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 Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-21-06 09:52

Finished at last is the (very first public version of) Keyring Mod. For now, it is available here: http://lfs.lfhost.com/seventowers/downloads.php?section=0&page=1 (edit: Made link point to Seven Towers)

I am thinking about placing on the Exult CVS also, but I will have to check with the other devs to see if it is OK.

I will also place it in Exult Studio Guides; however, I lost my password and am waiting for a new one.

The installation instructions, from the Readme.txt:
===================================================
First, I must be explicit that I have tested this mod *only* with
Forge of Virtue add-on installed; it will *not* work without that
add-on since it uses some of the add-on's data.
Secondly (and just as importantly), this mod is will *not* work in
Exult 1.2, nor it will work on any but *the* latest snapshots. There
were some bugs I had to fix to get everything working as is.

With that out of the way: there are two ways to install the mod:

1) If you are using DOS/Windows, you can use the supplied batch files.
Unzip the mod to your Black Gate folder so that, for example,
the "Install.bat" file is at "BlackGate/Keyring/Install.bat".
Make sure that the mod's folder is at the same level as your
STATIC folder! Then run the "Install.bat" file to install. You
can also run "Make & Install.bat" to compile the usecode and
install -- but you must have UCC to do so, and at a very
specific location too.
2) Copy the contents of the "data" folder to your BG's PATCH folder.

OPTIONAL: If you like, you can set new key bindings to BG to use the
keyring with a keyboard shortcut. You will have to edit the file
"bgdefaultkeys.txt". If you want to make it work like SI does,
delete the line "K try_keys" and add the following two lines:
Alt-K try_keys
K useitem 1100 # Use keyring
===================================================



What the mod does:
===================================================
The mod started out by adding a keyring to Black Gate. It has two
new NPCs, several new items and graphics and the following things:
- You can now meditate at the Shrines of the Virtues.
- You can now view the Codex; you must be in a sacred quest, though.
- A brand new Shrine of the Codex, based on the one at the Mysterious
Sosaria website.
- The three items of Principles (Book of Truth, Candle of Love and
Bell of Courage), as well as the three Flames of Principles.
- Lock Lake Cleanup: Once Miranda's bill is signed, the Lake will
be gradually cleaned up of garbage.
- A brand new Shrine of Spirituality and a basement for Serpent's Hold,
where the Flame of Courage is located. Both are located in a new map,
thus using Exult's Multimap support.
- An improved Orb of the Moons, allowing you to visit the shrines too.
- Innkeepers will reclaim the room keys when you are leaving the inn.
They will also lock the doors and make the beds.
===================================================

Enjoy! And *please* let me know what you think!

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   01-21-06 12:14

cant get it to work T.T

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-21-06 12:28

Can you be more specific? Maybe post stdout and stderr, and/or describe what you did exactly? You did see that it works only on *the* latest snapshots, right?

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   01-21-06 12:28

er... to clarify that a bit...

none of the three install methods you gave seem to work

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   01-21-06 12:30

mine is the latest snapshot, yes... the two files wouldnt help i dont think.. and what i did exactly is follow the directions you gave.. install.bat when in t same place as what you said does nothing i can seet, make and install ddoesnt work for me, and just copying the files also did nothing

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-21-06 12:41

Ack, I spotted a bug in the install.bat file... I have posted an updated file to the link above; if you don't want to download everything again, you can replace the contents of install.bat file with the following:

@echo Copying files to patch folder...
@if EXIST ..\patch goto patchexists
@mkdir ..\patch >> log.txt
:patchexists
@if EXIST ..\patch\map01 goto map01exists
@mkdir ..\patch\map01 >> log.txt
:map01exists
@copy /y data\*.* ..\patch >> log.txt
@copy /y data\map01\*.* ..\patch\map01 >> log.txt && del log.txt
@echo Mod has been successfully installed!

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-21-06 12:53

Let's try giving an excruciating amount of intermediate steps to see what is going wrong.

I will assume that Exult is installed in C:\U7, that BG is in C:\U7\BG, that BG's STATIC and PATCH folders are C:\U7\BG\static and C:\U7\BG\patch.

Create the folder C:\U7\BG\Keyring. Extract the Keyring.zip file to this folder. If your PATCH dir is the one above, run the (new) install.bat; otherwise, go in the C:\U7\BG\Keyring\data folder, select everything and paste in BG's PATCH dir.

Start Exult and start a new game.

Does that work?

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 Re: Finally... the long awaited Keyring Mod!
Author: Dominus 
Date:   01-21-06 12:57

Hmm, the current snapshot is probably too old. It hasn't been updated since the 14th. If your changes from the last two days are required this might be another problem.
I haven't yet tried it out, will do so in a moment, only need to compile Exult.

--
Read the documentation and the FAQ are your friends! There is no excuse for not reading them! RTFM
Read the Rules!
We do not support Piracy/Abandonware/Warez!

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-21-06 13:06

The changes in the last two days aren't absolutely required (meaning that the mod works without them) except for one particular spot where it would not work as expected.

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   01-21-06 13:17

nope

tried the install.bat and it still didnt seem to do anything

then i directly copied the files and started a new game, and still nothing


i know mine is the build form the 14th... i updated it because of the carriage thing.. lol

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-21-06 13:25

When you say 'nothing', what do you mean? A few possible scenarios I can think of:
1) Does it mean you can't start Exult without crashing?
2) Does Exult start normally, but you can't start BG?
3) Does Exult and BG start fine, but you can't start a new game?
4) If you can start a new game, there is nothing different at all (for example, the Shrine of the Codex is still the old one)?

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   01-21-06 13:27

4, definitely

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 Re: Finally... the long awaited Keyring Mod!
Author: Dominus 
Date:   01-21-06 13:46

works for me.
Things to check:
extract the Marzo's zip file and make sure it keeps the folder structure.
rename the data folder to patch.
copy the patch folder to where you have blackgate installed (if there is already a patch dir, back it up and delete it).
in exult.cfg add the following under <blackgate>
<patch>
c:\games\u7\blackgate\keyring
</patch>

(of course this depends on where you installed BG).

