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  • Dec 06, 2009
    r142 (Implemented an old Celtic Minstrel's suggestion : the kill_m...) committed by overmenshin@yahoo.co.uk   -   Implemented an old Celtic Minstrel's suggestion : the kill_monst() function does now work on a local copy of the monster. That should be safer and fix all problems with faulty special nodes chains (like in Bandits 2 when the final pink boss form is destroyed then immediately replaced with the blue boss form, so that the "special on death" node checked is the new blue boss one ... effectively locking the game in that case) Chokboyz
    Implemented an old Celtic Minstrel's suggestion : the kill_monst() function does now work on a local copy of the monster. That should be safer and fix all problems with faulty special nodes chains (like in Bandits 2 when the final pink boss form is destroyed then immediately replaced with the blue boss form, so that the "special on death" node checked is the new blue boss one ... effectively locking the game in that case) Chokboyz
  • Nov 17, 2009
    r141 (Continued Editor Doc cleanup.) committed by w-dueck@calref.co.cc   -   Continued Editor Doc cleanup.
    Continued Editor Doc cleanup.

Earlier this year

  • Nov 11, 2009
    r140 (Began cleanup of editor docs. -Added CSS and navbar from gam...) committed by w-dueck@calref.co.cc   -   Began cleanup of editor docs. -Added CSS and navbar from game docs. -Performed basic cleanup of <head>. -Fully cleaned up Contents.html, About.html
    Began cleanup of editor docs. -Added CSS and navbar from game docs. -Performed basic cleanup of <head>. -Fully cleaned up Contents.html, About.html
  • Nov 09, 2009
    r139 (* Scenario and character editors code tweaked so that it com...) committed by overmenshin@yahoo.co.uk   -   * Scenario and character editors code tweaked so that it compiles with newer windres.exe version and Code::Blocks IDE. Code::Blocks project files included for both Editor and the sound DLL project (seems like speed optimization breaks the scenario editor : monster and item dialogs doesn't accept any entered value). * Cleaned unused variable in Scenario and Character editors code. Chokboyz
    * Scenario and character editors code tweaked so that it compiles with newer windres.exe version and Code::Blocks IDE. Code::Blocks project files included for both Editor and the sound DLL project (seems like speed optimization breaks the scenario editor : monster and item dialogs doesn't accept any entered value). * Cleaned unused variable in Scenario and Character editors code. Chokboyz
  • Nov 08, 2009
    r138 (* Tweaked and rewrote some part of the code so that newer ve...) committed by overmenshin@yahoo.co.uk   -   * Tweaked and rewrote some part of the code so that newer versions of Windres.exe works and it compiles in Code::Block (side effect, Dev-Cpp may now warn about Ressource duplication during compilation but it's harmless and has no effect). Code::Block project file is now included. Chokboyz
    * Tweaked and rewrote some part of the code so that newer versions of Windres.exe works and it compiles in Code::Block (side effect, Dev-Cpp may now warn about Ressource duplication during compilation but it's harmless and has no effect). Code::Block project file is now included. Chokboyz
  • Nov 08, 2009
    r137 (* Cleaned some remaining Exile 3 dialogs (Ishad Nha) * Added...) committed by overmenshin@yahoo.co.uk   -   * Cleaned some remaining Exile 3 dialogs (Ishad Nha) * Added a way to force kill the party with the Kill node (if ex1b is set to 2, then force kill. Editor node text updated.) * Implemented Home, Page Up/Down and End for diagonal movement (a side effect is that the Keypad diagonal movement is now working with either Numlock on or off). That should help with keyboard missing numkeypad. Chokboyz
    * Cleaned some remaining Exile 3 dialogs (Ishad Nha) * Added a way to force kill the party with the Kill node (if ex1b is set to 2, then force kill. Editor node text updated.) * Implemented Home, Page Up/Down and End for diagonal movement (a side effect is that the Keypad diagonal movement is now working with either Numlock on or off). That should help with keyboard missing numkeypad. Chokboyz
  • Nov 06, 2009
    r136 (Some more minor documentation changes.) committed by w-dueck@calref.co.cc   -   Some more minor documentation changes.
    Some more minor documentation changes.
  • Oct 30, 2009
    r135 (*Fixed the Ctrl key behavior when in look mode : one can now...) committed by overmenshin@yahoo.co.uk   -   *Fixed the Ctrl key behavior when in look mode : one can now multilook by keeping the Ctrl key pressed. (note that it fixes the bug : pressing the down arrow in look mode actually looks but don't quit the look mode after) *Little cleaning (debug leftover and extended events initialization to the 100 possible) Chokboyz
    *Fixed the Ctrl key behavior when in look mode : one can now multilook by keeping the Ctrl key pressed. (note that it fixes the bug : pressing the down arrow in look mode actually looks but don't quit the look mode after) *Little cleaning (debug leftover and extended events initialization to the 100 possible) Chokboyz
  • Oct 29, 2009
    r134 (*Minor corrections to the previous commit. *Get rid of a gra...) committed by overmenshin@yahoo.co.uk   -   *Minor corrections to the previous commit. *Get rid of a graphical glitch on a the left of the screen that could appears on higher resolutions. Chokboyz
    *Minor corrections to the previous commit. *Get rid of a graphical glitch on a the left of the screen that could appears on higher resolutions. Chokboyz
  • Oct 28, 2009
    r133 (Commited for Ishad Nha: Changes for this version of the Bla...) committed by w-dueck@calref.co.cc   -   Commited for Ishad Nha: Changes for this version of the Blades of Exile 2009 Scenario Editor: Fixed message about deleting towns when you want to create Scenario Text.txt. I updated the Editor to include an outdoor zone report. I added the four scenario flags to the Scenario Object Report, because they reveal whether a scenario is Mac or Windows. Reports may crash if the scenario is Mac. I introduced the repeat print of last file, it automatically prints a new version of the last report file to be printed. It is activated by Ctrl + P and accompanied by a message in the text area. Town report now lists all special nodes and dialog nodes. along with the relevant text messages. Irrelevant lines have been removed. The special nodes listings can be extended to scenario and outdoor reports. Scenario and town timers have been added to reports. Tables have been included in scenario, outdoor and town reports showing the lengths of the relevant strings. (For some reason the last 40 outdoor strings caused a crash of the Editor.) Now all three types of report show the full details for special nodes. Ctrl + (Number) shortcuts have been introduced for Town and Outdoor menus. Area Rectangles now show the lower right coordinates too. All menus now have hot keys for each item.
