ToME: the Tales of Maj'Eyal

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PostPosted: Wed Mar 28, 2012 7:42 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10228
Location: Angolwen
Cool :) You'll probably hit a brick wall when compiling the opengl code which is not all opengl ES2 compatible :/

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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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PostPosted: Wed Mar 28, 2012 3:48 pm 
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Low Yeek

Joined: Tue Mar 27, 2012 8:22 pm
Posts: 6
I ran into that when compiling SDL 1.3. ES2 doesn't work, but ES1 seems to be fine after a few minor tweaks. Building SDL_ttf & free type2 next... all with Clang 3.1 included with Xcode 4.3.1. Have you played around with SDL on iOS or Android at all?

Something tells me I should have started with Android, but the thought of T4 on my iPad is too cool to resist :D


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PostPosted: Wed Mar 28, 2012 6:33 pm 
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Sher'Tul

Joined: Mon Nov 24, 2003 2:31 pm
Posts: 1252
Location: South Africa
oh! If you succeed I am looking forward to chatting to you on line. I am currently shifting jobs and having a scriptable environment on iPad would be amazing.

I haven't had a lot of time on the irc channel, but from Monday I will be back in action. irc is #tome on irc.rizon.net.


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PostPosted: Wed Apr 04, 2012 6:50 pm 
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Joined: Sun Apr 01, 2012 3:57 pm
Posts: 4
Perhaps I am overly optimistic but this sounds very promising!

I really appreciate all of the work going into this and since I am hoping to buy an Android tablet soon ... :mrgreen:
I would love to both play and work on my module on the tablet!

Jacob@manipulative.org


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PostPosted: Fri Apr 06, 2012 5:57 pm 
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Low Yeek

Joined: Tue Mar 27, 2012 8:22 pm
Posts: 6
Just a quick update on my iOS porting efforts... some progress but 'real life' work is keeping me busy :)

LuaJIT wasn't working out on iOS, so I used the slowest, 'safest' implementation. The interpreted version should work as well... I'm down to the final unresolved linker errors when building the final package. They break down like this:

OpenGLES doesn't provide these methods. Need to find a replacement, provide an impl myself, or alter the engine.
glOrtho
glCearDepth
glPopAttrib
glPushAttrib

PHYSFS includes platform-specific implementations of its functionality. Need to an an iOS module or remove use of PHYSFS.
PHYSFS_awholebunchoffunctions
EDIT: There is a newer version of PHYSFS with iOS support :)

SDL missing symbols. Build from ToT mercurial SDL. Possibly misconfigured during the libSDL.a build?
SDL_WM_ToggleFullScreen
SDL_SetAlpha
SDL_ListModes
SDL_SetGamma
SDL_WM_SetCaption
SDL_EnableRepeatKey

Once the build is successful I expect an @$$load of runtime problems 0___0


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PostPosted: Fri Apr 06, 2012 9:19 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10228
Location: Angolwen
Woh this is actualyl going well ! Deserves its own thread though IMO :)

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[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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PostPosted: Fri Apr 06, 2012 10:36 pm 
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Low Yeek

Joined: Tue Mar 27, 2012 8:22 pm
Posts: 6
A new thread is a good idea, but I don't want to jump the gun. I spend a little bit of time on the IRC channel but thats a different crowd.

You've done terrible things to Physfs, Nic. Almost as terrible as what I'm doing.

:'(


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PostPosted: Sat Apr 07, 2012 9:25 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10228
Location: Angolwen
No I have not, I only added a few methods & a new archive manager :)

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[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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PostPosted: Tue Oct 16, 2012 12:36 am 
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Spiderkin

Joined: Wed Aug 22, 2012 4:41 pm
Posts: 481
Rappler wrote:
I'm down to the final unresolved linker errors when building the final package. They break down like this:
OpenGLES doesn't provide these methods. Need to find a replacement, provide an impl myself, or alter the engine.
glOrtho
glCearDepth
glPopAttrib
glPushAttrib

glOrtho can be replaced with glMatrixMode(GL_PROJECTION), then glLoadMatrixf(). glClearDepth() - glClear(GL_DEPTH_BUFFER_BIT); not sure about glPushAttrib/glPopAttrib though.


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PostPosted: Sun Oct 28, 2012 12:09 am 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
Posts: 744
Back to the original subject...

DG, you have the right to relicense and otherwise use any of my contributions to this site in any way you see fit.

Cheers..

Hachem_Muche.....

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Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.


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PostPosted: Tue Nov 13, 2012 1:42 pm 
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Thalore

Joined: Tue Feb 28, 2012 6:36 am
Posts: 148
I hereby assign copyright in my contributions to the T-Engine 4 and ToME 4 projects, to Darkgod.

Time to submit patches with my bug reports. :)


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PostPosted: Tue Nov 13, 2012 4:04 pm 
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Sher'Tul Godslayer

Joined: Mon Mar 14, 2011 10:32 am
Posts: 1709
Location: Canada
Ugh. Should have done this a year ago. I release copyright to you, and you can relicense as you feel fit.

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PostPosted: Wed Nov 14, 2012 12:36 am 
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Wyrmic

Joined: Wed Aug 22, 2012 12:16 am
Posts: 200
As far as I'm concerned, any original code I post to a world-readable public forum is Public Domain unless explicitly stated otherwise. As it's perfectly compatible with any license, open or closed, feel free to use it. Or not.


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PostPosted: Mon Mar 24, 2014 2:36 pm 
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Low Yeek

Joined: Mon Dec 30, 2013 5:53 am
Posts: 7
I release the copyright of any work I have done on the Skirmisher add-on to you, Darkgod, to use as you see fit. I also do the same for any future ToME 4/T-Engine 4 extensions I develop unless that code also contains an explicit statement to the contrary.

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PostPosted: Mon Mar 24, 2014 2:56 pm 
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Uruivellas

Joined: Thu Jan 16, 2014 4:56 am
Posts: 645
As noted in my addons, I've assigned darkgod rights to my modifications and additions to the TE4 engine and ToME module. Anything added that I'm not the author of is clearly noted and is under the GPL, CC0, or similar license.

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My addons: UI Mod, Auto-explore & Rest Tweaks, Dev Tools,
Bosses Gone AWOL??!?


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