Commit Graph
6 Commits
Author SHA1 Message Date
khallaandClaude Opus 5.5 10c97f75e1 Autotest: load through the Spielen screen
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 18:24:29 +01:00
khallaandClaude Opus 5.5 70673dc301 Rename project to sacredK
sacred_re.dll/.exe/.ini/.log/_crash files are now sacredK.*; inventory saves
with the old "sacred_re.inventory" format id still load.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-19 22:07:14 +02:00
khallaandClaude Opus 5.5 c6c5530709 Maps in widened views: TAB overlay in place, M map across the full width
- hud: shift SetViewport/Clear with moved windows (TAB overview map)
- megamap: view constants patched to the render width (clip, scroll limit,
  edge scrolling, centre, dark band, zoomed view and its markers); frame
  stretched to the screen edges, zoom controls and their click area centred
- hud: Anchor::Screen windows are drawn and clicked unshifted but still own
  the event scope
- autotest waits for log markers instead of fixed delays (~18 s per run)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-16 01:12:34 +02:00
khallaandClaude Opus 5.5 1fd89524d3 Skills, auto-attack, aura and chain lightning rework, Esc, cache fix
- Skill bar: no art selection; slot 0 is the right-click art, keys 0-6 cast
  slots directly; cooldown labels in exact seconds; slot 0 set apart.
- Arts regenerate on their own (casting no longer refills the group).
- Auto-attack after targeting or casting at a hostile creature, at the speed
  of a held button.
- Auras can be recast while active (renew, no second visual).
- Blicke wie Klingen hits every enemy in range, physical, with life leech.
- Blitzschlag steers the game's own chain: 3 + level/5 hits, 1 + level/10
  chains, re-hits a lone enemy.
- Weapon sets: click selects, drag only from the selected set; the leftmost
  set is clickable (signed hit tests).
- Esc closes open windows before opening the game menu.
- HUD: standalone buttons and texts are centred.
- Record cache sized for widened views (town lag while walking).
- Shared game code: orders, fx events, text drawing, cooldowns, effects.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-16 00:11:38 +02:00
khallaandClaude Opus 5.5 ed3163d312 HUD: centre the taskbar, move the portrait/health panel to the right edge
New mods/hud: while a HUD window renders, screen-space vertices passed to
D3D7 DrawPrimitive/DrawIndexedPrimitive are shifted by dx; while it handles
an event, the UI event point (category 5, +0x48) is shifted by -dx. Applied
to cUI_Taskbar2 (centred) and cUI_Mercenary (portrait + health, right edge).
3D belt items line up without help (their projection is screen-centred).
re::AttachRuntimeHook hooks functions only known at runtime (COM methods).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-14 03:37:05 +02:00
khallaandClaude Opus 5.5 df31c9c105 Widescreen: keep original size, extend view horizontally; fix player/camera
- Default render size is 768 high and as wide as the monitor aspect
  (1835x768 on 3440x1440), scaled up: everything keeps the size players
  know and the view only grows sideways. Height=0 keeps native 1:1.
- Ground: 818/888 clip limits, screen centre floats and integer
  immediates, ground quad list (capped at 1749) moved with the tile list.
- 3D: cGranny ortho (+-512 x +-384, incl. HUD items) scaled; inverse
  projection 0x623a20 (1/1024, 1/768) follows the render size, which fixes
  the camera following the player ("outside world") and the missing
  player / ESC menu.
- tools: game-input.ps1 + autotest-load.ps1 drive the game (load the first
  save game, screenshots in-game and with the ESC menu).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-14 01:48:08 +02:00