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NEWS
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10/21/10 v1.4.9rc1
Compatible with the stricter permissions of Windows Vista and Windows 7
Rewrite of the Graphics system to allow switching to full screen on modern systems
Better integration into Mac OS X with default location for the supported games
Smooth scrolling (disabled by default, though)
Aspect correction is now supported
More data from the original has been decoded and thus improved gameplay and combat
Two mods developed by our team member Marzo
- Keyring for BG which adds a large quest to obtain a SI-style keyring, as well as a lot of other enhancements such as meditating in the shrines and viewing the Codex
- SIfixes for SI which corrects many mistakes in the game, for example
you can now cure Cantra when you play with this mod
In-game Notebook with support for automatic notes (notes created by usecode)
Integrated Pentagram(tm) Audio system which means
- Real Roland MT32 device support
- Roland MT32 Emulation support
- Fluidsynth support
Removed dependency of the Audio system on SDL_Mixer
New shapes for paperdoll
Multi-map support for new games
Increased limits on resource sizes (shapes, frames, etc)
Moved hard-coded information to datafiles
Greatly improved compiler tools to ease new game development
Tons of work on our map editor Exult Studio and the ability to develop new games and mods
Tons of bugfixes
06/10/04 v1.2
Official release with all the improvements and bug fixes from
the last two years.
02/29/04 v1.1.10rc2
Fixed a number of crashes
Fixed some Windows-only problems, including resurrection
Added more Black Gate paperdoll art
01/27/04 v1.1.9rc1
Cleaned up non-MIDI music driver support
Cleaned up diagnostic output
Fixed various schedule and pathfinding bugs
Worked around Serpent Staff bug from original SI
Lots of minor bugfixes
10/18/03 v1.1 Beta3
Fixed item duplication
Fixed missing NPCs
Fixed disappearing items
Fixed cosmetic bug in 2xSaI scaler
Fixed resurrection
Improved SFX handling for items
Improved schedule support
08/08/03 v1.1 Beta2
Fixed missing item descriptions in Windows
Fixed missing exultmsg.txt on some platforms
07/20/03 v1.1 Beta1
Party Formation
Improved combat system with pausing, hit display and targeting
Spellbook improvements
Exult Studio improvements and porting to GTK+2
Support for arrow/keypad walking and running
OGG Vorbis music system
FM Synth emulator
Additional paperdoll art (SB-X, Oblivious)
Scale2X scaler (Andrea Mazzoleni)
Ported to the Zaurus (Artaxerxes)
Experimental OpenGL scaling/rendering
Tons of bugfixes (see ChangeLog for details)
06/05/02 v0.99 RC 2
Support for 32 bit usecode (for large usecode functions)
Many changes to Exult Studio (tiles, combos, freetype fonts, etc.)
Improvements to UCC (conversations, etc.)
SFX improvements (thanks to Simon Quinn)
Tons of bugfixes (see ChangeLog for details)
03/12/02 v0.98 RC 1
UCC, Exult's Usecode compiler works again
UCXT, Exult's Usecode decompiler, is now included
Subpackages for Linux distributions can be built (RPM, Debian)
Exult's data files have a CRC now, so it is easier to
detect a mismatch between them and the main executable
Gumps can be dragged even in target mode
SI's intro and ending are complete
Music looping is user-configurable
New scaler from Kreed: BilinearPlus
Configurable combat difficulty
Tons of bugfixes (see ChangeLog for details)
11/26/01 v0.96 beta 1
It is now possible to complete both BG and SI
Savegames are now compressed. They are now actually zip files,
so you can use your favourite tool to open them. This should
make things easier especially when submitting bugs to
SourceForge which has a size restriction on attachments.
Gameplay Options Dialog has been implemented together with a
slew of extra features that can be configured
The speed of the party may be configured
Middle mouse button support
Fast mouse in full-screen modes
Tinted background behind text in conversations
Wheelmouse support for slider gumps
You can now freeze in SI
Multiracial Avatar support in BG (requires SI)
The currently playing music track is stored within savegames
so that it started again on load
Scheduled usecode is now retained between save/load
Endgame and Quotes entries in the menus are now only visible
when appropriate
Allow choice of MIDI device in Win32
Many broken animations were fixed (especially in SI)
Show SFX icon next to BG/SI to show that support for digital
sfx is enabled.
