Avenger Posted February 18, 2007 Author Share Posted February 18, 2007 new features: - store and inventory screens have been greatly improved, including item sounds, identifying items, etc. - challenge rating calculation in iwd2 This version (for windows) is also downloadable from sourceforge. Link to comment
Avenger Posted April 29, 2007 Author Share Posted April 29, 2007 Avatar transparency, blur and mirror image effects done. All rgb/gradient color manipulation are also done. Spell casting on self/target with timing and correct animations is done. Single target projectiles are working, but not rendered. Area projectiles are not yet working. GUI for Item/spell usage is improved in all games. Link to comment
Guest Guest Posted August 4, 2007 Share Posted August 4, 2007 Yes, and a bit more.There is a partial implementation of combat. (1/3 done). You can test the new improvements with custom items, like a sanctuary ring. <{POST_SNAPBACK}> Hmm... I am watching the progress with no hope you ever make it real or if so there will be just only a few of us still interested in it... To be honest the auditory decreases right now one by one... Haven't you ever thought to simulate most important functions (like increasing animo' slots, 3D&D rules and so on) on existing BG2 engine with the apllication similar to IWG? Was it even possible? And how about creating alternative to TIS file - BMPs are too large I believe - couldn'd this alternate TIS read compressed JPG? The loss of quality is rather symbolical. Well, the auditory also just increased by one. Link to comment
Avenger Posted August 4, 2007 Author Share Posted August 4, 2007 Since that note, combat works a bit better. You can use items on single targets. Link to comment
Avenger Posted August 24, 2007 Author Share Posted August 24, 2007 Recently implemented stuff: iwd2 character records are significantly improved (this affected other games' character record windows too): affects lists, stat modifiers, class abilities are now implemented or trivial to port. Immunity/bouncing effects are implemented (mostly for bg2) HideCreature flag is implemented, this is also used for Maze/Imprisonment in bg2 Feat handling is improved both for guiscripts and core, it is possible to add a new feat, with optional stat field for multi selects (though there are very few usable stat fields now). Link to comment
Avenger Posted February 22, 2008 Author Share Posted February 22, 2008 GemRB V0.3.0 (2008-02-17): New features: - TLK override handling (custom biographies and map notes) - weapon immunities - party AI - expansion playmode - more actions, triggers and effects - loading of projectile explosion animations - kit information window Also lots of bugfixes Link to comment
lynx Posted September 25, 2008 Share Posted September 25, 2008 GemRB V0.3.1 (2008-09-25): New features: - mouse scroll support - starting tob inventory - character import in iwd and how - spritecover for area animations - proper XP bonus for thieving and learning spells Improved features: - gcc 4.3 compatibility - PST bestiary - bg2 and tob game modes have been merged - bg2 and iwd2 character generation was simplified and improved - stricter dualclassing prerequisites - the cmake build system is available for other platforms too - pathfinding - starting time is now at day 0 - less memory leaks - bugfixes Link to comment
Cyrion Posted September 26, 2008 Share Posted September 26, 2008 GemRB V0.3.1 (2008-09-25): New features: - mouse scroll support - starting tob inventory - character import in iwd and how - spritecover for area animations - proper XP bonus for thieving and learning spells Improved features: - gcc 4.3 compatibility - PST bestiary - bg2 and tob game modes have been merged - bg2 and iwd2 character generation was simplified and improved - stricter dualclassing prerequisites - the cmake build system is available for other platforms too - pathfinding - starting time is now at day 0 - less memory leaks - bugfixes Hello, The wiki presents way to install based on autogen/autoconf, and don't mention cmake (not even in dependencies). Has the way of building gemrb from source changed compared to what was mentionned? Link to comment
Avenger Posted September 26, 2008 Author Share Posted September 26, 2008 cmake is an option, the original autotools way still works, and will stay so. Link to comment
zefklop Posted September 26, 2008 Share Posted September 26, 2008 cmake is operational with the latest patch I sent... I forgot to add a file in the first one. By the way, you have to launch GemRB with LD_LIBRARY_PATH=$LD_LIBRARY_PATH:./ as it does not find libgemrb_core.so otherwise. I'm trying to get rid of it but I can't figure out how. Link to comment
lynx Posted September 27, 2008 Share Posted September 27, 2008 the LD_LIBRARY_PATH thing is due to the new way cmake 2.6 handles target_link_libraries. I asume you have 2.6 already, so you should see the CMP00003 warning when configuring. Link to comment
lynx Posted February 16, 2009 Share Posted February 16, 2009 GemRB V0.3.2 (2009-02-16): New features: - default cancel button, bound to the escape key - tooltip animations and a shortcut (tab) - wrapper python classes that simplified the GUIScripts - trap detection, removal, triggering, xp, feedback, autopause - modal effects - proper xp award for dual- and multiclass actors - double click (used in the map window) - click-and-hold incrementing/decrementing - accumulate kill statistics - characters can move while the map is open - sound on item equip - arbitrary feat prerequisites in iwd2 - hard pause for all games (originally a ToB feature); triggered with 'h' - extended night areas (originally a bg2 feature) Improved features: - walking animation timing - formations (arbitrary sizes, rotation, cursor) - ppc support (no more crashes) - container/door/infopoint cursor and highlight handling - various guiscripts - cmake build system (now really works on *nix) - magic item exclusion - stores and bags - fixed attack loop when target dies - bugfixes Link to comment
Avenger Posted May 7, 2009 Author Share Posted May 7, 2009 Recent additions after 0.3.2: area projectiles work mostly (fireball, web, cloudkill, etc) knock spell works We still work on: leveling up cone projectiles A new release to be expected mid May with the above features completed. Link to comment
lynx Posted May 25, 2009 Share Posted May 25, 2009 A great release warrants a greater version number! GemRB V0.4.0 (2009-05-25): New features: - level up support in bg2 - basic party reordering - bashing of containers and doors - persistent area effects (cloudkill, stinking cloud, web, etc.) - item amount window for stack splitting (shift+click or doubleclick) - depletion of item charges - opcodes: disable spellcasting, cutscene2 (pocketplane travel), knock, clear air, polymorph, disable button - dynamic scrollbar creation (display of more than 10 kits, 24 spells) - portrait effect icons - item ability selection - character customization Improved features: - fog of war - party reformation - iwd and how guiscripts have been merged - traps - pst dialogs - regeneration, hp bonuses, healing - animations and projectiles - rewritten MVE player - ranged combat - various guiscripts - bugfixes Applied patches: #2770564 Whiteclone (pst options window bug) numerous patches from mattinm finishing the level up support a few patches from ape fixing and extending iwd #2579743 jbmetz added RPM spec files Link to comment
Avenger Posted June 22, 2009 Author Share Posted June 22, 2009 New features we still work on: Combat is now much better. Including ranged combat. Well, ranged combat works only in bg2 due to the lack of .pro files in the original games other than bg2. (I started implementing arrow projectiles for bg1). Projectiles will be much more customisable in gemrb. We already re-created most of the bg2 hardcoded projectiles using a slightly extended .pro format. DLTCEP is able to edit this format (basically just a new dword field). And explosion types are defined by areapro.2da The chargen/levelup process is also quite improved in bg1/bg2. The script system is systematically fixed from bugs starting from the beginning of the games, for example: ToB is playable up to arriving to Saradush. Link to comment
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