Exult Logo
 
Home | Download | Documentation | FAQ | Studio | Screen Shots
Development | Discussion | About Us | Letters | History | Links
 
Exult Discussion
Before posting, make sure you've read the FAQ and searched the message board for previous discussions. When reporting problems/bugs, please include details about your setup (Exult version, OS, sound and video cards).

 New Topic  |  Go to Top  |  Go to Topic  |  Search  |  Log In   Newer Topic  |  Older Topic 
 My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-30-06 15:51

So with all the talk of my little mod Im working on, so here's the run down.

Some of you meay remember (/know) that when the cataclysm happened, the lands were divided into Britannia, the Serpent Isle (the Lands of Danger and Despair) and the Feudal Lands. The goal of my mod is to bring together these three lands in one setting using the multi-map capacity of Ultima.

*************

To break down the additions, features, and changes to these realms:

BRITANNIA:

>> The game won't end at the traditional end game. You can gather together your equipment and a party of your choice, and venture to the Serpent Isle
>> The Generators will be moved to a seperate map.
>> The sewers underneath Britain (circa U6) will be reconsturcted on another map.
>> A karma system will be enforced (circa U4)
>> You can now meditate at shrines (keyring mod)
>> You can now view the codex (keyring mod)
>> Zauriel the mage will give a new quest (keyring mod)
>> Chahiero the archmage will give several new quests, including one to access the Feudal Lands
>> You can now forge nomal swords from sword blanks
>> The moongates will now follow the cycle of Sosaria's moons (circa U4)
>> A special item will allow you to view the status of the moons.
>> Moongates will function properly once the Ether is restored.
>> The Orb of the Moon allows travel to the shrines (keyring mod).
>> Many old spells, such as undead and iceball will make a comeback.
>> Many new spells will be added.
>> Many non-SI unique spells will be available in Britannia.
>> Jaana and Mariah will be able to cast spells again once the Ether is restored.
>> Many Fellowship leaders will respond to the destruction of the Generators now.
>> The Avatar and party have an alternate death handler once the Ether has been restored.
>> All good NPCs will have conversations, incl. egg generated ones.

SERPENT ISLE:
>> The introduction & storm sequence has been rewritten to handle all the different party members.
>> The Knight's Test will give you a command suitable to your different virtue ratings, instead of a preset one.
>> Once you are a Monotorian Knight, you will actually *have* the responsibilities of your command.
>> When the traitor is revealed, you can take leadership of the Command if you are a member of it.
>> If you recover the Helm of Courage, you may take leadership of your Command.
>> NPCs will respond much more to you having recovered the Helm of Courage.
>> You will have a joinable NPC in Monitor, whom depends upon the command.
>> Some of the little bugs in the Fawn trial will be fixed.
>> Moonglow will be rebuilt with the originally intended second level.
>> Many of the subplots which were not expanded upon in the original SI, will be.
>> Much of the messyness in the original SI map will be moved to alternate maps.
>> Freezing in the North will be negated if you're wearing a heat-inducing armor (try running around in full plate and see if *you* feel cold!)
>> The storms will reduce severely if you finish the Silver Seed quest.
>> Many spells will start to function correctly if you finish the Silver Seed quest.
>> If Boydon dies, it will be possible to recreate him at Erstam's Isle via a side quest. (this will only work once, however).
>> The effectiveness of Automaton companions will be increased.
>> A new quest will allow creation of a customized Automaton companion.
>> You will be able to pernamently give the Avatar an Automaton body using the Life Transference machine. The Automaton must be willing, of course.
>> Blink rings will function (although erratically) once the storms subside.
>> You can now return to Monitor and attempt to rally the Pikemen to turn back the goblins, instead of having the city simply overrun.

THE FEUDAL LANDS
At a basic level, this is a remake of the classic Ultima IV, which has always been a favourite of mine. However, you're already the Avatar ^_~ Instead, you aid another in finishing the quest, and in doing so awaken an evil in the land you must defeat.

It will feature:
>> 8 joinable NPCs (one for each virtue, as in U4)
>> Many new towns and castles, obviously.
>> Virtue's Hold, a fortress-city beseiged.
>> A couple dozen new spells, including an 'Epic' spell system available only via quest.

Right now I have 5 'main' quests in, and a couple sub-quests.

All of the joinable NPCs will have their own shapes, and there will be mroe than one new generic shape as well (I might push the shapes limit just a bit I think)

*************

As you can see, its more than a little ambitious and I don't expect a full release anytime soon, but I thought I'd let everyone in on what I keep referring to as 'my mod' ^_~

Art help, specifically for shapes, faces, and gumps, would be much appreciated. Usecode help would be handy, too.

"Oi, what'd I have to go and get myself into?"
~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Annorax 
Date:   01-30-06 15:52

Looks very nice! Can't wait for the release.

Do you have a website for this?


--------------
Knowledge is power. Power corrupts. Study hard. Become evil.

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-30-06 15:55

Not as of yet, no.

I will Imageshack some screenshoots soon, though.

This is however what I was originally coding for those couple of years back when I wrote the UCC docs, so, it is somewhat into development ^_~

As for a release date, I offer only "when its done"

To give credit where credit is due, many changes that this mod includes are those of the Keyring Mod by Marzo. I quite like it ^_^

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Dominus 
Date:   01-30-06 16:02

Quote:

This is however what I was originally coding for those couple of years back when I wrote the UCC docs, so, it is somewhat into development

That IS long 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!

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-30-06 16:10

Sounds very interesting. If you want, you can also use (plug) SI Fixes (it is available with Exult's sourcecode, and also at ESGuides), which (as the name implies) fixes a few bugs in SI.

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-30-06 16:13

Dom: Makes ya feel old, doesn't it? ^_~

Marzo: I had a moment similar to your spellbook one with that. A lot of the time I *did* get between now and when I wrote the docs was finding and plugging SI holes, and then I go now and find that someone already did it :P

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-30-06 16:31

A potential problem for your mod has just occurred to me: you might have problems with the total number of NPCs. I think that the max # of NPCs in Exult is 355 or so (seeing as the avatar's usecode ID is -356 and the whole party is -357). I don't think you will be able to merge all the games without turning a lot of NPCs into 'monster' NPCs (similar to FoV and SS NPCs).

