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New development...

Posted: Sat Jun 26, 2004 7:02 pm
by drcode
Now that 1.2 has been released, we can work on new features. This means that the daily snapshots could become more "interesting". I've just merged in the following:

1. Support (not complete) for multiple maps.
2. Combat uses dexterity to determine how fast you can strike.
3. Wand charges are kept track of.

Re: New development...

Posted: Sat Jun 26, 2004 7:05 pm
by Skutarth
Yay!

Re: New development...

Posted: Sat Jun 26, 2004 7:51 pm
by painful
All I can say is I can't wait to test them out, and look forward to it! Good luck and great job so far!

Re: New development...

Posted: Sat Jun 26, 2004 11:53 pm
by Colourless
Note that snapshots might be come quite unstable. The changes might be quite disruptive. I'm planning on ripping the guts out of the Midi and Graphics systems and rewriting them to something a little more managable (incidently this mostly means replacing these systems with modified versions of the ones i wrote for Pentagram).

-Colourless Dragon

Re: New development...

Posted: Sun Jun 27, 2004 12:33 am
by Andrea B Previtera
Wait: multiple maps?

Re: New development...

Posted: Sun Jun 27, 2004 10:17 am
by Skutarth
Remember what DrCode said on the Ultima Expansion thread? Yes, the multiple maps will rule. I think we should rewrite Serpent Isle so it's open minded like Ultima 7: The Black Gate, and we should also make it so the map isn't hacked into little pieces. You know, make it so you can go places on a ship before the plot is activated in those places! That would rock. That's one of the reasons I liked The Black Gate more: exploration.

You should also make it so it's an option whether your party gets mad at you for stealing crap. I always steal a lot of crap before I start the game, so I can buy the cart and ship. It would help a lot if it were more like Serpent Isle, where they don't care. Man, I need to go play SI again so I can kill guards and get paid for the cremation. Those were the days.

Re: New development...

Posted: Sun Jun 27, 2004 5:36 pm
by painful
exult_bg.flx has a wrong checksum!
exult_si.flx has a wrong checksum!
This usually means the file(s) mentioned above are from a different version
of Exult than this one. Please re-install Exult

(Note: if you modified the .flx files yourself, you can skip this check
by passing the --nocrc parameter.)


Is what I get after installing both Exult 1.4.x and Exult Studio snapshots released today. Any ideas? Should I delete the original directory and start over with a clean install?

Re: New development...

Posted: Mon Jun 28, 2004 10:10 am
by Dominus
How did you install? With the windows installer or some other way? You have to make sure that if you did it another way that you copy the data files in /data as well (the ones mentioned in the error).

Re: New development...

Posted: Tue Jun 29, 2004 6:42 am
by Skutarth
If I try to put the latest snapshot over the last release candidate or 1.2, everything goes berserk in the game! The shapes are all switched around and wrong.

Re: New development...

Posted: Tue Jun 29, 2004 7:26 am
by drcode
All the shapes (and not just the paperdoll shapes added by Exult)? Odd, since the savegame format should be compatible.

Re: New development...

Posted: Wed Jun 30, 2004 10:10 am
by Skutarth
No, I didn't even load a savegame! Even when I start a new game it does this...

Re: New development...

Posted: Wed Jun 30, 2004 10:19 am
by wjp
Can you post a screenshot to give us a better idea?

Re: New development...

Posted: Wed Jun 30, 2004 12:27 pm
by drcode
Last night, I realized that starting a new game did result in all the NPC shapes getting messed up. All because of one measly byte. Guess Colourless was right about things being possible unstable:-)

Should be fixed (as of about 14 hours ago).

Re: New development...

Posted: Tue Jul 06, 2004 10:45 pm
by Ksaturn
As for the group getting mad at you i partly agree... as least as far as stealing a dead pirates snacks at least(hint hint).

I think if there is a tag on the items that makes them ok/bad to take you should try to (A) take it off food & looting potions (or at least looting) (B) ignore me and get on with your life (C)do what he said... the option(Course who wouldn't turn it off even if they don't steal) (D) put up a warning/comfirmation on stealing(that you can turn on/off in options) (E) fix it back to the orig. or (F) ...er ...i forgot this last one... nm...

(WARNING: hint & possible Spoiler)

to get the cart/ship you could do the destard ring trick i discovered... if you go in to the entrance near treinsic and follow the path you'll only meet headlesses and CALTROPS(I = hate > caltops... mainly because the cave wall won't let me pick up the ones it hides so you cant avoid em' all) at the end is a locked chest... inside are some goodies including a ring of invisibility... and dragons can't see invis... and they sleep on massive piles of treasure... and i hope you see where i'm going with this... stand outside the main entrance(NW ot the near one) and tell Iolo and Spark to 'leave' & 'Wait Here' after you give them ALL you stuff except a torch/magicbook and the ring... then its time to visist the mint... and the jeweler...