Search found 573 matches
- Fri Jan 27, 2017 12:24 am
- Forum: Exult Discussion
- Topic: SI 1.07 Beta
- Replies: 78
- Views: 31436
Re: SI 1.07 Beta
Does the code give any clues as to which person would end up with it? Like.. is that last chunk of scroll text near other text for items a specific character gets from the storm?
- Sun Jan 22, 2017 12:55 am
- Forum: Exult Discussion
- Topic: SI 1.07 Beta
- Replies: 78
- Views: 31436
Re: SI 1.07 Beta
Okay, not even going to try to remember image tags, so sorry about the links. This is all just for the sake of documenting what shreds of Claw are left. Right, years back I posted this elsewhere on the board; http://i.imgur.com/4AkrwPc.gif Claw with roofing removed and the chunks replaced, for visib...
- Sat Jan 21, 2017 9:56 pm
- Forum: Exult Discussion
- Topic: SI 1.07 Beta
- Replies: 78
- Views: 31436
Re: SI 1.07 Beta
Some stuff worth noting about Claw... The staircase on Claw that goes to the dream realm in the final links up properly to the Moonshade catacombs near the overrun ranger station, though only the one way (going back leads to furnace). For the most part the remnants under the mountains are the same a...
- Mon Jan 28, 2013 11:25 am
- Forum: Exult Discussion
- Topic: GOG vs Original
- Replies: 11
- Views: 2619
Re: GOG vs Original
Don't forget his shiny pants.
- Sun Jun 03, 2012 4:08 am
- Forum: Exult Discussion
- Topic: New TFL thread of TFLness
- Replies: 30
- Views: 13309
Re: New TFL thread of TFLness
Just show me the list of what really needs to get done the most and i'll see what I can do.
- Sat Jun 02, 2012 8:23 pm
- Forum: Exult Discussion
- Topic: New TFL thread of TFLness
- Replies: 30
- Views: 13309
Re: New TFL thread of TFLness
I wish it had.. was a month or two before I had another PC, and then was about a year before I got an enclosure for my old hard drive and could get back to what was on it. On the plus side it does still have the last thing I was working on and never got to you, which was blackrock walls for the towe...
- Sat Jun 02, 2012 6:23 pm
- Forum: Exult Discussion
- Topic: New TFL thread of TFLness
- Replies: 30
- Views: 13309
Re: New TFL thread of TFLness
Well i've still wanted to help out where I can.. just like you said not had any communication from anyone really since my PC died back then.
- Sat Jun 02, 2012 1:14 am
- Forum: Exult Discussion
- Topic: New TFL thread of TFLness
- Replies: 30
- Views: 13309
Re: New TFL thread of TFLness
So.. it isn't dead? Hadn't heard anything from anyone in a long time...
- Fri May 04, 2012 10:28 am
- Forum: Exult Discussion
- Topic: Bug: Possible start to "disappearing objects" problem?
- Replies: 11
- Views: 3204
Re: Bug: Possible start to "disappearing objects" problem?
Er.. specifically food items and shears. Sorry for the double post.
- Fri May 04, 2012 10:26 am
- Forum: Exult Discussion
- Topic: Bug: Possible start to "disappearing objects" problem?
- Replies: 11
- Views: 3204
Re: Bug: Possible start to "disappearing objects" problem?
So then.. is it possible the overboard number of items I saw the NPCs making in Moonshade in part because of this as well? Check if this happens with NPC created items too, please. It would make sense, so i'm hopeful... if something like this were artificially multiplying the number of NPC created i...
- Thu Apr 05, 2012 7:23 pm
- Forum: Exult Discussion
- Topic: Black Gate paperdoll art in Studio?
- Replies: 8
- Views: 3429
Re: Black Gate paperdoll art in Studio?
Nope.. had just totally forgotten. Don't quite like gimp that much either, but that's a different issue.
- Thu Apr 05, 2012 5:52 pm
- Forum: Exult Discussion
- Topic: Black Gate paperdoll art in Studio?
- Replies: 8
- Views: 3429
Re: Black Gate paperdoll art in Studio?
Oh. Duh. There's a gimp plugin and tools. Sorry... completely slipped my mind somehow. My fault entirely.
- Wed Apr 04, 2012 11:11 pm
- Forum: Exult Discussion
- Topic: Black Gate paperdoll art in Studio?
- Replies: 8
- Views: 3429
Re: Black Gate paperdoll art in Studio?
Blah.. nope, didnt even notice it. I then changed the file extension to .vga for it just to see if it would work and while it did notice it then and indeed let me see a few of the art files from it, none of the viewable ones were the paperdoll art.