    Commited for Ishad Nha: Changes for this version of the Blades of Exile 2009 Scenario Editor: Fixed message about deleting towns when you want to create Scenario Text.txt. I updated the Editor to include an outdoor zone report. I added the four scenario flags to the Scenario Object Report, because they reveal whether a scenario is Mac or Windows. Reports may crash if the scenario is Mac. I introduced the repeat print of last file, it automatically prints a new version of the last report file to be printed. It is activated by Ctrl + P and accompanied by a message in the text area. Town report now lists all special nodes and dialog nodes. along with the relevant text messages. Irrelevant lines have been removed. The special nodes listings can be extended to scenario and outdoor reports. Scenario and town timers have been added to reports. Tables have been included in scenario, outdoor and town reports showing the lengths of the relevant strings. (For some reason the last 40 outdoor strings caused a crash of the Editor.) Now all three types of report show the full details for special nodes. Ctrl + (Number) shortcuts have been introduced for Town and Outdoor menus. Area Rectangles now show the lower right coordinates too. All menus now have hot keys for each item.
  • Oct 18, 2009
    r132 (*Finished cleaning the Win32 code so that the game compiles ...) committed by overmenshin@yahoo.co.uk   -   *Finished cleaning the Win32 code so that the game compiles again. *Fixed the SDF[0][0] being set to 1 when killing wandering or summoned monsters. Chokboyz
    *Finished cleaning the Win32 code so that the game compiles again. *Fixed the SDF[0][0] being set to 1 when killing wandering or summoned monsters. Chokboyz
  • Oct 13, 2009
    issue 20 (Scenario Browser) commented on by celtic.m...@gmail.com   -   Hmm, it's definitely very low priority. We can keep this idea in mind for when the game is mostly finished in other respects, but that won't be for quite awhile...
    Hmm, it's definitely very low priority. We can keep this idea in mind for when the game is mostly finished in other respects, but that won't be for quite awhile...
  • Oct 12, 2009
    r131 (* Implemented working town difficulty for the next scenario ...) committed by overmenshin@yahoo.co.uk   -   * Implemented working town difficulty for the next scenario formats * Fixed the "reversed bashing/lockpicking difficulty scale" * Corrected a typo when including "consts.h" Chokboyz
    * Implemented working town difficulty for the next scenario formats * Fixed the "reversed bashing/lockpicking difficulty scale" * Corrected a typo when including "consts.h" Chokboyz
  • Oct 10, 2009
    issue 20 (Scenario Browser) reported by w-dueck@calref.co.cc   -   (reposting here, I think I picked a bad time to post this at SW) OK, here's an idea that might be a little out there, but what if we could add a 'scenario browser' to the custom scenario dialog? My idea is that, when the user clicks the 'custom scenarios' button, there'll be a link at the bottom of the dialog box that says 'Get more scenarios...' or some such. When the user clicks on this, then are presented with a window containing a table/listing of scenarios. This data would come from an XML file pulled from a url (this url would be configurable in the ini file, so a user could switch between 'The sub-official Community-updated database of scenarios' or, for example, 'Celtic Minstrel's uber-awesome list of utility scenarios' (or perhaps we could have an array of them stored, and users could pick the used file from a drop-down in the dialog box)). My idea of the XML structure is shown below. Anyway, the user could click a scenario to see more info about it (author, version, a link to CSR, etc.) or be able to sort and filter the choices. Then they pick one to download, and BoE gets the archive of the scenario from the URL given by the XML file, unzips it into the scenarios folder (you'd have to have a way to prevent overwrites and the like), and (if there is a readme) gives a prompt to open the readme file and/or start the scenario, or keep downloading scenarios.
    (reposting here, I think I picked a bad time to post this at SW) OK, here's an idea that might be a little out there, but what if we could add a 'scenario browser' to the custom scenario dialog? My idea is that, when the user clicks the 'custom scenarios' button, there'll be a link at the bottom of the dialog box that says 'Get more scenarios...' or some such. When the user clicks on this, then are presented with a window containing a table/listing of scenarios. This data would come from an XML file pulled from a url (this url would be configurable in the ini file, so a user could switch between 'The sub-official Community-updated database of scenarios' or, for example, 'Celtic Minstrel's uber-awesome list of utility scenarios' (or perhaps we could have an array of them stored, and users could pick the used file from a drop-down in the dialog box)). My idea of the XML structure is shown below. Anyway, the user could click a scenario to see more info about it (author, version, a link to CSR, etc.) or be able to sort and filter the choices. Then they pick one to download, and BoE gets the archive of the scenario from the URL given by the XML file, unzips it into the scenarios folder (you'd have to have a way to prevent overwrites and the like), and (if there is a readme) gives a prompt to open the readme file and/or start the scenario, or keep downloading scenarios.
  • Oct 10, 2009
    issue 19 (Lockpicking and town difficulty) commented on by overmenshin@yahoo.co.uk   -   Not checked the Mac version, but in the Windows code, the difficulty setting is indeed useless (because never set). Moreover, the difficulty scale for lockpicking/bashing is reversed (door with difficulty 0 is harder to picklock/bash than door with difficulty 4). The lockpick skill is checked correctly when lockpicking. Chokboyz
    Not checked the Mac version, but in the Windows code, the difficulty setting is indeed useless (because never set). Moreover, the difficulty scale for lockpicking/bashing is reversed (door with difficulty 0 is harder to picklock/bash than door with difficulty 4). The lockpick skill is checked correctly when lockpicking. Chokboyz
  • Oct 09, 2009
    issue 19 (Lockpicking and town difficulty) reported by celtic.m...@gmail.com   -   According to ADoS: "I tested the original BoE and it behaves in the same way. A level 1 character with 6 HP, 1 each of STR/DEX/INT and no other stats, equipped with a strength 1 lockpick, will successfully pick strength 4 locks in a difficulty 10 town about 90% of the time. With a strength 10 pick it seems to be 100% of the time. Why bother investing in lockpicking then?" So, the chance of successfully picking a lock seems to be independent of both lockpicking skill and town difficulty; it should depend on both. Might be a Windows-only bug; unsure at this point.
    According to ADoS: "I tested the original BoE and it behaves in the same way. A level 1 character with 6 HP, 1 each of STR/DEX/INT and no other stats, equipped with a strength 1 lockpick, will successfully pick strength 4 locks in a difficulty 10 town about 90% of the time. With a strength 10 pick it seems to be 100% of the time. Why bother investing in lockpicking then?" So, the chance of successfully picking a lock seems to be independent of both lockpicking skill and town difficulty; it should depend on both. Might be a Windows-only bug; unsure at this point.