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-30-06 16:33

As is now, you're correct. I could also have shape # problems. I was somewhat hoping that it would be possible for Exult to handle a larger number of NPCs; after all, Im sure its more than capable of it.

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: DrCode (---.mentorg.com)
Date:   01-30-06 16:37

"Dom: Makes ya feel old, doesn't it? ^_~"

Makes me feel >really< old:-) I've worked for 4 different employers since starting Exult. It's great to see people using the tools to create mods.

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Crysta 
Date:   01-30-06 16:47

i would be fully happy to help out where i could with art, aside form animations and mugshots (unless the animations are edits of the existing models... i really.. really suck at animating stuff.. lol)

one question... will the game 'skip forward' after BG in time (not visibly, just say that it has) until after Underworld 2? it really should considering the game is fully part of the storyline

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Marzo Sette Torres Junior (---.bhz.virtua.com.br)
Date:   01-30-06 16:53

One thing which you may consider (and which I am thinking about for the keyring mod too) is to have new games start not with the avatar reaching Trinsic directly, but with a pit stop by the gypsy (sp?) first -- and I think you know *which* gypsy I am talking about.

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-30-06 16:56

I haven't played Ultima Underworld 2 (although I loved the original), so I dont know enough of it to implement it even in a cutscene sort of format. So it will probably just skip it, or pretend it doesnt exist ^_~

The one thing I plan to do is have it so you can play even when you have finished the main quests in the three sections. For two reasons: to go back and finish the subquests as you want, and for two, there will still be plenty of things you can do after outside of subquests. I plan to have you able to buy houses, command Knights at Monitor, and so forth. So, if you want to keep playing in the sandbox, I want to let you ^_~

And I can use all the help I can get Crysta. Im decent at pixel art, but ugh, the mugshots from U7 really arent my style, and my first attempt to do one is kinda marginal. (judge for yourself: http://img371.imageshack.us/img371/4356/mykellahface001cr.png )

I have a bunch of items I'd like to add, the first of which are, I want to have axe head 'blanks' and axe hilts (to make your own axe), morningstar blanks, and such. Feathers also and arrow shafts (for arrows), and maybe some custom floor tiles (I loved the blue floors in U6, and also, the purple tiles from Hawkwind the Seer in U4 would be neat). Those are just the tip of the iceberg, theres plenty of other stuff if none of that interests you. By no means you have to do it all (I wouldn't expect you to), those are jsut some of the things that come to me off the top of my head.

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-30-06 17:12

An idea that occurred to me for handling large numbers of npcs: You could have one main NPC file, for joinable NPCs, and NPCs which go across maps, and then a seperate NPC file for each map, containing the NPCs for that map.

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Crysta 
Date:   01-30-06 17:17

id need a screenshot of the hawkwind tiles :P

and sadly, that mugshot is better than any ive tried.. lol

and as for Underworld... i've not only finished it several times but own the cluebook, so i can provide whatever help you might need :P

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Crysta 
Date:   01-30-06 17:18

thats underworld 2.. 1 i've made it to the bottom of the Abyss but not finished.. lol

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-30-06 17:20

All they were is purple octagons, but they looked so cool back in the days of the Commodore 64 ^_^

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-30-06 17:31

Ahh, and I forgot to mention, but Im also working on adding the classic Gypsy test to the beginning of the game ^_~

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Crysta 
Date:   01-30-06 17:36

dont have a picture of the purple octagon? lol

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-30-06 17:38

I'd forgotten to mention that Im lazy, else this would have been done two years ago ^_~

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Jammet (---.dynamic.qsc.de)
Date:   01-31-06 05:06

Wow ... sounds like a really huge plan. I hope you can pull this off somehow.

Maybe at some point I can also offer doing some of the artwork needed. Though I'm certain that I'm not really that good, I've sometimes managed to create some images that were quite nice, given enough time.

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: DrCode (---.mentorg.com)
Date:   01-31-06 10:25

You can also use 'monster eggs' to create NPC's like they did for guards in SI.

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-31-06 10:31

Jammet - that would be much appreciated ^_^

DrCode - yeah, the only problem is that I cant do that for every single NPC and inevitably Im going to run out of room. The main NPCs in Serpent Isle alone would put it over.

*copies* *pastes*

An idea that occurred to me for handling large numbers of npcs: You could have one main NPC file, for joinable NPCs, and NPCs which go across maps, and then a seperate NPC file for each map, containing the NPCs for that map.

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-31-06 10:47

Also, I may add that a good bit of the point of this mod is to push the limits of Exult a little, to show is full capabilities ^_^

Anyways ... *drum roll*

Screenshots! :D


Ambushed!


The front lines

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Garrett 
Date:   01-31-06 12:11

So... I gather that I'll be able to play BG and then take that same uber-stats party on into SI, not to mention the new lands you're adding?

If so, how are you going to handle scaling? Part of the point of the "starting over" beginning of SI was that your uber character was reset.

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Crysta 
Date:   01-31-06 12:24

hey Wiz, I loaded up U4 so I could take a look at what you meant and...



either you were thinking of somewhere else (or a different game), or you combined the lower tiles with the animated purple ones somehow.. lol

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Crysta 
Date:   01-31-06 12:43

still.. going with that you'd want something like this, right?

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Azulmagia (---.adsl.terra.cl)
Date:   01-31-06 14:27

I demand more damned gargoyles.

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-31-06 15:09

Crysta - They were purple in the C64 one, and white in the DOS one. I just booted up the fossil (I mean C64) to check ^_^ Also, xU4 has them as purple, just not octagons :P

That looks awesome though, Crysta! Theres a couple other tiles I'd like if you don't mind? A darker stone floor or two (and later walls) would be nice, to imitate 'Blackrock'.

Nice work thusfar though ^_^

Garret - whenever the Avatar, or any of his(/her) companions, travel between worlds, they are weakened. This is why (s)he always starts out very mediocre at the beginning of each Ultima, despite the fact that (s)he is the champion of Britannia. They will be *weakened* however; not reset. They will have their quipment, spellbook, and a fraction of their original stats going into new worlds. You will still lose equipment at the beginning of SI; although the storm and Shamino's list will have to be reprogrammed significantly to accomodate this.

