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Analyzed 3 months ago. based on code collected 3 months ago.
Posted over 3 years ago
This is another small hotfix, this time to fix a crash when hovering over map markers after the window size or resolution has changed. See the full changelog for more details to read this same change summary again. We encourage all users of Arx ... [More] Libertatis 1.1.1 to upgrade to 1.1.2 whenever they feel like it. Updated Windows, Linux and FreeBSD binaries and packages are available. Yup, this release is really only one small fix. We have been working on bigger changes, and are getting closer to having fully hardware-accelerated rendering and per-pixel lighting, but did not want to delay this fix until those changes are ready for release. [Less]
Posted over 3 years ago
This is another small hotfix, this time to fix a crash when hovering over map markers after the window size or resolution has changed. See the full changelog for more details to read this same change summary again. We encourage all users of Arx ... [More] Libertatis 1.1.1 to upgrade to 1.1.2 whenever they feel like it. Updated Windows, Linux and FreeBSD binaries and packages are available. Yup, this release is really only one small fix. We have been working on bigger changes, and are getting closer to having fully hardware-accelerated rendering and per-pixel lighting, but did not want to delay this fix until those changes are ready for release. [Less]
Posted almost 4 years ago
This release is a hotfix addressing a regression introcuded in 1.1, that caused map markers to not be saved correctly and then removed when such a save is loaded. We encourage all users of Arx Libertatis 1.1 to upgrade to 1.1.1 as soon as possible. ... [More] map marker with label Updated Windows, Linux and FreeBSD binaries are available. Packages for some Linux distributions are still being built. Arx Fatalis scripts can add markers to the maps displayed in the player book using the mapmarker command. These are used to highlight quest locations, stores and other points of interest. In total, there are 15 different map markers in Arx Fatalis. The 1.1 release introduced a bug causing the labels of these markers to not be saved - this has been fixed in 1.1.1. Because Arx requires map markers to have unique labels, this also results in all but one map marker being permanently removed when loading a save created by 1.1 - it doesn't matter which version of AL is used to load the save. Save files that have been created before 1.1 was installed are not affected. The 1.1 save files have not been otherwise corrupted, only map markers (or their labels) may be missing.Recovery It is generally not possible to recreate these markers from the engine side. As the markers are not all added at the same time, and some even removed as the player progresses, it is also not trivial to re-add the correct set of markers from scripts. Because of this, we have decided to not add any recovery mechanic for now. The complete set of script commands to create all possible map markers is as follows: mapmarker 100 100 1 [goblinlord_warning] mapmarker 169 110 1 [addmarker_human_throne_room] mapmarker 183 194 7 [addmarker_treasure_gob] mapmarker 195 390 1 [description_miguel] mapmarker 196 127 4 [addmarker_pathway_snake] mapmarker 20 385 1 [description_gary] mapmarker 237 62 1 [addmarker_falan_room] mapmarker 276 390 3 [addmarker_human_access] mapmarker 312 174 6 [addmarker_temple_illusions] mapmarker 333 260 4 [description_alia] mapmarker 348 22 1 [addmarker_human_access] mapmarker 365 305 1 [description_tafiok] mapmarker 404 390 1 [description_maria] mapmarker 469 320 6 [addmarker_elder_shield] mapmarker 500 50 1 [addmarker_secret_temple] Unfortunately we don't have a script console yet, so there is no straightforward way to execute these commands. Adventurous users may follow this guide. Be sure to back up your save files beforehand. We apologize for any inconvenience this may have caused. [Less]
Posted almost 4 years ago
