ToME: the Tales of Maj'Eyal

Should I Move FuryMod to TOME 3.0.0
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Author:  The Fury [ Tue Nov 15, 2005 12:17 pm ]
Post subject:  Should I Move FuryMod to TOME 3.0.0

Should I move FuryMod to TOME 3.0.0?

How hard is it to convert?

I don't know what I am going to do with FuryBand at the moment, that is still up in the air.

Author:  darkgod [ Tue Nov 15, 2005 12:31 pm ]
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I dont know if it is hard to convert, since I'm rewritting ToME instead of converting it ;)

But in any cases it would be a good idea IMO.
As for Furyband, I think you can do all you want, and much more, inside the framework of T-Engine3 without having to hack the C code.

Author:  The Fury [ Tue Nov 15, 2005 12:41 pm ]
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How long do you think till Tome 3 is out of alpha?

I am considering merging furyband and furymod, but I like being able to say that I am maintaining a variant, however unbalanced it is. :) Plus, I would have to learn lua.

Author:  Nerdanel [ Tue Nov 15, 2005 12:44 pm ]
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For my part making a 3.0 module that actually can be playtested hasn't started very well... I think we need some better documentation.

...DarkGod, it turned out the problem had nothing to do with the symbolic link.

Author:  Falconis [ Tue Nov 15, 2005 1:43 pm ]
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Yes, I too have still failed to get Annals of Ea to a stage where I can test it, due to the fatal crash at birth bug...

You'll have a lot to do to convert anyway. I'm about 1/7th of the way through my monster list, putting in defaults and changing flags and numbering and things...

The more content you have in a module, the more you'll have to change.

(And therefore the sooner you start, the better... :D)

Author:  The Fury [ Tue Nov 15, 2005 1:45 pm ]
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I thought that there was a converter?

I have ~1600 monsters to convert along with ~1000 objects!!!!!!!

Author:  Nerdanel [ Tue Nov 15, 2005 2:50 pm ]
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The converter (an ugly hack made by yours truly) is for monsters only and not yet complete. (It also needs to be updated somewhat for the new alpha.) I decided I had to make it after I heard Z and Cth monsters wouldn't get into the new ToME. For items I've planned to use the straight 3.0 as my base.

Author:  The Fury [ Tue Nov 15, 2005 4:50 pm ]
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First question, who voted no?

Secondly, having looked at the scripts and the power that it would give me (100 legs) *without* having to do C, I have decided to move FuryMod over to it, and do a custom version of tome 3 that includes furyband's new flags set up as core.

2 more questions:

1. When is this going to be out of alpha/beta?

2. Is there going to be a riding function?

3. Are two wielded weapons going to work like they do in Sangband/Hengband?

Author:  darkgod [ Tue Nov 15, 2005 6:50 pm ]
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0. If you want to make a custom version of T-Engine3 it's a bad idea :) T-Engine is designed to allow you to do what you want without taht. If you want to have a "base" on which you can make modules, you can caerte a "pack" of things you want to define and simply have the modules require the pack on loading.

1. Lol

2. Riding has nothing to do with the engine. I might implement it in ToME, but somebody could implemnt it in their own module. Nothing to do with the engine :) My basic idea is: if somebody creates a good, reusable subsystem, I'll happily adopt it in T-Engine so taht everybody can benefit from it if they want.

3. Dunno how they work there ;) But again, you are master of your module, if you want them to, they will

Author:  The Fury [ Tue Nov 15, 2005 7:21 pm ]
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The advantage of doing the custom version would be that I could get it on

FuryBand has had 1700 downloads in less than a month on there.

Author:  darkgod [ Tue Nov 15, 2005 11:27 pm ]
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Why do you need a custom version for that ?
You can make a package with your module you know :)

As for yes I know ToME was on it for osme time too it had .. many downloads

Author:  The Fury [ Wed Nov 16, 2005 12:07 am ]
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So I could take the tome 3 exe, and add the module that I program to it, and submit that way?

Author:  LogrusMage [ Wed Nov 16, 2005 12:22 am ]
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hard to remember after so long, but i think was where i first found ToME... very handy to have it there, but why need variant instead of mod for that?

Author:  The Fury [ Wed Nov 16, 2005 12:25 am ]
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Mods generally don't get placed on

I do have one question, what is the multiplayer code?

Author:  The Fury [ Wed Nov 16, 2005 12:47 am ]
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I just went through the files for this. This is *great*.

Is there anything I can help with dg?

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