Nuvie: Larger Conversation Window; Lots More Martian Dreams Support

nuvie-larger-conversation-window

Eric Fry and the Nuvie team have made some significant strides with the development of said cross-platform engine for Ultima 6/Savage Empire/Martian Dreams since we last checked in on their progress. New entries to the project changelog include:

2014-11-30 Eric Fry r1981
* Added mapwindow converse gump for MD / SE. This replaces the mapwindow
for conversations when playing in original UI mode.
* Changed converse gump config to allow gump type selection.
You can now select between ‘default’, ‘u7style’ or ‘wou’ conversation
gumps.
* Changed MsgScroll’s MsgText class to contain color information. This allows
for the blue input text on the new WOU converse gump.
* Changed script functions to accept signed coordinates. These are then
wrapped to the actual map dimensions.

The first line item here is where the image above comes from. One complaint that is commonly leveled at Ultima 6 is that the conversation window on the UI is very small, and that as a result following conversations in the game can be difficult (especially when characters have much to say).

Now, Nuvie already has one solution for that issue, in the form of a very Ultima 7-like conversation overlay. But if, like me, you’re rather a fan of the Ultima 6 interface and control scheme, this new approach to solving the problem should have a certain appeal. It preserves the game UI, but still makes conversations significantly more readable, and easier to follow.

Other changes made to Nuvie in the last month include:

2014-12-06 Eric Fry r1982
* Update MD pocket watch tile based on time.
* Added new lua script functions for accessing tile animations.
anim_get_number_of_entries()
anim_get_tile(anim_index)
anim_get_first_frame(anim_index)
anim_set_first_frame(anim_index, anim_start_tile)

2014-12-08 Eric Fry r1983
* Moved MD look lua script into its own file. look.lua
* Added script for the following look actions.
Pocketwatch, marker flag, martian wheel barrow, rail cart and cannon.

2014-12-09 Eric Fry r1984
* Added more MD look usecode. martian seed, metal woman and broken strap.
* Close gumps upon entering conversation mode.

2014-12-11 Eric Fry r1985
* Added more MD look usecode. Belgian Combine, Sprayer, Weed sprayer,
heat ray gun, freeze ray gun, robot sprayer system, tracking motor,
switch bar, cabinet and panel.
* Added tile_get_description() script function.

2014-12-12 Eric Fry r1986
* Added MD look usecode for light sources and doors.

2014-12-14 Eric Fry r1987
* Added MD look obelisk.
* Changed canvas_hide() script function to force a full redraw.

2014-12-22 Eric Fry r1988
* Added MD wrench object usecode
* player_post_move_action() script function hook.
* Added party_use_entrance() script function.
* Started work on MD entrance logic.

2014-12-23 Eric Fry r1989
* Added optional flag to Actor.inv_add_obj() to allow qty combining
for stackable objects.
* Added MD use oxium bin, use sledge hammer on broken track and
use pliers on spool to tower.
* Added new alt-code 999. This allows you to search the map for
a given object type,frame,quality combo. The party is then teleported
to each subsequent location until the player chooses to break out.

2014-12-30 Eric Fry r1990
* Added support for MD 0xD1 conversation opcode. This allows conversation
scripts to execute specific game logic. Like opening the city gates at
Olympus Mons.
This calls the talk_script() lua function which will implement all the
MD specific talk scripts. At the moment only script #6 has been implemented.
* Added MD use gate
* Fixed MD use door
* Changed Obj x,y,z script variables to update the objects location on the map
if changed and the object is currently on the map.
* Fixed assert crash when walking near an egg with no container objects in MD.
(12e, 277, 0)

2014-12-31 Malignant Manor r1991
* Add Add MD weapon damage and armor values.
* Add a couple strings to the language file.

There’s a lot here to digest, much of which pertains to the engine’s ever-expanding support for Martian Dreams. Suffice it to say, as 2014 draws to a close, that the Nuvie team are making excellent progress enhancing the engine. I, for one, look forward to completing Martian Dreams in it at some point…perhaps in the new year?