  • Sep 24, 2009
    r130 (Minor adjustments to the last commit. Chokboyz) committed by overmenshin@yahoo.co.uk   -   Minor adjustments to the last commit. Chokboyz
    Minor adjustments to the last commit. Chokboyz
  • Sep 24, 2009
    r129 (w of the dueck Here is the collection of files that have b...) committed by w-dueck@calref.co.cc   -   w of the dueck Here is the collection of files that have been altered so far. Changes made: ' [ ' is an additional zoom in/zoom out key. Ctrl + Arrow keys introduced for loading previous/next town and for outdoor zones above/below/left/right. Added a comment about which Ctrl + Letter shortcuts were still available. Town menu was rearranged. Graying out of menus has been updated. Version date is now shown in the Help > About Blades Scenario Editor dialog. Three new hotkeys: "^A", 213, ASCII, "^B", 214, ASCII, "^V", 312, ASCII New scenario object write up: BoE Scenario Object data.txt regards Ishad Nha
    w of the dueck Here is the collection of files that have been altered so far. Changes made: ' [ ' is an additional zoom in/zoom out key. Ctrl + Arrow keys introduced for loading previous/next town and for outdoor zones above/below/left/right. Added a comment about which Ctrl + Letter shortcuts were still available. Town menu was rearranged. Graying out of menus has been updated. Version date is now shown in the Help > About Blades Scenario Editor dialog. Three new hotkeys: "^A", 213, ASCII, "^B", 214, ASCII, "^V", 312, ASCII New scenario object write up: BoE Scenario Object data.txt regards Ishad Nha
  • Sep 24, 2009
    r128 (Fixed some minor errors in the Blades of Exile Base. Chokbo...) committed by overmenshin@yahoo.co.uk   -   Fixed some minor errors in the Blades of Exile Base. Chokboyz
    Fixed some minor errors in the Blades of Exile Base. Chokboyz
  • Sep 20, 2009
    r127 (Blades of Exile : *SDF[0][x] can now be set/checked by using...) committed by overmenshin@yahoo.co.uk   -   Blades of Exile : *SDF[0][x] can now be set/checked by using the "Set SDF" debug command (Shift-S). Scenario Editor : *Implemented Ishad Nha's "Concise Town report" function (accessible under Town Advanced). Chokboyz
    Blades of Exile : *SDF[0][x] can now be set/checked by using the "Set SDF" debug command (Shift-S). Scenario Editor : *Implemented Ishad Nha's "Concise Town report" function (accessible under Town Advanced). Chokboyz
  • Sep 18, 2009
    r126 (*Fixed a typo in the "Small Rebellion" scenario's name. *In ...) committed by overmenshin@yahoo.co.uk   -   *Fixed a typo in the "Small Rebellion" scenario's name. *In dialogue mode, if the text box is enabled, it now has focus by default. Chokboyz
    *Fixed a typo in the "Small Rebellion" scenario's name. *In dialogue mode, if the text box is enabled, it now has focus by default. Chokboyz
  • Sep 15, 2009
    r125 (- Added some terrain graphics - Stripped out the navbar in t...) committed by celtic.minstrel.ca   -   - Added some terrain graphics - Stripped out the navbar in the docs to a separate JS file, to reduce redundancy and improve maintainability - Probably other stuff that I have long forgotten; hopefully nothing code-breaking.
    - Added some terrain graphics - Stripped out the navbar in the docs to a separate JS file, to reduce redundancy and improve maintainability - Probably other stuff that I have long forgotten; hopefully nothing code-breaking.
  • Sep 15, 2009
    r124 (Corrected the custom graphic file loading procedure in the S...) committed by overmenshin@yahoo.co.uk   -   Corrected the custom graphic file loading procedure in the Scenario Editor, so that files/folders with point . characters in their name won't prevent correct loading. (useful if we plan to use a "scenario_filename.exr" ressource folder). Chokboyz
    Corrected the custom graphic file loading procedure in the Scenario Editor, so that files/folders with point . characters in their name won't prevent correct loading. (useful if we plan to use a "scenario_filename.exr" ressource folder). Chokboyz
  • Sep 04, 2009
    r123 (I think the cleanup of the game documentation is done. - Add...) committed by w-dueck@calref.co.cc   -   I think the cleanup of the game documentation is done. - Added navigation bar to all game docs. See game/nav.txt - Put the GNU GPL into a file, game/Licensing.html
    I think the cleanup of the game documentation is done. - Added navigation bar to all game docs. See game/nav.txt - Put the GNU GPL into a file, game/Licensing.html
  • Aug 30, 2009
    r122 ('Finishedexit) committed by w-dueck@calref.co.cc   -   'Finishedexit
    'Finishedexit
  • Aug 03, 2009
    r121 (Well, at present the Windows code for the actual game almost...) committed by celtic.minstrel.ca   -   Well, at present the Windows code for the actual game almost compiles. The current goal is to undo all the things that Ormus did to make this job difficult. Basically, remove as many as possible of the dependencies of the source files in the tools and classes folders on source files not in those folders. (With the exception that files in the classes folder may depend on files in the tools folder.) In this commit, several changes were made. - Project file modified, may need further modification. - Many files renamed to match the Mac version. - #include statements for system headers changed to use <> instead of "" (some already did, but many didn't). - xxx.h headers replaced with cxxx headers where appropriate. - Most sound-related variables moved from globvars.cpp to soundvars.cpp. - The files originally named graphutil and gutils have been merged. - Changed TRUE/FALSE to true/false. - Changed exlsound to soundtool and mostly removed dependencies on the main game files; the exception is that it still uses mainPtr (which probably can't be helped) and print_nums (which should probably be incorporated into the MessageBox string). - Possibly other things that were forgotten. For some reason this commit also includes changes recently committed into the branch for osx.