Azulmagia - more screenshots? Sure!


A dire warning...


The eye of the storm: the Keep at the heart of Virtue's hold.

(Crysta or Jammet ~ would you mind editing a version of the LB sprite, changing the cloak from purple to red, and the blue shirt and pants to some sort of armor?)

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-31-06 15:18

And I just spotted a typo in one of my screenies xD It's 'wary' not 'way'.


Dr. Code & Co. - is it possible to create new chunks in ExultStudio? And if so, how? Maybe I'm just blind (entirely possible), I didn't see a mention of it in the docs.

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Crysta 
Date:   01-31-06 15:34



from left to right, top row then bottom:

arrowhead/heads,
feather/feathers,

unfinished weapon handle,
iron ball,
length of chain,
axehead blank (wasnt quite sure how to do it.. settled on this because 1 could be used for a throwing axe and 2 for a two-handed axe :P),
and shaft/shafts (not sure which looks better, top or bottom row..)


the handle would have multiple uses, obviously... id suggest requiring some caltrops in addition to th ball and handle for a mace (or, if with a chain as well, a morningstar).. if this is all a bit too complicated just say so

oh, and i'll probably recolor the handle, it seems a bit too dark to me

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Marzo Sette Torres Junior 
Date:   01-31-06 15:44

Quote:

is it possible to create new chunks in ExultStudio?

Look for 'U7CHUNKS' under 'Map Files' in the right hand side; there you can see a list of all the game's chunks. Go to the end of the list and right click the last chunk; choose 'New->Empty' from the menu to create an empty chunk, or 'New->Duplicate' to, well, duplicate the chunk you right-clicked. Beware that duplication adds the duplicate right after the chunk you duplicated; I don't know if there are any ill effects, though.

With your brand new chunk, place in the map somewhere. Check the 'Edit Terrain' checkbox and edit the chunk (in the map) to your heart's content, by dragging shapes from shapes.vga into it. When you are done, you can save the file and the modifications will be saved too.

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-31-06 15:52

Crysta - Very nice! ^_^ I feel compelled to specify that a flail is the one that has the chain, a morning star the one with the spikes, and a mace the one without.

Marzo - Ouch; if it offsets everything by one, that'd be nasty and messy. Thanks for the info, though ^_^

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Crysta 
Date:   01-31-06 16:31

oop.. my mistake... sorry, I guess i'm not completely caught up on my medieval weaponry :P

of course, I proved that fact a while ago with how i didnt quite get the throwing axe right at first :P

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-31-06 16:34

Don't mind me, I'm just a medieval weapon geek xD

Now with graphics to test with, its time to find all the bugs in my forging script :D

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Crysta 
Date:   01-31-06 16:59



just a bit of style mimicking on this one.. tried to make it resemble t blackrock walls and floors from Underworld 2, while still having it really be unique and from scratch

i gave it in two sizes cause its so dark it could be hard to see :P

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-31-06 17:01

Neat ^_^ That'll help in a few places for sure ^_~

Could you also have a sort of Blackrock 'brick' wall? The hall pictured above for Virtues Hold is supposed to be made of the stuff, so their enemies can't just rain firey magical death on them ^_~

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-31-06 17:08

And another screenshot, the last for today ^_~



Hopefully tomorrow I can have some pictures of the item forging in place.

Crysta - can you work with the metal items you made graphics for to make the 3-frame heating up process on the forge?

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Crysta 
Date:   01-31-06 17:22

oo... cant believe i forgot that

of course I can.. it should be up on here by the morning

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-31-06 17:27

'Salright. Im still around for another few hours, just am trying to keep myself from posting too many screenshots and giving too much away xD

~ Wizardry Dragon.

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Marzo Sette Torres Junior 
Date:   01-31-06 17:40

Quote:

Ouch; if it offsets everything by one, that'd be nasty and messy. Thanks for the info, though

I know that it may screw things up; what I don't know is if it *does* mess things up. Maybe Exult compensates for this when you save the map + the new chunks -- I don't know this, as I haven't tested it.

But in any case, if you add only to the *end* of the chunks file you will be safe...

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   01-31-06 17:43

Yeah ... well Id rather not find out ^_^;;

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Crysta 
Date:   01-31-06 18:06



is this what you wanted?

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Crysta 
Date:   01-31-06 18:19



hopefully these look good enough.. i didnt cut out the sword blank in that cause i was too lazy :P

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: DrCode (---.mentorg.com)
Date:   01-31-06 18:53

When you insert one in the middle, Exult is >supposed< to update the whole map so things don't get messed up. Don't you trust us?:-)

(You could always make a backup of your patch and gamedat directories and then try it.)

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Sebastian (59.176.13.---)
Date:   01-31-06 23:37

Wow, this sounds like a huge project. Very impressive... If I weren't such a sucker at programming I'd really love to help (I know that's easy to say!).

Hopefully, you will be able to make this mod work with the keyring mod, the quests& interactions mod and the Cure Cantra-patch...

If you are doing the complete overhaul of U7 that this appears to be, maybe I could contribute some suggestions? I know I should not burden you with more suggestions, but, what the heck, you can always ignore them ;)...I posted these a while ago in the Sword&Shield forum when it looked like there was still a NWN mod being developed.

1)The two plot lines are too loosely connected for my taste, and if you proceed too far with either one, you get ahead of yourself in the other...I don't know if I made myself clear here, bur I give you one example: If you follow Elizabeth and Abraham all the way to Buccaneer's Den and enter the catacombs, you find the Fellowship death list, and Alagner's name is already crossed out even though not only is he still alive, but also does the Guardian not even have the Wisp/notebook information yet that necessitate Alagner's removal. Plus, you find the note about sailing to the Isle of the Avatar the next morning - but the Black Gate plot hasn't even progressed that far.

2) You should get more than just Chuckles's annoying game hint to go and see the gypsy about your future. Without this, you are completey clueless as to the TimeLord/Ether plot. Maybe when passing the gypsy wagon, Iolo or Shamino could drop a line suggesting to go and ask her about advice.

3) The flying carpet makes some quests unnecessary (joining the Fellowship, for example). This should probably be amended.

4) I feel the infiltration of the Felowship is not really essential in the original BG, even though I think this is a neat idea and should have more impact on the plot.

5) Some of the puzzles in the dungeons should maybe be a little more logical (of course, I particularly refer to the Isle of Fire/ Forge of virtue tests. In my opinion, the Test of Truth in particular can only be solved through pure luck (or using a walkthrough guide)- maybe giving more hints to the hidden passage would help. And what's the point of switching the helmets in the Test of Courage?).

Oh well. Just some ideas. Please don't take me to be ungrateful as to what you are doing, I really think you guys are amazing!

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: SoulFrost (---.ipt.aol.com)
Date:   02-01-06 00:18

OK, in this image, there are two new chunks (I used "Duplicate", then edited them)-- the one where the 4 streets merge and the one immediately to its left. Everything seems to work just fine.

However, when I created a new shape with number 1025 (Frames 0-3), I could not walk on them, even though the settings were the same as the other Unusables. I found Unusable Shapes that did not have 32 Frames, and imported the graphics into new Frames, and they work just like any other bit of cobblestone. They do cover up the Chunk numbers, though.

Excuse all the purpleness (and the stoney-looking streetlights). Hope this helps your project some:



The "purple squares" and the "purple octagons" were made with these images:







Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: SoulFrost (---.ipt.aol.com)
Date:   02-01-06 00:27

Heh... yeah, those really are images. You *should* be able to just download the 4 .PNGs and import them into your game.

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: SoulFrost (---.ipt.aol.com)
Date:   02-01-06 01:54

Oh... HEXagons.

This


is made with

and these two (day and night)





are made with this:

Hope that helps some.

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Azulmagia (---.adsl.terra.cl)
Date:   02-01-06 09:53

Perhaps you could alter the colors a bit, so they don't seem so bright. That'd help the tiles look more realistic, blending better with the original graphics.

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-01-06 10:45

Sebastien -

1: The death list is something I plan to cure with usecode. It will only be spawned there if the Alanger sequence has passed. Same with the note - it will only spawn once you reach that plot point

2: I'm adding the traditional gypsy intro to the game. In it, you'll be prodded in that direction ^_~

3: The flying carpet is a somewhat powerful magic item, and this Im debating with whether it should even work before the Ether is repaired.

4: I plan to have the BG NPCs react a lot more toy our presence in the Fellowship, as well as your actions.

5: I didn't really feel it was that bad; I didn't require a walkthrough. Just persistence ^_~ They're supposed to be difficult though, because the reward is great.

Crysta - those sprites are perfect ^_^

SoulFeast - thanks for the info. To ensure that you can walk on them, make sure they are not a Y-Obstacle and have a Z coverage of 0.

Azulmagia - I present to thee more damned gargoyles!



~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Crysta 
Date:   02-01-06 11:03

i have a question

your "Feudal Lands"

are you basing it on any existing Ultima world? or is this something off to the side and completely of your creation?

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Crysta 
Date:   02-01-06 11:04

in terms of backstory, i mean

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Marzo Sette Torres Junior 
Date:   02-01-06 11:14

It is from Ultima I.

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Crysta 
Date:   02-01-06 11:25

that would be the Lands of the Feudal Lords, not simply Feudal Lands, which is why i'm asking :P

and if it was the Feudal Lords lands there would be the style issues as its rather established that those lands ar of an asian-istic descent

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Marzo Sette Torres Junior 
Date:   02-01-06 11:38

Estabilished where? Ultima 1 didn't have the technical capabilities to display that in game (whether graphically or in terms of dialog) and there is nothing in the manual. And AFAIK, nothing of the sort was mentioned in later games.



Oh, you must be mentioning the latest addition to "Ultima" Online. I don't think Wizardry Dragon is taking that very seriously, but I can't speak for him. I know I wouldn't :-)

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Marzo Sette Torres Junior 
Date:   02-01-06 11:48

I just noticed one thing: you are not planning to do anything with the Lands of the Dark Unknown (you know, the *fourth* land from U1)?

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-01-06 12:14

I refer to the Lands of the Feudal Lords yes. It's inhabitants simply call it the Feudal Lands (titles become distorted over time. After all, IRL Britain used to be Britannia ^_~ )

As well, it's explained in many the history section of an Ultima Manual, I believe. The land after U3 (I believe it was after Exodus?) was sundered into four parts: Britannia, The Lands of Danger and Despair (Serpent Isle), The Lands of the Feudal Lands (which I am referring to), and The Lands of the Dark Unknown.

Marzo - I have a few ideas about what I could do with it, but Im trying to limit the scope of the project for now ^_~

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Crysta 
Date:   02-01-06 12:16

Ultima 6 had Utomo the islander

waere one or two NPCs of the same descent in 5 as well i think.. dont quote me on that tho... my memory of 5 is a bit fuzzy :P

the UO expansion built on that. and quite well, i'd say..

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-01-06 12:21

The Samurai Empire? *convulses away from Crysta as if she were wearing a Fellowship medallion*

Lets just say "Ultima" Online and I don't get along.

One explanation of how the worlds were sundered is that there are some sort of magical barrier was put into place, and this is the explanation I'm going with because it makes sense to me. After all, even the greatest magic can be overcome. Utomo could be one of those people that did; somehow, and the Serpent Pillars could be another manner of transversing that barrier.

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Crysta 
Date:   02-01-06 12:26

well the reason i asked is because following the general history would mean there would need to be a mass of tiles more asian in appearance.. i wanted to know before i just randomly started working on such a thing for no reason

yes i know the UO expansion wasnt really all too good... however, they captured the land itself well even if the rest was substandard (especially the art T.T)

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-01-06 12:38

Crysta - if I need it, I'll request it. Personally I like to leave Utomo's aura of mystery intact, so as of now at least, no asian style stuff is needed.

Right now my biggest needs are in the 'battlefield miscellania' and 'mugshot' departments.