You probably know all this, but a step by step might help you find the problem.

--
Read the documentation and the FAQ are your friends! There is no excuse for not reading them! RTFM
Read the Rules!
We do not support Piracy/Abandonware/Warez!

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-21-06 13:52

It is possible then that you:
a) Need to set up the patch dir in Exult.cfg: http://exult.sourceforge.net/studio.php#can_do_atm;
b) Are placing the files at the wrong patch dir (there is --or should be -- one in Exult/patch and one at Exult/BG/patch).

Hmmm... have you by any chance edited your patch dir (for example, for the Ultima 6 patch that mikefictiti0us is making)?

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 Re: Finally... the long awaited Keyring Mod!
Author: Dominus 
Date:   01-21-06 14:00

Marzo, where are the interesting things on the second map? Can't find anything by just changing maps and looking around there.

--
Read the documentation and the FAQ are your friends! There is no excuse for not reading them! RTFM
Read the Rules!
We do not support Piracy/Abandonware/Warez!

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   01-21-06 14:13

ok.. followed your directions exactly Dom... and same as before

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-21-06 14:20

The new Spirituality Shrine is around the same place as the old one, and the Serpent's Hold basement is around Serpent's Hold. For now, that is about all there is on the new map.

I am planning to add a lot of things to the second map in the future versions; for example:
1) The basement of LB's castle (such as the one seen in UW2);
2) The Catacombs of Moonglow (they were there in U6 after all...);
3) Maybe a new 'underground' level for some dungeons;
4) Dungeon Deceit entrance will be returned to the small island to the right of Dagger Isle, where it belongs;
5) The inside of the Generators will be moved to the new map;
6) Dungeon Shame and Dungeon Despise will be unswapped and uncoupled.

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   01-21-06 14:26

alright... i finally got it working by pointing my exult.cfg file to my BG's patch directory rathre than the keyring directory... what i get for following what im told directly I guess >.>;

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-21-06 14:27

I am thinking that Dominus' instructions were inconsistent; in his last step, he told you to point <patch> to the keyring folder, while everything up to it explained how to create a folder named patch with the contents of the data dir. Try something like this instead:
<patch>
c:\games\u7\blackgate\patch
</patch>

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-21-06 14:28

Oh, you caught Dom's error before I posted. No problem, move along. Nothing to see :-)

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   01-21-06 14:30

like i said, its finally working now, doing jsut that before you actually said it XP

my only complaint so far is that i still think the entrance to the guardian dungeon on the Ilse of the Avatar would be better through the fellowship member's quarters on the south mountain face rather than back up against the west side of the mountains :P

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   01-21-06 14:33

erk..... i can go down the stairs in Serpent's Hold but I cant get back out from there; no stairs, no teleporters, no flame

i'm guessing this is related to one of the things you fixed thats not been updated yet?

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 Re: Finally... the long awaited Keyring Mod!
Author: Dominus 
Date:   01-21-06 14:45

couple of problems with 2nd map, it seems the zip is missing countless stuff. stderr.txt lists a lot of missing u7ifix files.
Quote:

Ifix file '<STATIC>/map01/u7ifix6d' not found.

also the first 149 lines of stderr.txt list the following error:
Quote:

Shape::store_frame: framenum >= frames_size (8 >= 5)


Why is Laurianna's shape double (shape 1103&1107)? I also wonder why you duplicated the time barrier as magic barrier, for the changed name?

Very cool future plans.

--
Read the documentation and the FAQ are your friends! There is no excuse for not reading them! RTFM
Read the Rules!
We do not support Piracy/Abandonware/Warez!

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 Re: Finally... the long awaited Keyring Mod!
Author: Dominus 
Date:   01-21-06 14:47

sorry for the mixup in my instructions. That was because I just copy/pasted contents of my exult.cfg :)
The problems with the serpent's hold basement are caused by the suff I mentioned in the post before that.

--
Read the documentation and the FAQ are your friends! There is no excuse for not reading them! RTFM
Read the Rules!
We do not support Piracy/Abandonware/Warez!

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-21-06 15:04

Ack... WTF??? Everything I did in the other map (with the exception of the building items) has vanished... I will see if I can find out what is going on, and may reupload a version in a short while.

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   01-21-06 15:09

there are some spelling and grammar errors in the new text with Zauriel and Laurianna as well, and also the gals' paperdoll doesnt work (and she has no inventory, dont know if thats on purpose), and she acts like a party member but has no status bars

but... even with problems i'm still loving the changes :D

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   01-21-06 15:26

also.. i suggest that the icons at the shrines all be moved a space or two to the right... right now they seem to hang over the left edge of the shrine altar :P

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-21-06 15:29

I haven't implemented the new paperdol thing yet. And I will take another look at the text.

And I just found out a few bugs in the multimap system which will have to be solved to get the mod to work correctly. For example, I discovered that non-building items in the other map are being saved only to gamedat -- but not to the patch dir. This is why there were no stairs or flame when you went to the basement of Serpent's Hold, and why they were present here until I decided to clear gamedat dir and start a new game.

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   01-21-06 15:32

well that explains things.

of course it would have been impossible to know sooner, as you are really the first to be using it if I remember correctly... you get to be the ginuea pig, as it were :P

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 Re: Finally... the long awaited Keyring Mod!
Author: Dominus 
Date:   01-21-06 15:33

ouch!

--
Read the documentation and the FAQ are your friends! There is no excuse for not reading them! RTFM
Read the Rules!
We do not support Piracy/Abandonware/Warez!

