Archive for the ‘Updates’ Category

Update between an update

Posted by Zygon Dragon on 21st June 2013 in Updates

Hey everyone, this is an “update-between-an-update” to say we’re still working on things and will have a demo hopefully soon.  Finishing up on the intro script and then it should be ready albiet some minor tweakings here and there.  The areas that will be released are Castle British and the entire city of Britain, and the city of Trinsic.  Quite possibly will include the sewers.  Here in the next month, I will have much more time to work on the mod and should get something done before the end of July as far as a demo goes.  –agentorangeguy

Seeking a present update. Music and first demo soon!

Posted by Zygon Dragon on 7th March 2013 in Updates

Hello everyone! Sorry for the lack of updates lately, but rest assured, we’re still alive and kicking.  First of all, we’d like to welcome 2 new people to the team, Archangel and Natsu.  Archangel has come on board to tackle the music, using his musical talents to update and remaster all of the tracks in U6.  Currently, Archangel has finished the U6 Forest Theme and the gargoyle intro theme and they sound fantastic.  The gargoyle intro theme sounds mysterious and adds the sense of danger in an unknown land which fits the situation perfectly.  The U6 Forest theme (My favorite track in the game, by the way) adds to the mystique of exploring the dense forests and no longer sounds repetitive.  I am looking forward to Archangel working his magic on the other tracks as well.  Additionally, he has offered several in-game book submissions that are well written that will be found upon the various bookshelves of Britannia.  Below the update you will find the updated U6 Forest Theme and the Gargoyle theme for your listening pleasure.  Also, be sure to check out his other work on the links to his other sites below.

 
 
 

Natsu has offered his programming skills to provide some additional help with the coding, and possibly on trying to finish the portraits. He is also in the planning stages of something that would greatly enhance the U6 mod. I can’t give out any details as of right now because he is trying to get accustomed to the ins and outs of the Exult engine and what it is capable of, but the idea itself is exciting and something that hasn’t been done with the Exult engine before.

Crowley has been working on new sprites for the mod, such as a blonde Shamino which suits his U6 portrait better.  Also, he provided us with magic locked chests.  In the works are several other visual upgrades for npcs such as Blaine, Seggallion, and the gypsies such as Taynith.  Sythifuge has been putting the finishing touches on the grave sprite for us, and from what I’ve seen of it so far it looks pretty well done.  This grave shape will function like his – when you use a shovel to dig up the graves, the ‘lid’ (the grave mound) will be removed, revealing the corpse/empty grave below, and leaving a pile of dirt next to it.  I can’t wait to put it in game and try it out.

Map work progress on the mod has been steady even though there have been no site updates lately.  Mostly I have been putting the finishing touches on the mainland.  All cities, towns, shrines, are complete.  Only Paws remains needing npc conversations, and some of the wanderers such as the gypsies and so on.

I have also been experimenting with a few new interaction features that are currently working on a test mod and will be inserted into the U6 mod soon.  One new feature is that you can now create campfires!  It works similar to how campfires worked in UO; first you double click a dagger then target a tree, which creates “kindling” (currently, using the ‘branch’ imported from SI).  Double clicking the branch on the ground will start a fire which starts small and grows.  After about 2 hours or so in-game, the fire starts to dwindle down, until it goes to hot coals (frame 0 of campfire).  Eventually, it turns into a scorchmark then disappears once you’re off-screen.

Another new feature I have been experimenting with is being able to cook raw meat on frying pans after getting the meat from deer, cows, etc.  On my test mod, I imported the ‘raw wolf meat’ shape from SI (temporary for now) and made 4 or 5 separate shapes for each type of meat.  For example, one shape is “raw beef” which takes the place of the cooked beef that is normally found on the corpses of cows, and one shape for ‘raw venison’ which takes the place of the meat on the deer, and so on.  Double clicking the meat will bring up a target, which you target on a frying pan.  It checks to see if that frying pan is on a campfire, if not, you’ll be prompted to move it closer to the fire.  Once you are cooking the meat, it plays the sizzling sound effect, then you have a 1/5 chance of failing to cook it. If the cooking fails, it is deleted and your companions might nag you that you left it on too long or something.  If success, it changes the raw meat to the corresponding cooked meat.  Eventually, I would like to implement the U6 style camping where the party would sleep themselves and one would stand watch to wake the party in the event of a random monster ambush.

In our next update, there WILL be a demo!  We’ve received well above the amount I asked for in book submissions and still welcome more.  Most are put in the game but I’m still working on inserting the others.  The demo will be of the Trinsic area, as it received the most votes on our website poll.  Within this area will be the city of Trinsic, some shipwrecks, the gypsies (with scripted Wanda interactions…) and the Shrine of Honor which can be freed from the gargoyles.  All other buildings and places won’t be available, as to concentrate everyone’s attention to the Trinsic area alone.  In addition to the Trinsic area NPC’s, I will probably throw in a few NPCs that will be available to talk to such as Gwenno, and Sinjen from Yew to show off some new sprites from Crowley.

