At the moment bugfixing doesn't seem to be going very well, because most coders are gone. So at the moment I am trying to improve the game slightly instead. I will post what I have managed to do here.
<b>1. Automatic looting on boardings</b>
If you are boarding, the corpses can really obstruct the fight, which is very annoying. I have now made it so that on boardings you don't have to loot the corpses manually, but they are looted automatically instead. That looked weird though: As soon as you killed an enemy, they'd simply vanish, instead of fall to the floor. I managed to fix that as well: Now the enemy falls to the floor and remains lying there as corpse. However, you can walk straight through them, so they don't obstruct the fight anymore. This doesn't prevent you from continuing to the next boarding deck either.
<b>2. AoP compass in 3D sailing mode</b>
Seb added the AoP compass to the 3D sailing mode. I have made some small code changes so that you can now choose which compass you want in BuildSettings.h. This means that the AoP compass doesn't overwrite anything.
<b>3. Enemies don't draw blade during dialogs</b>
Have you ever had the problem that you were talking to a character and suddenly you were attacked while you were in a dialog? I have already fixed the problem that fights would be generated by the dialog before the dialog was finished. But I have now also prevented enemies from drawing their blades while you are in dialog. This should really decrease the amount of times you are killed during dialogs.
This should also make fighting in the Greenford Maltese Knight Abbey work better. You have to talk to the Maltese corpses to loot them. And the dialog is sometimes pretty long. With all the other enemies around, you don't really have the time to talk to the Maltese spirits. With my code change, however, you can talk to them as long as you like and no Weird Warriormonks will draw their blades.
I have been unable to make it so that enemies put their blades away if you start talking. But at least the enemies are gents now and they'll wait with drawing their blades until you finished your conversation. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="" border="0" alt="smile.gif" />
<b>4. Several error.log messages prevented</b>
I added some CheckAttributes to some places, which decreases the amount of error.log antries. This mostly has impact on the item traders: The first time you'd talk to them, there would be an error generated. Not anymore.
<b>1. Automatic looting on boardings</b>
If you are boarding, the corpses can really obstruct the fight, which is very annoying. I have now made it so that on boardings you don't have to loot the corpses manually, but they are looted automatically instead. That looked weird though: As soon as you killed an enemy, they'd simply vanish, instead of fall to the floor. I managed to fix that as well: Now the enemy falls to the floor and remains lying there as corpse. However, you can walk straight through them, so they don't obstruct the fight anymore. This doesn't prevent you from continuing to the next boarding deck either.
<b>2. AoP compass in 3D sailing mode</b>
Seb added the AoP compass to the 3D sailing mode. I have made some small code changes so that you can now choose which compass you want in BuildSettings.h. This means that the AoP compass doesn't overwrite anything.
<b>3. Enemies don't draw blade during dialogs</b>
Have you ever had the problem that you were talking to a character and suddenly you were attacked while you were in a dialog? I have already fixed the problem that fights would be generated by the dialog before the dialog was finished. But I have now also prevented enemies from drawing their blades while you are in dialog. This should really decrease the amount of times you are killed during dialogs.
This should also make fighting in the Greenford Maltese Knight Abbey work better. You have to talk to the Maltese corpses to loot them. And the dialog is sometimes pretty long. With all the other enemies around, you don't really have the time to talk to the Maltese spirits. With my code change, however, you can talk to them as long as you like and no Weird Warriormonks will draw their blades.
I have been unable to make it so that enemies put their blades away if you start talking. But at least the enemies are gents now and they'll wait with drawing their blades until you finished your conversation. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="" border="0" alt="smile.gif" />
<b>4. Several error.log messages prevented</b>
I added some CheckAttributes to some places, which decreases the amount of error.log antries. This mostly has impact on the item traders: The first time you'd talk to them, there would be an error generated. Not anymore.