Search found 22 matches
- Mon Dec 08, 2008 6:37 am
- Forum: Exult Discussion
- Topic: Waves volume way to loud?
- Replies: 28
- Views: 3195
Re: Waves volume way to loud?
hmmm, it certainly seems to be a cumulative effect. The more "waves" there are, the louder it is. I used hackmover to drop some of the waves on the screen into my pack and it got less and less loud with each shape that I got rid of. Maybe in the original there was a check in the original t...
- Sat Dec 06, 2008 8:17 am
- Forum: Exult Discussion
- Topic: Bed bugs and other usecode stuff
- Replies: 5
- Views: 470
Bed bugs and other usecode stuff
First off, I'm not making a bug report in the tracker cuz I'm trying to resolve the issue myself. Here's the scenario: Double-clicking on Spark's dad's bed(the upstairs one) causes the avatar to use Spark's bed, which is one story directly below it. A bit of debugging shows that the correct bed is b...
- Sat Dec 06, 2008 7:57 am
- Forum: Exult Discussion
- Topic: Waves volume way to loud?
- Replies: 28
- Views: 3195
Re: Waves volume way to loud?
Just checked the original U7 engine and crashing waves are definately much quieter in the original. Maybe the volume of that .wav needs to be altered?
- Sat Dec 06, 2008 5:02 am
- Forum: Exult Discussion
- Topic: Waves volume way to loud?
- Replies: 28
- Views: 3195
Re: Waves volume way to loud?
sorry, I guess the sfx are in the .flx file(like jmsfx.flx). Use the "expack" tool to extract them and repack them. For example "expack -x jmsfx.flx" will extract the wave files, naming them like 0.u7o.
- Sat Dec 06, 2008 3:04 am
- Forum: Exult Discussion
- Topic: Waves volume way to loud?
- Replies: 28
- Views: 3195
Re: Waves volume way to loud?
Well, I'm only using 320x200 resolution so I guess that's not what's happening with my instance... I was considering adding an SFX volume setting to the Audio configuration menu but as I said the rest of the SFX seem ok. I need to try playing original U7 in dosbox to see if the result is the same th...
- Fri Dec 05, 2008 8:59 am
- Forum: Exult Discussion
- Topic: Waves volume way to loud?
- Replies: 28
- Views: 3195
Waves volume way to loud?
I've been using the creepy hut on the island south of Skara Brae as my testing grounds for various hacks and dropped a music egg to play Stones, which I find goes well with a hut full of dead animals. I've noticed that the crashing waves sfx are REALLY loud though and totally covered up the music(an...
- Fri Dec 05, 2008 4:56 am
- Forum: Exult Discussion
- Topic: Disappearing items in Bit. castle
- Replies: 4
- Views: 183
Re: Disappearing items in Bit. castle
Have you updated your copy of exult since the last time you had this problem? Maybe it was a bug in an older version?
- Fri Dec 05, 2008 4:55 am
- Forum: Exult Discussion
- Topic: new tabbed config
- Replies: 2
- Views: 192
Re: new tabbed config
Currently no settings are applied until you hit "Ok" then they're all applied at once. I plan on adding an "Apply" and possibly a "Reset" button which will allow you to reset the current tab settings. In the screenshot you can see two of the new widgets I added: Text_la...
- Thu Dec 04, 2008 2:21 am
- Forum: Exult Discussion
- Topic: new tabbed config
- Replies: 2
- Views: 192
- Tue Dec 02, 2008 4:29 am
- Forum: Exult Discussion
- Topic: Request for comments: Object Information screen
- Replies: 7
- Views: 341
Re: Request for comments: Object Information screen
Well, I'll write the code anyway since it's trivial. If others do want it, I can submit a patch.
- Mon Dec 01, 2008 1:31 pm
- Forum: Exult Discussion
- Topic: cant compile exult svn source on linux (debian sid)
- Replies: 7
- Views: 745
Re: cant compile exult svn source on linux (debian sid)
Well, I managed to sort out my problem thanks to a bugreport someone else had posted a while back. The default ALSA port port should be 128 but in the source, it's set as 65. This can be changed by changing line 46 of file "audio/midi_drivers/ASLAMidiDriver.cc" to "#define ALSA_PORT &...
- Mon Dec 01, 2008 1:25 pm
- Forum: Exult Discussion
- Topic: dev-related questions
- Replies: 3
- Views: 281
Re: dev-related questions
thanks for the infos, guys. I struggled with the GIMP plugin for a bit. I didn't have gimptool installed and configure didn't choke like it does if you try to enable studio without libglade. But I've got it going now! One less reason to use windows. :D FYI, I've uploaded a couple more patches. One b...