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   01-21-06 15:41

one last thing for now.. breaking on this for thenight most likely :P

Lock Lake

once I have Heather sign te bill and return it to the woman in the castle... nothing happens... if i talk to her again the 'signed' option still appears and she says I dont have it on me.. and if i ask job she still has te options to get another copy of it.. which can then be turned in immediately as Heather signed it already

also, Heather doesnt notice its been turned in either, and still gives the options to sign it or talk about the lake

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-21-06 17:17

Re: Miranda still having the sign option: I haven't touched Miranda's usecode, so those are bugs in the original.

Re: Lord Heather: He says he signed the bill already when you ask him about it. But I *should* change what he says about Lock Lake as the cleanup progresses; currently, he will say that it is putrid even after the lake has been completely cleaned up.

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-21-06 17:47

I have uploaded a new version of the file, containing the fixed initgame.dat file. I have partially fixed the multimap problems; basically, there were problems on *saving* a multimap (still there) and on *loading* the multimap (squashed).

I am still working on the save problem, but there is a workaround: when editing multimaps, make sure to cycle through ALL maps before saving. If you don't, you will be hit by the bug: the items in the multimaps you did not visit won't be saved.

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-21-06 18:07

Quote:

Why is Laurianna's shape double (shape 1103&1107)?

One of them is an invulnerable monster, and the other is a normal NPC. In the original version I made, Laurianna was completely invulnerable; I decided that it was better to make her vulnerable while she was in the party or some players might feel the temptation to be too great. I then implemented the si_tournament flag in BG, but kept the old shape for the last cutscene of the Keyring quest (also because ES doesn't allow me to delete a shape; while I could simply not add that shape, the shape information would still be there -- and I was too lazy to add the shape info for all the other shapes I added).
Quote:

I also wonder why you duplicated the time barrier as magic barrier, for the changed name?

The time barrier triggers a conversation with the Time Lord when double-clicked, and I didn't want to change its usecode. It also doesn't have a quality (its type is 'quality flags'), so I could not differentiate between them that way.

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 Re: Finally... the long awaited Keyring Mod!
Author: Dominus 
Date:   01-21-06 18:08

Just so others notice that, you need yet another new snapshot. The one from the 14th WON'T work correctly (with multiple maps).

Marzo, that explains a lot, thanks.
--
Read the documentation and the FAQ are your friends! There is no excuse for not reading them! RTFM
Read the Rules!
We do not support Piracy/Abandonware/Warez!

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-21-06 18:20

Ack, forgot to answer these two:
Quote:

couple of problems with 2nd map, it seems the zip is missing countless stuff. stderr.txt lists a lot of missing u7ifix files.

That is related to the fact that the map is mostly empty. When Exult tries to load one of the empty regions of the map, this error is thrown. It is harmless AFAIK.
Quote:

also the first 149 lines of stderr.txt list the following error:
Shape::store_frame: framenum >= frames_size (8 >= 5)

I am unsure what may be causing this error, though. I seem to recall it happening without the keyring mod; I will have to check that, though.

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-21-06 18:24

Quote:

Just so others notice that, you need yet another new snapshot. The one from the 14th WON'T work correctly (with multiple maps).

Yeah. Looking back, I had no idea how right I was when I said that you need *the* latest snapshots -- the needed snapshots are so new, they haven't even been released yet :-)

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   01-21-06 18:29

hey.. would you mind at all if i ... er... touched up some of your new sprites.. maybe?

i know that probably sounds evil.. sorry about that much.. im really not trying to be.. especialy since almost all of it is as good as could possibly be x.x

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-21-06 18:38

Not at all. If they end up looking better, I'll gladly update the mod with them.

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   01-21-06 18:52


prolly transparency errors all over these



couldnt decide which looks better... changed a few pixels around as well as the BGs actually, and probably the same kinda errors as the other two

and then...



which uses that portrait ripped from the SNES Black Gate... only did this cause I noticed a new gargoyle that needed a unique portrait.. I would understand fully if you didnt want to use it tho.. i'm a bit iffy on the issue myself

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-21-06 18:57

Nice work! Don't worry about the transparency errors, these are easy to fix. I will skip the SNES gargoyle, but will see about making a portrait for Agra-Lem.

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   01-21-06 19:05

i would have made one but i really doubt I could do a portrait entirely by myself.. lol

everything else i'm ok with, but closeup faces like that.. always come out looking lopsided when i start from scratch.. lol

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 Re: Finally... the long awaited Keyring Mod!
Author: Vasculio294 (---.dsl.austtx.sbcglobal.net)
Date:   01-21-06 19:16

Wow! Awsome work, Marzo Sette Torres Junior

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-21-06 19:16

A 'trick' I use for faces is finding a picture of someone in a similar enough position to get the proportions right; once I have the basic outline done, I start fleshing in the details.

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   01-21-06 19:30

i'll try that sometime

anyway, i started playing the mod again... and found a problem.. i think

i grabbed the "book of lost mantras" so i could test out saying random mantras for no reason.. but.. having it doesnt seem to be letting me use any of them

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-21-06 19:49

It only works on the Shrine of Sacrifice before you cleanse it. For now, only one of the mantras provoke a different response; and that only if Dupre is around.

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   01-21-06 20:02

ah.. i'll mess around with it later then :)

also .. i'd like to know how that looks in-game, minus the green... the yellowish around it is supposed to be the same color as the lamp light to get the transparency effect

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-21-06 20:10

I am assuming this is the Codex?

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   01-21-06 20:12

yeah... i'm a sucker for odd visual effects :P

if it looks terrible could jsut remove te yellowish and keep the book with te purple outline.. i wanted it to match the really kick-arse big cover you made :P

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   01-21-06 20:16

i'm thinking theyd look like this

and sorry for imposing stuff like this.. if i go too far jsut yell at me and i'll fall back in line with just helping :P

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-21-06 20:29

I tested it with translucency effect (like the lamp light has) and it looks rather good. I think I'll keep it.

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   01-21-06 20:30

yay! :D

to be honest i was expecting it to look terrible :P

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 Re: Finally... the long awaited Keyring Mod!
Author: dazed and confused (---.hsd1.az.comcast.net)
Date:   01-21-06 20:55

I've been using Exult for a while - the latest snapshots with the "SI fixes" so I could play through with added features. The snapshots have always been hit-or-miss; sometimes exult will crash, but most of the time it's just fine. In any case, I just finished SI without cheating or having any major issues.

However, this latest patch is causing me to tear my hair out. I decided it would be safest to start fresh, so I removed all traces of Exult from my system. I installed the latest snapshot "2006-01-21 14:36 1762 KB", pointed it to my BG directory (also copied fresh from my Collection CD), and installed the patch.

Now Exult is even less stable than it has ever been. SI still works fine, but BG won't let me create a new character with the SI paperdolls. Sometimes, if I'm lucky and Exult doesn't crash, I can load a generic blond character with the "Avatar" name. In this case, all of the patch seems to work fine.

Starting over again fresh and reinstalling everything (Exult and BG) *w/o* the patch gives me the same problems. Again, SI seems to be fine. Has something changed int he last snapshot that would account for this?

Sterr *sometimes* says that it's an SDL issue, but not always.

Stout usually says the following (just the last few lines):

Serpent Isle : found
exult_si.flx : found
Creating 'gamedat' files.
Support for SI Paperdolls and Multiracial Avatars in BG is enabled.
Loading <DATA>/exult_bg.flx...
Loading default keybindings

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-21-06 21:16

No, nothing which might cause this has been changed. And I have no problems creating multiracial avatars here, with or without the patch. Hmmm. I have a few ideas, but I will need you to post the first 40 lines of stdout; post stderr also just in case.

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   01-21-06 21:34

uh... i realized.. i dont know if i uploaded the right 'skull' portrait before...



the only difference between the two seems to be that this one is a bit lighter.. and i cant remember which one it was that i considered the final one.. so.. yeah x_X

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   01-22-06 08:50

ok... new bug to work out now that the newest snapshot lets the second map work right :P

using the moongate to leave the new shrine of spirituality nly lets the avatar travel through.. and causes the game to crash when whatever companions were following him would 'find their way back'

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   01-22-06 08:50

*only lets

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-22-06 09:26

The bright side in all of this is that multimap will be working much better by the time mikefictiti0us starts working on the Underworld of his Ultima 6 patch...

Re: Spirituality moongate: The crash will be gone in the next snapshot.

And BTW, the second skull you posted is identical to the previous one.

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   01-22-06 09:34

it is? I coulda sworn it was lighter... guess I was jsut tired when I was looking at it again last night

ah well, dont have to choose between them now i guess :P



they're both amalgams of the UO and U9 versions, as those were really the only true visual representations

I think the bell of courage is perfect as-is :P

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-22-06 09:46

Quote:

they're both amalgams of the UO and U9 versions

And neither of which I particularly care about :-) I based the candle on the one from the Moongate Ultima IV Annex; the significance of the color is that yellow is the color of love (in Ultima, anyway).

I'll see if the book looks good in game. If you care to try, I'd love if the Book of Truth were similar to the one in http://www.moongates.com/u4/hints/items/Book.htm; but given the small size of the sprites, it will be VERY difficult...

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-22-06 09:55

The book looks kind of odd in the game. I am assuming that the yellow thingy in the right page wasn't supposed to be cycling, right?

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   01-22-06 13:13

oop..... i kinda had a minor idea that that might happen. sorry bout it, yeah it isnt supposed to cycle.. lol



does it look better in game minus the misplaced cycling palette?

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-22-06 13:48

The cycling palette is still there, but it is not what is making it look strange. I tried it again, and now I can finally put my finger on it: the pages are too greenish, giving an odd look to the book (specially if scalers are used). I think I'll keep the old (closed) graphic, though; as I said, the sprite is too small to look really good given the kind of detail that is needed (although yours was a very nice try).

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   01-22-06 15:48

ah well, i tried :P


much more basic, but how about this instead just to differentiate it from other books in the game

and if theres still a damn cycling palette snuff the thing out. lol.

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-22-06 16:01

I reduced the darker area in the left by 1 pixel in width, eliminated the two pixels with different colors in the lighter blue area (they looked very odd in game) and darkened the 'page border' by one shade. The result looks very good, and I think I'll use it.

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   01-22-06 16:19

sounds good to me, so long as it looks good :)

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 Re: Finally... the long awaited Keyring Mod!
Author: DrCode (---.hevanet.com)
Date:   01-22-06 18:54

Let me know if you want help with the multi-map bugs. I only get the mailing-list at work. I'm anxious to play this.

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   01-22-06 19:54

another new minor problem?

Shamino seems to think that the Shrine of the Codex is the Shrine of Humility... misplaced a location marker? or was this wrong before and I just cant check now to find out?

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (201.17.153.---)
Date:   01-23-06 02:27

Crysta: Ah, yes, I forgot to edit *that* egg. He was *supposed* to say that it was the Shrine of the Codex. For now, pretend that he does :-)

DrCode: the more 'serious' I know of right now (and which I haven't fixed yet) are with multimap and using Flex save/restore and Zip Level 2 save/restore (Zip Level 1 has been fixed). I haven't been able (yet) to find a way to fix them without breaking older saves, so if you want to give it a try...

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 Re: Finally... the long awaited Keyring Mod!
Author: Dominus 
Date:   01-23-06 02:46

The zip level problem is probably more something for wjp and colourless to look at, since they implemented it ages ago.

--
Read the documentation and the FAQ are your friends! There is no excuse for not reading them! RTFM
Read the Rules!
We do not support Piracy/Abandonware/Warez!

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (201.17.153.---)
Date:   01-23-06 19:10

I fixed the zip level problem. All that remains now is the flex one.