Tons of bugfixes (see ChangeLog for details)
08/25/01 v0.94 alpha 5
Colourless' amazing stats display (press "r" to toggle the
various modes)
Lots of work on performance improvements (faster scalers,
faster renderer, etc.)
Near-perfect dungeon renderer
Lots of work on MacOS by Fingolfin (both Classic and MacOS X),
including MIDI support.
Return to menu option in BG and SI game menus
Detect incorrect/incomplete path settings in the configuration
file and show only valid entries (BG/SI) in the main menu.
If neither game is available, a warning is displayed.
Video Options in-game menu (still incomplete)
Text/speech synch in BG intro and near-perfect butterfly
animation
Support for scale > 2 in Point and Interlaced scalers
Exult now compiles with MS Visual C++
Tons of bugfixes (see ChangeLog for details)
06/28/01 v0.93 alpha 4
There is a new in-game menu (invoked with ESC) from which
various setup actions can be performed. Currently this
includes a nice audio configurator.
The save gump has been improved greatly with support for a
mini-screenshot, save-game details and infinite savegames.
World wrapping has been implemented
Lots of work on SI (spell scrolls, spellbook, jawbone and
combat gumps, keyring, general fixes)
We now have Near Pixel Perfect Maps (tm) which are displayed
when using the teleport cheats.
MIDI SFX are unsupported now by default. The use of digital
SFX is strongly encouraged, even though there are still a few
problems. See the FAQ for details.
Combat has been improved: NPCs now flash red when they are
hit, Protection mode is supported and many bugs have been
fixed
Win32 SMP-safeness
More work on ExultStudio (Linux only for now)
Tons of bugfixes (see the ChangeLog for details)
04/11/01 v0.92 alpha 3
Savegame names have been changed to exultXXbg.sav for the
Black Gate, and exultXXsi.sav for the Serpent Isle.
(The savegames themselves have not changed, so you can rename
them to make them work again.)
Multiple scalers can now be used. Use config/video/scale_method
set to either "2xSaI", "bilinear", "point", "interlaced" and
"SuperEagle". "2xSaI" is the new scaler, "bilinear" is the old
one, "point" duplicates the pixels, "interlaced" is the same
as "point" except misses every other line, "SuperEagle" is
another scaler by Derek (the author of 2xSaI).
New cheat screen (F2) similar to the originals'.
Currently allows for some level of NPC editing.
Pick Pocket cheat (Ctrl-Alt-P). Forces all actors to display
inventory.
Grab Actor cheat (Ctrl-Alt-G). Default Enabled. When enabled
clicking on a NPC will make it the default NPC in the cheat
screen. The default NPC is edited by not entering a npc number.
NPC Numbers cheat (Ctrl-N). When enabled, clicking an a NPC
will display their number instead of their name.
More NPC schedules (sew, lab-work, etc.) implemented.
Many bugs (especially combat/weapons and audio) fixed.
Black Gate paperdoll art by Adam Delman and Philip Gottschalk
02/08/01 v0.91 alpha 2
Dynamic keybindings. Use config/disk/game/(gametitle)/keys
to specify a keybinding-file. See data/default.key for an
example.
Can now use the Serpent Isle paperdolls while playing
The Black Gate. To use, the Serpent Isle path in the
config file must be filled in with an absolute path.
Paperdolls may be a little buggy.
Massive code restructuring and cleanup (use STL wherever
possible, pervasive use of namespaces, more portable C++
conformance, etc.) These changes have the side effect of
improving stability.
Gamma correction (use + and -)
More schedules support
Improved, easier to use shape browser
Serpent Isle paperdolls
Improved weapons support
Support for the French version of BG (Frederic Wagner)
Alpha/Linux cxx support (Christoph Reichenbach)
Allow for disabling/enabling of palette fades
Improved BG intro (plasma screen, animations, etc)
New cheats (Heal, Resurrect, Max Party Level)
Sound Tester (Alt-1)
Screen Shots (Ctrl-Alt-S)
Reworked audio subsystem (including MIDI repeat support for
Timidity)
Loads of bug fixes (Read ChangeLog for details)
11/20/00: v0.90 alpha 1
New scaling code contributed by Derek Liauw Kie Fa
(2xSaI filter)
Exult logo & menu at startup & mouse support in menu
Many more cheats (ArchWizard, Hack-mover, ...)
Key ring for BG (same as original SI)
Improved help
About box
GIMP plugin is functional (load & save)
Better SI support (not playable yet)
Midi Sound Effects (Windows & Timidity only)
Tons and tons of fixes (magic, schedules, weights, dungeons,
missile eggs, explosions, invisibility, protection, ...)
