Author Topic: Lazarus Compatibility update  (Read 12483 times)

Frilly Wumpus

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Lazarus Compatibility update
« on: March 30, 2007, 11:37:29 AM »
There has been lots of development done in the core Project Britannia code... Some bug fixes and a lot of new functionality.  While we've been trying to make the core Britannia tanks backwards compatible with Lazarus, there are a couple areas where this just hasn't been possible.  To remedy this, I've uploaded a small PB/Laz compatibility fix into the unstable builds section Here.  This is considered unstable and not fully tested, but initial tests show that it is working...post if there are any issues.  (drop the britannia_*.dsres and the compatibility fix into your Lazarus/Resources directory)

I would recommend this update for anyone that wants to keep up with the new functionality that is being developed in the core libraries and anyone who wishes to mod some of that back into Lazarus.  

Britannia Logic Change Log ( *** VERY OLD LOG *** )
PB/LAZ Compatibility Layer Change Log ( *** VERY OLD LOG *** )
Nightly Build Page
« Last Edit: May 06, 2010, 03:36:14 AM by Frilly Wumpus »
Frilly Wumpus
Co-Producer - The Ultima 6 Project
Co-Founder - Project Britannia
Technical Director - Ultima V:Lazarus

Frilly Wumpus

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Re: Lazarus Compatibility update
« Reply #1 on: May 21, 2007, 02:19:58 AM »
A new version of the compatibility update has been released.  You'll need the latest britannia_logic and britannia_art as well as the compatibility layer.

This update should resolve reported conversation issues.  It also opens up the Project Britannia options screen allowing you to toggle different in-game settings.  You can get to it via the ";" key and then press the Settings button.
Frilly Wumpus
Co-Producer - The Ultima 6 Project
Co-Founder - Project Britannia
Technical Director - Ultima V:Lazarus

Sphinxeus

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Re: Lazarus Compatibility update
« Reply #2 on: April 21, 2008, 08:47:09 AM »
It also opens up the Project Britannia options screen allowing you to toggle different in-game settings.  You can get to it via the ";" key and then press the Settings button.
";"key not work here and unsure what have been improved/corrected so that certain add-on mods aren't necessary any more. a list of mod below that may not (yet) cause problem for gamer like me who just wana play ::)

Directory of G:\game32\Ultima\Lazarus\resources

britannia_art.dsres
britannia_logic.dsres
pb_laz_comp_layer.dsres

britannia_sound.dsres
lazarus_art.dsres
lazarus_logic.dsres
lazarus_movies.dsres
lazarus_sound.dsres
Lazarus_XiDragon1.dsres
Lazarus_DS_Mysticora_12pt_font_patch.dsres
bugfix_Lazarus_Bantral_Jeholm_ship_payment_fix.dsres
bugfix_Lazarus_Landar_goldensilk_fix.dsres
bugfix_Lazarus_Reaper_loot_fix.dsres
bugfix_Lazarus_Shannon_Duel_fix.dsres
bugfix_Lazarus_Toshi_partydialoge_fix.dsres
bugfix_Lazarus_Widow_Hahna_schedule_fix.dsres
camera_mod.dsres
GQ Avatar Starts at Level 1.dsres
GQ Avatar Stat Minimum of 20.dsres
GQ Custom Settings.dsres
GQ Random Stat Gain on Level Up.dsres
GQ Spiders Drop More Silk.dsres
modcompatibility_addon_cheerfuls_silver+glasssword_mod.dsres
mod_judgedryden_jail_dialogue_change.dsres
mod_lazarus_provisoner_sign_art_avatar_font.dsres
mod_new_spell_IconsAndNames.dsres
Ozzy's Comfortability mod -  Quick pocketwatch.dsres


consult Petrell's Ultima page

Sphinxeus

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Re: Lazarus Compatibility update
« Reply #3 on: April 21, 2008, 10:58:01 AM »
still get ghost, stub after (re)spawn, NPC. so i give up and get back to Lazarus' original for now.

Frilly Wumpus

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Re: Lazarus Compatibility update
« Reply #4 on: April 21, 2008, 11:16:29 PM »
The britannia logic changes don't actually fix any Lazarus content issues at this time, so any of the bugfix_*** dsres files should be fine to use.  The same goes for any graphical mods.  I know that some of the Grail Quest mods may conflict with newer britannia_logic builds, but since none of these have been tested to any degree, I can't say for sure.  The recommended approach would be to run w/o mods and add additional ones to see if any break.  If anyone has any experience with any of these other mods, or would like to work to get them to work under the latest britannia builds, feel free to comment either here or in the Lazarus modding forum.

As for the ";" key, it should be the same key that launches the karma window.  The latest britannia logic removed the "Settings" button from this window and moved it to the in-game menu (accessed by ESC), but the karma window is still available with additional information about reagent counts.  I noticed that the settings button does not show up in Lazarus yet, but will be restored when I release the next compatibility update.

