Try this in your exult.cfg:
...
yes
Search found 2267 matches
- Wed Mar 25, 2020 8:50 pm
- Forum: Exult Discussion
- Topic: UI_close_gumps not working?
- Replies: 30
- Views: 45491
- Sat Nov 23, 2019 1:04 am
- Forum: Exult Discussion
- Topic: Day Parts
- Replies: 6
- Views: 5029
Re: Day Parts
That's cool! Congratulations!
- Sun Jul 07, 2019 10:32 pm
- Forum: Exult Discussion
- Topic: UI_close_gumps not working?
- Replies: 30
- Views: 45491
Re: UI_close_gumps not working?
I think set_gumps_dont_pause_game only gets called when you bring up the game options menu. The real problem is the 'dont_pause' feature (which defaults to 'no'), which means we pause everything when a gump is open. This is what has been bothering me while I've been playing lately. And it's probably...
- Mon Jul 01, 2019 6:39 pm
- Forum: Exult Discussion
- Topic: How the z ordering is handled in Exult/Ultima 7?
- Replies: 17
- Views: 5685
Re: How the z ordering is handled in Exult/Ultima 7?
I wrote a lot of it, but have also forgotten most.
But U7 (and exult) keeps track of the world in 3D, but the coordinates are in tiles, which I think are 8x8 pixels. The maximum z-dimension is 16, but I believe we extended that in Exult.
But U7 (and exult) keeps track of the world in 3D, but the coordinates are in tiles, which I think are 8x8 pixels. The maximum z-dimension is 16, but I believe we extended that in Exult.
- Mon Jul 01, 2019 6:34 pm
- Forum: Exult Discussion
- Topic: UI_close_gumps not working?
- Replies: 30
- Views: 45491
Re: UI_close_gumps not working?
Sorry, I've been really busy lately. Is this related to a problem I'm seeing when playing, where I'll perform some action when gumps are open, like giving food, but nothing happens until I close the gumps?
- Thu May 09, 2019 2:18 pm
- Forum: Exult Discussion
- Topic: Remastered Ultima VII Routine
- Replies: 3
- Views: 2338
Re: Remastered Ultima VII Routine
That's really cool. We had to reverse engineer those functions, and it's good to see them so easily described. I wonder if some of ours could be improved or fixed.
- Mon Mar 25, 2019 10:51 pm
- Forum: Exult Discussion
- Topic: Make Combat Great Again! (or mediocre??)
- Replies: 4
- Views: 3732
Re: Make Combat Great Again! (or mediocre??)
I've noticed the second item a lot in recent playing, and plan on fixing it when I get some time.
- Mon Mar 25, 2019 10:49 pm
- Forum: Exult Discussion
- Topic: Anyone had a long, relaxing playthrough recently?
- Replies: 18
- Views: 7243
Re: Anyone had a long, relaxing playthrough recently?
I think it's done. I played all the way through BG, fixing lots of problems from it along the way. Then I went about half-way through SI with very few problems. But a vacation side-tracked me. :-) I'll start playing again and see how it goes. I agree with Dominus, that Marzo should take a look, and ...
- Mon Nov 12, 2018 9:58 pm
- Forum: Exult Discussion
- Topic: It`s windows
- Replies: 13
- Views: 5141
Re: It`s windows
Working on a change to the way Exult handles memory. Hopefully, this will solve some of the more mysterious problems, or at least make them easier to find.
- Sat Nov 03, 2018 5:19 pm
- Forum: Exult Discussion
- Topic: It`s windows
- Replies: 13
- Views: 5141
Re: It`s windows
Pretty sure it has to do with schedules which create objects and then delete them, like baking and serving at an inn. I fixed some problems a while ago, but there still seems to be one. I was just reading about a newer C++ feature called 'smart pointers' which might be better in managing memory. I'l...
- Fri Nov 02, 2018 4:28 am
- Forum: Exult Discussion
- Topic: It`s windows
- Replies: 13
- Views: 5141
Re: It`s windows
The bug Dominus is talking about keeps popping up. I'd like to fix it, but I haven't been able to see it on my computer. If anyone comes up with a savegame where it reliably happens, please submit it.
- Sun Jul 29, 2018 9:46 pm
- Forum: Exult Discussion
- Topic: Placement of Items in Containers
- Replies: 9
- Views: 3603
Re: Placement of Items in Containers
I've made an attempt to fix this. You might have to start a new game to see the change.
