email protected]>)
(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 <[email protected]>
* 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 <[email protected]>

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

2007-06-16 Marzo Sette Torres Junior <[email protected]>
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 <[email protected]>
* 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
messaggio9 Oct 2007, 15:00
Messaggio #24



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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




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 <[email protected]>
* 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 <[email protected]>
* Fixed a few bugs in the Keyring mod.
* Fixed bugs #1727116 and #1770090

2007-10-02 <[email protected]>

* npctime.cc (Npc_hunger_timer): Fixed hunger.

2007-09-21 Marzo Sette Torres Junior <[email protected]>
* 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 <[email protected]>
* 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 <[email protected]>

* 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...)


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The Ancient One
messaggio12 Oct 2007, 14:24
Messaggio #25



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Gruppo: Admin
Messaggi: 30.471
Iscritto il: 18 April 04
Da: Britannia
Utente Nr.: 1.377
pulley-in-the-middle

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

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

SO WinXP




Altro piccolo ma interessante aggiornamento:

CITAZIONE
2007-10-11 Marzo Sette Torres Junior <[email protected]>
* 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 <[email protected]>
* 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.


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