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Chris Thompson

no new news?

Post by Chris Thompson »

There has been no new news on this site in over a year???
Malignant Manor
Site Admin
Posts: 985
Joined: Thu May 14, 2020 1:34 pm

Re: no new news?

Post by Malignant Manor »

Here is some news (changelog) for you.


2007-05-15

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

2007-05-14 v 0.1 ~ Marzo Sette Torres Junior
* 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
* New sprite for male bucket-heade avatar, made by Skutarth. Also, removed
the silly fully-armored paperdoll for the bucket-headed avatars.

2007-04-15

* imagewin/imagewin.cc (Image_window): Added Hq3x scaler.

2007-04-13

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

2007-04-08 Marzo Sette Torres Junior
* 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
* 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
* 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.

2007-04-02 Marzo Sette Torres Junior
* 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
* 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 /music
will now be loaded (if they exist) instead of the corresponding ogg from
. Still need to do the same for the midi/xmidi/etc.

2007-03-29 Marzo Sette Torres Junior
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
New vga/usecode generation scripts for Keyring mod.

2007-03-21

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

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

2007-01-10 Marzo Sette Torres Junior
* A few bug fixes/improvements to the Keyring mod.

2007-01-06 Marzo Sette Torres Junior
* Fixing bug #1628256.

2007-01-02

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

2006-12-25 Marzo Sette Torres Junior
A few fixes/updates to the Keyring mod.

2006-12-24 Marzo Sette Torres Junior
* 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

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

2006-12-20 Marzo Sette Torres Junior
* 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
* 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.

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

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

2006-12-07 Marzo Sette Torres Junior
* 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
* 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
Adding new 'is_dest_reachable' intrinsic and documentation for it.

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

2006-12-02 Marzo Sette Torres Junior
Fixing Keyring bugs in forging code/Menion's training.

2006-11-30 Marzo Sette Torres Junior
When editing shape info, have origin be updated when the frame is changed.

2006-11-29 Marzo Sette Torres Junior
* 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
* 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
Fixed Karnax freeze-up bug.

2006-11-24 Marzo Sette Torres Junior
* UCC: Adding assignment operators ('+=', '-=', '*=', '/=', '%='); improved
the functionality of '
* 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
Adding extra capabilities to UI_book_mode_ex intrinsic, as well as improved
documentation for it.

2006-11-21 Marzo Sette Torres Junior
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
* docs/exult_intrinsics.txt: Reformatting file, some other minor fixes.

2006-11-05 Marzo Sette Torres Junior
* 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
* 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
* Implemented monster attack SFX; verified in the originals.

2006-09-22 Marzo Sette Torres Junior
* 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.

2006-09-22 Marzo Sette Torres Junior
* 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.
* Preventing player from moving avatar during the execution of scripts; this
is verified in BG and SI (for example, loom or bellows); delayed scripts do
not seem to hinder movement until they are activated.
* Prevent ES from displaying the 'font0000.vga' file in SI's static dir as it
is apparently from an old origin screensaver and is not a true vga file.
* Fixed bug causing avatar's 'rest_time' to build up too fast. Incidentally,
this helps to fix a jerkiness in scripts introduced in previous commits.
Also, script opcode 'delay' and any scripted frame changes or steps now will
clear the rest time for actors.
* Fixed problem in Windows builds with USE_EXULTSTUDIO option which caused
excessive processor usage, as well as being indirectly responsible for the
rapid build-up of the avatar's 'rest_time'.
* The files 'paperdoll_info.txt', 'bodies.txt' and 'shape_info.txt' (and
similar files in the future -- and with the exception of the files bundled
the Exult_XX.flx files) no longer require declaration of all sections to be
properly parsed.

2006-09-21 Marzo Sette Torres Junior
* Decoupled usecode functions for shapes > 1023 from the shape #. Removed
ucfunids.h since it is no longer needed. In UCC, you now must specify
the function to be used for a given shape by declaring the function
with the 'shape#(n)' construct in its header; for shapes
* Working on UCC classes. Added inheritance support, class instantiation in
UCC, type checking for class casts, changed method of class creation and
deletion and added support for method calls with and without scope
resolution operator (to allow calling of overriden inherited functions).
Classes can be passed as parameters to functions and be returned by
functions, with full type checking; a '0' can be returned as a class
return. Methods can also return values now (including classes) but class
data members cannot be classes themselves yet.
Added static and global static classes and fixed bug preventing the
following code from working correctly unless item == npc:
npc->set_item_frame(1+get_item_frame());
Got static arrays working correctly in loops and in setting/retrieving
their elements.
Possible future enhancements: add a way to set/retrieve class variables
from outside a class; maybe allow class data members to be classes.
* Modified handling of '#' directives in UCC so they don't disrupt the line
numbering.
* In Keyring mod: Fixed a few missing vars in function headers and a few
missing parameters in function calls. Also, updated Paperdoll_info.txt and
bodies.txt to include only the new paperdoll/body information.
* In SI Fixes mod: Removed wrong parameter from function definition.

