Any chance you are open to sharing these somewhere? I wouldn't mind using some of those new paladins.
The green ratman reminds me of the Gorn from Star Trek.
Search found 308 matches
- Thu Apr 06, 2017 4:57 pm
- Forum: Exult Discussion
- Topic: Conquests New Shape Thread
- Replies: 48
- Views: 9848
- Thu Apr 06, 2017 4:52 pm
- Forum: Exult Discussion
- Topic: Glimmerscape
- Replies: 54
- Views: 11652
Re: Glimmerscape
Any game halting bugs that I know about are no longer :) I tried to make sure any of the fixes didn't break anything else, and from testing my fixes I don't think any did, but it's always possible I missed something. There's a couple issues that I'm aware of but they aren't really game breaking; the...
- Wed Apr 05, 2017 12:14 pm
- Forum: Exult Discussion
- Topic: Glimmerscape
- Replies: 54
- Views: 11652
Re: Glimmerscape
The download has been updated with many fixes. Thanks to Duke of Disorder and TM for helping me identify issues.
I'm not going to say there are no more bugs in it, but at least there should be less now.
I'm not going to say there are no more bugs in it, but at least there should be less now.
- Mon Apr 03, 2017 9:50 am
- Forum: Exult Discussion
- Topic: Items and stats
- Replies: 5
- Views: 987
Re: Items and stats
With the code Knight Captain provided I was able to use with minimal modifications. Waiting now for my latest version of Glimmerscape to be posted so this bug (and a bunch of other bugs people let me know about) is corrected for anyone else.
- Fri Mar 17, 2017 6:32 pm
- Forum: Exult Discussion
- Topic: Maximum Functions?
- Replies: 11
- Views: 663
Re: Maximum Functions?
I see what you mean now. I didn't quite grasp that you wanted to do it without having to edit the map at all.
Interesting information to know, but seems too complicated for my simple mind to fully grasp!
Interesting information to know, but seems too complicated for my simple mind to fully grasp!
- Fri Mar 17, 2017 4:59 pm
- Forum: Exult Discussion
- Topic: Maximum Functions?
- Replies: 11
- Views: 663
Re: Maximum Functions?
So this isn't done use the create egg tool in Exult Studio, and then on the usecode assigned to that egg. If I'm understanding correctly, you could create a shape, lets say a rock shape 1000, then on the usecode for that object shape, in the script use the setegg, which would make it have egg proper...
- Fri Mar 17, 2017 1:53 pm
- Forum: Exult Discussion
- Topic: Maximum Functions?
- Replies: 11
- Views: 663
Re: Maximum Functions?
Is that used in a script block on the egg usecode?
ie,
script item
{
setegg 1, 5
}
And then whatever you want to do with the egg us outside of the script block?
Scripting is a really big mystery to me even reading over the scripting reference pages.
ie,
script item
{
setegg 1, 5
}
And then whatever you want to do with the egg us outside of the script block?
Scripting is a really big mystery to me even reading over the scripting reference pages.
- Thu Mar 16, 2017 9:14 pm
- Forum: Exult Discussion
- Topic: Items and stats
- Replies: 5
- Views: 987
Re: Items and stats
Not sure why I didn't think of that. The flag should be straight forward enough. I imagine with the belt of strength code (so far only skimmed it) it should have something similar in it as well, as I don't believe it was limited to simply the Avatar. Looks like it uses UI_get_container to get the we...
- Thu Mar 16, 2017 7:42 pm
- Forum: Exult Discussion
- Topic: Items and stats
- Replies: 5
- Views: 987
Items and stats
So it's come to my attention a bug in my mod that I'm not sure how to fix. I have some items that give stats, for example you put on an amulet that gives + 2 dexterity. If you remove the amulet, it removes 2 dexterity. This is all well and good, until you save the game and quit and restart. What see...
- Mon Feb 13, 2017 5:58 pm
- Forum: Exult Discussion
- Topic: Mod Request: Julia + chunk of lead = Bullets ?
- Replies: 14
- Views: 1307
Re: Mod Request: Julia + chunk of lead = Bullets ?