Hopefully we’ll have the next update sooner than later!  –agentorangeguy

ruins Minoc hmmm Friends

Update: Bee hives and ant mounds

Posted by Zygon Dragon on 18th November 2012 in Updates
The ant mound is finished – all levels of it- with a few minor things needed.  Crowley has made earthen steps leading up out of each ant mound hole that we are using instead of stone or wood steps.

The second level of the Britain sewers are also completed now.  I made it resemble actual sewers, where in the original U6 seemed to be very bare.  Those underground rivers? They look disgusting now.  Garbage strewn everywhere.  I am working to complete the 3rd level at the moment.

Another new shape Crowley has made – Beehives.  I no longer have to use barrels as place holders, and the beehives look nice!

Coming soon: The scripted opening, at least the first version of it. I hope to release a demo soon that starts with that intro, and then a city/dungeon that is avaliable for demo.

In game books and progress update

Posted by Zygon Dragon on 10th October 2012 in Updates

New Magincia and Serpents Hold are now complete with working NPC’s, Moonglow is halfway finished. The overworld map is near complete, just a little touching up here and there and adding a few areas like Stonegate castle and finishing up with Sutek’s place. Paws needs NPC conversations done, then all cities will be fully functional.

Crowley and Sythifuge have been working on new shapes. Crowley has made some more U6 armor shapes such as the spiked collar and is currently working on new sprites for hat-wearing npcs such as Tholden, and new sprites for the gypsies Taynith, Blaine, and the dancing gypsy girl. Sythifuge has supplied us with his shapes for the Avatar’s house on earth, that will be used for the fully scripted U6 intro. Screenshots will probably be shown in a future update.

We have been getting some excellent book submissions, which the count stands at 4 right now. Keep them coming!

We need some more graphics artists to help finish touching up the U6 portraits. If you think you can help out, send me an email agentorangeguy(at)yahoo(dot)com.

 

World Build Update

Posted by Zygon Dragon on 14th August 2012 in Updates

Here’s a quick update from agentorangeguy.

I’ve been doing a lot of map work lately, cleaning up areas and polishing them up. The only “rough” areas left are a few islands near Serpents’ Hold, Isle of the Avatar, and possibly a few small areas on the mainland. Structure wise, the only part left to build on the main map is the Isle of the Avatar and Stonegate castle. Finally, the main map is near complete!

From there, the npcs will be finished on the main map. The towns left needing full npc conversations are Moonglow, New Magincia, and half of Serpent’s Hold. Some of the wanderers/loners will need to be fixed as well. Many npcs need touched-up portraits by Odkin still, but in the meantime, I am using the original portraits on those.

We’re still in need of custom in game books. If we receive at least 10 eligible in-game book submissions, we will release an area of the map for a demo. There will probably be a poll to determine which areas are released, so keep checking back for updates and send in your book submissions!

-agentorangeguy

General update

Posted by Zygon Dragon on 28th June 2012 in Updates

Buccaneer’s Den is finished with all NPC’s functioning correctly with conversations, and just needs updated portraits. The late night brawling will be added soon as with Jhelom. Minoc is finished with NPCs (they just need portraits) with the exception of the lady who makes the balloon.. Serpents Hold npcs are almost finished.

Crowley has been working on various new shapes, concentrating on completing the giant ant, a new look for Blaine, and other things. The balloon will probably be the next big thing to tackle, but it is still in planning stages.

Also, there has been some random touching up of areas on the map. Most of the map is complete and just needs touching up.

Shrine Trouble

BeeCave 2

BeeCave

Smooth update: New Crowley graphics

Posted by Zygon Dragon on 14th May 2012 in Updates

Things going smoothly….

-Map work is coming along well, the desert area has been finished. Crowley is working on the ant mound entrances, making them actually resemble ‘mounds’ instead of holes in the ground. Also, he is working on earthen steps to resemble dirt stairways to the surface rather than having actual stairs/ladders as the original had.

– Crowley completed a new sprite for Iolo, that more closely resembles his intro look and less like the U7 old fart. Lute playing frames are included 😀

– The ants are still a work in progress, just waiting on some more frames to be completed.

– Other sprites in the works are new looks for the gypsies Blaine, Taynith, and Karina the young dancing gypsy, that closely resemble their U6 portraits.

– Minoc is complete albiet a few npcs needing usecode work.

The map is somewhat complete structurally, all cities and towns are finished in that regard. All shrines are completed with the exception of the Shrine of Spirituality. The Cyclops cave, Spider cave, Moonglow crypts, and some other outlying areas are finished or near finished.