2006-09-17 Marzo Sette Torres Junior
* shapes/bodies.*, gumps/Paperdoll_gump_info.cc: Removed files, code
moved to miscinf.*.
* gumps/Paperdoll_gump.cc: For ammo, use 'frame2' instead of 'frame'
when a compatible weapon is in hand. Also, see below.
* actors.cc: 'step' should do nothing for non-party members when in
map-edit mode. Also, see below.
* gumps/Face_button.cc, gumps/Face_stats.cc, gumps/Paperdoll_gump.*,
objs/animate.cc, actors.cc, effects.cc, gamewin.cc, gamemap.cc,
shapes/miscinf.*, usecode/ucinternal.cc, msvc_kludges.h, shapes/Makefile.am,
gumps/Makefile.am, Makefile.common: Clean up and centralization of code from
miscinf.* and old shapes/bodies.* and gumps/Paperdoll_gump_info.cc. Also,
the paperdol_info.txt, bodies.txt and shape_info.txt data files no longer
completelly override those from Exult_XX.flx (for BG and SI) or from static
dir (for new games).

2006-09-07 Marzo Sette Torres Junior
* usecode/ucinternal.cc: Increased the maximum number of intrinsics to 1024.
* usecode/ucinternal.h: A identing spaces to tabs, some align tabs to spaces.

2006-09-07 Marzo Sette Torres Junior
content/sifixes/*/*.uc: CRLF->LF.

2006-09-06 Marzo Sette Torres Junior
* In General: Changed a spaces in identation to tabs.
* gamewin.cc: When starting a game using '--edit', have time be stopped
right from the start.
* exult_constants.h: Defined c_max_shapes and c_occsize for better support
of shapes >1023; defined c_last_gflag for better support of global usecode
flags >1023.
* cheat_screen.cc, usecode/ucmachine.h: Use c_last_gflag instead of '2047'
for last global usecode flag.
* All others: Added support for shapes>1023 to 'occludes.dat'. Shapes are
now limited by c_max_shapes instead of 2048, making it easier to increase
the limit if it is needed.
* content/bgkeyring/src/misc/food_stuff/functions.uc: Fixed bug while eating
garlic introduced after Q&I was merged in.

2006-09-04 Marzo Sette Torres Junior
* game.cc: Starting a game with a mod resulted in wrong mod identification
in stdout.
* mapedit/studio.cc, server/server.cc, server/servewin32.cc: In Windows, use
gamedat dir instead of static dir to allow simultaneous editing of two mods
that share the same static path (non-Windows already do that).

2006-09-01 Ryan Nunn
* audio/midi_drivers/LowLevelMidiDriver.cpp : Improving termination code
for threaded midi drivers
* server/servemsg.cc, server/server.cc, server/servewin32.cc : Rewrote
ExultExultStudio communications to use a socket in Windows. Should be
much more stable
* Other cc files fixing up some 'const' (or lack there of) problems

2006-08-31 Marzo Sette Torres Junior
* shapelst.cc, shapelst.h: The Gimp would fail to load a frame if the
game's path in exult.cfg was a relative path. Also, added the ability
to export and import all frames of a given shape to/from pngs.

2006-08-29 Marzo Sette Torres Junior
* chunks.cc, objs.o: Fixed map corruption bug when dragging chunks from ES.
Also, prevent map changes when removing terrain objects if nodel is true,
and correctly check for map cache out when moving terrain objects.

2006-08-27 Marzo Sette Torres Junior
* Makefile.common: Fixed UCC compile problem in MinGW.
* 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.
* objs/objs.*: Fixed map corruption bug when moving chunk non-flat objects.

2006-08-24

* schedule.cc,readnpcs.cc,actors.cc: Working on support for
usecode-scripted schedules. Also did some cleanup on schedule
reading/writing.
(Eat_at_inn_schedule): No more annoying delay before inn customers
take their seats.

2006-08-22 Marzo Sette Torres Junior
* actions.cc: Testing adding a limit to the number of steps between each
check in Approach_actor_action (makes for smarter archers and monsters).
* effects.cc: Removed some duplicate increments in height for projectiles
and slightly tweaked the start and end positions for them.

2006-08-21 Marzo Sette Torres Junior
* Makefile.common: Force recreation of ucparse.{cc,h} or uclex.cc if,
respectively, ucparse.yy or uclex.yy are changed. Need to know if
it causes compilation problems in MorphOS or BeOS. Also removed some
trailing spaces.

