Clean up extra blue pixels and straightened out border on far left wall, just outside the door on the small tavern graphic.
5 lines of code changed in 3 files:
House small border tweaks to make it similar to other small houses. Removed black pixels and replaced them with dark grey.
5 lines of code changed in 2 files:
Some pixel recoloring to make the windows more apparent Fort Sym graphic.
4 lines of code changed in 2 files:
Refactor and pixel color clean up for hovels2.
5 lines of code changed in 2 files:
Spelling correction, Red's Weapons Bazaar (not Bazzar) in Navar.
2 lines of code changed in 2 files:
Major cosmetic overhall to Red's Weapon Bazzar in Navar. Exapnded the map to include ground outside the shop walls. Floor plan matches the physical building shape. Door or entrance now opens when a player approaches. Shop item and decor layout changes. Map considered an outdoor map so darkness or time of day is visible when inside; added light sources. Updated world map for new map entrance destination.
1905 lines of code changed in 2 files:
Redesign the door for the hovel graphic.
4 lines of code changed in 2 files:
Refactor and pixel color clean up for the rl house1 graphic
4 lines of code changed in 2 files:
Major cosmetic overhaul to Eddie's Store by the Wall (general store) in Navar. Exapnded the map to include ground outside the shop walls. Floor plan matches the physical building shape. Door or entrance now opens when a player approaches. Shop item and decor layout changes. Map considered an outdoor map so darkness or time of day is visible when inside; added light sources. Updated world map for new map entrance destination.
1684 lines of code changed in 2 files:
Refactor and pixel color clean up for the house large graphic.
4 lines of code changed in 2 files:
Refactor and pixel color clean up for the farmhouse graphic.
4 lines of code changed in 2 files:
Small redesign of Pimol's Fine Bow Shop in Navar. Added another row of tiles around the map border outside the shop walls. Minor floor plan changes to match the building shape. Door or entrance now opens when a player approaches. Shop item layout changes. Updated world map for new map entrance destination.
775 lines of code changed in 2 files:
Major cosmetic overhaul to Sages Tower in Marksel. Exapnded the map to include ground outside the shop walls. Floor plan matches the physical building shape. Door or entrance now opens when a player approaches. Shop item and decor layout changes. Map considered an outdoor map so darkness or time of day is visible when inside; added light sources. Updated world map for new map entrance destination.
1955 lines of code changed in 2 files:
Redesign of the Marksel Shoppe in Marksel. Exapnded the map to include ground outside the shop walls. Floor plan matches the physical building shape. Door or entrance now opens when a player approaches. Shop item and decor layout changes. Map considered an outdoor map so darkness or time of day is visible when inside; added light sources. Updated world map for new map entrance destination.
1061 lines of code changed in 2 files:
Major cosmetic overhaul to Oldie Moldie's Jewelry in Lake Country. Exapnded the map to include ground outside the shop walls. Floor plan matches the physical building shape. Door or entrance now opens when a player approaches. Shop item and decor layout changes. Map considered an outdoor map so darkness or time of dayis visible when inside; added light sources. Updated world map for new map entrance destination.
2202 lines of code changed in 2 files:
Numerous changes to Fortress of Lord Butakis General Shop. Floor plan resembles building layout. Door or entrance now opens when a player approaches. Shop item layout changes. Map considered an outdoor map so darkness or time of day is visible when inside; added light sources. Updated Fortress map for new shop entrance destination.
1178 lines of code changed in 2 files:
Based on feedback - cosmetic changes to the flag on the roof, and some additional pixel touch ups on the 64x64 fort graphic.
5 lines of code changed in 2 files:
Refactor and pixel color cleanup of the 64x64 fort graphic.
4 lines of code changed in 2 files:
Numerous changes to Fortress of Lord Butakis Weapon Shop. Floor plan resembles building layout. Door or entrance now opens when a player approaches. Shop item layout changes. Map considered an outdoor map so darkness or time of day is visible when inside; added light sources. Updated Fortress map for new shop entrance destination.
1567 lines of code changed in 2 files:
Very minor graphic update - added a black pixel to the roof line to make for nicer merging. Cosmetic change only
5 lines of code changed in 2 files:
Numerous changes to Klondor's Wand Shop in Lake Country. Floor plan resembles building layout. Door or entrance now opens when a player approaches. Shop item layout changes. Map considered an outdoor map so darkness or time of day is visible when inside; added light sources. Updated world map for new map entrance destination.
1264 lines of code changed in 2 files:
Add conversation tips.
9 lines of code changed in 1 file:
Numerous changes to Clem's Fine Archery in Lake Country. Floor plan resembles building layout. Door or entrance now opens when a player approaches. Shop item layout changes. Map considered an outdoor map so darkness or time of day is visible when inside; added light sources. Updated world map for new map entrance destination.
1185 lines of code changed in 2 files:
Minor cosmetic changes to Church of Gabriel in Port Joseph. Changed wall sections for nicer merging or blending.
12 lines of code changed in 1 file:
Replaced two wall sections for nicer merging or blending. Cosmetic change only, no functional changes.