Quiet but humble update

Posted by Zygon Dragon on 23rd March 2012 in Updates

AgentOrgangeGuy has been doing quite a bit of work lately. Mostly fixing up the NW portion of the map which is almost complete, and usecode stuff. He’s fixed rivers, coastlines, and the other side of “The Long Haul” and fixed the mountains and rivers there. He’s also been working on Minoc NPCs – Juila, the Darkwatch Armory guy, the mayor are now complete with conversations and just need new portraits. Nicodemus is also fully functional. He’s also added a few random things here and there on the map, including an “outpost” outside of Yew that will be explained by a storyline from the new npc that will join your party (not yet created but his conversation file is nearly done). signs, some books, and things like that have also been fixed.

Also, the magic yew staff is functional. You are now able to buy the normal yew staves (shape created by Crowley) from Nicodemus and charge them with the Lightning spell. More spells will be added soon. When the charges run out (they hold 10), the staff changes back to a normal Yew staff that can be wielded in combat much like a normal staff.

The Avatar death function has been changed to cause you to ressurrect at the Castle. It is near functionally complete, it lacks dialogue from LB/Nystul but it both resurrects the Avatar and any dead party members nearby.

The Yew Staff is in the inventory, both a normal one and a lightning charged one. The code is slightly buggy with it right now but it shouldn’t be too hard for him to fix. It is supposed to work by double clicking the yew staff, targeting your spellbook, avatar casts the enchant spell and enchants it. Let me know if you are up for some map work sometime. We’re very close to having the NW sector of the map complete or near complete!

Our first working innkeeper

Posted by Zygon Dragon on 7th February 2012 in Updates
Doris from Minoc is our first functioning innkeeper.  I implemented the ‘now or later’ inn feature where you can do it U6 style or U7 style.  The only drawback to U6 style right now is that it doesn’t heal you as of yet.  Until I figure out how to do that without doing it manually and very ‘clunky’ (lots of code that isn’t worth it), it just passes time until checkout time (9am next day). The fade and unfade works just fine.  The U7 style works but I need to make the egg to where you give the key back or the stuff that happens when your late.

I also fixed the conversations of Dale the glassblower. you can buy jars, glass (glass cup) and hand mirrors ( desk item) along with the glass sword. I did some map work, doing much fixes to the NW coastline .  I did the edging on  the coast with the deep water to shallow water (blue to white). – AgentOrangeGuy

Odkin has done some amazing work on the new portraits. Here is a quick glance at some of his work in progress:

When Gypsies attack!

Posted by Zygon Dragon on 27th January 2012 in Updates

AgentOrangeGuy taking a little break to clear his head from all that usecode programing:

I was playing U6 for SNES last night to play a few areas for comparison to the pc game and get a few ideas. The SNES version is known for a pretty interesting glitch… where the gypsy party goes berserk and will kill you. The first part of this glitch is that the schedules for the gypsies get mixed up after you play maybe a week or two in game. The gypsies seem to “split up” and can be encountered in different areas – Kador along the path to “the Long Haul” – Minoc side, Blaine is usually asleep in the water off the shore from Minoc (???), and Zoltan seems to be somewhere between Britain and Skara Brae. This glitch seems to affect Mandrake as well, I once found him wandering in the swamps before the Shrine of Justice. After a while(few days in game), it clears up on its own and the gypsy group “re-assembles” and goes about their normal schedules.

Encountering them during the daytime in this state of disarray, nothing happens – they function normally when conversed with. However, it seems that when you encounter these gypsies as night falls, all hell breaks loose. I noticed this glitch a long time ago when I’d wander out of Britain at sundown and along the path, out of nowhere, Zoltan would come running up to me and start attacking! Since the SNES version is very “politically correct”, you cannot kill npcs nor can you attack them. This causes a problem when Zoltan attacks, you cannot pause, you cannot run, you cannot fight back… you are completely at his mercy. Combat music goes on for a split second, Zoltan gets his hit in, the combat music ceases. Rinse and repeat. At this point you pretty much have to reset the game, or let Zoltan kill you (at 4 to 5 hits a pop, that will take a while).

So, while playing last night I was flying in the balloon towards the path between two rivers along the way to the Minoc side of “the Long Haul”. I was going to fight the group of bandits that you encounter between the rivers. I landed right before that area and it was night time, and out of nowhere, Kador comes running at me like a rabid dog. Again, nothing I could do. I reset, and did the same things to see if I could repeat the glitch – teleport from Trinsic to Shrine of Compassion, board the balloon, go to the spot. Yep, Kador still attacking. Reset, and this time, I repeated this glitch but landed on the other side of the river. I noticed I could still talk to Kador, and yes, I did pay him for his tricks, just in case he had been trained to attack cheapskates. I lobbed a powder keg that way, but alas, he was immune to it. I reset, then tried to repeat the glitch again, but going the long way by walking. Kador was gone. I believe the gypsies schedules might reset at midnight, but I’m not entirely sure.

– AgentOrangeGuy