Pentagram Updated

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, the remake that does for what did for , has posted news of their development progress for the first time since last December. The team, it seems, has been busy indeed!

In the last few months, interest in Pentagram seems to have picked up again. A number of bugs were fixed since the last update, including camera fixes, key handling, containers (backpack, barrels, etc.), and a fix for a problem in the German versions of the U8. The default key binding for stasis moved from ‘S’ to ‘F10′. The build should now properly support versions of autoconf greater than 2.60.

builds also received a lot of attention. They build system switched from to a makefile-based system that builds Pentagram and dependencies using their traditional configure script and make methods. This allows us a greater amount of control over the builds and should help prevent changes to Pentagram for systems that break OS X builds and vice versa.

Just prior to this news update, I noticed that the Pentagram team had released updated snapshots of both their and Mac builds of the game, and both of these updates have been added to the project entry at Aiera. I’ve also updated ’s copy of the Pentagram source code.

 
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Exult 1.4 Updated (Tools and Studio as well)

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There’s still no new news posted on the project’s main website, but — the engine that enables (both parts: and ) to run on virtually every OS imaginable — has been updated. Exult 1.4, the “unstable, beta” build of the engine, was updated earlier this month, as were and .

Major changes in this release include correction of a few problems associated with creating a new game from within Exult Studio, a code change to prevent dead NPCs from taking additional damage, a tweak to the proximity-based wake-up feature of NPCs, and a few other code corrections.

I have added downloads for all three updated programs, plus an updated copy of the Exult source code, to the project entry at .

 
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Ultima Songbook; U6 Project dev tools released; Iris and Exult updated

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I see that Dino’s Ultima Page has posted some news concerning a couple of new file releases from different projects. Notably, Ranman’s Ultima V for TI Calculators has released a beta version of that port for the TI-92 and V200 calculators. This download has already been added to the project entry at .

Also, the full version of a patch translating Ultima 7 to Spanish has been released. Following up on this lead led me to translation patches for , , and about which I had previously been unaware, and these have all been added to Aiera.

Additionally, the Ultima 6 Project Development Tools Package has been released, which enables the user to edit and compile conversations, edit game objects, edit game logic, and provides a host of other functions as well. It can be downloaded from the website, or from the entry at Aiera.

* * *

Other Ultima-related news I found whilst wandering through the Internet today includes:

Aklabeth

The web home of this remake of seems to be offline. I hope it’s just a temporary thing.

Ultima Underworld for Pocket PC

Conversely, this port of Ultima Underworld to the seems to be back online again. Nice to see. That means that I get to move this project out of the cemetery!

Exult

This port of and Serpent Isle to…well…pretty much every operating system one could dare to think of…doesn’t look as though it’s been updated, by its website. But I noticed that the and PocketPC snapshots were updated earlier this month, as was the snapshot for . All of these can be downloaded through the project entry. The chief modification seems to concern a bug with multiracial Avatars.

Ultima: Iris

This 3D frontend for Ultima Online has been updated recently, to build version 2365. and Windows source, and the Windows installer, can all be downloaded via the project entry, or at the project website.

* * *

Finally, I was contacted by Yannick “Alcibiade” Kirschhoffer regarding a new piece of Ultima-related material he has produced. I’ll let him explain it in his own words:

I’ve been huge fan of the second Ultima trilogy. In 2003, I began work on writing guitar arrangements of most of this era’s music. I did the score almost entirely, and some of U4 and U5 too. Then I compiled these in a songbook that I illustrated with artwork and quotes from the games.

It is available for download in PDF format at www.alcibiade.org

This is a handy little creation, beautifully arranged and attractively compiled into one volume. I’ve added a project entryfor it under the category of “General Utility”, and it can be downloaded from there as well.

Well done, Yannick!

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Updating my Ultima website - lots of project news!

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As some good Readers may be aware, I run several websites, not the least of which is Ultima: Aiera, my project archive site. It’s basically an aggregator for news related to the various projects out there on the great big that have something to do with Ultima. And whether that’s a patch for an existing Ultima title or a remake of an Ultima game using a new (and fancier) game engine, Aiera exists to keep track of everything I can find “out there”.