This release is a hotfix addressing a regression introcuded in 1.1, that caused map markers to not be saved correctly and then removed when such a save is loaded. We encourage all users of Arx Libertatis 1.1 to upgrade to 1.1.1 as soon as possible. ... [More] map marker with label Updated Windows, Linux and FreeBSD binaries are available. Packages for some Linux distributions are still being built. Arx Fatalis scripts can add markers to the maps displayed in the player book using the mapmarker command. These are used to highlight quest locations, stores and other points of interest. In total, there are 15 different map markers in Arx Fatalis. The 1.1 release introduced a bug causing the labels of these markers to not be saved - this has been fixed in 1.1.1. Because Arx requires map markers to have unique labels, this also results in all but one map marker being permanently removed when loading a save created by 1.1 - it doesn't matter which version of AL is used to load the save. Save files that have been created before 1.1 was installed are not affected. The 1.1 save files have not been otherwise corrupted, only map markers (or their labels) may be missing.Recovery It is generally not possible to recreate these markers from the engine side. As the markers are not all added at the same time, and some even removed as the player progresses, it is also not trivial to re-add the correct set of markers from scripts. Because of this, we have decided to not add any recovery mechanic for now. The complete set of script commands to create all possible map markers is as follows: mapmarker 100 100 1 [goblinlord_warning] mapmarker 169 110 1 [addmarker_human_throne_room] mapmarker 183 194 7 [addmarker_treasure_gob] mapmarker 195 390 1 [description_miguel] mapmarker 196 127 4 [addmarker_pathway_snake] mapmarker 20 385 1 [description_gary] mapmarker 237 62 1 [addmarker_falan_room] mapmarker 276 390 3 [addmarker_human_access] mapmarker 312 174 6 [addmarker_temple_illusions] mapmarker 333 260 4 [description_alia] mapmarker 348 22 1 [addmarker_human_access] mapmarker 365 305 1 [description_tafiok] mapmarker 404 390 1 [description_maria] mapmarker 469 320 6 [addmarker_elder_shield] mapmarker 500 50 1 [addmarker_secret_temple] Unfortunately we don't have a script console yet, so there is no straightforward way to execute these commands. Adventurous users may follow this guide. Be sure to back up your save files beforehand. We apologize for any inconvenience this may have caused. [Less]
Posted almost 4 years ago
This release is a hotfix addressing a regression introcuded in 1.1, that caused map markers to not be saved correctly and then removed when such a save is loaded. We encourage all users of Arx Libertatis 1.1 to upgrade to 1.1.1 as soon as possible. ... [More] map marker with label Updated Windows, Linux and FreeBSD binaries are available. Packages for some Linux distributions are still being built. Arx Fatalis scripts can add markers to the maps displayed in the player book using the mapmarker command. These are used to highlight quest locations, stores and other points of interest. In total, there are 15 different map markers in Arx Fatalis. The 1.1 release introduced a bug causing the labels of these markers to not be saved - this has been fixed in 1.1.1. Because Arx requires map markers to have unique labels, this also results in all but one map marker being permanently removed when loading a save created by 1.1 - it doesn't matter which version of AL is used to load the save. Save files that have been created before 1.1 was installed are not affected. The 1.1 save files have not been otherwise corrupted, only map markers (or their labels) may be missing.Recovery It is generally not possible to recreate these markers from the engine side. As the markers are not all added at the same time, and some even removed as the player progresses, it is also not trivial to re-add the correct set of markers from scripts. Because of this, we have decided to not add any recovery mechanic for now. The complete set of script commands to create all possible map markers is as follows: mapmarker 100 100 1 [goblinlord_warning] mapmarker 169 110 1 [addmarker_human_throne_room] mapmarker 183 194 7 [addmarker_treasure_gob] mapmarker 195 390 1 [description_miguel] mapmarker 196 127 4 [addmarker_pathway_snake] mapmarker 20 385 1 [description_gary] mapmarker 237 62 1 [addmarker_falan_room] mapmarker 276 390 3 [addmarker_human_access] mapmarker 312 174 6 [addmarker_temple_illusions] mapmarker 333 260 4 [description_alia] mapmarker 348 22 1 [addmarker_human_access] mapmarker 365 305 1 [description_tafiok] mapmarker 404 390 1 [description_maria] mapmarker 469 320 6 [addmarker_elder_shield] mapmarker 500 50 1 [addmarker_secret_temple] Unfortunately we don't have a script console yet, so there is no straightforward way to execute these commands. Adventurous users may follow this guide. Be sure to back up your save files beforehand. We apologize for any inconvenience this may have caused. [Less]
Posted almost 4 years ago
