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ToME: the Tales of Maj'Eyal • View topic - ToME 2 maintenance

ToME: the Tales of Maj'Eyal

Everything about ToME
It is currently Tue Apr 13, 2021 11:35 am

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 Post subject: Re: ToME 2 maintenance
PostPosted: Sat Oct 31, 2015 1:37 pm 
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Spiderkin

Joined: Sat Mar 18, 2006 12:48 pm
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 Post subject: Re: ToME 2 maintenance
PostPosted: Sat Oct 31, 2015 1:41 pm 
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Uruivellas

Joined: Tue Dec 13, 2005 12:35 am
Posts: 712
Re pattern vaults: yes. :) You have to follow the Straight Road while monsters snipe at you from the sidelines.

I believe the current mechanism is that you take damage if you step off the Straight Road. Not sure how much damage, probably too much. I'll take a look at it.

(Note: in Zelazney's Amber novels, stepping of f the Pattern was instantly fatal IIRC.)


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 Post subject: Re: ToME 2 maintenance
PostPosted: Mon Dec 28, 2015 9:33 am 
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Spiderkin

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Just in case anyone's lurking here -- I've moved the T2 source repository to GitHub. See for details.


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 Post subject: Re: ToME 2 maintenance
PostPosted: Sat Jan 09, 2016 10:30 pm 
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Uruivellas

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 Post subject: Re: ToME 2 maintenance
PostPosted: Wed Jan 13, 2016 9:12 pm 
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Spiderkin

Joined: Sat Mar 18, 2006 12:48 pm
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It would help of you could post the commit ID you're working with.

(As mentioned in the other thread, I probably won't have any time to do any substantial work on ToME 2.x for the next month or so, so I cannot help with any code at the moment...)


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 Post subject: Re: ToME 2 maintenance
PostPosted: Wed Jan 13, 2016 9:16 pm 
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Spiderkin

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 Post subject: Re: ToME 2 maintenance
PostPosted: Mon Jan 18, 2016 5:29 am 
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Uruivellas

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 Post subject: Re: ToME 2 maintenance
PostPosted: Mon Jan 18, 2016 6:31 am 
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Spiderkin

Joined: Sat Mar 18, 2006 12:48 pm
Posts: 482
Can you please file issues on GitHub for regular "code issues" like this?

(Really busy with work ATM, so I can't promise I'll get to them quickly, but it's better than having them scattered about in the forums.)

EDIT: Oh, yeah 32-bit isn't exactly a priority any longer, but this one should be easy to fix. It's just a declaration using the incorrect type of int, I should think.


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 Post subject: Re: ToME 2 maintenance
PostPosted: Sat Jan 23, 2016 1:14 pm 
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Uruivellas

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 Post subject: Re: ToME 2 maintenance
PostPosted: Fri Feb 05, 2016 6:35 pm 
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Spiderkin

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 Post subject: Re: ToME 2 maintenance
PostPosted: Fri Feb 05, 2016 6:38 pm 
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Spiderkin

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Just a little HEADS UP: I've changed the build such that it produces multiple executables (one per platform) instead of the weird multiple-platforms-in-one-thing which required strange command-line contortions to give options to the game/platform.

This is basically preparation to maybe try to ressurrect the Qt port, but to do it in a less disruptive manner.

EDIT: Btw, if anyone's on a Windows machine, I'd love to hear if the build still works. (I know, I should probably find a VM or something, but frankly the number of people who care about T2 generally is small enough that I don't care enough to try that.)


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 Post subject: Re: ToME 2 maintenance
PostPosted: Sat Feb 06, 2016 5:30 pm 
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Uruivellas

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 Post subject: Re: ToME 2 maintenance
PostPosted: Sat Feb 06, 2016 5:42 pm 
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Spiderkin

Joined: Sat Mar 18, 2006 12:48 pm
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Last edited by AnonymousHero on Sun Feb 07, 2016 10:25 am, edited 2 times in total.

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 Post subject: Re: ToME 2 maintenance
PostPosted: Sat Feb 06, 2016 7:29 pm 
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Uruivellas

Joined: Tue Dec 13, 2005 12:35 am
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So yeah, right off the bat I can tell this will be nasty on XP. Or probably on any Windows.

- Boost doesn't have binaries built with MinGW
- The binaries compatible with XP are for an older Visual Studio version that isn't available any more
- In any case, we don't have a build configuration for any MSVC version

The most sensible method would probably be to compile Boost myself, which I am totally not going to try without VT-x. Wait - unless the headers are all that's needed at the moment? That might make it doable.

In any case, XP is a poor substitute for an actual Windows 7 build environment. (As I discovered with my other project, which has bugs manifesting at runtime on Win7 but not on XP.)

Oh, BTW: if you're feeling masochistic and want to deal with Windows yourself at any point, Microsoft offers disposable VMs for browser testing, which is what I've been using:

https://dev.windows.com/en-us/microsoft ... vms/linux/

You will (obviously) need an abundance of bandwidth for this.


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 Post subject: Re: ToME 2 maintenance
PostPosted: Sat Feb 27, 2016 10:55 pm 
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Uruivellas

Joined: Tue Dec 13, 2005 12:35 am
Posts: 712
So just a heads up, Clang and GCC support for C++14 are both really iffy on Ubuntu 14.04 LTS, and probably also on Debian Stable. I'm guessing there are a lot of people using LTS as their main desktop; seeing as Canonical loves to break things all the time in non-LTS versions...

Anyway, from what I've read on the subject, there are subtle incompatibilities between C++11 and C++14. As such I'm not sure it's a good idea to move fully to C++14 right now. Personally, I would probably want to hold off until the next LTS version of Ubuntu.

That said, I'm not the C++ programmer here. YMMV.

Edit: on a side note, I've been reading Effective Modern C++, and it's almost enough to put me off C++ completely! It seems as though C++11/14 features introduce many, many new possibilities for undefined behavior at runtime, which can be difficult to detect while writing and compiling code.


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