I agree with you on the merchants TDI. It became sort of disappointing to horde all sorts of armor, weapons, and random items and not be able to sell it. I suppose though that there really isn't THAT much use for money in U7. Once you buy a boat, some spells, etc there isn't much more to do. Would b...
- Sun Feb 12, 2017 7:50 pm
- Forum: Exult Discussion
- Topic: Negative variables
- Replies: 11
- Views: 817
Re: Negative variables
That's a good idea which I may have to do in the future for something but don't think it would have worked for this. What I should have done is create a new NPC object and move it and then delete it, as it's really just meant to show someone "walking" and look like it's a busy area. For no...
- Sun Feb 12, 2017 7:23 pm
- Forum: Exult Discussion
- Topic: Negative variables
- Replies: 11
- Views: 817
Re: Negative variables
I took your magic_leggings.uc and tried it out by adding an extra line of say, but same thing. npc = ((npc - npc) - npc); // Get that NPC's name for confirmation. name = (npc->get_npc_name()); say("@The NPC number is ", npc, "@."); say("@That is '", name, "'.@"...
- Sun Feb 12, 2017 6:51 pm
- Forum: Exult Discussion
- Topic: Negative variables
- Replies: 11
- Views: 817
Re: Negative variables
I'm by no means an expert but I think as long as there is a valid item at the end of the say, it should go out, and the quote at the end would only be for appearances? It works without issue with positive numbers. Regardless, it seems not to be the case as to what my problem is: var test = -25; AVAT...
- Sun Feb 12, 2017 6:00 pm
- Forum: Exult Discussion
- Topic: Negative variables
- Replies: 11
- Views: 817
Re: Negative variables
It seems to be that as soon as my variable is a negative, it floats away into the ether, at least as far as it goes in a say block. For good measure I've updated to the latest release and latest usecode compiler but it makes no difference. Thanks for the mod. I tried it and made a slight modificatio...
- Sun Feb 12, 2017 4:37 pm
- Forum: Exult Discussion
- Topic: Negative variables
- Replies: 11
- Views: 817
Re: Negative variables
Could you re-send me the alpha mod? I saw the email with it when you sent it originally and had intended to take a look but now I can't find it for some reason, which is odd as I rarely ever delete any messages and it's not even in my deleted folder. I had tried the * -1 before posting as well but i...
- Sun Feb 12, 2017 3:01 pm
- Forum: Exult Discussion
- Topic: Negative variables
- Replies: 11
- Views: 817
Negative variables
I am running into an issue when trying to use some variables with negative numbers. I'm not quite sure what I'm missing but I cannot seem to get the variables to have a value with a negative number. The reason for this is what I to pass a NPC number, which from my understanding will always be negati...
- Thu Feb 09, 2017 12:42 am
- Forum: Exult Discussion
- Topic: Glimmerscape
- Replies: 54
- Views: 11652
Re: Glimmerscape
As to TDI's question... it is finished but Duke of Disorder has been playing it and letting me know of some bugs/issues (thank you!). As far as I'm aware since my latest round of fixes it's playable to the end but I wouldn't say you won't run into some issues or broken items. I know there are a few ...
- Sun Feb 05, 2017 9:15 pm
- Forum: Exult Discussion
- Topic: Glimmerscape
- Replies: 54
- Views: 11652
Re: Glimmerscape
Alright, I've sent an email to you with the information for it.
Thanks!
Thanks!
- Sun Feb 05, 2017 9:06 pm
- Forum: Exult Discussion
- Topic: Crashing in certain area
- Replies: 5
- Views: 443
Re: Crashing in certain area
The object I had set the NPC to had only 3 frames (custom shape). What I think was happening is as soon changed it to a regular NPC shape that had the frames a wandering NPC uses the crashing stopped. Which, guessing from the error I was getting is 16 frames.
- Sun Feb 05, 2017 8:08 pm
- Forum: Exult Discussion
- Topic: Glimmerscape
- Replies: 54
- Views: 11652
Re: Glimmerscape
I believe I have fixed the bulk of the issues that Duke of Despair was running into, at least the ones that I was able to recreate. Most of them were usecode changes but there were a few that required map changes to correct, so unfortunately I do not believe save games will be able to make use of th...