I’ve been working on updating Aiera all day, so there won’t be anything else done today in the way of blogging. But that’s okay — an article I read in Wired magazine this morning suggested that mixing up one’s content every now and again was a sure-fire technique to spruce up the blog. So I expect thousands of readers now.

Yeah, right!

However, one thing I do want it to get my various blogs a bit better-integrated with each other, and because is kind of the master domain for each of these that means that anything that gets posted to those “other” sites from now on will be mirrored back to here.

So…news from Aiera today.

I was contacted a while back (an inexcusably long while back, as it happens — my apologies!) by a fellow named Zen, who passed along a bit of an addon module for based on the first level of the Abyss in .

As Zen doesn’t have a website to host the project at for himself, he has made it available to the world via , and I have (finally!!) created a project entry for it. Check thou it out, O Reader, if you’ve still got those Dungeon Keeper discs tucked away in a drawer or closet!

Also, I have added a download for the ’s Milestone 5 release to that project’s entry, so if you haven’t grabbed it from somewhere else already, you can now get it there as well.

Other news, courtesy of Dino’s Ultima Page:

Ultima V: Lazarus

Cheerful Dragon has released version 1.29 of his various mods and bugfixes for this remake of . These can be downloaded either at the previous forum link, or via the project entry at Aiera.

Seven Towers Exult Mods

Marzo has released updates to his mods for , for both (Keyring) and (Fixes). The latest revisions of both can be downloaded through their respective project entries at Aiera:

Ultima: Iris

Apparently, the project’s developers took home first prize at the Dusmania 10 hobby game development meeting in , . Congrats!

Ultima 5 for TI Calculators

Ranman has released version 1.01 of his port of Ultima 5 to the calculator. The up-to-date download can be found via the project entry.

Exult

This remake has been updated recently — or, rather, the unstable 1.4 version has been updated, as has and its accompanying tools. The Exult team’s plugins for GiMP have also been updated this month, and the whole mess of things can be downloaded via the project entry.

EUO

This Ultima-inspired game has seen the release of version 0.16 of its rudimentary 3D client, which can be downloaded via the project entry at Aiera.

Ultima Restoration

This comprehensive multi-project has released screenshots of the Kilrathi space station from their remake of . With this completed, they now have all the cities, dungeons, and space stations fully mapped in the game — which, if I do say so myself, is damn good progress!

They’ve also added links to a good couple-dozen modules that I’m going to have to sort through in short order, so…well, it’s nice to know in advance what I’ll be up to for at least part of next week.

* * *

Also, the Wing Commander CIC team are attempting to back up what remains of the Origin Systems data library. They are looking for people with experience with this sort of thing, so if you’re one of those people who lives and breathes in backup tapes, you might want to check their project out.

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The Demise of UXO

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I wish I could say that the demise of comes as a surprise to me, but it really doesn’t. The reasons I think this are, or should be, pretty obvious:
– they hadn’t updated their site in a goodly long while
– support from the community had been…er…sparse
– the team building it lost many of its critical members after was shut down

In fact, in a thread on the development forum for Dino’s new Ultima Page (which is in testing stages right now) just yesterday, I was postulating on whether or not might just die, and whether or not it would

…be tragic/funny is this thing died at the “almost” stage that it’s at…

A tragic speculation. Personally, I was looking forward to UXO, not because I’m an hack or because I’m a rabid fan of every that comes along, but because back when and were working on it, it was being touted as an honest attempt by a devoted core of developers to…well, if not correct, then at least address many of the inconsistencies and errors in . It was, in many ways, an acknowledgement of a mistake and an attempt at reconciliation. Or so it seemed.

All that aside, though, this sudden demise has got me thinking: how does this affect the Ultima community, especially the modders attempting to remake older Ultima games, or tell new Ultima stories? The quick answer that many would give is: it doesn’t affect them at all. But I disagree. Consider:
– Adventures of Blackthorn died because they were shooting for something extremely ambitious, and they changed engines in mid-stream
– Eriadain is supposedly alive, according to people who’ve apparently spoken to Moa Dragon, but the last news posting there is almost a year old
– U7R, Mike Morrato’s promising remake/expansion, seems frozen in its tracks, its website down for several months now

Making a game is hard. Making an Ultima is harder. The community of fans is very exacting in what it demands and expects, and rightly so. With the shining example, especially, of Ultima 7, the bar has been set very high for those of us who would tell an Ultima tale using a modern game engine. The bar has been set so high, in fact, that Ultimas following Ultima 7 (and Serpent Isle) have failed to hit that lofty height of greatness. And we who are developing our own Ultima stories, whether remakes or fan-fictions, are held to the same standard. So was UXO.