More quotes & credits :-)
8/22/00: v0.40
Note: ALL save games from before this update are now broken.
Games must be restarted.
Better introduction sequence. Can be interrupted by
keypress.
Main menu implemented.
Proper instruments in MIDI music and XMI support.
Cheating mode: any keys which enable additional features can
be disabled/enabled from the config file
'God mode' (alt-G) and teleport (ctrl-alt-t) cheat added.
Support for barges (Flying carpet, ships, carts...)
Teleports.
Combat: Monsters attack, and the music plays.
More shortcuts: 'f', 'w', 'm', 'b'.
Serpent Isle awareness (not useful yet)
Better shape browser.
The usual slew of bug-fixes.
7/6/00: V0.35
Scrolling works like the original. Same for conversations.
First attempt at combat: You can attack/kill monsters, but
generally (with a few exceptions), they don't fight back.
Spellbook and magic (some spells at least) work.
Weather: Storms, clouds.
Scaling: 2X scaling with antialiasing. See README for
details.
6/2/00: V0.30
Save/load implemented.
MIDI improvements in Windows version.
More animations: You can see the weapons being carried.
Better object identification and inventory management.
View the endgame movie by hitting F10.
NPC schedules/pathfinding improved.
Moongates work.
Sleeping works (but animation not done).
5/8/00: V0.26
MIDI in Windows version!!
Correct Avatar/NPC animation frames (finally), and improvements
to 'seashore' animations.
Inventory improved: Armor, etc. goes where it's supposed to
(although there are still a few things to be fixed).
You can now read signs, books, and scrolls.
Much improved shape browser (a development aid).
Many bug fixes.
New pathfinding framework.
New object access API for some data-objects
4/25/00: V0.25
Improved midi support using the timidity binary and patchsets
under linux.
Earthquakes (except in Win32 version)!
In-game scripted introduction.
More animated objects.
Some NPC schedules now implemented.
Lighting and transparency.
Better USECODE support. You can solve the Trinsic murder, and
then answer the mayor's copy-protection questions to get the
password. Also speed, compilation and debugging improvements.
Improved inventory support. You can buy items, and feed
Iolo.
Better support for building win32 targets.
Improved rendering pipeline. Still not perfect, but definitely
a vast improvement.
3/23/00: V0.20
Speech and midi support from Dancer Vesperman, as well as
automatic configuration.
Inventory partly working. You can open bags and boxes, and
drag items in/out of them.
Mouse pointers and fonts from Ultima7 are now used.
Animated objects (like fountains and flags) supported.
2/29/00: V0.12
Fixed crashes at start and after initial conversation, thanks
to Richard Wesley.
Added obstacle detection. You now need to open doors to get
through them, and you can climb up/down stairs.
Replaced XLib and Win32 code with the SDL library. Should make
porting to Windows far easier.
2/20/00: V0.11
Loads of improvements to the USECODE interpreter, especially
with conversations.
2/10/00: V0.10
Added USECODE interpreter.
Removed my previous conversation engine (which I'll use in
another project).
Exult creates the "gamedat" directory and files automatically.
Moved web site to exult.sourceforge.com.
7/5/99: W.J. Palenstijn's WIN32 port!
6/10/99: First attempt at obstacle avoidance.
5/28/99: Wrote a script compiler for NPC's.
5/24/99: Modified conversation engine to handle the notion of a
conversation "topic". Also show character "portraits".
4/23/99: From Tristan Tarrant: Read item names from "text.flx" instead
of trying to enumerate them in the code.
4/14/99: V0.07
First implementation of an NPC conversation engine.
12/21/98: V0.06
Startup memory requirements are reduced dramatically.
A port to MSDOS (320x200 VGA) is added.
12/4/98: V0.05
Added text rendering using the FreeType package and the
"avatar.ttf" font. Left-clicking on many of the game items
now causes their names to show on the screen.
11/5/98: V0.04
2 other characters walk around randomly.
Double-click on doors and shutters to open/shut them.
Program exits gracefully when window is closed.
10/14/98: V0.03
Avatar now walks around using the right-mouse button.
10/6/98: V0.02
Show moveable objects from "ireg" files.
Read in all objects shown. Improves display performance.
Attempt (with partial success) to show objects in proper
z-order.
9/25/98: V0.01
Try to open files first lower-case, then upper (u7open()).