- Sun Feb 05, 2017 7:16 pm
- Forum: Exult Discussion
- Topic: Crashing in certain area
- Replies: 5
- Views: 443
Re: Crashing in certain area
I think this one was completely on me. I was trying to make some "moving" stars with NPC's and it didn't have enough frames. I never noticed it because it was one of the last things I did, but when they started to wander around it looks like they were trying to use frames that didn't exist...
- Sun Feb 05, 2017 6:13 pm
- Forum: Exult Discussion
- Topic: Crashing in certain area
- Replies: 5
- Views: 443
Re: Crashing in certain area
And in typical fashion, I think I figured out what was causing my issue. I had a few NPC's in the area that were a shape without all the movement frames. I think as they moved it was trying to go to a frame that didn't exist, and was causing the crash. This would also explain why sometimes it would ...
- Sun Feb 05, 2017 6:07 pm
- Forum: Exult Discussion
- Topic: Crashing in certain area
- Replies: 5
- Views: 443
Crashing in certain area
After reviewing some of the issues with my mod I seem to have some across one that didn't happen back when I first made it, or if it did at least not with the frequency I'm seeing now. It seems that Exult itself is always crashing right at my end game area. While I've fixed some various issues with ...
- Sat Feb 04, 2017 2:22 pm
- Forum: Exult Discussion
- Topic: Glimmerscape
- Replies: 54
- Views: 11652
Re: Glimmerscape
You are correct that that contains another cut/scripted scene, though it does work on my machine without any problems. I've sent you an email. Are there any files written by Exult that contain traces or other information? I see in the readme information there are some debug options in exult.cfg, but...
- Fri Feb 03, 2017 6:39 pm
- Forum: Exult Discussion
- Topic: Glimmerscape
- Replies: 54
- Views: 11652
Re: Glimmerscape
I have a new version in so much it fixes the one bug that Duke of Disorder ran into, but there's a few other items he emailed me about that I will look at correcting. I guess it would be good to at least get the fixed usecode file in it so that if anyone else tries they don't run into the same issue...
- Fri Feb 03, 2017 4:13 pm
- Forum: Exult Discussion
- Topic: Glimmerscape
- Replies: 54
- Views: 11652
Re: Glimmerscape
My mistake, it's ctrl-alt-m, not ctrl-m. I believe I've tracked down the error in my coding that was causing it. It looks like it only happened if you clicked on it from the ground, rather than inventory. What was happening is in the scripting I was doing for the sequence I was trying to set the Ava...
- Fri Feb 03, 2017 11:46 am
- Forum: Exult Discussion
- Topic: Glimmerscape
- Replies: 54
- Views: 11652
Re: Glimmerscape
I suspect you are the first. Over the over the course of the many years I put this together when I added something new I tried to test everything to ensure it worked, and fixed quite a few bugs that way, but seems some slipped through or something I changed later on broke something that used to work...
- Thu Feb 02, 2017 11:36 pm
- Forum: Exult Discussion
- Topic: Glimmerscape
- Replies: 54
- Views: 11652
Re: Glimmerscape
First off, thank you for playing it. Glad it's enjoyable and playable up to that point. What you're describing sounds vaguely familiar to me. I think I encountered that before but thought I had fixed it... unfortunately I guess not. I'll see if I can look back and figure out what's going on with it ...
- Mon Jan 23, 2017 10:14 pm
- Forum: Exult Discussion
- Topic: Crowley
- Replies: 19
- Views: 2506
Re: Crowley
It's something I never really thought about personally since I was only intending to use it as a non-avatar NPC. If you wanted the avatar to ride it, you could probably make it so a double click on a horse allows the mount if you're close enough and then like you said have some object that you click...
- Mon Jan 23, 2017 1:55 pm
- Forum: Exult Discussion
- Topic: Crowley
- Replies: 19
- Views: 2506
Re: Crowley
I'm not sure if I would call it a dismount as the way I used it was the dismount only happened when it died. On event == DEATH I teleported a different NPC to the location of the first NPC's corpse. In my case, NPC 501 was the horse rider on the horse and on event == DEATH NPC 500 was teleported the...