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Crysta 
Date:   02-01-06 12:44

understood ^_^

so.. in the meantime and aside from the blackrock walls, is there anything else you'd like to have?

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-01-06 12:54

As I said I have need for miscellanious things that say 'battlefeild'. Would be nice to have some more selection for broken stuff. Overturned tables and chairs for houses that have been ransacked would be nice also.

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Michel (24.138.138.---)
Date:   02-01-06 13:17

I do not mean to detract from your efforts - the whole idea sounds quite wonderful - but if you'd like a bit of help with dialogue, I can proof-read/edit in my spare time.

I realise it is still a draft but, for instance, the above screenshot might sound a bit better as: "The winged gargoyles are intelligent and have some skill with magic. They were trading with us on relatively peaceful terms until they joined the invasion."

Though naturally I don't know about this invasion, and if that is what you meant :P

I wish you good luck all the same!

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-01-06 13:23

Michel - Im trying to reflect a mideval mode of speech, not a modern one ^_~

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Michel (24.138.138.---)
Date:   02-01-06 13:38

Well, yes, that is what I was talking about :P 'Magically competent' sounds to me like a contemporary creation - even if it is taken from some other source which purports to be 'mediaeval'. Unfortunately, the vast majority of games that attempt that sort of faux-Elizabethan speech really do not manage it well (Ultima included).

Anyway, carry on :)

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-01-06 13:41

Hehe. Well, Im also trying to have the highly intelligent people speak in a somewhat intelligent way relative to the 'commoners' ^_~ And given that Lord Perth is INT 30 ... well one would think he's somewhat intelligent :D

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-01-06 13:52

Crysta - also, I need a sprite for Lord Perth's sister who rules Virtue's Hold with him, Im thinking the female fighter sprite meets the robes and crown of Perth's sprite. Little harder than the previous one, I know ^_~ Let me know if you manage it though, that would be very cool.

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Crysta 
Date:   02-01-06 14:01

what about the typical blue noble lady sprite with armor mixed in somehow?

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-01-06 14:03

However you want to manage, I just want the colour scheme to match is the important thing, and then make the lady's headpiece look more like a crown, I suppose then. (Something that says, hey lookit me, I rule a castle! XD )

~Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-01-06 15:22

I really shouldve mentioned it earlier, but it just occured to me, part of the reason I said the female fighter is because the NPC has black hair.

Sorry bout that >_<

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Crysta 
Date:   02-01-06 16:12

its alright, i havent started yet :P

black hair, gotcha

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-01-06 16:21

Hehe, well it wouldntve been a *huge* thing, but its good I didn't go and cause any trouble ^^;;

Anyways, working away at the crafting script ... taking longer than I thought to iron out bugs, so probably wont have screenshots of it till tomorrow at least. It keeps making 100 arrows even if you have less materials, and I made the stupid error of making the usecode convo let you select numbers out of range as far as the game is concerned (the biggest quantity you can have in one pile is 100, whereas I had the max as 255)

Just a bunch of little things like that. But a *bunch* of them. I'm never programming without coffee again.

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: MV (---.lns1.bne3.internode.on.net)
Date:   02-01-06 17:00

I love that custom magic sword on the shrine of valor above. :)

And what's been hinted at and shown as epic battles. I really love that kind of thing too. Just imagine standing in the middle of the hoard and casting mass death.......

Also when crafting, should it be making custom swords instead of normal swords? I always thought it should.

And I like that recolour of lord british way up there as well. Looks like santa. :D

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-01-06 17:06

Santa in full plate, yo :D

Custom swords will be available by certain smiths which will create a custom sword for you. Any normal sword or weapon you can forge.

As for the custom sword for Valor, its the embodiment of Valor from the Keyring Mod ^_^

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-01-06 17:08

Addendum: although, I like the shape enough I might just turn it into an equipable with some modifications ^_~

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: MV (---.lns1.bne3.internode.on.net)
Date:   02-01-06 19:50

Nice. Because that sword would look good as an equipped item. :)

Also, has anyone done anything about the sword in the stone? C'mon, I want to yank that sucker out. :D

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: olarin_and_the_lost_password (---.columbus.res.rr.com)
Date:   02-01-06 23:28

something that kinda bugged me in ultima 7 is how much overkill there was in the weaponry department. with a little exploring, one quickly finds way more than enough fancy magic weaponry for an 8-person party, let alone the vast amount of regular weaponry one comes across. all of the weapon dealers in the land end up being pointless, charging hundreds of gold coins for things you can obtain for free in triplicate, fairly easily at that.

the reason i'm blabbering about this is that although weapon forging would be really cool to have implemented, it would be, just like the weapon merchants, rather pointless gamewise beyond the factor of wow, look how cool it is that i can make stuff. it'd be nice if something could be done to begin to fix up the balance on weaponry and armour a bit, such that one might have some reason to buy it or craft it. i have a few ideas - of course it's far easier to generate ideas than try to implement them:

- reduce frequency of weapon and armour drops on randomly spawned enemies. well, problem there is, the items weren't just "drops" in ultima 7, they were actually what the npc had equipped in battle, which is a pretty cool detail. so maybe have 80-90% of their equipment be severely damaged from battle once they die, and not wearable (or not advisable to wear) but sellable to npc's as scrap, or potentially useful as ingredients to make new stuff out of.

- perhaps have more incentive to use different weapons for different battles, thus justifying possession of more than 1 weapon per character? but this would likely require so much modification to the game as to be laughable.

- this kinda ties in with the point immediately previous and might be similarly laughable, but i always thought it would be nice if different weaponry in ultima 7 was more comparable, but just functioned differently. several weapons such as maces and flails were generally pointless to use because they were weak compared to swords and halberds (which, as i said, were in significant abundance...) seems to me a flail should be somewhat comparable to a sword, but operate significantly different in battle. ultima 7's combat system is not exactly its strongest point though, so such differences would probably be hard to implement and impossible to notice.

- add weapon and armour wear, similar to ultima underworld 1. i think this would be really nifty, but i suppose a lot of people might just find it infinitely frustrating. (could tie in to my first suggestion though.)