- Sat Jul 21, 2018 9:25 pm
- Forum: Exult Discussion
- Topic: Placement of Items in Containers
- Replies: 9
- Views: 3603
Re: Placement of Items in Containers
Perhaps I'm seeing it by just dropping items on a character, like Iolo at the start. The items aren't all stacked at the edge; but they're not spread out evenly either, and some are on top of each other even though there's lots of room.
- Wed Jun 06, 2018 10:05 pm
- Forum: Exult Discussion
- Topic: Mandatory mod update thread 2018
- Replies: 22
- Views: 12315
Re: Mandatory mod update thread 2018
Mostly bug-fixing mode for now. Some users are working on mods, as you can read in this forum.
- Mon May 21, 2018 8:13 pm
- Forum: Exult Discussion
- Topic: Exult Studio hotkey not working?
- Replies: 12
- Views: 3045
Re: Exult Studio hotkey not working?
If you're using Ubuntu, I seem to remember a problem with the 'alt' key working with Exult.
- Fri Apr 06, 2018 12:57 am
- Forum: Exult Discussion
- Topic: Using the Exult for a commerical standalone game?
- Replies: 3
- Views: 1803
Re: Using the Exult for a commerical standalone game?
You could enhance the engine to support video cut-scenes. We just never got around to doing it.
- Sun Dec 31, 2017 7:06 pm
- Forum: Exult Discussion
- Topic: Android port via Java - continued discussion
- Replies: 130
- Views: 44315
Re: Android port via Java - continued discussion
Yes, it has, because: 1. There didn't seem to be much interest in it. 2. When I replaced my phone, I didn't get around to setting it up to develop. I'd also have to re-establish a development environment on my PC after at least a couple OS upgrades. 3. Being a separate line of code, it wasn't gettin...
- Sun Dec 31, 2017 7:00 pm
- Forum: Exult Discussion
- Topic: Exult snapshot for reliable game play
- Replies: 8
- Views: 2599
Re: Exult snapshot for reliable game play
The advantage of Exult is that we can fix the bugs. The original used to crash on me all the time.
Or why not play both?
Or why not play both?
- Thu Jul 13, 2017 9:44 pm
- Forum: Exult Discussion
- Topic: FYI
- Replies: 6
- Views: 2623
Re: FYI
I don't think the customers will be happy when they realize it's useless without a copy of Ultima7.
- Thu Jul 13, 2017 9:40 pm
- Forum: Exult Discussion
- Topic: Not getting fully dark
- Replies: 72
- Views: 34140
Re: Not getting fully dark
If you haven't already, you could submit this as a bug and I could take a look.
- Thu May 18, 2017 7:53 pm
- Forum: Exult Discussion
- Topic: UI_error_message not working?
- Replies: 1
- Views: 1602
Re: UI_error_message not working?
I'll have to take a look, but it might be a few days.
- Thu May 11, 2017 4:08 pm
- Forum: Exult Discussion
- Topic: Combat
- Replies: 23
- Views: 10725
Re: Combat
Looks like we're checking a path from the top of the attacker to the bottom of the target. Not really correct, though it's probably okay in most cases. Maybe it should start from 2/3 of the height of the attacker, and to to the middle of the defender.
- Wed May 10, 2017 9:02 pm
- Forum: Exult Discussion
- Topic: Combat
- Replies: 23
- Views: 10725
Re: Combat
I hope they're not backing up THROUGH walls. That would be a bug.
And arrows should not go through things either. I'll have to check, but I think an NPC won't fire if there isn't a clear path.
And arrows should not go through things either. I'll have to check, but I think an NPC won't fire if there isn't a clear path.
- Tue May 02, 2017 5:13 pm
- Forum: Exult Discussion
- Topic: Combat
- Replies: 23
- Views: 10725
Re: Combat
An NPC should now try to step back if he's closer than his weapon's reach, so it should be better now.
- Mon May 01, 2017 9:44 pm
- Forum: Exult Discussion
- Topic: Combat
- Replies: 23
- Views: 10725
Re: Combat
Thanks! It is possible we could make the NPC's smarter using the pathfinder; ie, search for a spot where there is a clear shot instead of just picking a random one. Still thinking about that.
- Sun Apr 30, 2017 11:39 pm
- Forum: Exult Discussion
- Topic: Combat
- Replies: 23
- Views: 10725
Re: Combat
Back with sore feet. Could use another croissant; maybe Marzo could send one. :-) I only tried to fix the problem with ranged weapons, where NPC's would run adjacent to the target if they didn't have a clear shot. Now they wander a bit, then try again. I wanted to hear from users if there are any pr...
- Sun Apr 09, 2017 12:30 am
- Forum: Exult Discussion
- Topic: Combat
- Replies: 23
- Views: 10725
Re: Combat
Just checked in my first try at having an NPC back off if he's attacked, and he's closer than his own weapon's reach.