- Sun Jan 22, 2017 11:51 pm
- Forum: Exult Discussion
- Topic: Crowley
- Replies: 19
- Views: 2506
Re: Crowley
I think it turned out alright but I didn't make it overly complex. I didn't make use of any rider weapons nor is it armored or anything like that. It's essentially the regular old horse attack animation with the paladin NPC sitting on it. I did make a mistake in terms of the size of the shape when I...
- Sun Jan 22, 2017 8:23 pm
- Forum: Exult Discussion
- Topic: Crowley
- Replies: 19
- Views: 2506
Re: Crowley
An artwork section would be amazing. I like adding in diversity into this and also made a few new creatures, mainly a knight on a horse and an attacking chest "mimic", but would love having access to more.
- Sun Jan 22, 2017 8:19 pm
- Forum: Exult Discussion
- Topic: Exult Studio Z Position
- Replies: 23
- Views: 2519
Re: Exult Studio Z Position
Thanks for the compliments on the intro scene. I wish when I first made it I wasn't using 800x600 resolution so I made the "mountains" bigger so that they don't just suddenly get cut off on the north/south when using a higher resolution.
Oh well, won't make that mistake on my new project!
Oh well, won't make that mistake on my new project!
- Sun Jan 22, 2017 8:06 pm
- Forum: Exult Discussion
- Topic: SI Second Map?
- Replies: 5
- Views: 412
Re: SI Second Map?
Aside from the teleport eggs already discussed, I deleted all of the dungeon/water areas when I first started my mod/game many years ago. It's was a long and tedious process but it wasn't hard; I simply used the combo picker and kept selecting and deleting. Be weary of small hidden roof tiles though...
- Mon Dec 26, 2016 6:51 pm
- Forum: Exult Discussion
- Topic: Usecode to find item carrier?
- Replies: 9
- Views: 1967
Re: Usecode to find item carrier?
Would it work if you used UI_get_party_list to get an array of all the party members, and then loop through each element in the array and use UI_count_objects? That way you could check every party member one by one, and if you get a return on UI_count_objects > 0 (or whatever count criteria you need...
- Thu Nov 24, 2016 5:33 pm
- Forum: Exult Discussion
- Topic: New Shapes "too heavy"
- Replies: 2
- Views: 242
Re: New Shapes "too heavy"
I'm using the latest version that's available for download, which seems to have been last updated today (11-24). My new shapes aren't special in any way such as light, etc. The only settings I've enabled are they are solid and being x and y obstacles. Tried different classes of objects as well. Trie...
- Thu Nov 24, 2016 3:32 pm
- Forum: Exult Discussion
- Topic: New Shapes "too heavy"
- Replies: 2
- Views: 242
New Shapes "too heavy"
Hi, I've been importing some new shapes and running into an issue where any of my shapes that I do not use with an object paperdoll are always too heavy. The only reference I could find to this was from 2010. For example, I have a new object shape number 1526 with a weight and volume of 1. I cannot ...
- Sat Nov 05, 2016 1:33 am
- Forum: Exult Discussion
- Topic: Arrays and functions
- Replies: 13
- Views: 2563
Re: Arrays and functions
I wonder if it's possible to copy it from BG then. I don't think it had any of the limitations that SI had.
I will take a look at that ucxt.exe and see if I can figure that out!
I will take a look at that ucxt.exe and see if I can figure that out!
- Fri Nov 04, 2016 7:17 pm
- Forum: Exult Discussion
- Topic: Arrays and functions
- Replies: 13
- Views: 2563
Re: Arrays and functions
That very well may be. Is it possible to look at converted original usecode that works with the new usecode? I have never even tried to find that out as I assumed it was different and the usecode we could write was additions on top of it. If possible, does that mean at the original coding and add/re...
- Fri Nov 04, 2016 2:45 pm
- Forum: Exult Discussion
- Topic: Arrays and functions
- Replies: 13
- Views: 2563
Re: Arrays and functions
Guess my idea for a generic buy/sell script won't work out in that case but not a big deal. As I get back into this I'm trying to make things better than I had in the past, including reusable and generic functions.
At least now I know how to declare an array, if needed.
Thanks!
At least now I know how to declare an array, if needed.
Thanks!