    Well, at present the Windows code for the actual game almost compiles. The current goal is to undo all the things that Ormus did to make this job difficult. Basically, remove as many as possible of the dependencies of the source files in the tools and classes folders on source files not in those folders. (With the exception that files in the classes folder may depend on files in the tools folder.) In this commit, several changes were made. - Project file modified, may need further modification. - Many files renamed to match the Mac version. - #include statements for system headers changed to use <> instead of "" (some already did, but many didn't). - xxx.h headers replaced with cxxx headers where appropriate. - Most sound-related variables moved from globvars.cpp to soundvars.cpp. - The files originally named graphutil and gutils have been merged. - Changed TRUE/FALSE to true/false. - Changed exlsound to soundtool and mostly removed dependencies on the main game files; the exception is that it still uses mainPtr (which probably can't be helped) and print_nums (which should probably be incorporated into the MessageBox string). - Possibly other things that were forgotten. For some reason this commit also includes changes recently committed into the branch for osx.
  • Jul 17, 2009
    r120 (- Removed the is_concealed() and similar functions in favour...) committed by celtic.minstrel.ca   -   - Removed the is_concealed() and similar functions in favour of bitfield variables - Added an "unsellable" flag to items which takes over part of the effect of the cursed flag - Apart from loading old scenarios, the game no longer uses the town_strs() temporary accessor function. The editors still use it though. - Added a defy_scrying flag to the town record, which causes Magic Map to fail in the town without preventing the town from being mapped manually. - Added four fields to the special encounter struct.
    - Removed the is_concealed() and similar functions in favour of bitfield variables - Added an "unsellable" flag to items which takes over part of the effect of the cursed flag - Apart from loading old scenarios, the game no longer uses the town_strs() temporary accessor function. The editors still use it though. - Added a defy_scrying flag to the town record, which causes Magic Map to fail in the town without preventing the town from being mapped manually. - Added four fields to the special encounter struct.
  • Jul 17, 2009
    r119 (Add src directory for platform-independent source code files...) committed by celtic.minstrel.ca   -   Add src directory for platform-independent source code files.
    Add src directory for platform-independent source code files.
  • Jul 17, 2009
    r118 (Renamed the project file for the branch, to make it easy for...) committed by celtic.minstrel.ca   -   Renamed the project file for the branch, to make it easy for me to distinguish it from the trunk.
    Renamed the project file for the branch, to make it easy for me to distinguish it from the trunk.
  • Jul 17, 2009
    r117 (Created a branch intended to work towards a stable Mac relea...) committed by celtic.minstrel.ca   -   Created a branch intended to work towards a stable Mac release. Once such a release occurs, the branch should be merged back into the trunk.
    Created a branch intended to work towards a stable Mac release. Once such a release occurs, the branch should be merged back into the trunk.
  • Jul 16, 2009
    r116 (Uploaded complete version of the todo file :/ Chokboyz) committed by overmenshin@yahoo.co.uk   -   Uploaded complete version of the todo file :/ Chokboyz
    Uploaded complete version of the todo file :/ Chokboyz
  • Jul 16, 2009
    r115 (Added Known Scenarios bugs and todo text file. Chokboyz) committed by overmenshin@yahoo.co.uk   -   Added Known Scenarios bugs and todo text file. Chokboyz
    Added Known Scenarios bugs and todo text file. Chokboyz
  • Jul 16, 2009
    r114 (Classic version 1.0 for Windows released.) committed by celtic.minstrel.ca   -   Classic version 1.0 for Windows released.
    Classic version 1.0 for Windows released.
  • Jul 16, 2009
    r113 (Initial Classic BoE version 1.0 import : Changelog : Class...) committed by overmenshin@yahoo.co.uk   -   Initial Classic BoE version 1.0 import : Changelog : Classic Blades of Exile version 1.0 : - Added a new item ability : Call a scenario special when using the item. The special called is specified by the ability strength. The type of scenario to call depends of the magic_use_type (the boxes from help pc (0) to harm all (4)) : 0 is only local, 1 is town local and out global, 2 is town global and out local and 3 is only global. If the number of charge is greater than 0, then using the item takes one charge. If not, the item can be used at will. - Changed the "Set SDF" debug command to display the value of the specified SDF if value to set it to is -1 (BoA style). - Added a missing compatibility switch from the introduced "Specials interrupt wait/rest" feature. - Misc. battlefield adjustment (forest battlefield doesn't show a road anymore, road battlefields appear correctly, cave bridge now has cave trims, ...) - Fixed a bug where an absent boat or horse could prevent a pc from entering a square while in outdoor combat. - Trims now use the next terrain type (cave, grass, mountain) when drawn. - Fixed a potential negative pointer to an array. - Readded Spidweb logo intro sound. - Event Timers will now triggers even when resting (compatibility switch available) - Stairway can now be called in any mode except outdoor : town, looking, talking, even fighting (put in fight mode at destination). - The three basics scenarios are no longer listed in the custom scenario list. - Talking mode : fixed a typo which would prevent the keyword "name" from giving the name dialogue. Added the keywords "buy" (for purchase) and "bye" to end conversation. - Time for event timers is now taken into account correctly while resting Outdoor/ in Inn / via "Have a Rest Node". The "Change Time" node is unchanged. - Added a preference to show a talk entry field next to "Ask About" (like in older Exiles) for direct typing. - Fixed clipping error in the main menu screen for high resolutions. - Added the Ctrl+N shortcut who was advertised but not working. - Gold is now updated after training. - If not using special messages, a "Move Party" node won't mess with talking responses anymore. - Affect Gold/Food nodes could give more gold/food than the maximum allowed. Fixed. - Deleted a check that was destroying items with "type Flag" 15 first. - Calling add_string_to_buf() with an empty string now does nothing. Classic Scenario Editor version 1.0 : - Added a switch to the Scenario Details to bypass the automatic difficulty adjust - Added the ability to play sound asynchronously (use -sound_number instead of sound_number). - If a custom monster pic was shown in the monster dialog and a non-custom monster was loaded via the arrows, the pic was always drawn from the custom sheet. Fixed. - Cancelling while choosing an item ability won't reset the item ability to "No ability" anymore. - Added a "Change Town Lightning" node. (StarEye a.k.a *i) - Loading a town in the main menu won't get into editing mode automatically anymore. - Added an option in the Town Advanced details to prevent the mapping (like in older Exiles). - Added a "Display picture" node, that living up to its name, displays a picture. Bitmaps (BMP) are the only supported format but image can be of any size (be warned that if the image is larger/wider than the screen, it will be streched to fit, meaning a (potentially substancial) loss of quality). The name of the file is search in the scenario special strings (160 to 259) as specified in the node ex1a field. The format must be "[eventual path]filename.bmp". The base search folder is "[folder_the_scenario_is_in]/scenario_name.exr/". - Corrected the "Type Flag" description text (is between 0 and 255). - Modified the "Has Enough Mage