ToME: the Tales of Maj'Eyal

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What do you want to see in the next release?
Hey, why haven't you implemented my favorite race/subrace/class yet? (specify below) 0%  0%  [ 0 ]
Hey, why haven't you implemented my favorite skill/talent/spell/ability yet? (specify below) 50%  50%  [ 1 ]
Hey, why haven't you implemented my favorite scroll/potion/wand/staff/rod/other object yet? (specify below) 0%  0%  [ 0 ]
Hey, why haven't you implemented my favorite store/quest/event yet? (specify below) 0%  0%  [ 0 ]
Hey, that's not what that dungeon's supposed to look like! (specify below) 0%  0%  [ 0 ]
Hey, why haven't you implemented my favorite game mechanic/UI feature yet? (specify below) 0%  0%  [ 0 ]
Hey, that's a bug! Go fix that bug! (specify below) 50%  50%  [ 1 ]
Hey, you didn't list what I want to see! (specify below) 0%  0%  [ 0 ]
Total votes : 2
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PostPosted: Sun Jul 16, 2017 1:19 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1372
Location: A shallow water area south of Bree
Thorondor wrote:
Thanks again for undertaking this Herculean work! I like the new flavours that you've introduced.

New flavors? I'm pretty much working straight from the 2.3.9 release; I can't think offhand of anything significant I've added. Well, maybe the "live symbiotes" option…

Thorondor wrote:
I've had a few LUA error reports; usually regarding actions taken regarding unidentified items: e.g. drop/wear an unidentified item, the aimless merchant picks up the club (1d4 good) etc.

Definitely submit those as you find them. There should be an error-reports/ directory somewhere near where the savefiles live, with files that have the text contents of the error dialogs, which would probably be easier than screen-shotting them.

Thorondor wrote:
Screenshots attached for the above.

[sound F/X: source diving] You were wearing a shield but not a weapon, yes? That was the check for weapons like Katanas that can be wielded either one-handed or two-handed but take a damage penalty if wielded one-handed, and I had clearly forgotten to consider that case. :oops: Should be fixed in SVN. Also fixed in SVN is the problem you reported elsewhere, with ripple-effect skill boosts not being properly propagated from the level-up dialog to the character.

Thorondor wrote:
I managed to completely crash a character whilst using a staff of identify (which seems to provide unlimited charges at the moment).

[sound F/X: testing] Now, this I can't reproduce; charges appear to be used up normally in my test. In your case, I think the error may have kicked it out before it got to the use-charges part of the code

Thorondor wrote:
I wondered whether it would be possible to have certain shops always stocking certain items that are essential to every character (e.g. in Bree it should always be possible to purchase scroll of Identify, scroll of word of recall, oil flask, some form of digging implement etc); - I haven't yet found a scroll of ID in the characters I've done which makes things a bit trickier at the start.

Feasible, I think, though it might take a bit of work; T-Engine stores appear to be implemented on the assumption that they will only be restocked a handful of times. I'd want feedback on what items people think should be present, of course.

Thorondor wrote:
I have to say I'm a big fan of knowing whether an item is {good / excellent} etc on pickup; - I personally find the trawl until items are identified is a bit of a drag;

That's standard T2 behavior as of 2.3.9. And yes, it is nice. :wink:

Thorondor wrote:
I'd be interested in whether you (and the community) felt whether one of the fixed dungeon items that auto-ID's everything should be instead offered as a quest reward for one of the fixed quests. I know it's a tweak from the original game, but personally I think that'd be an improvement in game play and enjoyability.

Well, one of my Archers did take the Thunderlord Express down to the bottom of Illusory Castle and pick up the Helm of Knowledge for just that purpose. (Actually, I don't know of anything else that conveys auto-ID, except the completed Gothmog set; did you have something else in mind?)

Thorondor wrote:
I usually played Fury as a variant as I preferred the innate magic system; - (seems a bit odd for an archwizard having to leaf through a spellbook mid-fight); - I recognise there's a balance issue with this but if it were possible that a player could 'buy' the ability to memorise spells then perhaps this would be a way of improving balance.

Sounds like an excellent idea for an addon. :wink:

Thorondor wrote:
Would it also be possible for some of the humanoid characters to be non-hostile (I don't like every single humanoid I meet in the dungeon being out to get me, murdering hapless novice priests etc seems :twisted:

As currently implemented, anything that was flagged GOOD in T2 should be friendly or neutral to you, unless you follow Melkor.

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PostPosted: Mon Jul 24, 2017 9:13 pm 
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Joined: Wed Apr 15, 2015 11:59 am
Posts: 3
Cheers Zizzo,
I'm used to 2.35 (for Theme and Fury), and haven't got a more recent version, hence I didn't know about 2.39 :mrgreen:
Thanks for signposting where the Lua errors are stored. :oops:

I've noticed a couple of little things; you might be aware of them already:
It's currently possible to find out where invisible creatures are (and their identity) via a mouse-over each of the square where the monster is.

