ToME: the Tales of Maj'Eyal

Everything about ToME
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 Post subject: Where can I help.
PostPosted: Wed Dec 09, 2009 12:34 am 
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Low Yeek

Joined: Fri Jul 21, 2006 8:14 pm
Posts: 9
Where can I help?
Thats the simple question.

I don't have a fully developed skillset, but I'm willing to learn -something- to help.
A rough idea of my abilities: I have graduated a computer sciences class many years ago.
I do run on linux semi-proficiently. I do have difficulty simply compiling but I can figure it out if I'm vocal with questions.
So-on so-forth.

I like design, but I imagine I'd need a little bit more hard core coder in me to join in.
So where do you think I could be of most use? I'll figure the rest out from there, such as- how to be of use to begin with?

I've got a lot of hours from being mostly unemployed at my disposal.


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 Post subject: Re: Where can I help.
PostPosted: Wed Dec 09, 2009 2:37 am 
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Reaper

Joined: Wed Dec 12, 2007 12:21 am
Posts: 2257
Location: New Zealand
Thank you very much for your offer! Can you download and install the DVCS (look in this thread).

I think if you can do that and work out how to use it, then you can certainly help out. Once you have done that, then I suggest you have a look in the respective threads (T-Engine Development and Modules) and go from there. I would hope that you might want to assist Nerdanel (she is the tech lead) in the T-Engine development. Currently it is our most important area of work and where we are concentrating the most effort..

Once you have decided where you want to work you should also ask for access to the bugs.t-o-m-e.net area so you can look at bugs and so on.

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Regards

Jon.


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 Post subject: Re: Where can I help.
PostPosted: Wed Dec 09, 2009 5:36 am 
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Keeper

Joined: Tue Aug 12, 2003 3:08 pm
Posts: 1533
Location: The edge of the Abyss
Another idea would be to code a very simple variant off of the ToME module. If you can do that, I'm sure that will give a great deal of insight into what it is that we're dealing with.

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And it was such a good idea...


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 Post subject: Re: Where can I help.
PostPosted: Wed Dec 09, 2009 8:42 pm 
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Low Yeek

Joined: Fri Jul 21, 2006 8:14 pm
Posts: 9
I think I'll follow Xandor's advice and try coding a small module just to wrap my head around things at first. I feel like a truck hit me so tonight I'll go ahead and clone the tome module and see if it's legible. I'll report back later on!


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 Post subject: Re: Where can I help.
PostPosted: Wed Dec 09, 2009 9:07 pm 
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Reaper

Joined: Wed Dec 12, 2007 12:21 am
Posts: 2257
Location: New Zealand
Not a problem! Great that you could help!

And yes, do post if you have any issues or trouble!

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Jon.


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 Post subject: Re: Where can I help.
PostPosted: Sat Dec 12, 2009 2:30 pm 
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Thalore

Joined: Sat Dec 12, 2009 2:16 pm
Posts: 125
Location: GA, USA
As it currently stands, but in keeping with my longterm footnote for Project Roguelike Renaissance over at RogueTemple, I can only help in one way: Encouragement.

So, to the various devs, best wishes knocking out the bugs/features as you can get an expedient handle on them and getting releases hopping again. For quite a long time now, I've told myself that I will finally jump into ToME if it could ever finally make a jump to a 3.x stable, well-wrought release---I heartily look forward to it.

Luckily there are some sharp folks on the Bay12 forums of Dwarf Fortress else there's no telling when I'd have randomly checked to see/found out if old ToME was getting lively again or still in stasis. I suspect others from there will migrate over here to show support and perhaps be extra useful in the coming times.

Cheers.


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