I've been putting off looking at it just to avoid frustration.Īgain all these little details have to be understood and implemented. I can read the events and the conditions that drive them but there is a header to each set of events in the file but I still don't understand what is happening and how/why the file should change as each event occurs. Understanding how this file works is my big technical hurdle to jump. Again this doesn't happen in vanilla but because I've implemented the rules with a currently partial understanding of how things are enabled both these events happen in game.
As a result there is scripting to extinguish his camp-fire when he moves away. Another one is a minor character you meet has to move position after you meet them. Returning the Banner to Killorn keep is supposed to to change a texture on a wall to show it has been returned and hung up. I'm probably the only person to ever notice that in 25+ years.Īnother thing I see with the event system is actions that were seemingly set up to happen in game but for whatever reason doesn't happen. Not only that but a poison potion that (from a data storage point of view) is different to all other potions in the game. Well what happens and is not mentioned anywhere in walk-throughs is that if you are carrying a healing potion then that gets turned into a poison potion. Passing through the mist gives a cryptic message about a tingling feeling and as far as the player is concerned that is that. For instance if you are familiar with the tomb of praetor Loth you'll know that on the last level there is a switch that spawns a mist cloud. One thing I'm running into a lot is things that happen in the game but are never really noticed by the player. Just detail work from here on for specific spells.
+A number of UW2 specific spells are implemented but the main code structure for UW2 magic has been built. I think there are about three known hack traps that I don't understand at this point. My favourite discovery in the implementation of the traps was how the ice collapsing works in the Ice Caverns.
A lot of the levels are in a stable, traversable state.
I have a fairly full list of the "hack_traps" compiled and working. +Most triggers and a vast majority of the traps are implemented. +I finally have a texture shader that handles the palette cycles properly and reacts to light consistently. +I have (ugly) 3d models implemented for the items that need them. +All lot of the steps in the main quest are working in isolation. +Most conversations are working as they should. This is as much for providing a future tool for editing as an aid for research to eventually replace the original exporter tool which is showing it's age. + Inspired by developments with System Shock editing I've cobbled together a simple save/map/object and art editor in C# for the two underworlds.
Previously undocumented on top of quest and game variables there were two other types of variables which explain why the save files are so large compared to UW1. + A recent discovered allowed me to properly implement usage of all game variables in UW2. + Many of the previously undiscovered scheduled events in UW2 are now implemented. Loading of save files works fairly well but I need to audit it in detail to ensure I am not missing key values. Most of the save game formats are now almost fully understood.
Unfortunately this is not backwardly compatible due to a lack of a working compressor for UW2 data files. + I have a basic save game functionality working in UW2. I last posted here almost a year ago so here are some highlights since then. Development has slowed a bit, not due to lack of enthusiasm on my part but mainly from a mix of real life work pressures getting in the way.