With more than 30000 lines of code changed in over 600 git commits, the 1.1 release fixes player movement issues, minimap scaling, and a bunch of crashes and other bugs. We also continued our work on restructuring the engine, to facilitate new ... [More] features in the future. Further, there is an improved installer for the data files on *nix systems as well as minor graphics and sound tweaks. See the changelog for full details. While we haven't managed to include everything originally planned for 1.1, we felt it was high time for another release after nearly a year of development since 1.0.3. platforms over lava minimap scaling fixes Updated Windows, Linux and FreeBSD binaries are available.Player movement fixed A long-standing bug in Arx Libertatis and even vanilla Arx Fatalis has been spontaneous acceleration causing the player to jump forward, possibly past important script triggers. The effect was even worse if the game already ran slow. But you guessed it, the past tense in the last two sentences means this has now been fixed. Another known problem was that the player could not jump quite as far in AL as he could in vanilla AF. In 1.1 we adjusted the player jump distance to fix this. Please let us know if we got it right or if it needs further tweaking. Note that only the jump distance has been fixed, there are plenty of other things about the jump that could be improved.Minimap scaling fixed Another notable fixed bug is the minimap scaling. Previously, the minimap in the HUD would cover a smaller area at larger resolutions, as demonstrated in the screenshots to the right.Direct3D backend deprecated One increasingly inconvenient part of Arx has been the Direct3D renderer backend. As a few D3D-specific rendering bugs have been able to sneak in and none of us really cares to maintain it, it will likely be removed in a future release. This will also hopefully make it easier for us to implement future rendering improvements. For this release however, the D3D renderer is still available, but the default on Windows has been switched to OpenGL to encourage more testing. This means that if you never switched the renderer away from "Auto-Select" in the video settings, you will now use OpenGL. If you previously manually selected D3D, or do so now, AL will continue to use that backend for the time being. Please report any rendering glitches and performance issues you encounter with the OpenGL backend, so that they can be fixed before D3D is no longer an option. spell aura colors Other improvements Since the 1.0.3 release we've had three new contributors: Dimoks, LordSk and Eli2. Their additions include restoring missing spell sounds, adjusting the aura color of the Protection from fire spell to distinguish it from the Armor spell (difference show to the left), code cleanup for future improvements (most of which isn't included in 1.1 yet) as well as other bug fixes. *nix data installer For our non-Windows users we have included a new improved script to install the game data under Linux, FreeBSD and other UNIX-like systems. This new script supports more obscure Arx Fatalis distributions and adds an optional GUI interface using KDialog, Zenity or Xdialog. Arx Libertatis will even launch the script for you if there are data files missing, allowing Linux users to enjoy Arx without ever touching a terminal, if they are so inclined.Information for packagers In AL 1.1 we have switched from DevIL to an internal stb_image copy for image loading, removing that dependency. This change was made as DevIL is unmaintained and faulty Debian packages have caused crashes for some. Secondly, AL no longer uses the Boost.Program_options library, making Boost a build-time only dependency. We have also added more options to fine-tune the build process, documented in README.md and OPTIONS.md. 악스 파탈리스 User contributions In the meantime, the Arx Fatalis community has created Polish, Turkish and Korean (text-only) translations as well as gameplay modifications that also work in Arx Libertatis. Feel free to add your own creations as well as mods you come across to the wiki page. As always, we'd like to hear what you think about the changes so far and which future improvements we should focus on. Our bug tracker has a wishlist for new features or enhancements that can be voted on. [Less]
Posted almost 4 years ago