- Wed Nov 02, 2016 11:17 pm
- Forum: Exult Discussion
- Topic: Arrays and functions
- Replies: 13
- Views: 2563
Re: Arrays and functions
Given the more I read, though not specific to usecode c since it's built for Exult, it sounds like what I want to do wouldn't be possible. Am I correct that there would be no way to use a variable in a case statement? My other readings, not specific to usecode c, seem to indicate that in case statem...
- Wed Nov 02, 2016 10:18 pm
- Forum: Exult Discussion
- Topic: Arrays and functions
- Replies: 13
- Views: 2563
Re: Arrays and functions
Thanks, I guess this then goes back to my lack of knowledge of programming. If I were to store values in the arrays, do I need to then use switches to use it in the case statements? var myVar; myvar[0] = "Test"; myvar[1] = "Test2"; as I can't simply do case myvar[1] (remove): say...
- Wed Nov 02, 2016 2:37 pm
- Forum: Exult Discussion
- Topic: Arrays and functions
- Replies: 13
- Views: 2563
Arrays and functions
Hi, Hopefully this isn't a dumb question, but I can't seem to figure it or find it in documentation but it's completely possible I'm missing it. How would I go about declaring an array? I have tried a few things but am always getting some sort of syntax errors. I'm hoping to pass arrays into functio...
- Tue Oct 18, 2016 10:23 pm
- Forum: Exult Discussion
- Topic: Exult Studio Z Position
- Replies: 23
- Views: 2519
Re: Exult Studio Z Position
Neat about the groupings for chunks. Unfortunately I'm not sure it will work too well for me since I pretty much always duplicate chunks and add/delete something from them. One time I accidentally deleted a wave in the water and it resulted me having to redo water for almost the entire world and sin...
- Mon Oct 17, 2016 12:12 pm
- Forum: Exult Discussion
- Topic: Exult Studio Z Position
- Replies: 23
- Views: 2519
Re: Exult Studio Z Position
Sorry, I combined 2 responses. I meant I sent an email to Knight Captain regarding the patch folder item he mentioned. Seems my issue with the lift position was about typing vs using the arrows. As soon as I used the arrows instead of typing in 5 it worked as expected. The ctrl arrow thing is so nic...
- Sun Oct 16, 2016 8:44 pm
- Forum: Exult Discussion
- Topic: Exult Studio Z Position
- Replies: 23
- Views: 2519
Re: Exult Studio Z Position
Thanks, I've sent you an email. I tried using the Edit Lift box to 5 for the z value, but it still seems to put in the items at position 0. Must be something I'm doing wrong if it's working for you though. The ctrl keys on the combos solve my main problem at least so the z axis paste not working isn...
- Fri Oct 14, 2016 9:50 pm
- Forum: Exult Discussion
- Topic: Exult Studio Z Position
- Replies: 23
- Views: 2519
Re: Exult Studio Z Position
I will answer it here as I hadn't created it as a mod I planned releasing as I was mainly using it as a creative outlet; I don't want to clog up useful thread with my patchwork project. I also never made note of properly sourcing some of the graphics that I grabbed from these forums (such as downloa...
- Tue Oct 11, 2016 10:14 pm
- Forum: Exult Discussion
- Topic: Exult Studio Z Position
- Replies: 23
- Views: 2519
Re: Exult Studio Z Position
It would seem I may have missed the obvious all these years and somehow only found this right after posting... it seems ctrl-page up seems to work with multiple selected objects. I suppose I had too much tunnel vision as I always wanted to numerically enter it; the keyboard shortcut of ctrl-page up ...
- Tue Oct 11, 2016 10:09 pm
- Forum: Exult Discussion
- Topic: Exult Studio Z Position
- Replies: 23
- Views: 2519
Exult Studio Z Position
Hi, It's been awhile since I last used Exult and Exult Studio. I'm glad to see it's still here and updated. I may have asked this question maybe 3 or 4 years ago about Exult studio, but cannot find the question in searching, and I have a vain hope that maybe something has changed since then in newer...
- Sat Feb 13, 2010 10:42 pm
- Forum: Exult Discussion
- Topic: UCC compiling error
- Replies: 11
- Views: 1088
Re: UCC compiling error
I've downloaded the new tools snapshot and it looks like it works.
Thanks a lot for figuring that out!
Thanks a lot for figuring that out!