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 Re: Finally... the long awaited Keyring Mod!
Author: Gunnar 
Date:   01-24-06 04:09

Is it possible to combine the different patches and or Mods? (eg Quests & Interactions v0.5beta + Keyring Mod)

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.fisica.ufmg.br)
Date:   01-24-06 07:22

No. But I can probably merge the two of them. I will have to talk to Alun Bestor about it first, though.

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 Re: Finally... the long awaited Keyring Mod!
Author: Achile (---.240-130-66.mc.videotron.ca)
Date:   01-24-06 11:38

Great Mod. As Always, Thank you sooooo much.

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 Re: Finally... the long awaited Keyring Mod!
Author: Vistaer (---.dhcp.oxfr.ma.charter.com)
Date:   01-25-06 16:40

Excellent Mod! I cant wait to see future versions!

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 Re: Finally... the long awaited Keyring Mod!
Author: Azulmagia (---.adsl.terra.cl)
Date:   01-29-06 15:19

Looks good, i've got to try it sometime soon. Although, the lock lake cleanup part made me wonder... As the garbage disappears, will the fish containing the key to the shack (you know, -that- fish) also vanish?

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 Re: Finally... the long awaited Keyring Mod!
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-29-06 15:25

I believe when containers are deleted, their contents are left on the ground where the container was by Exult.

~ Wizardry Dragon

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 Re: Finally... the long awaited Keyring Mod!
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-29-06 15:45

So, out of curiosity I tried to install the mod and play it (used install.bat with no problems) but now whenever I try to make a game it crashes:

Digital SFX's file specified: jmsfx.flx... but file not found
Assertion failed: shapes!=0, file ./shapes/vgafile.h, line 253

(I tried both with and without FoV in case that may be the issue but it didnt seem to change anything)

~ Wizardry Dragon

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-29-06 15:54

Yes. The key will then be in possession of Cove's mayor, and he can give it to you.

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 Re: Finally... the long awaited Keyring Mod!
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-29-06 16:03

Any thoughts on my install problem? Its crashing when it goes to make the GAMEDAT folder...

Since the batch didnt throw any errors, Im at a loss.

~ Wizardry Dragon

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-29-06 16:06

Can you post sdtout and stderr?

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 Re: Finally... the long awaited Keyring Mod!
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-29-06 16:08

Stderr.txt:

Digital SFX's file specified: jmsfx.flx... but file not found
Assertion failed: shapes!=0, file ./shapes/vgafile.h, line 253



Stdout.txt:

Exult version 1.4.01cvs
Built at: Jan 23 2006 16:48:46
Compile-time options: USE_FMOPL_MIDI, USE_EXULTSTUDIO, HAVE_ZIP_SUPPORT
Compiler: gcc, version: 3.4.4 (mingw special)

Platform: Windows XP Service Pack 2 Version 5.1 Build 2600
Exult path settings:
Data : data
Digital music : data\music

OGG Vorbis Digital Music: Disabled
Trying: `Windows'
1 Midi Devices Detected
Listing midi devices:
-1: Microsoft MIDI Mapper
0: Microsoft GS Wavetable SW Synth
Using device -1: Microsoft MIDI Mapper
Success!
Midi Output: Enabled
Black Gate : found
exult_bg.flx : found
Serpent Isle : found
exult_si.flx : found
Starting a BLACK GATE game
Game path settings:
Static : D:\ultima\static
Gamedat : D:\ultima\gamedat
Savegame: D:\ultima
Patch : D:\ultima\patch

Serpent Isle : found
exult_si.flx : found
Creating 'gamedat' files.

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-29-06 16:34

Out of curiosity (and just a wild guess): is there a "map01" folder in the gamedat dir? Or any files at all? If there are files (but not the folder I mentioned) try creating the folder manually and starting a new game.

As I said, the above is a wild guess. I will also have to take a peek at your exult.cfg ad stdout and stderr did not shed any light in the situation.

Can you also take a look at your patch dir and confirm that it has 28 files and one "map01" folder, and confirm the existance of 3 files in the latter folder?

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 Re: Finally... the long awaited Keyring Mod!
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-29-06 16:36

Everything checks out.

Oddly enough, I renamed back my old patch dir with my own mod, installed the keyring mod to it, and it works completely fine now.

Quite odd.

~ Wizardry Dragon

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-29-06 16:43

Odd indeed. Well, glad it is working now. Let me know what you think; and send in any ideas for improvement too.

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 Re: Finally... the long awaited Keyring Mod!
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-29-06 16:57

One thing that irks me is that all the quotations for the speech of the characters are all left open. They have an opening quotation mark but no closing one. ^^;;

I'll post other ideas as I work through the mod's quest. ^^

Also, mind if I use this in conjunction with my own mod, which I mentioned some of in my thread?

~ Wizardry Dragon

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-29-06 17:03

Not at all. I recommend that you take a look closer look at the files in the src/headers dir (and the contained subfolders) as there is a lot of stuff there that will likely make your lofe easier when writing new usecode.

As for the opening quotes: it is deliberate. I used it to indicate that the NPC hasn't finished saying what he is saying. When they are done talking, there is a closing quote.

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 Re: Finally... the long awaited Keyring Mod!
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-29-06 17:05

Ah. Just irks me because its inconsistent with the rest of the NPCs in the game :P

And I admit, half the reason I downloaded it was to fiddle with the usecode :D

~ Wizardry Dragon

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-29-06 17:29

The behaviour of the mod's NPCs when double-clicked is also inconsistent with the rest of the game, but I didn't see you complaining about that :-)

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 Re: Finally... the long awaited Keyring Mod!
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-29-06 17:37

I noticed it with the guy at LBs castle but I havent come across others yet, thought it mighta just been a bug with the guy :P

It just irked me that it always starts with " even half way through a sentence, watch the longer bit of Julia's convo, (or Iolos, etc, its just Julias Im looking at now) and you'll see they *only* have a open and close quotation mark, not the repeated open one :P

Its just a pet peeve, really, but it irked me nonetheless.