With more than 30000 lines of code changed in over 600 git commits, the 1.1 release fixes player movement issues, minimap scaling, and a bunch of crashes and other bugs. We also continued our work on restructuring the engine, to facilitate new ... [More] features in the future. Further, there is an improved installer for the data files on *nix systems as well as minor graphics and sound tweaks. See the changelog for full details. While we haven't managed to include everything originally planned for 1.1, we felt it was high time for another release after nearly a year of development since 1.0.3. platforms over lava minimap scaling fixes Updated Windows, Linux and FreeBSD binaries are available.Player movement fixed A long-standing bug in Arx Libertatis and even vanilla Arx Fatalis has been spontaneous acceleration causing the player to jump forward, possibly past important script triggers. The effect was even worse if the game already ran slow. But you guessed it, the past tense in the last two sentences means this has now been fixed. Another known problem was that the player could not jump quite as far in AL as he could in vanilla AF. In 1.1 we adjusted the player jump distance to fix this. Please let us know if we got it right or if it needs further tweaking. Note that only the jump distance has been fixed, there are plenty of other things about the jump that could be improved.Minimap scaling fixed Another notable fixed bug is the minimap scaling. Previously, the minimap in the HUD would cover a smaller area at larger resolutions, as demonstrated in the screenshots to the right.Direct3D backend deprecated One increasingly inconvenient part of Arx has been the Direct3D renderer backend. As a few D3D-specific rendering bugs have been able to sneak in and none of us really cares to maintain it, it will likely be removed in a future release. This will also hopefully make it easier for us to implement future rendering improvements. For this release however, the D3D renderer is still available, but the default on Windows has been switched to OpenGL to encourage more testing. This means that if you never switched the renderer away from "Auto-Select" in the video settings, you will now use OpenGL. If you previously manually selected D3D, or do so now, AL will continue to use that backend for the time being. Please report any rendering glitches and performance issues you encounter with the OpenGL backend, so that they can be fixed before D3D is no longer an option. spell aura colorsOther improvements Since the 1.0.3 release we've had three new contributors: Dimoks, LordSk and Eli2. Their additions include restoring missing spell sounds, adjusting the aura color of the Protection from fire spell to distinguish it from the Armor spell (difference show to the left), code cleanup for future improvements (most of which isn't included in 1.1 yet) as well as other bug fixes. *nix data installer For our non-Windows users we have included a new improved script to install the game data under Linux, FreeBSD and other UNIX-like systems. This new script supports more obscure Arx Fatalis distributions and adds an optional GUI interface using KDialog, Zenity or Xdialog. Arx Libertatis will even launch the script for you if there are data files missing, allowing Linux users to enjoy Arx without ever touching a terminal, if they are so inclined.Information for packagers In AL 1.1 we have switched from DevIL to an internal stb_image copy for image loading, removing that dependency. This change was made as DevIL is unmaintained and faulty Debian packages have caused crashes for some. Secondly, AL no longer uses the Boost.Program_options library, making Boost a build-time only dependency. We have also added more options to fine-tune the build process, documented in README.md and OPTIONS.md. 악스 파탈리스User contributions In the meantime, the Arx Fatalis community has created Polish, Turkish and Korean (text-only) translations as well as gameplay modifications that also work in Arx Libertatis. Feel free to add your own creations as well as mods you come across to the wiki page. As always, we'd like to hear what you think about the changes so far and which future improvements we should focus on. Our bug tracker has a wishlist for new features or enhancements that can be voted on. [Less]
Posted almost 4 years ago
With more than 30000 lines of code changed in over 600 git commits, the 1.1 release fixes player movement issues, minimap scaling, and a bunch of crashes and other bugs. We also continued our work on restructuring the engine, to facilitate new ... [More] features in the future. Further, there is an improved installer for the data files on *nix systems as well as minor graphics and sound tweaks. See the changelog for full details. While we haven't managed to include everything originally planned for 1.1, we felt it was high time for another release after nearly a year of development since 1.0.3. platforms over lava minimap scaling fixes Updated Windows, Linux and FreeBSD binaries are available.Player movement