Thaumaturgy - I've had one view spell so far; it didnt do any damage.
Thaumaturgy - will force spells knock enemies back at some point?

Should shops auto-ID sold items? (A puce potion remains unidentified once sold) (discussion rather than bug)
How do you use items such as map of bree?
Is item merging implemented yet? (e.g. find a flask of oil / pebble / spell book / potion)
Some items on description (e.g. dark red mushroom) give their ID away (it can be consumed to confuse yourself)

Some shops are very generous:
You have sold 22 rounded pebbles 1d2 (+4 +4) for 43900 gold(!)

I've had a few more Lua errors, - if it's helpful I'll continue to report them here. I hope I've managed to match the error action and lua errors below, If not I apologise for my incompetence (TM) ;-)

manathrusting a quest monster (final monster for the quest killed but the quest remains un-cleared)
error = "Lua Error: /engine/interface/GameTargeting.lua:121: /engine/interface/ActorTalents.lua:162: /mod/class/Object.lua:347: bad argument #1 to 'format' (number expected, got nil)\
stack traceback:\
\9[C]: in function 'format'\
\9/mod/class/Object.lua:347: in function 'getName'\
\9/engine/Object.lua:49: in function 'resolve'\
\9/mod/class/Object.lua:122: in function 'resolve'\
\9/engine/Zone.lua:676: in function 'finishEntity'\
\9/engine/Zone.lua:417: in function 'makeEntity'\
\9/data/quests/princess.lua:194: in function 'kill_quest_mon'\
\9/data/maps/quests/princess-5.lua:48: in function 'check'\
\9/engine/interface/ActorLife.lua:91: in function 'die'\
\9/mod/class/Actor.lua:837: in function 'die'\
\9/mod/class/Actor.lua:651: in function 'takeHit'\
\9/data/damage_types.lua:202: in function 'projector'\
\9/engine/interface/ActorProject.lua:219: in function 'project'\
\9/mod/spell-util.lua:1808: in function </mod/spell-util.lua:1795>\
\9[C]: in function 'xpcall'\
\9/engine/interface/ActorTalents.lua:160: in function </engine/interface/ActorTalents.lua:149>\
At [C]:-1 \
At [C]:-1 error\
At /engine/interface/GameTargeting.lua:121 fct\
At /engine/interface/GameTargeting.lua:127 targetMode\
At /engine/interface/GameTargeting.lua:196 plain\
At /engine/KeyCommand.lua:84 "
seen = true
reported = false

being cursed by a cave orc (not a lot seemed to happen at the time)
error = "Lua Error: /engine/interface/ActorTalents.lua:322: /engine/interface/ActorTalents.lua:295: /engine/interface/ActorTalents.lua:162: /mod/spell-util.lua:1731: attempt to index local 'who' (a number value)\
stack traceback:\
\9/mod/spell-util.lua:1731: in function 'curse_equipment'\
\9/mod/spell-util.lua:2476: in function </mod/spell-util.lua:2463>\
\9[C]: in function 'xpcall'\
\9/engine/interface/ActorTalents.lua:160: in function </engine/interface/ActorTalents.lua:149>\
At [C]:-1 \
At [C]:-1 error\
At /engine/interface/ActorTalents.lua:322 useTalent\
At /mod/class/NPC.lua:509 useTalent\
At /engine/ai//talented.lua:53 runAI\
At /engine/ai//talented.lua:63 doAI\
At /mod/class/NPC.lua:89 act\
At /engine/GameEnergyBased.lua:129 tickLevel\
At /mod/class/GameEnergyBasedEvilHack.lua:32 tick\
At /engine/GameTurnBased.lua:51 tick\
At /mod/class/Game.lua:562 "
seen = true
reported = false

Gained thaumaturgy spells
error = "Lua Error: /mod/class/Player.lua:1804: attempt to index local 'o' (a number value)\
At [C]:-1 __index\
At /mod/class/Player.lua:1804 recalcMana\
At /mod/class/Player.lua:2172 recalcEverything\
At /mod/dialogs/SkillDialog.lua:446 fct\
At /engine/ui/Dialog.lua:198 fct\
At /engine/ui/Button.lua:63 fct\
At /engine/Mouse.lua:58 receiveMouse\
At /engine/Mouse.lua:98 delegate\
At /engine/ui/Dialog.lua:765 mouseEvent\
At /engine/ui/Dialog.lua:485 fct\
At /engine/Mouse.lua:58 "
seen = true
reported = false