I also see some strange logic where, if an NPC with a ranged weapon doesn't have a clear path, he tries to run all the way up to his target. Will look into this next.
I also see some strange logic where, if an NPC with a ranged weapon doesn't have a clear path, he tries to run all the way up to his target. Will look into this next.
- Sat Apr 08, 2017 5:21 am
- Forum: Exult Discussion
- Topic: Usecode for Shapes above 1024?
- Replies: 7
- Views: 2459
Re: Usecode for Shapes above 1024?
For higher numbered shapes, you can specify usecode for them using the "#shape(nnnn)" or "#object(nnnn)" directive in a function's definition.
So if you have, say, a piano with shape 0x701, you could write
void piano_function #object(0x701) {
...
So if you have, say, a piano with shape 0x701, you could write
void piano_function #object(0x701) {
...
- Wed Apr 05, 2017 5:51 pm
- Forum: Exult Discussion
- Topic: Combat
- Replies: 23
- Views: 10725
Re: Combat
I don't remember ever trying manual combat in U7. How do you turn it on? I agree that the first thing to look at is why the NPC's crowd each other. I just set up a saved game where the Avatar has a halberd of range 5, and he's fighting an NPC with a sword with range 3. But they just stand there at d...
- Mon Apr 03, 2017 7:30 pm
- Forum: Exult Discussion
- Topic: UI_create_barge_object intrinsic
- Replies: 30
- Views: 10318
Re: UI_create_barge_object intrinsic
Could be possible. Interesting idea.
- Sat Apr 01, 2017 10:13 pm
- Forum: Exult Discussion
- Topic: UI_create_barge_object intrinsic
- Replies: 30
- Views: 10318
Re: UI_create_barge_object intrinsic
Looking through the usecode disassembly for the copy of SI+SS that I have, the only time I see an egg shape # (0113H) used is in calls to 'find_nearby'.
- Tue Mar 28, 2017 8:55 pm
- Forum: Exult Discussion
- Topic: UI_create_barge_object intrinsic
- Replies: 30
- Views: 10318
Re: UI_create_barge_object intrinsic
How useful would it be to have a UI_create_egg intrinsic? It would have to be a bit complicated, with parameters to set all the criteria, plus different ones for each egg type. Are there things you can only do this way, vs creating an egg in ES and then, say, changing its usecode function?
- Mon Mar 27, 2017 6:04 pm
- Forum: Exult Discussion
- Topic: Farm Schedule Does Not Cut Crops
- Replies: 5
- Views: 3338
Re: Farm Schedule Does Not Cut Crops
Thanks! I might fiddle with it a bit more, maybe get the crops to grow more gradually.
- Sun Mar 26, 2017 9:36 pm
- Forum: Exult Discussion
- Topic: Farm Schedule Does Not Cut Crops
- Replies: 5
- Views: 3338
Re: Farm Schedule Does Not Cut Crops
Okay... the crops now get cut.
But in the original, if you leave the area and come back, they're restored. I didn't see an easy way to do that, and didn't care much for it anyway. Instead, at the start of the schedule, you'll see several of the plants grow back. I think I like it this way.
But in the original, if you leave the area and come back, they're restored. I didn't see an easy way to do that, and didn't care much for it anyway. Instead, at the start of the schedule, you'll see several of the plants grow back. I think I like it this way.
- Sat Mar 25, 2017 8:30 pm
- Forum: Exult Discussion
- Topic: Farm Schedule Does Not Cut Crops
- Replies: 5
- Views: 3338
Re: Farm Schedule Does Not Cut Crops
Ok, ok, I'll look at that one next.
- Sat Mar 25, 2017 7:25 pm
- Forum: Exult Discussion
- Topic: UI_create_barge_object intrinsic
- Replies: 30
- Views: 10318
Re: UI_create_barge_object intrinsic
Playing around: 1. I noticed that creating a barge through the shape browser wasn't doing it correctly, so I'm fixing that. 2. But double-clicking a barge itself doesn't do anything; you need to have barge 'parts' on top of it. For example, placing a piece of the cart over the new barge and double-c...
- Sat Mar 25, 2017 6:29 pm
- Forum: Exult Discussion
- Topic: UI_create_barge_object intrinsic
- Replies: 30
- Views: 10318
Re: UI_create_barge_object intrinsic
I can see why the eggs created in Usecode don't work, and am thinking about a solution. We might need to add a 'create_egg' intrinsic.
But the barges *ought* to work, so I'm looking at that too. Something's wrong...
But the barges *ought* to work, so I'm looking at that too. Something's wrong...
- Thu Mar 16, 2017 2:40 am
- Forum: Exult Discussion
- Topic: Possible Bug with Desk Work
- Replies: 9
- Views: 2574
Re: Possible Bug with Desk Work
A little fiddling today. It's true that we weren't placing items or picking them up from the desk itself, and that's fixed now. We do create sealing wax. It's random, so you might not see it that often. I also checked that the NPC will open the shutters during the day. Maybe we don't search far enou...
- Wed Mar 15, 2017 4:00 pm
- Forum: Exult Discussion
- Topic: Combat
- Replies: 81
- Views: 26872
Re: Combat
Yes, getting each NPC to back away to his weapon's maximum range would be a good first step.
- Tue Mar 14, 2017 6:29 pm
- Forum: Exult Discussion
- Topic: Combat
- Replies: 81
- Views: 26872
Re: Combat
I'll look at combat next, since that seems to get the most criticism.
- Mon Mar 13, 2017 2:59 am
- Forum: Exult Discussion
- Topic: Waiter Schedule thread
- Replies: 2
- Views: 1698
Re: Waiter Schedule thread
Currently, we use tables, stoves, cauldron and search for these to find the kitchen: static int shapes[] = {333, 1018, 1003, // Tables. 664, 872, // Stoves 995}; // Cauldron Plate: 717 Food, pot: if (cooking) { // Find food, pot. cnt += npc->get_objects(items, 377, c_any_qual, c_any_framenum); cnt +...
- Fri Mar 10, 2017 11:47 pm
- Forum: Exult Discussion
- Topic: Combat
- Replies: 81
- Views: 26872
Re: Combat
Waiters clean up plates and leftover food now. I think I'm about done, other than fixing problems you may find, and using Knight Captain's idea for setting plate shapes. Although one more idea: When the waiter is standing at the counter after serving everyone, and one of the customers yells for more...
- Wed Mar 08, 2017 9:36 pm
- Forum: Exult Discussion
- Topic: Combat
- Replies: 81
- Views: 26872
Re: Combat
More fiddling with the schedule, so the waiter will sometimes put food on the prep tables. Didn't see any cases of multiple food items being placed before customers, though.
- Wed Mar 08, 2017 4:49 pm
- Forum: Exult Discussion
- Topic: Combat
- Replies: 81
- Views: 26872
Re: Combat
Thanks for the report! I'll look for them putting food down when there's still some there, as that's not supposed to happen. And I need to have them put items on the prep tables as they 'cook'. Currently they only pick them up, and then put them by the customers. Maybe later today. The last major th...
- Mon Mar 06, 2017 9:27 pm
- Forum: Exult Discussion
- Topic: Combat
- Replies: 81
- Views: 26872
Re: Combat
The crash Dominus reported on March 3 was fixed later that day, so try a more recent version. Or maybe I broke something else...
- Sat Mar 04, 2017 10:19 pm
- Forum: Exult Discussion
- Topic: Combat
- Replies: 81
- Views: 26872
Re: Combat
This might be the first time I've looked at that file. Yes, would make sense to have a 'plates' section. The 'prep tables' and stoves should also probably go there.
- Fri Mar 03, 2017 11:32 pm
- Forum: Exult Discussion
- Topic: Combat
- Replies: 81
- Views: 26872
Re: Combat
That's probably the solution.
- Fri Mar 03, 2017 7:44 pm
- Forum: Exult Discussion
- Topic: Combat
- Replies: 81
- Views: 26872
Re: Combat
Thanks! Easy fix. Still have lots to do, but I'm happy with how it's turning out. The waiter now goes around and takes orders, then goes to the kitchen (if we find it, which is sometimes a problem), comes back, and gives them all their food. She then waits at a counter for a bit (if there is a count...
- Thu Mar 02, 2017 8:41 pm
- Forum: Exult Discussion
- Topic: Combat
- Replies: 81
- Views: 26872
Re: Combat
I like Knight's idea for setting the plates. As to why schedules were hard-coded instead of done in usecode, we can only guess. Maybe it was too slow, thought that probably wouldn't be a problem now. Dominus: Not surprised if I broke something. Hopefully we'll get an example I can look at. My only t...
- Wed Mar 01, 2017 10:55 pm
- Forum: Exult Discussion
- Topic: Combat
- Replies: 81
- Views: 26872
Re: Combat
From what I saw browsing in Dosbox, the plates were randomly white or wood. I'm pretty sure I saw different ones used at the same table. That's how I have it now in Exult. But I could change that to match the tables.