- Tue Apr 03, 2012 4:45 pm
- Forum: Exult Discussion
- Topic: Black Gate paperdoll art in Studio?
- Replies: 8
- Views: 3429
Black Gate paperdoll art in Studio?
This is something I haven't been able to figure out on my own.. is there a way to get the extra BG paperdoll art that Exult has added to show up and be able to be edited in Exult Studio? It's a few years late for me to be asking, I know; but if so how, and if not why not? Mind that I mean the basic ...
- Tue Apr 03, 2012 5:55 am
- Forum: Exult Discussion
- Topic: The infamous 'objects disappearing bug'
- Replies: 115
- Views: 24799
Re: The infamous 'objects disappearing bug'
I should really clarify that a bit.. what I mean is.. if it is the interaction causing the problem, you need to sever the two functions from each other. Aside from blacksmith schedules that really require it (and barkeeps for plates? cant remember right now), NPCs should have anything that would mak...
- Mon Apr 02, 2012 2:17 pm
- Forum: Exult Discussion
- Topic: The infamous 'objects disappearing bug'
- Replies: 115
- Views: 24799
Re: The infamous 'objects disappearing bug'
So then the best fix would be to.... make it so that the schedules no longer handle deleting them? I mean if the schedules are the problem then making some new sort of code that assigns all items created through npc crafting some sort of "temporary" flag that removes them from memory once ...
- Sun Apr 01, 2012 10:14 pm
- Forum: Exult Discussion
- Topic: The infamous 'objects disappearing bug'
- Replies: 115
- Views: 24799
Re: The infamous 'objects disappearing bug'
So how come nobody has fixed the items NPCs craft to be deleted properly once you've moved a short distance away? Sure it doesn't fix the underlying problem, but its got to be involved. I mean.. I just cleaned up about 200 pairs of shears sitting on the same spot on a table in Moonshade.. if that wo...
- Sat May 30, 2009 12:28 am
- Forum: Exult Discussion
- Topic: Mod-ready graphics
- Replies: 11
- Views: 3293
Re: Mod-ready graphics
Sorry for the double post, but something more like this for the helm. http://img.photobucket.com/albums/v128/crystaelf/caddhelm.gif (edit by Marzo: hotlinked the image) (I forget how to get an image to show again) And sorry i'm so picky about it, but its another one that was originally mine.. guess ...
- Sat May 30, 2009 12:13 am
- Forum: Exult Discussion
- Topic: Mod-ready graphics
- Replies: 11
- Views: 3293
Re: Mod-ready graphics
I like some of the change to the helmet, but the object sprite for the helmet doesn't have the full open piece like the great helm does (and the eye slot is straight, not angled on the edges), or anything that would make it emit brightness out of the front like that. If you're intending that its com...
- Wed May 06, 2009 6:51 pm
- Forum: Exult Discussion
- Topic: TFL Wiki Started
- Replies: 16
- Views: 3261
Re: TFL Wiki Started
Wasn't trying to hijack it.. sorry.. was just something I had planned on asking today and it was the first TFL thread I saw.
- Wed May 06, 2009 2:53 pm
- Forum: Exult Discussion
- Topic: TFL Wiki Started
- Replies: 16
- Views: 3261
Re: TFL Wiki Started
I need the .pal palette file for the U7 colors again.. this PC doesn't have it and I wanna start working on stuff again. I figure this is the best spot to maybe get a response. >.>
- Tue Apr 21, 2009 11:35 pm
- Forum: Exult Discussion
- Topic: Differences between the Maps of TFL and Ultima 1
- Replies: 21
- Views: 4057
Re: Differences between the Maps of TFL and Ultima 1
Oh I agree... I just like expressing ideas others might not consider sometimes.
- Tue Apr 21, 2009 12:31 am
- Forum: Exult Discussion
- Topic: Differences between the Maps of TFL and Ultima 1
- Replies: 21
- Views: 4057
Re: Differences between the Maps of TFL and Ultima 1
Couldn't you, as an alternative, make something of a "throwback" to old RPGs and place a "city" graphic at a specific point on the map that acts as a teleporter to a seperate map entirely containing the city? Or, alternately, have the edges of the world map act as teleporters to ...
- Mon Apr 06, 2009 10:09 pm
- Forum: Exult Discussion
- Topic: Everlasting Goblet
- Replies: 3
- Views: 1476
Re: Everlasting Goblet
I remember it having the absolute lowest while still being a food item, to counteract it being infinite.