I'm not sure what you mean by getting a ghost and stub after respawn.  Could you explain in more detail?
Frilly Wumpus
Co-Producer - The Ultima 6 Project
Co-Founder - Project Britannia
Technical Director - Ultima V:Lazarus

Sphinxeus

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Re: Lazarus Compatibility update
« Reply #5 on: April 22, 2008, 06:54:45 AM »
The britannia logic changes don't actually fix any Lazarus content issues at this time, so any of the bugfix_*** dsres files should be fine to use.
Cheerful Dragon's package 1.2
doom.dsres conflict with reagent counter in Karma window.

Quote
If anyone has any experience with any of these other mods, or would like to work to get them to work under the latest britannia builds, feel free to comment either here or in the Lazarus modding forum.
:) people, esp overseas, probably even have problem to get DS LoA these days.

Quote
As for the ";" key, it should be the same key that launches the karma window.  The latest britannia logic removed the "Settings" button from this window and moved it to the in-game menu (accessed by ESC)
i didn't notice any difference. is camera improvement included?

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I noticed that the settings button does not show up in Lazarus yet, but will be restored when I release the next compatibility update.
:) may be wiser, if not quicker, by summoning volunteers to work on Lazarus 1.3.

Quote
I'm not sure what you mean by getting a ghost and stub after respawn.  Could you explain in more detail?
duplicated NPC standing asleep somewhere instead of bed.

Tseng

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Re: Lazarus Compatibility update
« Reply #6 on: April 23, 2010, 02:40:20 AM »
Hi,
Is there any plan to update the Lazarus Compatibility?
Considering the U6P is so mature now, maybe Lazarus players can at least got some taste before jump in U6P?

TIA

WyrdWeb

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Re: Lazarus Compatibility update
« Reply #7 on: April 23, 2010, 03:08:40 AM »
Hi,
Is there any plan to update the Lazarus Compatibility?
Considering the U6P is so mature now, maybe Lazarus players can at least got some taste before jump in U6P?

TIA

We have had tanks available for Laz for a long while now (as Laz does benefit from the parent pb tanks we both share). We've made a lot of enhancements and bug fixes all along the way. Once we get to our final release (which is very very soon), newer tanks will be made available. We have requested that any that play using the updated pb tanks with Laz report any issues they might have. :)
Co-producer, Lead Conversation Editor, Content Manager, QA Testing, 2D Art, WorldBuilder - The Ultima 6 Project

Frilly Wumpus

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Re: Lazarus Compatibility update
« Reply #8 on: May 06, 2010, 02:04:48 AM »
Latest Laz compatibility update has been posted and this should allow you to run Lazarus with the latest U6P nightly builds of:

britannia_logic.dsres
britannia_art.dsres
britannia_sound.dsres

The issue with the begin game sequence going to the "defeated" screen should now be resolved. 

STANDARD DISCLAIMER:  Lazarus has not been tested much with the latest PB tanks, so use at your own risk.  Also, if you notice something obviously broken, please let us know.

Thanks!!!
Frilly Wumpus
Co-Producer - The Ultima 6 Project
Co-Founder - Project Britannia
Technical Director - Ultima V:Lazarus

Epervier666

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Re: Lazarus Compatibility update
« Reply #9 on: June 20, 2012, 08:45:15 PM »
Hi

Should I have a special menu  in the karma windows ? I know the last post of this thrad is old, but i tried anyway to download the latest build, and the lazarus patch. But I don't see my reagents quantity by example. Is it normal ? Will I encounter some bug in the futute (I juste re-begin the game) and should i reverse to lazarus orginal britannia art, logic and sound ?

Edit : My bad. I have several folder with lazarus on it (previous installations), and I modified the wrong one. Now, the game just crash. So I revert back... too bad :( The improvements sounded good !
« Last Edit: June 20, 2012, 08:55:29 PM by Epervier666 »

Aletys

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Re: Lazarus Compatibility update
« Reply #10 on: July 04, 2012, 11:25:10 PM »
The Lazarus Compatibility  patch hasn't been updated since 2010 and doesn't work. Frilly Wumpus is hoping that he'll have time to work on it later this summer.

Tseng

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Re: Lazarus Compatibility update
« Reply #11 on: July 24, 2012, 12:19:01 PM »
Hi Frilly Wumpus,
Looks like there is an update on 7/18/2012.
Could you share the changes been made in the latest Lazarus Compatibility update?
Thanks

Frilly Wumpus

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Re: Lazarus Compatibility update
« Reply #12 on: July 28, 2012, 07:29:29 PM »
I've added the changes link to the nightly builds.

Really the only thing that has changed was updating it so that it doesn't crash at the start.  There is still a pretty major issue with the grapple hanging up the game and some other small incompatibilities I noticed when running it under DSMod (the Dungeon Seige developer mode). 

Feel free to try and use it and report anything else that may appear "wrong" as we don't have anyone actively testing it, but it's not yet in a point where you can play through the whole game.
Frilly Wumpus
Co-Producer - The Ultima 6 Project
Co-Founder - Project Britannia
Technical Director - Ultima V:Lazarus