Lore?" node into a general statistic check node. (StarEye a.k.a *i) Here is a description of fields : ex1a: how much of skill ex1b: special to call if enough ex2a: skill index (-1 defaults to mage lore to preserve compatibility) 0 - 18 corresponding skill, 19 - Current Health, 20 - Max Health, 21 - Current Spell Points, 22 - Max Spell Points, 23 - Experience, 24 - Skill points, 25 - Level. ex2b: 0, others - cumulative, 1 - highest, 2 - average, 3 - lowest, 10 + x - that PC. (-1 defaults to mage lore to preserve compatibility) - Added a "Has enough species ?" node, which checks if the party has (at least) a specified number of character with a given race. (StarEye a.k.a *i) - Modified the "Give ... spells" nodes to either take (spec.1b = 0) or give (spec.1b = 1) spells and have access to low level spells (spec.1a = 100 + spell_number, with 0 <= spell_number <= 29 ) (StarEye a.k.a *i) - Added an option in Town Advanced Details to prevent Magic Mapping from being cast (already included in the Map Unavailable option). - Added an option in Town Advanced Details that specifies a town special to call if the town becomes hostile (for compatibility reasons the special 0 can't be called in legacy scenarios). - Added a "Change Creature Attitude" node in Town specs : spec.ex1a is the number of the monster in the current town and ex.1b is the attitude to set it to (0 - Friendly, Docile, 1 - Hostile, Type A, 2 - Friendly, Will fight, 3 - Hostile, Type B). - Modified the "Make town hostile" node to "Set Town Attitude". Spec.ex1a is 0 for hostile, 1 for friendly. The dead part (2) is currently non functionnal. Classic Character Editor version 1.1 : - The party is in info bar has been extended an placed under the main window (now that subfolders can used, the scen_name can be pretty long) - In Edit skill, you could decrease health and spell points to negative values. Fixed. Chokboyz
    Initial Classic BoE version 1.0 import : Changelog : Classic Blades of Exile version 1.0 : - Added a new item ability : Call a scenario special when using the item. The special called is specified by the ability strength. The type of scenario to call depends of the magic_use_type (the boxes from help pc (0) to harm all (4)) : 0 is only local, 1 is town local and out global, 2 is town global and out local and 3 is only global. If the number of charge is greater than 0, then using the item takes one charge. If not, the item can be used at will. - Changed the "Set SDF" debug command to display the value of the specified SDF if value to set it to is -1 (BoA style). - Added a missing compatibility switch from the introduced "Specials interrupt wait/rest" feature. - Misc. battlefield adjustment (forest battlefield doesn't show a road anymore, road battlefields appear correctly, cave bridge now has cave trims, ...) - Fixed a bug where an absent boat or horse could prevent a pc from entering a square while in outdoor combat. - Trims now use the next terrain type (cave, grass, mountain) when drawn. - Fixed a potential negative pointer to an array. - Readded Spidweb logo intro sound. - Event Timers will now triggers even when resting (compatibility switch available) - Stairway can now be called in any mode except outdoor : town, looking, talking, even fighting (put in fight mode at destination). - The three basics scenarios are no longer listed in the custom scenario list. - Talking mode : fixed a typo which would prevent the keyword "name" from giving the name dialogue. Added the keywords "buy" (for purchase) and "bye" to end conversation. - Time for event timers is now taken into account correctly while resting Outdoor/ in Inn / via "Have a Rest Node". The "Change Time" node is unchanged. - Added a preference to show a talk entry field next to "Ask About" (like in older Exiles) for direct typing. - Fixed clipping error in the main menu screen for high resolutions. - Added the Ctrl+N shortcut who was advertised but not working. - Gold is now updated after training. - If not using special messages, a "Move Party" node won't mess with talking responses anymore. - Affect Gold/Food nodes could give more gold/food than the maximum allowed. Fixed. - Deleted a check that was destroying items with "type Flag" 15 first. - Calling add_string_to_buf() with an empty string now does nothing. Classic Scenario Editor version 1.0 : - Added a switch to the Scenario Details to bypass the automatic difficulty adjust - Added the ability to play sound asynchronously (use -sound_number instead of sound_number). - If a custom monster pic was shown in the monster dialog and a non-custom monster was loaded via the arrows, the pic was always drawn from the custom sheet. Fixed. - Cancelling while choosing an item ability won't reset the item ability to "No ability" anymore. - Added a "Change Town Lightning" node. (StarEye a.k.a *i) - Loading a town in the main menu won't get into editing mode automatically anymore. - Added an option in the Town Advanced details to prevent the mapping (like in older Exiles). - Added a "Display picture" node, that living up to its name, displays a picture. Bitmaps (BMP) are the only supported format but image can be of any size (be warned that if the image is larger/wider than the screen, it will be streched to fit, meaning a (potentially substancial) loss of quality). The name of the file is search in the scenario special strings (160 to 259) as specified in the node ex1a field. The format must be "[eventual path]filename.bmp". The base search folder is "[folder_the_scenario_is_in]/scenario_name.exr/". - Corrected the "Type Flag" description text (is between 0 and 255). - Modified the "Has Enough Mage Lore?" node into a general statistic check node. (StarEye a.k.a *i) Here is a description of fields : ex1a: how much of skill ex1b: special to call if enough ex2a: skill index (-1 defaults to mage lore to preserve compatibility) 0 - 18 corresponding skill, 19 - Current Health, 20 - Max Health, 21 - Current Spell Points, 22 - Max Spell Points, 23 - Experience, 24 - Skill points, 25 - Level. ex2b: 0, others - cumulative, 1 - highest, 2 - average, 3 - lowest, 10 + x - that PC. (-1 defaults to mage lore to preserve compatibility) - Added a "Has enough species ?" node, which checks if the party has (at least) a specified number of character with a given race. (StarEye a.k.a *i) - Modified the "Give ... spells" nodes to either take (spec.1b = 0) or give (spec.1b = 1) spells and have access to low level spells (spec.1a = 100 + spell_number, with 0 <= spell_number <= 29 ) (StarEye a.k.a *i) - Added an option in Town Advanced Details to prevent Magic Mapping from being cast (already included in the Map Unavailable option). - Added an option in Town Advanced Details that specifies a town special to call if the town becomes hostile (for compatibility reasons the special 0 can't be called in legacy scenarios). - Added a "Change Creature Attitude" node in Town specs : spec.ex1a is the number of the monster in the current town and ex.1b is the attitude to set it to (0 - Friendly, Docile, 1 - Hostile, Type A, 2 - Friendly, Will fight, 3 - Hostile, Type B). - Modified the "Make town hostile" node to "Set Town Attitude". Spec.ex1a is 0 for hostile, 1 for friendly. The dead part (2) is currently non functionnal. Classic Character Editor version 1.1 : - The party is in info bar has been extended an placed under the main window (now that subfolders can used, the scen_name can be pretty long) - In Edit skill, you could decrease health and spell points to negative values. Fixed. Chokboyz
  • Jul 13, 2009
    r112 (- Removed the ViewDlog target (since it's deprecated by the ...) committed by celtic.minstrel.ca   -   - Removed the ViewDlog target (since it's deprecated by the new dialog engine) - Renamed some things for shorter filenames - Moved the license into the doc folder - Cleaned up the project internal hierarchy so that it knows of the external file hierarchy (This should reduce the steps needed to fix bad references when a name is changed.)