13 lines of code changed in 1 file:
Remove extra ground (grass) tile
0 lines of code changed in 1 file:
Map title change to Wayfarers' Rest in Port Joseph (rest vs. Rest)
2 lines of code changed in 2 files:
Changes to Wayfarer's rest in Port Joseph. Kept the original floor plan. Map considered an outdoor map so darkness or time of day is visible when inside; added light sources. Updated world map for new map entrance destination.
1337 lines of code changed in 2 files:
Multiple changes to General Store in Port Joseph. Floor plan somewhat resembles building layout. Door or entrance now opens when a player approaches. Map considered an outdoor map so darkness or time of day is visible when inside; added light sources. Shop item arrangement changes. Updated world map for new map entrance destination.
1312 lines of code changed in 2 files:
Changes to Lord of Rings store in Santo Dominion. Floor plan somewhat resembles building layout. Door or entrance now opens when a player approaches. Map considered an outdoor map so darkness or time of day is visible when inside; added light sources. Updated world map for new map entrance destination.
1230 lines of code changed in 2 files:
Major changes to Nosferatu - Specialist magic store in Santo Dominion. Floor plan closely resembles building layout. Door or entrance now opens when a player approaches. Shop item layout changes. Added more detect magic, detect curse and ID tables to the shop. Map considered an outdoor map so darkness or time of day is visible when inside; added light sources. Updated world map for new map entrance destination.
5188 lines of code changed in 2 files:
Major cosmetic changes to Erash Sharp Blades store in Santo Dominion. Floor plan closely resembles building layout. Door or entrance now opens when a player approaches. Shop item layout changes. Map considered an outdoor map so darkness or time of day is visible when inside; added light sources. Updated world map for new map entrance destination.
2290 lines of code changed in 2 files:
Punctuation change to Elik's General Store in Santo Dominion (Elik's vs. Eliks)
1 lines of code changed in 1 file:
Added one more light to Elik's General Store
4 lines of code changed in 1 file:
Somewhat major cosmetic changes to Eliks General Store in Santo Dominion. Door or entrance now opens when a player approaches. Shop item layout changes. Map considered an outdoor map so darkness or time of day is visible when inside; added light sources. Updated world map for new map entrance destination.
1298 lines of code changed in 2 files:
Somewhat major cosmetic changes to Hanz und Franz Panzer Armour Shop in Santo Dominion. Door or entrance now opens when a player approaches. Shop item layout changes. Map considered an outdoor map so darkness or time of day is visible when inside; added light sources. Updated world map for new map entrance destination.
1093 lines of code changed in 2 files:
Cosmetic changes to Mosley's Magic Books in Scorn. Door or entrance now opens when a player approaches. Shop item layout changes. Map considered an outdoor map so darkness or time of day is visible when inside; added light sources. Updated world map for new map entrance destination.
866 lines of code changed in 2 files:
Major cosmetic overhaul to the Magic Shop in Euthville. Expanded the map to include ground outside the shop walls. Floor plan matches the physical building shape. Door or entrance now opens when a player approaches. Map considered an outdoor map so darkness or time of day is visible when inside; added light sources. Updated world map for new map entrance destination.
5123 lines of code changed in 2 files:
Redesign and minor cosmetic changes to the Port Inn in Scorn. Expanded the map to include more ground outside the inn walls. Many of the room doors now open when a player approaches. Map is considered an outdoor map so darkness or time of day is visible when inside; added light sources.
1568 lines of code changed in 1 file:
Cosmetic overhaul to the Scorn General Store. Expanded the map to include ground outside the shop walls. Door or entrance now opens when a player approaches. Map considered an outdoor map so darkness or time of day is visible when inside; added light sources. Updated world map for new map entrance destination.
1650 lines of code changed in 2 files:
Major cosmetic overhaul to the Scorn's Best Bows in Scorn. Exapnded the map to include ground outside the shop walls. Floor plan matches the physical building shape. Door or entrance now opens when a player approaches. Map considered an outdoor map so darkness or time of dayis visible when inside; added light sources. Updated world map for new map entrance destination. Shop uses new face and archetype, requires archetype revision 14401.
1908 lines of code changed in 2 files:
New graphic and archetype for an archery shop, both based on the existing weapon shop.
41 lines of code changed in 3 files:
Major cosmetic overhaul to the Alchemy Shop in Scorn. Exapnded the map to include ground outside the shop walls. Floor plan matches the physical building shape. Door or entrance now opens when a player approaches. Map considered an outdoor map so darkness or time of dayis visible when inside; added light sources. Updated world map for new map entrance destination, added cobblestone tile to give a walkway to the shop entrance. Modified shop lower level stair coordinates to line up with changes with the upper/main level.
2428 lines of code changed in 3 files:
Removed a pixel in the letter R on the building signs. Now it is more recognizable.
12 lines of code changed in 9 files:
Refactor and pixel color cleanup of the prison building graphic.
4 lines of code changed in 2 files:
Modifed building signs to make them easier to read in the game.