I had a sequence of errors around identifying things, and in the wilderness; I don't know if the repeated errors were just from a savefile that had become corrupted... I've retired the character now

error = "Lua Error: /mod/class/Player.lua:1804: attempt to index local 'o' (a number value)\
At [C]:-1 __index\
At /mod/class/Player.lua:1804 recalcMana\
At /mod/class/Player.lua:2172 recalcEverything\
At /mod/spell-util.lua:877 action\
At /mod/dialogs/ShowEquipInvenFloor.lua:73 use\
At /engine/dialogs/ShowEquipInven.lua:49 fct\
At /engine/ui/ListColumns.lua:463 onUse\
At /engine/ui/ListColumns.lua:135 fct\
At /engine/Mouse.lua:58 receiveMouse\
At /engine/Mouse.lua:98 delegate\
At /engine/ui/Dialog.lua:765 mouseEvent\
At /engine/ui/Dialog.lua:485 fct\
At /engine/Mouse.lua:58 "
seen = true
reported = false


error = "Lua Error: /mod/class/Player.lua:1804: attempt to index local 'o' (a number value)\
At [C]:-1 __index\
At /mod/class/Player.lua:1804 recalcMana\
At /mod/class/Player.lua:2172 recalcEverything\
At /mod/class/Game.lua:478 changeLevel\
At /mod/class/Game.lua:1046 CHANGE_LEVEL\
At /mod/class/Player.lua:240 callback\
At /mod/util.lua:762 check_threshold\
At /mod/class/Player.lua:219 incFood\
At /mod/class/Player.lua:200 regenFood\
At [string \"return function(self) self:regenMana() self.p...\"]:1 regenResources\
At /mod/class/Player.lua:1653 regenResources\
At /mod/class/Actor.lua:230 actBase\
At /engine/GameEnergyBased.lua:119 tickLevel\
At /mod/class/GameEnergyBasedEvilHack.lua:32 tick\
At /engine/GameTurnBased.lua:51 tick\
At /mod/class/Game.lua:562 "
seen = true
reported = false


error = "Lua Error: /mod/class/Player.lua:1804: attempt to index local 'o' (a number value)\
At [C]:-1 __index\
At /mod/class/Player.lua:1804 recalcMana\
At /mod/class/Player.lua:2172 recalcEverything\
At /mod/class/Game.lua:478 changeLevel\
At /mod/class/Game.lua:1046 \
At /engine/KeyBind.lua:242 "
seen = true
reported = false


error = "Lua Error: /mod/class/Player.lua:1804: attempt to index local 'o' (a number value)\
At [C]:-1 __index\
At /mod/class/Player.lua:1804 recalcMana\
At /mod/class/Player.lua:2172 recalcEverything\
At /mod/class/Player.lua:1533 doTakeoff\
At /mod/class/Player.lua:1211 action\
At /engine/dialogs/ShowEquipment.lua:83 use\
At /engine/dialogs/ShowEquipment.lua:45 fct\
At /engine/ui/ListColumns.lua:463 onUse\
At /engine/ui/ListColumns.lua:135 fct\
At /engine/Mouse.lua:58 receiveMouse\
At /engine/Mouse.lua:98 delegate\
At /engine/ui/Dialog.lua:765 mouseEvent\
At /engine/ui/Dialog.lua:485 fct\
At /engine/Mouse.lua:58 "
seen = true
reported = false


error = "Lua Error: /mod/class/Player.lua:1804: attempt to index local 'o' (a number value)\
At [C]:-1 __index\
At /mod/class/Player.lua:1804 recalcMana\
At /mod/class/Player.lua:2172 recalcEverything\
At /mod/class/Game.lua:478 changeLevel\
At /mod/class/Game.lua:1042 \
At /engine/KeyBind.lua:242 "
seen = true
reported = false

error = "Lua Error: /mod/class/Player.lua:1522: /mod/class/Player.lua:1804: attempt to index local 'o' (a number value)\
At [C]:-1 \
At [C]:-1 error\
At /mod/class/Player.lua:1522 doWear\
At /mod/class/Player.lua:1203 action\
At /mod/dialogs/ShowInvenFloor.lua:91 use\
At /mod/dialogs/ShowInvenFloor.lua:62 fct\
At /engine/ui/ListColumns.lua:463 onUse\
At /engine/ui/ListColumns.lua:135 fct\
At /engine/Mouse.lua:58 receiveMouse\
At /engine/Mouse.lua:98 delegate\
At /engine/ui/Dialog.lua:765 mouseEvent\
At /engine/ui/Dialog.lua:485 fct\
At /engine/Mouse.lua:58 "
seen = true
reported = false

It's awesome that you're continuing to work on this :D


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PostPosted: Tue Jul 25, 2017 4:05 am 
Offline
Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1372
Location: A shallow water area south of Bree
Thorondor wrote:
It's currently possible to find out where invisible creatures are (and their identity) via a mouse-over each of the square where the monster is.

Hmm, I don't recall what T4 does in this case. That can probably be fixed; I'll just need to do some digging.

Thorondor wrote:
Thaumaturgy - I've had one view spell so far; it didnt do any damage.

Odd. I'll investigate.
Thorondor wrote:
Thaumaturgy - will force spells knock enemies back at some point?

They don't already? [sound F/X: source diving] They're supposed to. I'll investigate.

Thorondor wrote:
Should shops auto-ID sold items? (A puce potion remains unidentified once sold) (discussion rather than bug)

[sound F/X: source diving] Yes, it should, and that is a bug. Give me a little time on that one.

Thorondor wrote:
How do you use items such as map of bree?

Those aren't implemented yet. I'm punting that for now until I've finished up Alchemy for the next release.

Thorondor wrote:
Is item merging implemented yet? (e.g. find a flask of oil / pebble / spell book / potion)

Oh, right, there were bugs related to stacking. I took a stab at fixing that on trunk; I'll go ahead and merge that back onto the release branch.

Thorondor wrote:
Some items on description (e.g. dark red mushroom) give their ID away (it can be consumed to confuse yourself)

[sound F/X: source diving] Ah, yes, bit of misplaced code: the description of on-eat effects for food was supposed to happen inside an if-identified check. Should be fixed in SVN.

Thorondor wrote:
Some shops are very generous:
You have sold 22 rounded pebbles 1d2 (+4 +4) for 43900 gold(!)

:shock: O-kaaay, I'll definitely look into that.

Thorondor wrote:
I've had a few more Lua errors, - if it's helpful I'll continue to report them here.

Absolutely.

Thorondor wrote:
manathrusting a quest monster (final monster for the quest killed but the quest remains un-cleared)

[sound F/X: source diving] Urk… it was trying to create the quest reward, and recording the object name; apparently it was something activateable, and it was missing some important bit of related information like the activation cost, which the object name code was expecting to be there. Unfortunately, there's no way to tell from the stack trace which object it was; I'll need to go digging for it.

Thorondor wrote:
being cursed by a cave orc (not a lot seemed to happen at the time)

[sound F/X: source diving][sound F/X: forehead repeatly striking desk] That was just a stupid error in the curse-equipment code. Should be fixed in SVN.

Thorondor wrote:
Gained thaumaturgy spells

[sound F/X: source diving] I can't believe I never tripped over that one. Typo in the mana-calculation code where it checks for gloves that reduce max mana. Should be fixed in SVN.

Thorondor wrote:
I had a sequence of errors around identifying things, and in the wilderness; I don't know if the repeated errors were just from a savefile that had become corrupted... I've retired the character now

Yeah, that's just the same error cropping up in multiple contexts.

Thorondor wrote:
It's awesome that you're continuing to work on this :D

*blush* [bows]

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"Blessed are the yeeks, for they shall inherit Arda..."


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PostPosted: Wed Jul 26, 2017 2:35 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1372
Location: A shallow water area south of Bree
Thorondor wrote:
Thaumaturgy - I've had one view spell so far; it didnt do any damage.

Okay, this turned out to be a stupid typo, which was preventing the spell damage type from getting through to the actual damage-dealing code. Fixed in SVN.

Thorondor wrote:
Thaumaturgy - will force spells knock enemies back at some point?

Wasn't getting knock-back handling quite right in this case. Actor:knockback() needs the source location so that it knows which direction to knock the target "back" from; I was giving it the target location instead, which didn't help. :oops: This would also have messed up the Tidal Wave spell. Fixed in SVN.

Thorondor wrote:
Should shops auto-ID sold items? (A puce potion remains unidentified once sold) (discussion rather than bug)

This is now implemented in SVN. And while I was in the neighborhood, I also arranged for stores (and homes and mathom-houses) to sort their stock in the same order as the player's inventory sort order. I shudder to imagine what order they were listing stuff in before… :oops:

Zizzo wrote:
Thorondor wrote:
manathrusting a quest monster (final monster for the quest killed but the quest remains un-cleared)

[sound F/X: source diving] Urk… it was trying to create the quest reward, and recording the object name; apparently it was something activateable, and it was missing some important bit of related information like the activation cost, which the object name code was expecting to be there. Unfortunately, there's no way to tell from the stack trace which object it was; I'll need to go digging for it.

[sound F/X: source diving] Okay, I think I've tracked it down; it was probably either a Dragon horn or a weapon of the Thunderlords. Both should now be fixed in SVN.

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