- On load, the game now detects graphic sheets and sounds whose IDs are "discontinuous", as well as graphics intended to directly replace preset graphic sheets. - Edit sheets dialog can now handle "discontinuous" graphics. (The edit sounds dialog already could.) - Edit sheets dialog prompts user to create a new sheet if there are none already, and also if there are some but not ID 0 (in the latter case they can cancel and still edit the sheets). - Edit sheets dialog prompts user to convert sheets if the scenario is legacy, rather than doing it silently - Edit sheets dialog now has "new" and "delete" buttons - Edit sounds dialog now has functioning "delete" button
Classic Blades of Exile
This project hosts the source code to the classic RPG creator Blades of Exile after it was released by Spiderweb Software under GPLv2. It is a svn-git transfer from the Google Code Project; all issues and trunk code has been ported.
The primary purpose of this project is to provide bug fixes to Blades of Exile so that it can compile and run on modern operating systems. The secondary purpose is to generalize and extend its functionality while maintaining backwards compatibility.
If you would like to be added to this project contact Sylae or one of the other people on the owners list. This is an open project, with no strong prerequisites for getting commit access. With that in mind, please be careful of what you check into the repository. Please do not commit any binaries, junk files, or anything that doesn't compile.
The Win32/ directory should be considered "frozen" from this point on. Apart from minor bugfixes, it should not be altered. The src/ directory is to be the official codebase now. As of the time of this writing, it has a few major issues on Windows which are being worked on.
CBOE relies on a few libraries, and XCode needs to be told where they are. The graphics library we're using is SFML, which is a Framework that can be found here. They need to be linked in the Project Build Phases menu. You might also need to include zlib in the same place, but being that it's a builtin lib, that might be handled automatically in future builds.
The other dependency is Boost, a C++ library, which can be found here, however the most straightforward way to install it is via homebrew or some similar package manager. Wherever you put it, XCode needs to be linked to it via the Project Build Settings, under Linking->Other Linking flags, which should look similar to this:
-lboost_filesystem -lboost_system -L/usr/local/Cellar/boost/1.57.0/lib
With the path in the third include being wherever you put the boost lib folder. The includes need to be flagged in the Project Build Settings, under Apple LLVM Custom Compiler Flags -> Other C++ Flags, flags to which you should append something like this:
-isystem/usr/local/Cellar/boost/1.57.0/include
Again, the filepath just needs to point to Boost's includes.
Helpful Links
- Jenkins Server - Runs a build after every push
- [BoE Forum at Spiderweb Software](http://spiderwebforums.ipbhost.com/index.php?/forum/12-blades- of-exile/)
- Original Game Source - Where it all began. Warning: Terrifying code.
- Ormus's Code - The basis for most, if not all, of the Win32 work.
- Experimental Builds - will be put up whenever Celtic Minstrel feels like it.
- Blades File Dump - A spot to quickly add project files; mostly contains older binaries from the Google Code page.