7 lines of code changed in 5 files:
Modifed shop signs or banners to make them easier to read in the game.
11 lines of code changed in 9 files:
Modifed shop signs or banners to make them easier to read in the game.
6 lines of code changed in 4 files:
Reworked graphics from previous commit (14393), weird drop shadow like artifact appeared for some reason.
7 lines of code changed in 4 files:
Modifed shop signs or banners to make them easier to read in the game.
6 lines of code changed in 4 files:
Remove double stacked ground tiles, remove magic mouth message that were copied over by mistake (original tower layout was from Tower of Stars map), remove misplaced no_magic tile. All technical corrections, no cosmetic or functional changes.
1 lines of code changed in 1 file:
Major cosmetic overhaul to the House of Power in Scorn. Exapnded the map to include ground outside the shop walls. Floor plan matches the physical building shape. Door or entrance now opens when a player approaches. Map considered an outdoor map so darkness or time of dayis visible when inside; added light sources. Updated world map for new map entrance destination.
5500 lines of code changed in 2 files:
Based on feedback, adjust the destination coordinates for recently modified Scorn shop maps so that the player is one more tile away from the doorway which works nicer/better for the floor button that causes the door to open.
8 lines of code changed in 2 files:
Add better output on failed match so it is easier to track down
where the problem is.
MSW 2011-04-05
1 lines of code changed in 1 file:
Major cosmetic overhaul to the Scorn Gem Shop. Exapnded the map to include ground outside the shop walls. Door or entrance now opens when a player approaches. Map considered an outdoor map so darkness or time of day is visible when inside; added light sources. Added another row of gem purchase tables. Updated world map for new map entrance destination.
1672 lines of code changed in 2 files:
Correct overwritten elevation values made in previous commit, #14386.
3 lines of code changed in 1 file:
Added coblestone tiles leading up to the Scorn Gem Shop and House of Power. Cosmetic change only.
5 lines of code changed in 1 file:
Update Scorn to use the new Jewel Store graphic. Requires archtype revision # 14384.
2 lines of code changed in 1 file:
New face or image (shop/store_gems.base.x11.png) and object (shop/store_gems.arc) for a gems/jewels shop, based on the General Store graphic and archetype.
38 lines of code changed in 3 files:
Missed this file in previous commit. Updated world map for new map entrance destination to the Food Shop Warehouse in Scorn.
3 lines of code changed in 1 file:
Major cosmetic overhaul to the Food Shop Warehouse in Scorn. Exapnded the map to include ground outside the shop walls. Door or entrance now opens when a player approaches. Map considered an outdoor map so darkness or time of day is visible when inside; added light sources. Updated world map for new map entrance destination.
1111 lines of code changed in 1 file:
Merge lines.
4 lines of code changed in 1 file:
Merge lines for port pass.
29 lines of code changed in 3 files:
Merge lines.
17 lines of code changed in 1 file:
Add chat hints.
10 lines of code changed in 1 file:
Correctly hide the 'no detail available' panel.
1 lines of code changed in 1 file:
Fix quest logic.
1 lines of code changed in 1 file:
Fix wrong event type.
1 lines of code changed in 1 file:
Reformat using CRE.
12 lines of code changed in 1 file:
Merge lines.
7 lines of code changed in 1 file:
Add dialog tips, change a few things.
10 lines of code changed in 1 file:
Don't enable the combat report while maps are browsing.
3 lines of code changed in 1 file:
Correctly free HallOfSelection to not let various items in memory.
16 lines of code changed in 1 file:
Free inventory instead of just removing it.
3 lines of code changed in 1 file:
Correctly set free_objects to NULL.
1 lines of code changed in 1 file:
Major cosmetic overhaul to the Armour Shop in Scorn. Exapnded the map to include ground outside the shop walls. Floor plan matches the physical building shape. Door or entrance now opens when a player approaches. Map considered an outdoor map so darkness or time of day is visible when inside; added light sources. Updated sign information. Updated world map for new map entrance destination.
2488 lines of code changed in 2 files:
Major cosmetic overhaul to the Weapon Shop in Scorn. Exapnded the map to include ground outside the shop walls. Floor plan matches the physical building shape. Door or entrance now opens when a player approaches. Map considered an outdoor map so darkness or time of day is visible when inside; added light sources. Updated world map for new map entrance destination.
2360 lines of code changed in 2 files:
Enable start maps to be unique.
7 lines of code changed in 1 file:
Make the exit to newbie house unique.
5 lines of code changed in 1 file:
Make the exit to the newbie house unique, so players won't collide.
1 lines of code changed in 1 file:
Remove unused variable.
0 lines of code changed in 1 file:
Major cosmetic overhaul to the Magic Shop in Scorn. Exapnded the map to include ground outside the shop walls. Floor plan matches the physical building shape. Door or entrance now opens when a player approaches. Map considered an outdoor map so darkness or time of dayis visible when inside; added light sources. Updated world map for new map entrance destination.
5543 lines of code changed in 2 files: