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PostPosted: Sat Mar 27, 2010 12:02 pm 
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Darkshine Knight (Extremist fanatic)
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Joined: Sat Feb 20, 2010 1:07 pm
Posts: 2533
Bugs in 2.7.4:
-If you try to take any screenshots, the whole image gets just pitch black. That's very nasty because it makes bug report hard (and prevents you from taking cool screenshots from your epic battle with the arch-lich :x)
-In Wizard Starter, the bookstands in the room with the 4 bookshelfs give a message "BookStand cannot read" if you bump them. I wanted to make a screenshot of that bug, but because of the screenshot bug I could'nt.
-There are also collision control bugs that make it almost impossible to jump from the 3rd to the 4th floating platform over the lava pit and to jump on the crates in the room with the Book of Unlock. The character jumps about 1mm high and then he bumps an invisible obstacle, what makes it almost impossible to escape the crate zone again. (I needed 5 minutes to make it)
-If you are in a pot, you can hardly escape it because you fall always in it again if you try to jump out. [/list]


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PostPosted: Sat Mar 27, 2010 1:40 pm 
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Squirrel Knight (Administrator)
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Joined: Wed Jul 23, 2008 1:27 am
Posts: 3818
Location: Norway
All these bugs should be fixed in 2.8.0 :)


Here is a full list of current changes since 2.7.4
Code:
Version 2.8.0 (??.??.2010)
- New Feature: Impemented a new Darkvision skill that allows creatures or players to see in darkness
  without a normal lightsource. Current classes that have this skill are Elf, G'nome and Zombor.
- New Feature: New side quest called "The Imprisoned One". A great ancient evil is breaking free from
  it's imprisoment and you have to delve down into his tower of prison and seal him for good! This quest
  line currently features three new modules and there are two more planned.
- New Feature: New spells, magical items, monsters and other fun stuff!
- New Feature: Another new Starter Module based on a classic nethack character - The Valkyrie class!
- New Feature: A new XP bar is shown below your character portrait to display level up progress.
- New Feature: Major improvements to how Egoboo handles objects and the GOR.
- New Feature: Improved AI by adding Line of Sight detection for targeting.
- New Feature: Improved UI by implementing in-game pop up text.
- New Feature: Implemented a new file system based on PhysFS to improve file handling.
- Update: Implemented support for limitless particle types. Added about 15 new particle effects at the
  same time.
- Update: Reduced the difficulty for the Tourist Starter module.
- Update: Bats can now fly up and down depending on where their enemies are.
- Update: Improved the way models are loaded into memory and drawn.
- Update: Further tweaks to improve the physics engine.
- Update: Halved the permanent mana and life loss from using potions.
- Update: Various AI script optimizations to increase game performance.
- Update: Added support for up to 32 joystick buttons.
- Update: Backstabs now deal double damage and that damage is also increased by dexterity.
- Update: Various GUI improvements to make it easier to navigate and use.
- Update: Improved the texture detail for all the title images and replaced some with better ones.
- Update: Vampires and Shuffling Heaps are significantly weaker than before.
- Update: Further improvements on the Lightning engine to boost game performance.
- Update: Made some improvements to the Protector monster.
- Update: Improved the way hitboxes works. Bumping into square things such as tables and bookcases
  is handled much better now.
- Update: Edward Blakely aka eddyster made some finishing touches on the Sandweg theme song.
- Update: Improved the way the homing particle effect was handled.
- Update: Various improvements to particle effects.
- Update: Various new class skills and updates to existing ones. See Classes.txt for a detailed list.
- Update: Fixed various formatting issues so that text, icons and bars now display better.
- Update: Made some AI and sound effect improvements to the Squirrel pet.
- Update: Reimplemented the Visual C++ redistributable package for windows users
  (Should fix a startup error complaining about configuration settings being incorrect).
- Update: The Angel Elayne in the lower Abyss now attacks undead players on sight.
- Update: Most wands have now increased charge limit making them much more useful.
- Update: The Book of Enchant can now be used to recharge wands (for a price).
- Update: The Morph spell now allows you to use [TECH] skill but disables spell casting.
  (Don't lose your spellbook after being morphed or you have no way to morph back!)
- Update: There is now always a minimum 5% chance stealing from shops will be detected.
- Update: Improved some details for the floor tiles in the Paladin Starter.
- Update: Deamon Lords have now halved life regeneration making them much easier to defeat.
- Update: The Haste spell costs less mana to sustain now.
- Update: Ghosts can now move through walls and impassable tiles.
- Update: Support for multiple new resolution formats including wide-screen.
- Update: Improved various menu UI handling and made it look nice in all resolutions.
- Update: Improved the gameplay when using the mouse as input controller.
- Update: Increased the amount of treasure loot found in the Ice Palace.
- Update: Improved the Frost Lizard AI.
- Bugfix: Fixed exploit where player could use Longbow with a Kursed weapon in the other hand.
- Bugfix: Black sheep AI fix.
- Bugfix: Wizards can now properly use "The Mageblade".
- Bugfix: Fixed missing Player spawn points in the Cobol Palace.
- Bugfix: The Vorpal Blade can no longer deal damage from distance.
- Bugfix: Battleaxes now properly requires Advanced Weapons skills to use.
- Bugfix: The Magic Carpet is no longer mountable while being held.
- Bugfix: When cookie stacks are split, they should now retain their burned and wet status.
- Bugfix: Fixed a bug in the joystick reading function. Analog joysticks should work much better now.
- Bugfix: Devil Doors should function properly again.
- Bugfix: Glyph plates in Abyss 2 should now properly display messages again.
- Bugfix: Fixed infinite sound loop being played in Abyss 2.
- Bugfix: Beating the final level now properly lets you save your character progress.
- Bugfix: Changed the use animation for Lamps so that Wizards can use them as well.
- Bugfix: All Divine Runes now properly display messages when crushed.
- Bugfix: Fixed invisible boulder trap in Archaeologist Starter
- Bugfix: Scimitars can now properly be enchanted by the Book of Enchant.
- Bugfix: Book of Summon Crabs should now properly export as a spell and not as a crab monster.
- Bugfix: Fixed bug where the Faeries in the Elf Starter would follow a lumpkin instead of the player.
- Bugfix: Water is now properly impassable terrain in Bishopia City once again.
- Bugfix: Fixed bug where items in shop were bought for only half value.
- Bugfix: Fixed mushrooms having 0 value when bought or sold.
- Bugfix: Tile Mimics can no longer move through doors and walls.
- Bugfix: Angus in Bishopia now properly gives Soul Carver as quest reward.
- Bugfix: Lich boss in the crypt now properly holds an attack spell instead of a treasure chest.
- Bugfix: Fixed a serious bug with morphing.
- Bugfix: Fixed two impassable passages in Catacombs 2 module. (Credits to Rygwryr)
- Bugfix: Fixed bug that made Ghosts invincible and Life Drain caused by Ghosts to disappear
  without a proper restoration.
- Bugfix: Catacombs 1 and Abyss 2 now properly allows up to 4 player imports instead of 1.
- Bugfix: Major bug fixed that caused modules not to unlock properly when exporting.
- Bugfix: Incorrect boss music in Water Palace fixed.
- Bugfix: Removed music resetting when loading a module.
- Bugfix: Enchantments end messages display escapes properly.
- Bugfix: Fixed some acceleration issues that made the Tourist Starter almost impossible.
- Bugfix: Fixed Lord Hagen AI movement bug in the Soldier Starter.
- Bugfix: Many, many other bugs fixed!