2006-08-20 Marzo Sette Torres Junior
* Fixed compilation problems caused by modmgr by moving files bggame.*,
sigame.*, devgame.* and modmgr.* into new 'gamemgr' directory.

2006-08-14 Marzo Sette Torres Junior
* modmgr.cc: Added two path macros to mod cfg files: '__MODS__' and
'__MOD_PATH__'. They are expanded, respectivelly, to the game's ''
dir and to the mod's '/' (where '' is the
mod's cfg option, defaulting to the filename -- sans extension -- of
said cfg).
* schedule.cc: Slightly tweaked the 'talk' schedule. NPCs will no longer
try to talk through mountains.
* ucsym.*, ucparse.yy, ucfun.h: Fixed bug #1540599. Now, declaring functions
through externs and directly will always assign the same function number
in both cases (and regardless of order) as long as both have the same
number of parameters (and whether or not autonumbering -- either style --
is being used). Duplicate declarations (but not duplicate externs, unless
the parameter count differs) will raise errors now.

2006-08-14 Marzo Sette Torres Junior
* Setting bg_dont_move and dont_move flags prevent actors from doing any
schedule actions while the flag is set.

2006-08-13 Marzo Sette Torres Junior
* objs.cc: Fixed cache-out bug of terrain objects when the whole map is cached
out (mostly when teleporting to another map).
* exult.cc, exultmenu.cc: Fixed a palette problem when loading a game with
command-line parameters with 'skip_splash' disabled. Also, fixed the initial
Exult logo in the menu.
* modmgr.cc: Remove trailing slashes before adding "" system path for
each game.

2006-08-08 Marzo Sette Torres Junior
* exult.cc, exultmenu.cc: Added a Zaurus version of the menu -- single
column, only 3 games/mods per page and no Exult logo in the back (as it
interferes with menu) -- due to resolution constraints. Also fixed dumb
mistake when loading a game with --bg or --si.

2006-08-07 Marzo Sette Torres Junior
* 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.
Detailed information:
* modmgr.*: New classes that (1) manage the game list, (2) manage each
game's mods and (3) store information for each game/mod and correctly
sets path information when needed. Games have their own entries in
exult.cfg (with the additional "title" tag containing the string to
display in the Exult menu), while mods have their own drop-in cfg files
located in "/*.cfg". The "" directory is configurable for
each game in exult.cfg (with the new "" tag), but defaults to
"/mods".
* menulist.*: New text-based menu entry classes replacing the shape-based
ones (except for the MenuEntry, also referenced in game.cc, due to palette
concerns) and added menu IDs to entries.
* exult.*: Command-line loading of mods with "--mod ", modified loading
of games to use classes from modmgr; moved some functions to modmgr.*;
added "" system path configurable in exult.cfg; Exult will now be
centered in Windows when not in full-screen mode to prevent window
being partially offscreen.
* game.*, bggame.*, sigame.*, devgame.*: Moved is_installed to modmgr.*,
modified game creation to use modmgr.*, mod used is reported in stdout,
initial game uses new menu IDs.
* exultmenu.*: The new menus mentioned above.
* exult0.pal, *.shp, flx.in: Removed old menu shapes and added fonts for them.
* cheat.cc: Map-editing loads Exult Studio using the current game and mod.
* studio.*, exult_studio.glade: Loading of games and mods via dialogs,
loading of mods via command line with "-m " and creation of new
mods via dialog. Uses the classes from modmgr.*
* makefile.*: Added modmgr.*, modified list of *.shp's used.


2006-08-05 Willem Jan Palenstijn
* configure.ac, desktop/Makefile.am: adapted version of patch #1532621:
support alternative dirs for .desktop and icon files
* docs/exult_studio.1, docs/ucc.1: manpages from patch #1532624

2006-07-30

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

2006-07-20

* actorio.cc: (Experimentally) Allow chars. >= 127 in NPC names.

2006-06-27 Marzo Sette Torres Junior
* Fixing Skara Brae Ferry problem (bug #1521291).

2006-07-16

* shapes/shapeinf.h (public): Don't divide striking range by 2; I
think that was a mistake.

2006-07-14

* rect.h, paths.cc, objs.cc, combat.cc: Avoid attacks through
walls by checking LOF for striking weapons.

2006-06-27

* gamemap.cc: Shift-F3 writes out "patch/minimaps.vga", with a
frame for each game map (192x192 pixels).

2006-06-27 Marzo Sette Torres Junior
* Fixing crash (due to terrains not being loaded) and pointer mix-up (causing
wrong colors in the generated minimap) in the new minimap generator.