~ Wizardry Dragon

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 Re: Finally... the long awaited Keyring Mod!
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-30-06 10:34

So having powergamed through the keyring quest last night I have to say that my only other complaint is that the ending is rather anticlimatic.

Also, would be nice to have her able to rejoin at some point.

(And for the less Virtuous or at least more self serving avatar, would be nice if we could use the potion to get Mariah back ^_~ )

~ Wizardry Dragon

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.fisica.ufmg.br)
Date:   01-30-06 10:44

Quote:

the ending is rather anticlimatic.

How so?
Quote:

Also, would be nice to have her able to rejoin at some point.

I don't know if you noticed, but the mod ships custom graphics for her (including paperdoll faces and a standard BG gump). I have plans for the future (after a lot of things in Exult are de-hard-coded) which include her joining (check also her dialog usecode and you will see a commented-out section which does just that). But since she *is* a mage, I will first make sure that she can cast her own spells (and when that is done, Jaana will get her spells back -- after you destroy the generator -- and Mariah will be joinable and have spells too -- again, after the generator is destroyed).

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 Re: Finally... the long awaited Keyring Mod!
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-30-06 12:00

You come against the epic spellcasting type, and I beat him without even magical arms and armour (and no I didnt cheat) . Seemed if he had a daughter that could destroy chunks of the world youd need something powerful (like the Blackrock sword) or something crafty (liked Rudyon's wand on the gate) to defeat him. Seemed kinda ... easy just hacking at him with a serpentine sword.

What Im working on myself is a modular type spell system, you will still only have a certain amount of spells per circle, but you'll have more choice (incl. spells left out from older Ultimas: undead, iceball, etc., also its aprt of my attempt at bridging the gap between SI and U7 and I plan to make the non SI-unique SI spells available in U7 also). Ambitious, but if I pull it off it will be high on the cool factor, methinks.

And yeah, I saw the personalized spellbooks. Those have some neat potential I think. Could have personalized spells in my system for them ^_~

It'd be nice if the Paladin (Durpe) got spells too, as I remember the Paladin had (limited) spellcasting ability.

~ Wizardry Dragon

p.s. I think one of the joinable NPCs in my mod would have a lot to say about Z's plans and magic ^_~

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 Re: Finally... the long awaited Keyring Mod!
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-30-06 12:11

So trying to add on a bit to your mod and work on mine, and Im having difficulties adding new dialogue modularly (#include was just being added when that real life thing came and took me away ^_^;;)

Anyways, in usecode.uc at the end I have

#include /npcs/mykellah.uc // TFL npc

and in mykellah.uc I have a simple conversation script (I dont expect the formatting to work here):

Mykellah 0x517 ()
{
var bark;
var met_miki;
var answers;

answers = ["Name", "Job"];
say("This woman exudes an aura of calm. She seems at peace.");
converse($answers, "Bye")
{
case "Bye":
say("@Fare the well,@ Mykellah says with a wave.");
break;

case "Name":
say("She turns to address you. @I am Dame Mykellah Amaranth,@ she replies with a small smile.");

case "Job":
say("@I am the Dame of this castle,@ she thinks for a moment and adds, @I serve in whatever capacity my husband requires.@");
say("Her expression becomes pained. @These are trying times; enemies are at our heels and the people suffer;");
say("One day I must heal and tend to the wounded, the next, try to drive back the demons that plague the land.");
say("Once I followed the path of Honesty as a mage, if only I could return to those simple times...@ Her eyes glaze over for a moment,");
say("as if lost in a distant memory.");
}
}

The usecode compiles fine, and yet, the conversation doesnt appear. It doesnt crash, it just doesnt work. I remember I had a pretty bad old habit of misnumbering the NPC convo functions, but I doublechecked and its the right number. So Im at a loss once more.

~ Wizardry Dragon

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   01-30-06 12:20

yeah.. i kinda beat him with level 4 iolo and avatar without more than chain armor and low-end magic weapons.. needs to be pumped up a bit :P

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 Re: Finally... the long awaited Keyring Mod!
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-30-06 12:29

Hmm, okay looking now I see errors in the convo script, my question is why ucc.exe doesnt tell me about this *twitch*

Still not working even with a fixed script though x_x

~ Wizardry Dragon

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-30-06 12:55

I recommend that you don't work too much on the modular spell system, as I already have a fully functional one which (incidentaly) has reimplemented versions of every spell (to allow non-avatar spellcasters); there is also a spellbook override that makes the avatar use the same rules as NPCs. The system supports more than eight spells per circle (but all levels must still have the same number of spells -- but you can add dummy filler functions, though). I also have added a few extra spells (and am working on more), and I am planning a usecode-based pseudo-AI for spellcasters to determine which spells to cast. I will use these to make Laundo and Zauriel more powerful in future versions of the mod; the reason I have removed it from this public release of the mod is that I haven't done much work on the AI yet.

If you want to take a look at the usecode, send me a private e-mail message and I'll upload it to you.

As for the usecode: UCC *should* tell you about the errors. Also, if Exult is running, you must use Exult Studio to reload the usecode. In the usecode you gave, replace 'converse($answers, "Bye")' with 'converse([answers, "Bye"])' and it should work fine. And the include should have the filename between doble-quotes and have a ';' before the comment.

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 Re: Finally... the long awaited Keyring Mod!
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-30-06 13:00

I did change that (noticed it as soon as I posted >_< ) and still no dice, same story with the include.

I have to say, Im not entirely sure the include is including the code. Its not throwing errors from mykellah.uc even when I intentionally add them, but it is from other includes (kept saying get_usecode_fun didnt exist in the inn script till I commented it out, although Im sure that probably broke the code)

And damn, someone beat me to it. Id be interested in seeing the code, and I still would like to apply some of my ideas to it (giving the paladin back spells, personalized spells) if you don't mind.