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PostPosted: Sat Mar 27, 2010 9:19 pm 
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Cobol (Esteemed member)
Cobol (Esteemed member)

Joined: Tue Apr 07, 2009 8:30 am
Posts: 691
Location: Australia
I really need to work on that House Module.
But I need to reinstall Linux
But I don't want to because then there's an enormous amounts of updates.
So I'm trying to wait for Fedora 13.

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Moogirl wrote:
[19:47:14] ­period jokes = not cool
[19:47:23] ­no wait it's the anus
[19:47:25] ­wtf
[19:47:46] ­a cloud cannot have that much blood


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PostPosted: Sat Mar 27, 2010 10:02 pm 
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Queen Penguin (Senior Member)
Queen Penguin (Senior Member)

Joined: Wed Jul 23, 2008 1:51 am
Posts: 6233
Location: Midrule, 'tween Lorule 'n' Hyrule
Seanbot wrote:
I really need to work on that House Module.

What was this again, the shack-you-can-keep-crap-in thing?
I guess it'd be nice to have, like to look at all the cool furniture and hang out in. lol. But the actual idea is impossible right now. ):

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penguinflyer2222 wrote:
So I don't make sense, but alas we need is epic!


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PostPosted: Sat Apr 03, 2010 7:57 pm 
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Darkshine Knight (Extremist fanatic)
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Joined: Sat Feb 20, 2010 1:07 pm
Posts: 2533
If you can't do it that way, why not just make some lockers that are saved in a separate file? They should just be saved the same way as player characters... containing the stuff as inventory items and so on... I'm not sure how items should be put in or taken out then... but that could in any way be a much easier way...


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PostPosted: Sat Apr 03, 2010 8:10 pm 
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Darkshine Knight (Extremist fanatic)
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Joined: Sat Feb 20, 2010 1:07 pm
Posts: 2533
Ahh... There is an idea. :idea: The house module could be just a template with a table and some stools. If you start it, not only the player characters get imported, but also their lockers. (Technically, the lockers could be handled as PCs.) When bumped, the locker just drops its contents (like a chest), and if you quit again, all the stuff laying around in the module gets saved and put into the locker. (Alternatively, the locker could be a helper object centered in the house that drops all its contents when initialized, if you don't like the idea of a locker in general...) That would solve the "put stuff into it" problem. I don't know it it's possible with the engine without major changes, but... I tried to make a proposal.


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PostPosted: Sat Apr 03, 2010 10:35 pm 
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Cobol (Esteemed member)
Cobol (Esteemed member)

Joined: Tue Apr 07, 2009 8:30 am
Posts: 691
Location: Australia
It' possible, but it's the whole hotseat multiplayer thing that gets some weird gameplay issues going. How can you have like 5 people in one house?

I guess if the house was large and only the owner could access the chests, but could then give them to the other players might work.

There's a lot of mechanics we have to think about when we start having multiplayer.

_________________
Moogirl wrote:
[19:47:14] ­period jokes = not cool
[19:47:23] ­no wait it's the anus
[19:47:25] ­wtf
[19:47:46] ­a cloud cannot have that much blood


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