2006-06-26 Marzo Sette Torres Junior
* Fixed bug where 'stray' items on the ground would be picked up
by the carpet even though they shouldn't.

2006-06-14 Marzo Sette Torres Junior
* intrinsics.cc: Fixed multimap issue when casting 'mark' on a virtue stone
when the stone is not directly on the map.
* actors.cc, ready.h, objs/contain.cc, mapedit/shapeedit.cc and
mapedit/exult_studio.glade: Added an 'usecode container' item type to BG.
Also, in 'objs/contain.cc', changed the usecode container detection code
to use the item type instead of shape number.

2006-06-11 Willem Jan Palenstijn
* midi/audio_drivers/mt32emu/i386.cpp: sync with scummvm to make it
compile with gcc 4

2006-04-29 Willem Jan Palenstijn
* various: fix delete/delete[] mixups

2006-04-18

* pathfinder/Zombie.cc: Straight-line pathfinder now works in
3-dimensions, and combat projectile code allows shooting things at
any height.
Chris Thompson

Re: no new news?

Post by Chris Thompson »

awesome... thanks,
again, great job to everyone working on Exult and the various mods that are available for it... keep up the great work and thanks for making such an awesome game usable for past, current and future generations of Ultima Fans
Malignant Manor
Site Admin
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Re: no new news?

Post by Malignant Manor »

I forgot to mention that most/all of these changes are only to the snapshots and not the official release. Some of the listings are updates on Marzo's mods.
Ezric
Posts: 55
Joined: Thu May 14, 2020 1:34 pm

Re: no new news?

Post by Ezric »

You know, since the news is so infrequently updated, maybe a link to the changelog right there on the front page above the latest news post might be in order. It'd help casual visitors realize that Exult isn't a dead project, especially if said link had a little "Last Updated: May 30, 2007" type thingie beside it. I've been dropping by these forums pretty much daily for a couple years to read the latest happenings, but I imagine not everyone interested in Exult does that.
Chris Thompson

Re: no new news?

Post by Chris Thompson »

Thank You,
that is what i was referring to before... I know that things are going on, but because the news section itself hadn't been updated, I wasn't sure whether the official Exult people were still doing stuff with it, or if it was just being modded by other people... as a big Ultima fan that often goes through various ultima projects/websites its hard to keep track of which remakes/mods are still going strong and which are dead... its sometimes frustrating when your trying to track remakes of classic games and you can't tell from the websites whether they are still being worked on or not... other than all the various ultima projects out there, there are also some (for example) non-commercial x-com type games in development, these sites do not get updated so its tough to tell whether they are still in development... for the person that occasionally checks these sites, it would be nice to get some feedback on the status of projects.
Again, great to hear things are going strong here.
Thanks,
Chris
Madoc

Re: no new news?

Post by Madoc »

I would love having an RSS feed for Exult news. Then, I wouldn't need to check every now and then. The news would get to me automatically.
drcode
Site Admin
Posts: 2267
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Re: no new news?

Post by drcode »

Marzo is an official member of the Exult team, and certainly the most active. You're right, in that we should be updating the web page a LOT more often.
Malignant Manor
Site Admin
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Re: no new news?

Post by Malignant Manor »

Marzo is an official member of the Exult team, and certainly the most active.

I wasn't implying that he isn't. I was just trying to point out that not all of them are changes to Exult or Exult Studio themselves.
TdI

Re: no new news?

Post by TdI »

>There has been no new news on this site in over a year???

Note that the word "news" already implies the concept of "new", making the expression "new news" somewhat redundant. :)

Sorry for being a smartass. I just couldn't resist.
SB-X
Posts: 980
Joined: Thu May 14, 2020 1:34 pm

Re: no new news?

Post by SB-X »

> You're right, in that we should be updating the web page a LOT more often.

Indeed. Make it so!

(impersonation of Lord John-Paul)
Skutarth
Posts: 71
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Re: no new news?

Post by Skutarth »

I wonder why Marzo didn't also credit himself for tweaking my sprite.
Malignant Manor
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Re: no new news?

Post by Malignant Manor »

There is a new cvs for Exult and ES, but the changelog indicating what has been done hasn't been updated properly. Someone tried to update it, but "2007-05-15" is the last date on the list.
Malignant Manor
Site Admin
Posts: 985
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Re: no new news?

Post by Malignant Manor »

Sorry. Stupid browser cache was causing the problem.
drcode
Site Admin
Posts: 2267
Joined: Thu May 14, 2020 1:34 pm

Re: no new news?

Post by drcode »

I'll sometimes check in code, but not update the ChangeLog until I'm finished with the changes, which might not be for several days.
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