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Avenger

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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.

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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.

 

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.

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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).

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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

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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

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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?

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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

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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.

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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

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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.

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