What does UXO’s death mean for the development community? It should serve as an example, and also a rallying cry.

It is an example, because it serves to remind us that community support is an integral part of making an Ultima. Hats off to Dino, to Voyager, and to the folks at UltimaDot for keeping tabs on all of us…that community support is crucial.

It is an example because it serves to remind us that these projects, even though we do them in our spare time and as we can afford, are as real a commitment in our lives as developers as anything else we value. We cannot allow them to falter, because they will perish if we do.

And it is an example of why we must aspire to constantly keep in touch with “the world at large”. I’m being slightly hypocritical in saying this, I realize, for my own Lost Sosaria is currently lacking a formal website, and has been for a good few weeks now. But I am striving to remedy this, for I can see something that holds very true…no news is NOT good news. That is why we look at Eriadain and say “it is dead”. That is why we look at U7R and say “it is dead”.

Finally, it is a rallying cry, because I think we, as developers, should hold up the demise of UXO before us and acknowledge it for what it is. It is a failed attempt by a full-fledged studio to spin what is, at whatever level, an Ultima tale. We, private individuals and friends, who are attempting to do the same thing, should certainly take a note of caution from this failure. But we should also feel a swell of pride, a great motivation. Look only to Lazarus if you need proof…they are slogging ever onward, and succeeding where even a professional development studio, it seems, has now failed.

To all the team of UXO, if you ever read this, I’m sorry to hear that the project is gone. I hope that the alluded-to Ultima Online project is worthy of your considerable skill.

To all the modders and remakers, best of luck. My prayers go with you.

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The Ultima Series

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While the series began as a typical hack’n’slash computer game series, in which the objective was simply to kill as many monsters as possible, it eventually diverged from this path. Noted in later years for cutting-edge graphics (for its day) and plotlines that put the emphasis on social justice/moral issues and reason, rather than swords and experience levels, the series introduced and perfected many conventions that persist, and many more that are sorely missed, in current s.

In homage to the Ultima series, many developers have made upgrades and/or undertaken remakes of the various games in the series. I have recently assembled an archive of all of these that I could find, called Ultima: Aiera. You will also find official and unofficial patches and bug-fixes for most Ultima titles there.

: World of Doom

The Ultima series of games began with a game called Akalabeth back in 1980. Written then in , it was a relatively simple game in which the character wandered around and killed the monstrous henchmen of an evil wizard, . But from these humble beginnings was spawned what is unquestionably one of the best RPG series ever made.

Interestingly, the name Akalabeth is a term from the intricate legends woven by .

If you want to play this classic game, check out this page at . There are several versions of the game available there for download.

: The First Age of Darkness

Ultima 1 was little more than a reworked version of Akalabeth, but this time the goal of the quest was to slay the wizard Mondain. Written again in BASIC, this game saw several releases, the final version coming out in 1986.

Ultima 1 can only be played if purchased. I would recommend consulting your local computer games store to see if they have any copies of the Ultima Collection available, as this will give the most up-to-date version of the game.

: Revenge of the Enchantress

By far the strangest Ultima, and the only ‘canon’ Ultima that is ommitted from serious canonical analysis of the series, this game was an attempt to fuse many different genres of adventure and RPG games together. Into a fairly typical sword’n’shield adventure it introduced time-travel, futuristic weapons, and a rather mind-bending plotline that involved having to find and kill the former lover and protoge of the wizard Mondain, the sorceress .

This game must also be purchased to play, and is also available on the Ultima collection.

: Exodus

, the not-entirely-machine, not-entirely-living spawn of Mondain and Minax, returns in this third installment to avenge the death of its parents, and once again the player must find the big bad guy and kill it. There’s not much to tell beyond that.

Ultima 3 must also be purchased to be played.

The preceeding three