~ Wizardry Dragon

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-30-06 13:18

Ah, your version of UCC is not up-to-date. *checks download page* Damn, no wonder you can't compile it... the version of UCC there is six months old! Who is responsible for updating it? :-)

Is there an e-mail address I cans end the code to? You can click on my name to send me a message with the address if you don't want to post it for all spammers to see ;-)

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 Re: Finally... the long awaited Keyring Mod!
Author: Dominus 
Date:   01-30-06 13:31

Kirben does all the snapshots. He probably just needs a nudge so he remembers to build that one too. Probably we should ask him to package ucc with the Exult snapshot.

--
Read the documentation and the FAQ are your friends! There is no excuse for not reading them! RTFM
Read the Rules!
We do not support Piracy/Abandonware/Warez!

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 Re: Finally... the long awaited Keyring Mod!
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-30-06 13:46

My email is twicescorned at -nospamplzokikthx- gmail dot com.

If you could send me an up-to-date ucc.exe that would be appreciated too ^_~

Any thoughts on why mykellah.uc doesnt seem to being included? The delcaration is the same as the rest, and the path is valid.

~ Wizardry Dragon

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-30-06 14:03

Try this: add a blank line after the include.

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 Re: Finally... the long awaited Keyring Mod!
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-30-06 14:14

Hmm, limited success. But I imagine the rest of the problem is errors in my conversation script.

~ Wizardry Dragon

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-30-06 14:44

Oh, I forgot: add on the first 'say' statement, prepend a 'item.', so that it is 'item.say(blahblah);'. It should make it work. Alternativelly, you can use 'UI_show_npc_face(shapenum, framenum);' before the first say statement, or you can replace 'item' by an NPC number/reference or a (negative) face #.

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 Re: Finally... the long awaited Keyring Mod!
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-30-06 14:52

I could use oen of the constants though, couldnt I? So long as I made sure the NPC had one?

~Wizardry Dragon

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-30-06 16:00

Yes.

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 Re: Finally... the long awaited Keyring Mod!
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-30-06 16:14

Out of curiosity, where are the NPC constants for the Keyring quest located? I don't see them in Ye Olde List of BG Npcs (bg_npcs.uc)

~ Wizardry Dragon

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-30-06 16:27

In src/quests/keyring/constants.uc

I reserved the bg_npcs.uc for the original NPCs.

BTW, I tried (twice, now) to send you the e-mail to the address you gave above; I receive an error message shortly thereafter saying that the attachment is 'illegal'. Just to be clear, the -nospamplzokikthx- is to be deleted, right?

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 Re: Finally... the long awaited Keyring Mod!
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-30-06 16:34

Yes, whats the type of attachment? Gmail can be touchy in regards to what it lets in as attachments.

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-30-06 16:39

Zip file. If you don't mind downloading another program, I can try using 7z instead (http://www.7-zip.org/).

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 Re: Finally... the long awaited Keyring Mod!
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-30-06 16:57

Try it, if it works, I dont mind downloading the archiver ^_^

~ Wizardry Dragon

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 Re: Finally... the long awaited Keyring Mod!
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-30-06 17:05

And it worked! *victory fanfare music*

~ Wizardry Dragon

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 Re: Finally... the long awaited Keyring Mod!
Author: DrCode (---.mentorg.com)
Date:   01-31-06 10:23

If you find ucc bugs, perhaps you could start another thread just for reporting them (since this one's getting long). And it is a bug if ucc fails to report an error or just ignores an include.

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 Re: Finally... the long awaited Keyring Mod!
Author: WWWWolf 
Date:   02-01-06 14:43

The mod so far sounds really cool.

Would be cool if two or three NPCs would be sent to do the actual Lock Lake clean-up task. They'd walk along the beach bushes and when talked to, they would say "hum hum, here we are, cleaning up the trash" or something along those lines. (Rudyom, maybe? A mage rendered crazy, making himself a bit more useful...)

- Weyfour WWWWolf, a lupine technomancer from the cold north
[a.k.a.: Hoki-Aamrel the Cherry-Red Dragon -==(UDIC)==- ]

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior 
Date:   02-01-06 14:52

Quote:

Would be cool if two or three NPCs would be sent to do the actual Lock Lake clean-up task.

Yes, I have been toying with the idea. I was even thinking of having them actually pick up some of the garbage themselves (a custom Usecode schedule of sorts). I haven't gotten around to implementing it, though.

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 Re: Finally... the long awaited Keyring Mod!
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-01-06 14:57

I actually did something like that in my own mod, kinda. I just had usecode eggs that would spawn people who would Loiter and say some random stuff about not wanting to have to pick up all this trash ^_~

~ Wizardry Dragon

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 Re: Finally... the long awaited Keyring Mod!
Author: Dominus 
Date:   02-01-06 15:44

Quote:

Rudyom, maybe? A mage rendered crazy, making himself a bit more useful...

like scattering some blackrock and then exploding it and thus blowing all the garbage to smitterens :)

--
Read the documentation and the FAQ are your friends! There is no excuse for not reading them! RTFM
Read the Rules!
We do not support Piracy/Abandonware/Warez!

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 Re: Finally... the long awaited Keyring Mod!
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-01-06 15:45

Dominus - great minds think alike ^_~ Thats exactly what *I* thought, too.

~ Wizardry Dragon

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 Re: Finally... the long awaited Keyring Mod!
Author: Dominus 
Date:   02-01-06 15:55

:)

--
Read the documentation and the FAQ are your friends! There is no excuse for not reading them! RTFM
Read the Rules!
We do not support Piracy/Abandonware/Warez!