    - Removed the ViewDlog target (since it's deprecated by the new dialog engine) - Renamed some things for shorter filenames - Moved the license into the doc folder - Cleaned up the project internal hierarchy so that it knows of the external file hierarchy (This should reduce the steps needed to fix bad references when a name is changed.)
  • Jul 13, 2009
    r111 (Several Mac bug fixes, most of which are untested (but are k...) committed by celtic.minstrel.ca   -   Several Mac bug fixes, most of which are untested (but are known to work in the Windows version) - Added code to the special queue handling which runs the queued specials as if they had happened at the time the special was queue, rather than when it's actually run. - Fixed bug in which horses would enter lava while outdoors, but not in town. - Fixed bug that sometimes occurred when a PC is killed by backlash while attempting to move away from a monster. - Fixed checking for the wrong ability in handle_disease(). - Fixed bug in which asking about "name" would not show the Name response while talking. Instead, asking about "nama" would show that response. - Added a response to "buy" and "bye". - Removed the check in destroy_an_item() which gave rocks the top priorite to be destroyed. They still have high priority due to a value below 3, and besides this function will eventually be deprecated. - Added a check to Absorb Spells monsters to avoid overflow of the monster's health. - If you call add_string_to_buf with an empty string, it now does nothing. - Changed cItemRec::type_flag to unsigned short, since it's supposed to be able to range up to 1000. - Added flag to the scenario structure to disable the automatic doubling of hit points with high level parties. - Fixed bug in which starting combat in dense forest results in a swap arena instead of a forest arena. (This was never noticed because dense forest is usually impassable.) - Fixed bug with triggering combat on a walkway space (if in cave, a grass arena was created and vice versa) - Extended the conversion code to account for arenas on animated terrain. I also started to rework the way Split Party works, only to decide that I didn't want to do it that way. As a result, I haven't written code to convert split party data from old saved game files, yet. - The old SDF_ constants related to party splitting are now gone. - Several member functions are added to cParty to fulfill the function of the constants - Altered the way an Affect PC node will decide which PC to affect. If the party is split and only one PC is present, it affects that PC. Otherwise, it affects the chosen PC, even if the party is split.
    Several Mac bug fixes, most of which are untested (but are known to work in the Windows version) - Added code to the special queue handling which runs the queued specials as if they had happened at the time the special was queue, rather than when it's actually run. - Fixed bug in which horses would enter lava while outdoors, but not in town. - Fixed bug that sometimes occurred when a PC is killed by backlash while attempting to move away from a monster. - Fixed checking for the wrong ability in handle_disease(). - Fixed bug in which asking about "name" would not show the Name response while talking. Instead, asking about "nama" would show that response. - Added a response to "buy" and "bye". - Removed the check in destroy_an_item() which gave rocks the top priorite to be destroyed. They still have high priority due to a value below 3, and besides this function will eventually be deprecated. - Added a check to Absorb Spells monsters to avoid overflow of the monster's health. - If you call add_string_to_buf with an empty string, it now does nothing. - Changed cItemRec::type_flag to unsigned short, since it's supposed to be able to range up to 1000. - Added flag to the scenario structure to disable the automatic doubling of hit points with high level parties. - Fixed bug in which starting combat in dense forest results in a swap arena instead of a forest arena. (This was never noticed because dense forest is usually impassable.) - Fixed bug with triggering combat on a walkway space (if in cave, a grass arena was created and vice versa) - Extended the conversion code to account for arenas on animated terrain. I also started to rework the way Split Party works, only to decide that I didn't want to do it that way. As a result, I haven't written code to convert split party data from old saved game files, yet. - The old SDF_ constants related to party splitting are now gone. - Several member functions are added to cParty to fulfill the function of the constants - Altered the way an Affect PC node will decide which PC to affect. If the party is split and only one PC is present, it affects that PC. Otherwise, it affects the chosen PC, even if the party is split.
  • Jul 13, 2009
    BoE_NP.exe (Win 32 Password Remover command line) file uploaded by overmenshin@yahoo.co.uk   -  
    Labels: Type-Executable OpSys-Windows Stage-Release
    Labels: Type-Executable OpSys-Windows Stage-Release
  • Jul 13, 2009
    r110 (Finally moved the files to their right place ...) committed by overmenshin@yahoo.co.uk   -   Finally moved the files to their right place ...
    Finally moved the files to their right place ...
  • Jul 13, 2009
    r109 ([No log message]) committed by overmenshin@yahoo.co.uk   -   [No log message]
    [No log message]
  • Jul 13, 2009
    r108 (* BoE scenarios password remover code uploaded.) committed by overmenshin@yahoo.co.uk   -   * BoE scenarios password remover code uploaded.
    * BoE scenarios password remover code uploaded.
  • Jul 11, 2009
    r107 (Started cleaning up HTML. Added bg image and a css. Will con...) committed by w-dueck@calref.co.cc   -   Started cleaning up HTML. Added bg image and a css. Will continue work later.
    Started cleaning up HTML. Added bg image and a css. Will continue work later.
  • Jul 10, 2009
    r106 (Uploaded the rest of the original Mac documentation. It stil...) committed by celtic.minstrel.ca   -   Uploaded the rest of the original Mac documentation. It still needs major cleanup though.
    Uploaded the rest of the original Mac documentation. It still needs major cleanup though.