- levels of quality for weaponry? sure, i found a sword in a dungeon, but it was poorly made. i can make a better one myself, and this master blacksmith over here can make an even better one than that... instead of all non-enchanted swords just being generic swords with the exact same properties.

- this is not directly related to what i was talking about, but it would be nice if selling items back to npc's, as was present in serpent isle, was added to black gate.

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: olarin_and_the_lost_password (---.columbus.res.rr.com)
Date:   02-01-06 23:37

ah! as long as i'm up late posting ridiculous ideas:

what if the gypsies actually moved around from town to town like they did in ultima 6? or if not them (since the dialogue explains that they have been staying put for a while), at least some bards wandering around to different taverns in brittania. i have no idea how well the scheduling mechanisms of ultima 7 would handle such a thing, but i couldn't help but mention it.

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Crowley 
Date:   02-02-06 06:01

A question about the moongates, if you please:

>> The moongates will now follow the cycle of Sosaria's moons (circa U4)
>> Moongates will function properly once the Ether is restored.

The tetrahedron generator caused the damaged ether, but it was the sphere generator which caused the moongates to malfunction. So why would restoring ether fix the moongates?

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-02-06 09:16

Crowley - 'Restoring the ether' was my way non-spoiler way of putting it.

Olorin - those are more things to bring to the Exult team than a modder, IMHO.

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Marzo Sette Torres Junior 
Date:   02-02-06 09:43

Re: Wanderign Bards: it is possible to do them right now, with clever placement of eggs to execute Usecode. The best bet would be to add usecode eggs in the cities (or even better, the places in the city) where the bard might be; the eggs would teleport the bard to the city and set his schedule to be in the city according to whatever rules you specify. Good places to place the eggs would be the local inn and pub (housing and food).

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-02-06 09:45

Well, it bleeds into something I requested a long time ago, having conditonally-spawning eggs (eggs that only execute if a certain flag or usecode script is set).

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-02-06 10:23

Screenshot screenshot screenshots ... everyone luvs them.



The quest to reclaim the Shrine of Valor is mostly complete in The Feudal Lands. Just trying to make the gargoyle and demon eggs stop spawning once they shrine has been reclaimed.

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Marzo Sette Torres Junior 
Date:   02-02-06 10:31

This can be done by searching all nearby eggs and deleting them; or, if you would like to reactivate later them under certain conditions, use the UCC script command 'setegg' to do it (it takes two parameters: criteria and distance).

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-02-06 10:34

It suddenly occurs to me that Crysta might be telling me to do my own graphics in the future XD

Could you be a bit more specific Marzo? Im not quite understanding what yo mean.

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Marzo Sette Torres Junior 
Date:   02-02-06 11:16

Sure. What part do you wish me to clarify?

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-02-06 11:49

Im just not quite grasping what you mean ... maybe an example would help?

To specify on my part, I have the Shrine in the city, with a token amount of guards, and then the streets around it are crawling with gargoyles. So I need to get all the gargoyle eggs to disable without stopping the guard ones.

Also, is there a way to edit the properties of eggs via usecode?

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Marzo Sette Torres Junior 
Date:   02-02-06 12:19

In that case, I think it would (almost) be better to create the gargoyles with Usecode eggs, using UI_create_new_object2(shapenum, position) intrinsic; that way, you could check to see if the shrine has been liberated. An example (formatting certainly screwed up):

eggCreateGargoyle 0xD01 ()
{
if (gflags[LIBERATED_SHRINE_OF_VALOR]
{
//The shrine has been liberated; delete egg
remove_item();
abort;

//As an alternative, the eggs can be 'disabled'
//in the following way:
//script item setegg 7, 0;
//the command is 'setegg criteria, distance;'
//Criteria 7 is external
}

//Get egg's position:
var pos = get_object_position()

//Get number of gargoyles to generate:
const int MIN_GARGOYLE_COUNT = 1;
const int MAX_GARGOYLE_COUNT = 5;
var rand = UI_die_roll(MIN_GARGOYLE_COUNT, MAX_GARGOYLE_COUNT);

//Position offsets for the created gargoyles:
var offset_X = [0, 1, -1, 2, -2, 3, -3];
var offset_Y = [0, 1, -1, 2, -2, 3, -3];

//Loop variables:
var i = 1;
var j = 1;

//The destination position for the gargoyle:
var new_pos = pos;

while (rand>0)
{
//Re-center position on egg:
new_pos = pos;

//Reset counters:
i = 1;
j = 1;

//Find a free spot:
while (i < 8)
{
while (j < 8)
{
new_pos = [pos[X] + offset_X,
pos[Y] + offset_Y,
pos[Z]];
if (UI_is_not_blocked(new_pos, SHAPE_WINGLESS_GARGOYLE, FRAME_ANY))
break;
}
}

//Create gargoyle (WITH equipment) and place
//in destination coords.:
UI_create_new_object2(SHAPE_WINGLESS_GARGOYLE, new_pos;)

//Decrement counter:
rand = rand - 1;
}
}

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Crysta 
Date:   02-02-06 12:22

no, not saying any such thing XD

was just asking about all of that earlier because i really wanted to know just what i'd have to do :P

seriously, I enjoy doing stuff like this :D

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Marzo Sette Torres Junior 
Date:   02-02-06 12:26

The phorum codes screwed a little bit the above code; replace
[pos[X] + offset_X,
pos[Y] + offset_Y,
pos[Z]]

by

[pos[X] + offset_X[ i ],
pos[Y] + offset_Y[ j ],
pos[Z]]

Also, I forgot to increment i and j in the above piece; you can add those by yourself.

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Crysta 
Date:   02-02-06 12:30



how is this, by the way?

not finished obviously, just want to know if I SHOULD finish :P

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-02-06 12:36

Crysta - I was thinking that when looking at the mugshot I did for Maihanna in the screenshot above.