fixed A long-standing bug in Arx Libertatis and even vanilla Arx Fatalis has been spontaneous acceleration causing the player to jump forward, possibly past important script triggers. The effect was even worse if the game already ran slow. But you guessed it, the past tense in the last two sentences means this has now been fixed. Another known problem was that the player could not jump quite as far in AL as he could in vanilla AF. In 1.1 we adjusted the player jump distance to fix this. Please let us know if we got it right or if it needs further tweaking. Note that only the jump distance has been fixed, there are plenty of other things about the jump that could be improved.Minimap scaling fixed Another notable fixed bug is the minimap scaling. Previously, the minimap in the HUD would cover a smaller area at larger resolutions, as demonstrated in the screenshots to the right.Direct3D backend deprecated One increasingly inconvenient part of Arx has been the Direct3D renderer backend. As a few D3D-specific rendering bugs have been able to sneak in and none of us really cares to maintain it, it will likely be removed in a future release. This will also hopefully make it easier for us to implement future rendering improvements. For this release however, the D3D renderer is still available, but the default on Windows has been switched to OpenGL to encourage more testing. This means that if you never switched the renderer away from "Auto-Select" in the video settings, you will now use OpenGL. If you previously manually selected D3D, or do so now, AL will continue to use that backend for the time being. Please report any rendering glitches and performance issues you encounter with the OpenGL backend, so that they can be fixed before D3D is no longer an option. spell aura colorsOther improvements Since the 1.0.3 release we've had three new contributors: Dimoks, LordSk and Eli2. Their additions include restoring missing spell sounds, adjusting the aura color of the Protection from fire spell to distinguish it from the Armor spell (difference show to the left), code cleanup for future improvements (most of which isn't included in 1.1 yet) as well as other bug fixes. *nix data installer For our non-Windows users we have included a new improved script to install the game data under Linux, FreeBSD and other UNIX-like systems. This new script supports more obscure Arx Fatalis distributions and adds an optional GUI interface using KDialog, Zenity or Xdialog. Arx Libertatis will even launch the script for you if there are data files missing, allowing Linux users to enjoy Arx without ever touching a terminal, if they are so inclined.Information for packagers In AL 1.1 we have switched from DevIL to an internal stb_image copy for image loading, removing that dependency. This change was made as DevIL is unmaintained and faulty Debian packages have caused crashes for some. Secondly, AL no longer uses the Boost.Program_options library, making Boost a build-time only dependency. We have also added more options to fine-tune the build process, documented in README.md and OPTIONS.md. 악스 파탈리스User contributions In the meantime, the Arx Fatalis community has created Polish, Turkish and Korean (text-only) translations as well as gameplay modifications that also work in Arx Libertatis. Feel free to add your own creations as well as mods you come across to the wiki page. As always, we'd like to hear what you think about the changes so far and which future improvements we should focus on. Our bug tracker has a wishlist for new features or enhancements that can be voted on. [Less]
Posted almost 5 years ago
The Arx Libertatis wiki has been moved from arx.parpg.net to wiki.arx-libertatis.org. User accounts and passwords from the old wiki should still work. While we have set up a redirect for now, please update all links and bookmarks pointing to the old ... [More] URL. Many thanks go to barra for having hosted the wiki so far. Having a place to collaborate beyond the code and IRC channel even before we had our own infrastructure was of great help to the Arx Libertatis project. [Less]
Posted almost 5 years ago
The Arx Libertatis wiki has been moved from arx.parpg.net to wiki.arx-libertatis.org. User accounts and passwords from the old wiki should still work. While we have set up a redirect for now, please update all links and bookmarks pointing to the old ... [More] URL. Many thanks go to barra for having hosted the wiki so far. Having a place to collaborate beyond the code and IRC channel even before we had our own infrastructure was of great help to the Arx Libertatis project. [Less]