  • Jun 29, 2009
    r105 (Moved a few graphics to where the Mac version will expect to...) committed by celtic.minstrel.ca   -   Moved a few graphics to where the Mac version will expect to find them (when I get around to implemented the Mac/Windows graphic switch).
    Moved a few graphics to where the Mac version will expect to find them (when I get around to implemented the Mac/Windows graphic switch).
  • Jun 29, 2009
    Win32_CBoE_Beta2.zip (Win32 Classic Blades of Exile Beta 2 (Game + Scen Ed + Char ...) file uploaded by overmenshin@yahoo.co.uk   -  
    Labels: Type-Archive OpSys-Windows Featured
    Labels: Type-Archive OpSys-Windows Featured
  • Jun 29, 2009
    r104 (Classic Blades of Exile Beta 2 initial upload. Changelog (w...) committed by overmenshin@yahoo.co.uk   -   Classic Blades of Exile Beta 2 initial upload. Changelog (without any order) : Bug Fixes : - Giant Strength ability and Skill ability now use the ability strength rather than the item level to calculate effect. - Won't take damage when moving boats over damaging terrains (fire, cold, magic, poison, disease) anymore. - Won't take damage when horses refuses to enter a damaging terrain (fire, cold, magic) anymore. - Horses won't enter damaging terrains (fire, cold, magic) or "horse blocking" terrains when outdoors anymore. - Boom effects won't be displayed at random places when being damaged outdoors anymore. - Damage won't be displayed in boom animation when attacking invulnerable monsters, when they are, in fact, unharmed ... - The first pc won't become active with 0 AP anymore when a pc get killed by backshots. - Fixed the town loading behavior so that Empties won't appear in Place Town Encounters anymore. - Cleaned the ressource file (smaller executable). - Changed the "force place monster" function to preferably flush a summoned monster if flushing is needed. Also prevent a potential infinite loop if trying to force place a monster and all the 60 monsters of a town have a life flag. - Tweaked exploding arrows firing animation to be smoother (arrow fired, then explosion). - The spell usable Stinking Cloud ability was protecting against acid instead of the Protection from Acid ability. Fixed. - The Protection from Disease item ability should now works to the full extent. - Removed a check on the item graphic when deciding whether to play the"swallow" sound; now checks only for item variety. (Celtic Minstrel) - Corrected the code so that the party cannot be split again if already split. - Various messages code cleaning/fixing (Celtic Minstrel) - Removed the 50 node limit. To prevent infinite loop an interrupt sequence has been implemented (Ctrl-C). - Cave Bridges battlefield should now appears instead of basic cave floor. - Wall trims are now working. - Slowdowns due to trims drawing (animated water, ...) should be fixed now. - Scenarios in subfolders (under Scenarios/) are now found. - No more limit for the number of listed scenarios. - Clicking '?' icon on shopping and talk mode now gives help, even if in 'No instant help' mode. Changes : - All terrains and monsters sheets now loaded in memory to bypass storage sheet. That should speed up the game and fix some graphical oddities. Mac and Windows graphics can now be swapped on the fly (i.e without restarting the game). That also removes any graphical limitation in the game. - In the same way, PC graphics will now be drawn directly to the game gworld. - You can't end the scenario via a special node if the party is dead anymore (prevent saving an "all dead" party) - Added a safety check to monsters with Absorb Spells ability to prevent negative health. - Jobs dialog reimplemented (not useable for now). - 'Burma Shave' Easter Egg readded. - Debug Mode : ghost mode implemented. Classic Scenario Editor Beta 2 : - Dumping functions won't change current town/outdoor section anymore. - Finished porting the file IO functions to 32 bits. - Added a rudimentary custom intro picture behavior : if the intro picture is set to 100, the first icon on the custom sheet will be displayed in the scenario selection menu. Scenario intro pics must be drawn on the same scale as talk icons. - Whenever the “Place Random Items” function is used, the editor will inform the user that it could not place all items because the town item # limit has been reached, regardless of how many items are actually in the town. That has been fixed (the message now displays only if the max number of items is indeed reached). - Cleaned the ressources (smaller executable). - Added a Monster data dumping function (dumps all info about monsters : wandering/special enc/town monsters details ...) - Added a Specials data dumping function (dumps all info about specials : number, types, variables, ...) - Town Room/Outdoors Info rectangles are now initialized at ((-1,-1),(-1,-1)) freeing the 0 coordinate and fixing the "Rectangle X" description at (0,0) in the game. - Cleanse Rectangle SDF1 info rewritten to match actual behavior (0 leave force/fire/webs/crate/barrel, 1 cleans all). - Corrected the Do SFX Burst info text (1 - telep., 2 - elec.) - When placing an item with a custom graphic in a town, the editor will display the graphic in the upper-left corner of the space it is placed on. Fixed - If you edit a monster’s abilities and click Cancel, the ability of that monster will be removed. Fixed. - If you edit a item's ability, all previously unsaved modifications are erased. Fixed. - Disappearences of right scroll bar fixed. Chokboyz
    Classic Blades of Exile Beta 2 initial upload. Changelog (without any order) : Bug Fixes : - Giant Strength ability and Skill ability now use the ability strength rather than the item level to calculate effect. - Won't take damage when moving boats over damaging terrains (fire, cold, magic, poison, disease) anymore. - Won't take damage when horses refuses to enter a damaging terrain (fire, cold, magic) anymore. - Horses won't enter damaging terrains (fire, cold, magic) or "horse blocking" terrains when outdoors anymore. - Boom effects won't be displayed at random places when being damaged outdoors anymore. - Damage won't be displayed in boom animation when attacking invulnerable monsters, when they are, in fact, unharmed ... - The first pc won't become active with 0 AP anymore when a pc get killed by backshots. - Fixed the town loading behavior so that Empties won't appear in Place Town Encounters anymore. - Cleaned the ressource file (smaller executable). - Changed the "force place monster" function to preferably flush a summoned monster if flushing is needed. Also prevent a potential infinite loop if trying to force place a monster and all the 60 monsters of a town have a life flag. - Tweaked exploding arrows firing animation to be smoother (arrow fired, then explosion). - The spell usable Stinking Cloud ability was protecting against acid instead of the Protection from Acid ability. Fixed. - The Protection from Disease item ability should now works to the full extent. - Removed a check on the item graphic when deciding whether to play the"swallow" sound; now checks only for item variety. (Celtic Minstrel) - Corrected the code so that the party cannot be split again if already split. - Various messages code cleaning/fixing (Celtic Minstrel) - Removed the 50 node limit. To prevent infinite loop an interrupt sequence has been implemented (Ctrl-C). - Cave Bridges battlefield should now appears instead of basic cave floor. - Wall trims are now working. - Slowdowns due to trims drawing (animated water, ...) should be fixed now. - Scenarios in subfolders (under Scenarios/) are now found. - No more limit for the number of listed scenarios. - Clicking '?' icon on shopping and talk mode now gives help, even if in 'No instant help' mode. Changes : - All terrains and monsters sheets now loaded in memory to bypass storage sheet. That should speed up the game and fix some graphical oddities. Mac and Windows graphics can now be swapped on the fly (i.e without restarting the game). That also removes any graphical limitation in the game. - In the same way, PC graphics will now be drawn directly to the game gworld. - You can't end the scenario via a special node if the party is dead anymore (prevent saving an "all dead" party) - Added a safety check to monsters with Absorb Spells ability to prevent negative health. - Jobs dialog reimplemented (not useable for now). - 'Burma Shave' Easter Egg readded. - Debug Mode : ghost mode implemented. Classic Scenario Editor Beta 2 : - Dumping functions won't change current town/outdoor section anymore. - Finished porting the file IO functions to 32 bits. - Added a rudimentary custom intro picture behavior : if the intro picture is set to 100, the first icon on the custom sheet will be displayed in the scenario selection menu. Scenario intro pics must be drawn on the same scale as talk icons. - Whenever the “Place Random Items” function is used, the editor will inform the user that it could not place all items because the town item # limit has been reached, regardless of how many items are actually in the town. That has been fixed (the message now displays only if the max number of items is indeed reached). - Cleaned the ressources (smaller executable). - Added a Monster data dumping function (dumps all info about monsters : wandering/special enc/town monsters details ...) - Added a Specials data dumping function (dumps all info about specials : number, types, variables, ...) - Town Room/Outdoors Info rectangles are now initialized at ((-1,-1),(-1,-1)) freeing the 0 coordinate and fixing the "Rectangle X" description at (0,0) in the game. - Cleanse Rectangle SDF1 info rewritten to match actual behavior (0 leave force/fire/webs/crate/barrel, 1 cleans all). - Corrected the Do SFX Burst info text (1 - telep., 2 - elec.) - When placing an item with a custom graphic in a town, the editor will display the graphic in the upper-left corner of the space it is placed on. Fixed - If you edit a monster’s abilities and click Cancel, the ability of that monster will be removed. Fixed. - If you edit a item's ability, all previously unsaved modifications are erased. Fixed. - Disappearences of right scroll bar fixed. Chokboyz
  • Jun 29, 2009
    r103 (Graphical update : - Added Win version of the Mac PNG graph...) committed by overmenshin@yahoo.co.uk   -   Graphical update : - Added Win version of the Mac PNG graphical sheets. Some pictures have not been changed because Windows equivalents don't exists (alter on cave floor, truncated large boulder, lots of pics for TER_7, ...). - Added a new version of STATAREA.BMP with the job button readded. Chokboyz
    Graphical update : - Added Win version of the Mac PNG graphical sheets. Some pictures have not been changed because Windows equivalents don't exists (alter on cave floor, truncated large boulder, lots of pics for TER_7, ...). - Added a new version of STATAREA.BMP with the job button readded. Chokboyz
  • Jun 28, 2009
    r102 (- Fixed the Reunite and Leave Town debug option - Removed th...) committed by celtic.minstrel.ca   -   - Fixed the Reunite and Leave Town debug option - Removed the cartoon_happening code - Added a MODE_CUTSCENE for possible future use
    - Fixed the Reunite and Leave Town debug option - Removed the cartoon_happening code - Added a MODE_CUTSCENE for possible future use
  • Jun 28, 2009
    r101 (The extended debug mode is now fully implemented, though it ...) committed by celtic.minstrel.ca   -   The extended debug mode is now fully implemented, though it may be slightly different than the Windows version's debug mode. I also added a ghost mode (shift-G) which allows you to pass through walls. In the Windows code, I added three small things: - the "&*()" Easter egg - typing ? should now give shopping and talking help as well - the Return to Start debug option shouldn't work when you're on a horse
    The extended debug mode is now fully implemented, though it may be slightly different than the Windows version's debug mode. I also added a ghost mode (shift-G) which allows you to pass through walls. In the Windows code, I added three small things: - the "&*()" Easter egg - typing ? should now give shopping and talking help as well - the Return to Start debug option shouldn't work when you're on a horse
  • Jun 28, 2009
    r100 (- Nuked the storage_gworld and party_template_gworld. Monste...) committed by celtic.minstrel.ca   -   - Nuked the storage_gworld and party_template_gworld. Monster, terrain, and PC graphics are now drawn directly from their sheets of origin. This is partly tested, and seems to work fine. - Removed the terrain_pic and terrain_blockage arrays, which were redundant (though shorter). - Cleaned out some of the commented code in boe.graphics.cpp and boe.graphutil.cpp - Added a templated get function to cOutdoors::cWandering. In the dialog engine: - Important fields are now initialized to default values, as they should be. - The absence of required attributes is now recognized as an error - Added stack element to the DTD; no code support yet - Added fore attribute to the dialog element to specify default text colour; DTD updated and code support added. - Likewise with the def-key attribute on other clickable items besides buttons (which already had it) - Updated stylesheet to fall back on the fore attribute when colour is unspecified - When drawing default monster graphics, it uses m_start_pic instead of num as the index. This should be right, though it's untested. Unfortunately, the dialog engine is still unstable.
    - Nuked the storage_gworld and party_template_gworld. Monster, terrain, and PC graphics are now drawn directly from their sheets of origin. This is partly tested, and seems to work fine. - Removed the terrain_pic and terrain_blockage arrays, which were redundant (though shorter). - Cleaned out some of the commented code in boe.graphics.cpp and boe.graphutil.cpp - Added a templated get function to cOutdoors::cWandering. In the dialog engine: - Important fields are now initialized to default values, as they should be. - The absence of required attributes is now recognized as an error - Added stack element to the DTD; no code support yet - Added fore attribute to the dialog element to specify default text colour; DTD updated and code support added. - Likewise with the def-key attribute on other clickable items besides buttons (which already had it) - Updated stylesheet to fall back on the fore attribute when colour is unspecified - When drawing default monster graphics, it uses m_start_pic instead of num as the index. This should be right, though it's untested. Unfortunately, the dialog engine is still unstable.
 
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