The development of the game itself or new resources for it. Any new stuff you're working on would go here, as well as the discussion of in-development stuff.
This is a pretty big update to the binary since #24. Remember to update your SVN version as well Oh and the Archmage Trials is up for grabs now To get it to work properly, you will need to obtain it normally (you can't cheat your way into it).
[PlaySoundLooped isn't properly stopped on module exit
I think I took out the command that restarted the sound module when the module exited. That was causing a problem with recovering the menu music from the "music stack".
I think that you are right to use that function or maybe some function to fade all those sounds.
Okay got a new binary for all you windows users who don't compile yourself. This one seems pretty stable and works very good (only two issues I know of is the infinite jumps and reloading new modules).
Here is a full changelong for 2.6.4 so far:
[code]Version 2.7.4 (??.??.2009)
- New Feautre: 4 new divine spell runes.
- New Feature: Added a new secret class into the game - The Tourist Starter!
- New Feature: The first Hero class has been added - The Archmage! The Hero class system
allows characters to evolve into a new specialized class after beating a quest.
- Update: Added new Medkit item to the Archaeologist Starter.
- Update: Rust Eaters now deal extra damage to characters wearing metal armor.
- Update: Two new NPC's added to Bishopia.
- Update: Confusion effects no longer stack, instead now only the longer effect is applied.
- Update: Life and Mana potions can now be Enchanted into super potions.
- Update: Poison bottles can now be thrown with the Poison Use skill.
- Update: New sound effect for speed potions.
- Update: Truesight now allows characters to read scriptures and even use scrolls.
- Update: Minotores now have grab, drop and parry animations.
- Update: Various new and improved title images.
- Update: Added some more extensive debugging and graphics initialization routines.
- Update: Major updates to the lightning engine.
- Update: Rings now sparkle so that they are more visible.
- Update: Improved Linux and Macintosh compatability.
- Update: Some various rebalancing.
- Update: Improved the Hell Rover AI and added some new animations.
- Bugfix: Particle reflections work properly again.
- Bugfix: Jungle warriors are now properly afraid of water.
- Bugfix: Invisible chests in the Shadow Palace should no longer be visible.
- Bugfix: Fixed bug that halved the mana cost for deflecting projectiles.
- Bugfix: Switches can no longer be killed.
- Bugfix: Egoboo should no longer crash in 24-bit color mode.
- Bugfix: Fixed some minor particle rendering bugs.
- Bugfix: Significant tweaks to improve the physics engine.
- Bugfix: Land Mines should work properly again.
- Bugfix: Fixed numerous bugs in the final boss fight.
- Bugfix: Ghouls should no longer return from the dead when already alive.
- Bugfix: Fixed impassable passage in Catacombs 1.
- Bugfix: Fixed a serious bug that caused the quest system to fail.
- Bugfix: Fixed bug that made the Global Object Repository to fail on Windows.
- Bugfix: Minor graphics fixes.
- Bugfix: Fixed the Unlock spell having unlimited range.
- Bugfix: Mosquitoes should now properly increase size when filled with blood.
- Bugfix: Intelligence and wisdom bonus effect to spells should now work properly again.
- Bugfix: The Giant Scorpion boss music should now play properly.
- Bugfix: Mephits stop flying when killed now.
- Bugfix: Fixed experience bonus from high intelligence and wisdom not working.
- Bugfix: Beneficial spells can now properly target allies.
- Bugfix: Enchantments that give Kurse Seeing should properly work now.
- Bugfix: Looped sounds should now work again.
- Bugfix: Fixed some buggy spawning points.
- Note: The Worldmap module was removed until it is in a more finished state.[/code]
Yes, but you can always add it back by copying it to 2.7.4's folder. Anyway, it's for good reason, and hopefully it will be in a more finished state soon enough, maybe the next release.
I know that. But some people who play the game, and don't really develop the game or hack the games system (Known as normal players), won't be able to do that. And they'll be pissed, because they won't get why.
If they don't read the changelog, that is. Some do.. and besides, I know everybody isn't going to take advantage of the easily edited system. I know everybody won't read the changelog, or copy a module. But some "normal players" do... And actually I think "hack the system" is a bit of a strong choice of words there..
For those players who don't do any of that, I'm sorry, but that's just the way it goes.. I could try to help get the world map in a more finished state for those players, though, if you want. Just the way it goes.. I understand how you're trying to express your opinion here.
aleco614 wrote:It's not that I have a huge problem with it, but I think the average person who plays the game might. Either way, it's not a big issue.
There is no such average persons, I think.
It would be... weird. Egoboo isn't a big commerical game, it's small, open source, non popular free game, so everyone slowly begins to edit stuff and like that.
Once upon a time, when unicorns roamed the earth...
What?!
You're confusing me.
You said you were arguing (originally) that some people might want the world map in but not be experienced in hacking and couldn't resolve their own problem without help.
Now you're telling me you're arguing that nobody here will have that problem.