- Mon Dec 01, 2008 12:40 pm
- Forum: Exult Discussion
- Topic: Request for comments: Object Information screen
- Replies: 7
- Views: 341
Re: Request for comments: Object Information screen
dom: My thought was to give access to the info to the average gamer, ES is a bit overkill if all you want is to get a bit of info on an item. marzo: I was actually considering making a book mod of sorts, something like a compendium of all weapons and armor similar to the crappy book that already exi...
- Mon Dec 01, 2008 9:01 am
- Forum: Exult Discussion
- Topic: Request for comments: Object Information screen
- Replies: 7
- Views: 341
Request for comments: Object Information screen
I've hacked up an "Object Information" screen for my own enjoyment and wanted opinions on it. The basic function is that you hit the O key(by default) and are given a green target cursor which you use to select an object. Then a gump(window) pops up and displays various information about t...
- Mon Dec 01, 2008 2:43 am
- Forum: Exult Discussion
- Topic: dev-related questions
- Replies: 3
- Views: 281
dev-related questions
I've re-written the options menus and added/enhanced some classes. All options menus are derived from "Menu_gump" class which handles pretty much everything for you. For menus where you wish to hide some buttons based on the state of one or more options, you can specify callbacks which are...
- Mon Dec 01, 2008 2:21 am
- Forum: Exult Discussion
- Topic: Quit to Menu
- Replies: 1
- Views: 186
Re: Quit to Menu
Nevermind, sorted it out.
- Wed Nov 26, 2008 8:46 pm
- Forum: Exult Discussion
- Topic: Quit to Menu
- Replies: 1
- Views: 186
Quit to Menu
I came across "return to menu" in the outdated "todo.xml" in the source and decided to implement it. There was a little bit of the code already done so it was pretty easy. The only thing that remains to be done is to make the game menu background gump bigger to accommodate the ad...
- Wed Nov 26, 2008 3:31 am
- Forum: Exult Discussion
- Topic: cant compile exult svn source on linux (debian sid)
- Replies: 7
- Views: 745
Re: cant compile exult svn source on linux (debian sid)
Unfortunately I can't really help you with that one. I'm fairly new to *nix myself and my own compiled Exult doesn't have working sound either, though it doesn't actually crash or lock up. I haven't bothered to figure out why yet since I'm only really interested in fixing bugs at the moment, not pla...
- Wed Nov 26, 2008 3:28 am
- Forum: Exult Discussion
- Topic: Fix for "avatar in container" issue?
- Replies: 2
- Views: 211
Re: Fix for "avatar in container" issue?
I've submitted a diff. Rather than add a new method, I simply check if the object is an NPC and if so check if the npc number is 0(avatar). If so, container.add returns false rather than continuing so you get a "won't fit" icon and everyone is happy. The diff also resolves the container vo...
- Tue Nov 25, 2008 1:28 am
- Forum: Exult Discussion
- Topic: Patch for Hackmover, to remove container size limit.
- Replies: 3
- Views: 248
Re: Patch for Hackmover, to remove container size limit.
Not a proper diff, but these changes work without disabling the recursion check: objs/contain.h: #include "cheat.h" int has_room(Game_object *obj) const { return cheat.in_hack_mover() || get_max_volume() get_volume() + volume_used 0 && objvol + volume_used > maxvol) return false; /...
- Tue Nov 25, 2008 12:02 am
- Forum: Exult Discussion
- Topic: Fix for "avatar in container" issue?
- Replies: 2
- Views: 211
Fix for "avatar in container" issue?
I've been thinking about adding a method to the Game_object class called "is_avatar" that returns true if the object is the avatar. Then add "obj->is_avatar()" to the first test in Container_game_object::add. Thoughts? Also, how does one go about getting write access to the SVN? ...
- Mon Nov 24, 2008 11:39 pm
- Forum: Exult Discussion
- Topic: cant compile exult svn source on linux (debian sid)
- Replies: 7
- Views: 745
Re: cant compile exult svn source on linux (debian sid)
Glad to help, but what solved your earlier problem exactly?
Your new issue is covered in the thread entitled "Problems compiling under Ubuntu"(or something like that. Ubuntu is derived from Debian. It's interesting to see that other debian distros have the same problem..
Your new issue is covered in the thread entitled "Problems compiling under Ubuntu"(or something like that. Ubuntu is derived from Debian. It's interesting to see that other debian distros have the same problem..