- Fri Apr 03, 2009 6:15 pm
- Forum: Exult Discussion
- Topic: For those interested, some item stats from Estudio
- Replies: 7
- Views: 1798
Re: For those interested, some item stats from Estudio
Have a feeling that 60 for Chain Mail is supposed to be 6.0....
- Fri Apr 03, 2009 6:09 pm
- Forum: Exult Discussion
- Topic: I have some requests for the Keyring Mod
- Replies: 48
- Views: 10818
Re: I have some requests for the Keyring Mod
Mine is the one in there now...
- Wed Apr 01, 2009 3:02 pm
- Forum: Exult Discussion
- Topic: I have some requests for the Keyring Mod
- Replies: 48
- Views: 10818
Re: I have some requests for the Keyring Mod
My throwing axe isn't good enough? :| And I didn't think the cleaver NEEDED a sheath.. it's not something a normal warrior would be "running around with", its a cooking/butchering implement. Still better than the spatula it was before, too. Damn it.. why did you have to make me look at my ...
- Tue Mar 24, 2009 1:17 am
- Forum: Exult Discussion
- Topic: Are the EStudio stats on equipment accurate?
- Replies: 17
- Views: 2684
Re: Are the EStudio stats on equipment accurate?
I can't check right now, but I remember the magic boots working the same as swamp boots in SI, so that would at least be something. Or was that in BG? Hm.. could also always be wrong..
- Tue Mar 03, 2009 4:13 am
- Forum: Exult Discussion
- Topic: Ultima VII: The Feudal Lands Alpha 0.1
- Replies: 85
- Views: 14545
Re: Ultima VII: The Feudal Lands Alpha 0.1
I thought you guys had stopped working on it.. everything went all dead and such. If I had known I prolly would have been around more.
- Sat Jul 07, 2007 9:43 am
- Forum: Exult Discussion
- Topic: Suggestions for future versions of the Keyring mod
- Replies: 28
- Views: 5400
Re: Suggestions for future versions of the Keyring mod
Its for the same reason that everyone likes using Sherry in U6, Marzo. Its a change of pace from the rest of the game, and relatively interesting.
That plus making you go through what you have to to "get him to join", only to have him not is kinda annoying.
That plus making you go through what you have to to "get him to join", only to have him not is kinda annoying.
- Wed Jul 04, 2007 4:17 am
- Forum: Exult Discussion
- Topic: Savage Empire Remake Thread
- Replies: 133
- Views: 22900
Re: Official S.E. T.C. Update Thread
the fire axe handle looks too thin
- Wed Jun 13, 2007 6:41 pm
- Forum: Exult Discussion
- Topic: Dupre isn't appearing when done talking with Marsten.
- Replies: 42
- Views: 9904
Re: Dupre isn't appearing when done talking with Marsten.
Is the fog fixable for Exult?
- Wed Jun 13, 2007 5:50 pm
- Forum: Exult Discussion
- Topic: Dupre isn't appearing when done talking with Marsten.
- Replies: 42
- Views: 9904
Re: Dupre isn't appearing when done talking with Marsten.
Were these extra effects disabled in the originals?
- Sat Jun 09, 2007 7:30 pm
- Forum: Exult Discussion
- Topic: Dupre isn't appearing when done talking with Marsten.
- Replies: 42
- Views: 9904
Re: Dupre isn't appearing when done talking with Marsten.
Wow... been a while since this popped up last, hasn't it?
- Fri Jun 08, 2007 6:37 pm
- Forum: Exult Discussion
- Topic: The Feudal Lands mod
- Replies: 12
- Views: 3533
Re: The Feudal Lands mod
http://img.photobucket.com/albums/v128/ ... rnsren.gif
I found this already on my photobucket account.. I KNEW I had them already made. I probably gave them to Wiz in the chat when you weren't around sometime, Marzo.
I found this already on my photobucket account.. I KNEW I had them already made. I probably gave them to Wiz in the chat when you weren't around sometime, Marzo.
- Fri Jun 08, 2007 6:15 pm
- Forum: Exult Discussion
- Topic: coastline bug
- Replies: 13
- Views: 5825
Re: coastline bug
Ok.. sounds good.
I've kinda forgotten what the flames were like in the originals.. its been a long time since I played them outside of Exult. ^^;
I've kinda forgotten what the flames were like in the originals.. its been a long time since I played them outside of Exult. ^^;
- Thu Jun 07, 2007 7:15 pm
- Forum: Exult Discussion
- Topic: coastline bug
- Replies: 13
- Views: 5825
Re: coastline bug
K.. thanks.