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 Re: Finally... the long awaited Keyring Mod!
Author: Crowley 
Date:   02-02-06 05:55

Hallelujah! Great work Marzo. I've just began playing with the mod, but I've noticed that some of the language Zauriel uses strikes me rather un-Britannian, such as the way he uses the words 'couple', 'pretty' and 'stuff.

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 Re: Finally... the long awaited Keyring Mod!
Author: DrCode (---.mentorg.com)
Date:   02-02-06 09:41

Speaking of "custom usecode schedules", seems like we've discussed that before. It would be really nice to be able to create schedules in usecode. It's probably already possible, but not very convenient. Perhaps we need is more intrinsics that do the things in 'schedule.cc'.

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 Re: Finally... the long awaited Keyring Mod!
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-02-06 09:44

It would be nice if you put half a dozen custom shcedules (custom #1...#4...etc.) into the schedule, and have them open ended so we could code our own actions for said schedule.

~ Wizardry Dragon

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 Re: Finally... the long awaited Keyring Mod!
Author: Garrett 
Date:   02-02-06 12:30

Hm, looking very nice so far.

About the innkeeper key reclaiming, do they somehow remove the key from your keyring if you put it on the keyring? If that's not possible/believable, perhaps you could have them get annoyed and fine the player for destroying the key. And then have them change the locks so the player can't get back in. :)

As for the lake cleanup, it would be interesting if the Avatar could also help clean up.

If you set up a midden somewhere (maybe use several modified haystack pieces for this?) the player could pick up movable litter and dump it there. Heck, it could even decompose over time if you wanted to get really picky.

There would need to be some reward, like maybe 5 gold per piece of litter or something. Of course the option of blackrock demolition should also be available to the player.

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior 
Date:   02-02-06 12:35

I don't allow putting inn keys in the keyring. But your idea has its merits...

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 Re: Finally... the long awaited Keyring Mod!
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-02-06 12:39

I have it as thus: when you leave the Inn the innkeeper asks for the key. If you give it to them, it increases your Honesty (yay karma!), if you dont, they throw you out and fine you.

~ Wizardry Dragon

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 Re: Finally... the long awaited Keyring Mod!
Author: Beryllium (---.ue.woosh.co.nz)
Date:   02-02-06 12:55

> I have it as thus....

That is perfect. No need to change it.

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 Re: Finally... the long awaited Keyring Mod!
Author: Garrett 
Date:   02-03-06 01:55

LOL. Sounds awesome. Have you allowed the player to stay again after the event, or are they permanently barred kinda like telling the nudists you kill bees?

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   02-05-06 17:03



i'd like to suggest these for Jaana, Mariah, and Laurianna's spellbooks (in that order).. i think having the first letter of their name on them is kinda cheesey somehow ^_^;

i'll work up some paperdoll art for them in a bit.. shouldnt be too hard to edit it off of the BG style spellbook one i made :P

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 Re: Finally... the long awaited Keyring Mod!
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-05-06 17:15

*steals the graphics for no apparent reason*

(that is alright, right?)

~ Wizardry Dragon

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   02-05-06 17:19

i did post them in that topic on your forums fro a reason.. :P

just wanted Marzo's opinion on it

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 Re: Finally... the long awaited Keyring Mod!
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-05-06 17:20

Ah, I visited here before I went there, I saw that after I posted here and was like, d'oh! xD

I for one like it, and agree: they do look a little cheesy with the initial on the cover.

~ Wizardry Dragon

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior 
Date:   02-05-06 18:06

I am going to use them. *Very* good job!

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 Re: Finally... the long awaited Keyring Mod!
Author: Crowley 
Date:   02-05-06 18:54

Meditating at the shrines I started thinking, is there anything in-game that tells you what the mantra for each virtue is and how long you should meditate at the shrine? There's always the possibility that someone who's unfamiliar with the previous three games is playing this.

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior 
Date:   02-05-06 18:59

I haven't added it *yet*, but it is in my list of things to do. Unfortunatelly, that list is about as big as my arm, so it may take a while...

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 Re: Finally... the long awaited Keyring Mod!
Author: Crysta 
Date:   02-05-06 19:47



paperdoll art :P

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 Re: Finally... the long awaited Keyring Mod!
Author: Crowley 
Date:   02-06-06 02:09

I love the comments the party members make when you meditate. "There he goes again." "Is there a pub nearby?"

About the sidequest leading to the keyring, I'd say that from a storytelling point of view it is a bit too grand in scale. Though this is high fantasy, everything doesn't have to be about saving the world. As it is an optional sidequest it also creates a bit of a plothole: if you don't go through it, why doesn't Britannia bite it? That could be easily fixed just by altering the dialogue. The end of the quest could also be considered more dramatic like that: Zauriel doesn't do what he does to save the world, but solely because he loves Laurianna so dearly.

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior 
Date:   02-06-06 02:29

[quoteif you don't go through it, why doesn't Britannia bite it?
Because I haven't implemented that yet :-)


More seriously (and I *have* thought about implementing that, mind you), I decided to take the SI route and decided that the avatar would always get there exactly in time to save Britannia. Even if the player destroys the Black Gate without saving Laurianna -- after all, why can't the newly-stranded avatar save her?

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 Re: Finally... the long awaited Keyring Mod!
Author: Marzo Sette Torres Junior 
Date:   02-06-06 06:10

Quote:

I love the comments the party members make when you meditate.

If you like those, you can give suggestions for other NPCs too. So far, only Iolo, Shamino and Dupre have comments.

------
Marzo Sette Torres Junior
aka Geometrodynamic Dragon
How To Ask Questions The Smart Way

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 Re: Finally... the long awaited Keyring Mod!
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-06-06 12:50

I added ones for Jaana, and Katrina, in my mod ^_^

~ Wizardry Dragon

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 Re: Finally... the long awaited Keyring Mod!
Author: wjp 
Date:   02-06-06 13:04

Thread continues at

http://exult.sourceforge.net/forum/read.php?f=1&i=28002&t=28002

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