And that looks great thusfar Crysta ^_^

Marzo - thanks a ton! ^_^

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-02-06 14:03

Marzo - I keep getting this error trying to compile with your Gargoyle egg:

npcs/gargoyles.uc:71: 'UI_create_new_object2' not declared

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-02-06 14:12

Well shiz, now Exult freezes whenever it goes to create the gargoyles.

x_x;;

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-02-06 14:17

And before you ask, I made sure to add the increment. No endless loop :P

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-02-06 14:22

And now no creating at all. Oi.

Okay, these are eggs with the Cached In condition, probablity 25.

The script is as follows:

/*
* This source file contains usecode for the Feudal Lands.

* Specifically, this is the conversation for the egg-spawned Gargoyles.
*

* Author: Peter Dodge
* Last Modified: 2006-02-01
*/

eggCreateGargoyle 0xD01 ()
{
if (gflags[LIBERATED_SHRINE_OF_VALOR])
{
//The shrine has been liberated; delete egg
//remove_item();
//abort;

//As an alternative, the eggs can be 'disabled'
//in the following way:
script item setegg 7, 0;
//the command is 'setegg criteria, distance;'
//Criteria 7 is external
abort;
}

//Get egg's position:
var pos = get_object_position();

//Get number of gargoyles to generate:
const int MIN_GARGOYLE_COUNT = 1;
const int MAX_GARGOYLE_COUNT = 5;
var rand = UI_die_roll(MIN_GARGOYLE_COUNT, MAX_GARGOYLE_COUNT);

//Position offsets for the created gargoyles:
var offset_X = [0, 1, -1, 2, -2, 3, -3];
var offset_Y = [0, 1, -1, 2, -2, 3, -3];

//Loop variables:
var i = 1;
var j = 1;

//The destination position for the gargoyle:
var new_pos = pos;

while (rand>0)
{
//Re-center position on egg:
new_pos = pos;

//Reset counters:
i = 1;
j = 1;

//Find a free spot:
while (i < 8)
{
while (j < 8)
{
new_pos = [pos[X] + offset_X[ i ],
pos[Y] + offset_Y[ j ],
pos[Z]];

if (UI_is_not_blocked(new_pos, 883, FRAME_ANY)) // 883 = shape num for gargoyle
break;
j = j + 1;
}
i = i + 1;
}

//Create gargoyle (WITH equipment) and place
//in destination coords.:
UI_create_new_object(883, new_pos); // 883 = shape num for gargoyle

//Decrement counter:
rand = rand - 1;
}
}

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Marzo Sette Torres Junior 
Date:   02-02-06 14:51

Quote:

npcs/gargoyles.uc:71: 'UI_create_new_object2' not declared

Oh, right darnit. It is because it is SI only. I'll add it to BG too. And I just realized that the gargoyles will not be hostile; for now, put this instead of what is above:

//Create gargoyle (WITHOUT equipment) and place
//in destination coords.:
var gargoyle = UI_create_new_object(883); // 883 = shape num for gargoyle
gargoyle->set_alignment(2);
gargoyle->set_schedule_type(IN_COMBAT);
UI_update_last_created(new_pos);


The gargoyles will be created without equipment. Not that standard gargoyles have any equipment in BG, anyway...

And in what may becoming a new mantra, the freezing doesn't happen for me...

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-02-06 14:55

It did beforehand because I forgot to reload the Usecode with the increments added. I had made the changes to the code but hadn't reloaded it x_x

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-02-06 15:00

Okay, so now it works, my only peeve with it is that they all get generated in a line... dont suppose theres a way to stagger them without having them end up stacking?

Also, a little more complicated AFAIK, I want the to be guards that spawn, but if theyre killed, theyre not respawned (if you will) until the next patrol (every 6 hours or 2 schedule clicks). I don't even know where to start with that, or if its even possible.

Thanks for the help thusfar ^_^
~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Marzo Sette Torres Junior 
Date:   02-02-06 15:15

You can replace the offset arrays with (say) the following:

var offset_X = [0, 1, -1];
var offset_Y = [0, 1, -1];

As for the guard 'patrols'; you could do it with timers... even a single timer would be enough if you use static variables (take a look at how I did the Lock Lake cleanup). The timer would be used to ensure that the required number of hours would have passed for each egg; you could add further checking by use of UI_game_hour to (say) make sure that the current time is a multiple of 3.

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-02-06 15:25

Ok, so the final bit is to make the gargoyles and guards fight, remember this script?

eggBeginCombat 0xd00 ()
{
if (event == 3)
//egg event; call this function again with a time delay.
//Also, use a different event id to differentiate.
script item after 10 ticks call eggBeginCombat, 2;

else if (event == 2) //scripted event
{
const int distance = 30;
const int mask = 4; //NPCs
const int any_shape = -359;

//Get a list with the party members:
var party = UI_get_party_list();

//Find all NPCs at a distance <= 30 from the egg
//Calling find_nearby is equivalent to item->find_nearby
var nearby_npcs = find_nearby(any_shape, distance, mask);

//Loop variables:
var index;
var max;
var npc;

for (npc in nearby_npcs with index to max)
{
if (!(npc in party))
{
//NPC is not in party.
//Get NPC's alignment:
var align = npc->get_alignment();

if (align == 0 || align == 2)
{
//Ignore neutral NPCs.
//Set NPC to attack nearest foe:
npc->set_attack_mode(0);
//Put NPC in 'combat' schedule:
npc->set_schedule_type(0);
}
}
}
}
}



It compiles, it just doesn't seem to work, the gargoyles still barrel right for me, oblivious to the much more threatening guards beside me.

Also, I want to make the guards into usecode eggs for my script, but I need to know how I can attach equipment profiles to them, if thats even possible.

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Marzo Sette Torres Junior 
Date:   02-02-06 15:36

When the changes I just commited become available, you will be able to use UI_create_new_object2 to create a monster with equipment; right now, you'd have to add the equipment 'manually' (as in, via usecode).