The problem is those flames are drowning out any other sound effects... fountains of any type are equally bad... I just don't think they're working fully right somehow.
The problem is those flames are drowning out any other sound effects... fountains of any type are equally bad... I just don't think they're working fully right somehow.
- Thu Jun 07, 2007 1:10 pm
- Forum: Exult Discussion
- Topic: coastline bug
- Replies: 13
- Views: 5825
Re: coastline bug
Sorry for 3 posts in a row, this board needs a post edit function badly. Anyway, it seems whats happening is some continuous sound effects in BG and SI are no longer working properly, like they're being cut off at a fraction of their total length before being repeated. That OR they've been repointed...
- Thu Jun 07, 2007 12:58 pm
- Forum: Exult Discussion
- Topic: coastline bug
- Replies: 13
- Views: 5825
Re: coastline bug
Music was my fault, just to let you know... but sound effects are still broken.
- Thu Jun 07, 2007 12:53 pm
- Forum: Exult Discussion
- Topic: coastline bug
- Replies: 13
- Views: 5825
Re: coastline bug
Nope, its still broken.. when you get into the battle scene the water freezes and never restarts. Also, have the paths for the digital music and sound effect packs been changed recently? Or the files renamed or such? Because the flames at that scene are ticking rather than burning, and digital music...
- Wed Jun 06, 2007 5:14 am
- Forum: Exult Discussion
- Topic: coastline bug
- Replies: 13
- Views: 5825
Re: coastline bug
I havent checked in a while.. probably should have before I said anything. I;ll lookat it later today and give you an answer
- Tue Jun 05, 2007 1:16 pm
- Forum: Exult Discussion
- Topic: coastline bug
- Replies: 13
- Views: 5825
Re: coastline bug
On the subject of shorelines, the ones at the opening of SI during the teleport sequence and ones after seem to tend to freeze entirely after the scenes. Any chance of looking into whats up there?
- Sun Jun 03, 2007 3:29 pm
- Forum: Exult Discussion
- Topic: The Feudal Lands mod
- Replies: 12
- Views: 3533
Re: The Feudal Lands mod
There aren't bodies for those two? Odd... coulda sworn I made them... guess thats something for me to do.
- Thu May 24, 2007 2:30 pm
- Forum: Exult Discussion
- Topic: The Feudal Lands mod
- Replies: 12
- Views: 3533
Re: The Feudal Lands mod
Actually i've not been swamped with anything.. i'm just kinda sitting around not knowing what to do and don't have any motivation to work on what needs to be done. ^^;
- Wed Apr 11, 2007 1:05 pm
- Forum: Exult Discussion
- Topic: More music questions.
- Replies: 6
- Views: 2170
Re: More music questions.
Well... sorry for repeating it then. ^_^;
- Tue Apr 10, 2007 7:53 am
- Forum: Exult Discussion
- Topic: More music questions.
- Replies: 6
- Views: 2170
Re: More music questions.
Speaking of music.. I think some of the songs that were recorded to ogg need to be rerecorded. Several of them are missing melodies or sound effects that should be there. If you need an example of this listen to the soundtrack CD for SI and the ogg version of "Batlin's Theme" that we have ...
- Tue Mar 20, 2007 12:10 pm
- Forum: Exult Discussion
- Topic: New mod notice: The Avatar Pack
- Replies: 104
- Views: 20926
Re: New mod notice: The Avatar Pack
The only difference I notice is the black hair.
The navy blue backgrounds are annoying... every other SI portrait uses the black.
The navy blue backgrounds are annoying... every other SI portrait uses the black.
- Tue Mar 20, 2007 9:14 am
- Forum: Exult Discussion
- Topic: New mod notice: The Avatar Pack
- Replies: 104
- Views: 20926
Re: New mod notice: The Avatar Pack
And i'm not having any luck trying to touch them up. I guess messing with portraits just really isnt my thing. ^_^;
- Tue Mar 20, 2007 6:38 am
- Forum: Exult Discussion
- Topic: New mod notice: The Avatar Pack
- Replies: 104
- Views: 20926
Re: New mod notice: The Avatar Pack
Actually.. I just tried them in game...
I think.. i'm going to try touching them up... a lot...
I think.. i'm going to try touching them up... a lot...
- Tue Mar 20, 2007 6:19 am
- Forum: Exult Discussion
- Topic: Bug with new snapshot and SI?
- Replies: 3
- Views: 1317
Re: Bug with new snapshot and SI?
The usecode container carries all of the flags and commands and such... if the avatar doesn't have it on him any interactions or sctips just wont run. Of course, thats why its usually invisible and unmovable.