Right, I had forgotten about it. Try replacing the end with this:

//Loop variables:
var index;
var max;
var npc;

var friend_list = [];
var enemy_list = [];

for (npc in nearby_npcs with index to max)
{
if (!(npc in party))
{
//NPC is not in party.
//Get NPC's alignment:
var align = npc->get_alignment();

if (align == 0) || align == 2)
{
//Ignore neutral NPCs.
//Set NPC to attack nearest foe:
npc->set_attack_mode(0);
//Put NPC in 'combat' schedule:
npc->set_schedule_type(0);
if (align == 0)
friend_list = [friend_list, npc];
else
enemy_list = [friend_list, npc];
}
}
}

//How many friendly NPCs are there:
var count = UI_get_array_size(friend_list);
for (npc in enemy_list with index to max)
//Make hostiles attack friendly:
npc->set_opponent(UI_get_random(count));
}
}

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-02-06 15:42

Gives a parse error, and I don't see any easy mistakes like forgotten semi-colons.


// this causes guards to fight with gargoyles
eggBeginCombat 0xd00 ()
{
if (event == 3)
//egg event; call this function again with a time delay.
//Also, use a different event id to differentiate.
script item after 10 ticks call eggBeginCombat, 2;

else if (event == 2) //scripted event
{
const int distance = 30;
const int mask = 4; //NPCs
const int any_shape = -359;

//Get a list with the party members:
var party = UI_get_party_list();

//Find all NPCs at a distance <= 30 from the egg
//Calling find_nearby is equivalent to item->find_nearby
var nearby_npcs = find_nearby(any_shape, distance, mask);

//Loop variables:
var index;
var max;
var npc;

var friend_list = [];
var enemy_list = [];

for (npc in nearby_npcs with index to max)
{
if (!(npc in party))
{
//NPC is not in party.
//Get NPC's alignment:
var align = npc->get_alignment();

if (align == 0) || align == 2)
{
//Ignore neutral NPCs.
//Set NPC to attack nearest foe:
npc->set_attack_mode(0);
//Put NPC in 'combat' schedule:
npc->set_schedule_type(0);

if (align == 0)
{
friend_list = [friend_list, npc];
}
}
else
{
enemy_list = [friend_list, npc];
}
}
}
}
}

Gives:
npcs/gargoyles.uc:48: parse error

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Marzo Sette Torres Junior 
Date:   02-02-06 15:58

The copy/paste introduced quite a few errors ;-)

Below the line 'friend_list = [friend_list, npc];', there are two '}'; move one of them below the line 'enemy_list = [friend_list, npc];'

Also, the copy/paste deleted the following lines:

//How many friendly NPCs are there:
var count = UI_get_array_size(friend_list);
for (npc in enemy_list with index to max)
//Make hostiles attack friendly:
npc->set_opponent(UI_get_random(count));

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-02-06 16:00

Could you maybe post the whole script so I don't copy and past very well? xD

As well, I now have a forum here: http://lfs.lfhost.com/tfl_forum/index.php

Maybe you guys (being Marzo and Crysta, as well as anyone else interested) could sign up there and discuss this kind of thing there so we don't hog Exult's forum? ^_~

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Marzo Sette Torres Junior 
Date:   02-02-06 16:10

Sure. I've posted the script in your forum.

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-02-06 16:12

Thankee ^_^

I think from now on, this thread can just be used to get some feedback, post screenshots, etc. For us, Marzo and Crysta, just keep an eye on that forum (dont imagine it'll become too active) for anything I might need/the next time I bork my usecode ^_~

(Hey, don't suppose Exult would link me? :D )

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Dominus 
Date:   02-02-06 16:29

It'd be usefull for the exult forum to have subforums for the modding stuff. And a tag to conserve code here.

--
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!

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Vistaer (---.dhcp.oxfr.ma.charter.com)
Date:   02-04-06 06:45

Oh... my... god...

Sir. You have SHOCKED me, and I am DYING to play your mod!

:D

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-04-06 12:13

^__________^

Comments like that are what keeps me going when the going gets tough.

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Petrell 
Date:   02-05-06 04:52

Wizardry Dragon, what exactly is small in your mod? :P ;)

_____________
Obsibian Dragon
-==(UDIC)==-

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-05-06 09:27

Spark.

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-05-06 15:11

So, I'm going to start releasing snapshots, at hopefully a semi-regular interval.

You can find the latest here:

http://www.lfs.lfhost.com/tfl_forum/viewtopic.php?t=15

Hardly complete; hardly started, really, but it gives you a chance to poke around. Right now, changes include a recoded conversation fro Iolo, Dupre, Shamino, and Jaana, and if you teleport to Skeptran and then change to Map 002, you can check out the Feudal Lands, what little Ive done thusfar.

I'll cross-post future snapshots in this thread if the forum mods don't mind, for those interested.

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Dominus 
Date:   02-05-06 16:47

Quote:

I'll cross-post future snapshots in this thread if the forum mods don't mind, for those interested.

How could we be against this? :)
Go ahead, Marzo's and your mods are the most interesting things that happen atm with 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!

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-05-06 16:53

Feel free to try the snapshots and post comments/suggestions ^_~

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Octopusfluff 
Date:   02-05-06 23:14

Back when Exult Studio was still a new thang and things like multi-maps not conceived of yet, I had hoped to do a 'remake' of Ultima4. I've since found I totally lack the time for such a venture, and look forward to seeing the results here.
It may not be what I envisioned, but hey, this looks like it'll be plenty of awesome. :)

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Vasculio 
Date:   02-06-06 04:01

Cool album Crysta!

Uncle Rico: Napoleon, you know we can't afford the fun pack. What, do you think money grows on trees in this family? Take it back! And get some Pampers for you and your brother while you're at it.

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: Wizardry Dragon (---.cpe.net.cable.roger)
Date:   02-06-06 12:52

Octupusfluff - its more of u3 meets u4 meets u5 than a straight u4 remake. It will push the boundaries of Exult's capabilities in a lot of regards ^_^

~ Wizardry Dragon

Reply To This Message
 
 Re: My Own Little Mod for Exult.
Author: wjp 
Date:   02-06-06 13:06

Thread continues at

http://exult.sourceforge.net/forum/read.php?f=1&i=28004&t=28004

Reply To This Message
 Go to Top  |  Go to Topic  |  Threaded View   Newer Topic  |  Older Topic 


 
SourceForge   phorum.org
 
Problems with Exult or this webpage? Contact us.
Last modified: 24 Oct 2001(GMT)