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) 67%  67%  [ 2 ]
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) 33%  33%  [ 1 ]
Hey, you didn't list what I want to see! (specify below) 0%  0%  [ 0 ]
Total votes : 3
Author Message
PostPosted: Sun Apr 12, 2020 1:57 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1839
Location: A shallow water area south of Bree
Thorondor wrote:
Had a friendly spirit which didn't attack; - I guess the previous one got damaged either by me or by another creature which turned it hostile.

I… don't think I've coded anything like that. I'll check to see if the engine does that. In the meantime, just keep an eye out for this happening again.

Thorondor wrote:
- spell Dig doesn't work on rubble or granite, though wall destruction from Thaumaturgy does. Forgot to buy a shovel so haven't checked that yet.

[sound F/X: source diving] …well, crap. I've kind of coded myself into a corner here. See, the code tries to make reasonable assumptions about whether a damage type should affect grids or objects on the floor; a fire bolt, for instance, probably shouldn't burn stuff on the floor, while Fireflash should. Problem is, I've been sloppily inconsistent about how and where I specify that, and I've missed some spots I should be catching — the KILL_WALL damage type used by the Dig spell, for instance, should really always affect grids. I'm gonna need to do a bit of infrastructure work to sort all this out and get it properly normalized; give me a little time on this one.

Thorondor wrote:
Sorry; - found this one again.
something misses <my character>
<my character> misses clear icky thing

[sound F/X: source diving] Ah, there it is. Old code, from back before I added check-seen handling to Actor:getName(). Fixed in SVN.

Thorondor wrote:
strangely phosphorescent potion - display ! rather than a potion.

[sound F/X: source diving] Interesting; the 'ang16x16' tile set apparently doesn't define a tile for "multi-colored" potions. Shimmering potions would have the same problem. The T2 code says "Hack -- note that "TERM_MULTI" is now just "TERM_VIOLET".", so we'll copy the tile for violet potions for this purpose. Fixed in SVN.

Thorondor wrote:
Interesting allies can now kill quest monsters. (novice priest vs water spirit) I actually think this is a good thing; it doesn't seem right that a quest monster could survive with 1hp forever vs some high elf rangers, grinding them all down to dust. Am not sure it happened in 2.3x but I'd keep it :)

Yes, I remember that behavior from T2. I'd have to go to some extra effort to reproduce that behavior in the module code, but if the general consensus is that I shouldn't bother, then that saves me some time. :wink:

Thorondor wrote:
Just checked the selling of good ammo:
- worked fine with arrows of flame. 137 go per arrow, 4118 for 30. (there's some non-rounding but more or less ok).
- will keep an eye out in case it's just one type of ego.

Well, this is just getting confusing… :?

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PostPosted: Sat Apr 18, 2020 9:03 pm 
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Higher

Joined: Wed Apr 15, 2015 11:59 am
Posts: 51
Hi Zizzo

Have now managed to get character into level 30s, still alive and kicking :)
Sterling work to get it playable to this degree <applause>
Have summarised a few things below. Sorry there's quite a few!


Error logs:
bash a stuck door (stuck by magelock)

error = "Game version: tome2-0.4.2\
Addons: gond_book-0.3.0, landmark-0.2.0, town_neutral-0.3.0\
\
Lua Error: /mod/class/Game.lua:944: /mod/class/Player.lua:1101: attempt to perform arithmetic on local 'power' (a table value)\
At [C]:-1 \
At [C]:-1 error\
At /mod/class/Game.lua:944 do_in_coroutine\
At /mod/class/Game.lua:1051 \
At /engine/KeyBind.lua:231 "
seen = true
reported = false

got this one when pressing I for inventory - a bit odd; can't work out what's happened here. This is a character ending bug i think...

error = "Game version: tome2-0.4.2\
Addons: gond_book-0.3.0, landmark-0.2.0, town_neutral-0.3.0\
\
Lua Error: /mod/class/Actor.lua:1405: attempt to compare nil with number\
At [C]:-1 __lt\
At /mod/class/Actor.lua:1405 getTalentFullDescription\
At /mod/class/Object.lua:896 getDesc\
At /mod/dialogs/ShowEquipInvenFloor.lua:189 generateList\
At /engine/dialogs/ShowEquipInven.lua:59 init\
At /mod/dialogs/ShowEquipInvenFloor.lua:45 init\
At /engine/class.lua:147 new\
At /mod/class/Player.lua:1300 showEquipInvenFloor\
At /mod/class/Game.lua:1025 \
At /engine/KeyBind.lua:237 "
seen = true
reported = false


Was fighting earth hounds and a blue dragon bat, cast a noxious cloud:

error = "Game version: tome2-0.4.2\
Addons: gond_book-0.3.0, landmark-0.2.0, town_neutral-0.3.0\
\
Lua Error: /engine/interface/ActorTalents.lua:329: /engine/interface/ActorTalents.lua:302: /engine/interface/ActorTalents.lua:164: /mod/class/Actor.lua:1282: attempt to call method 'gsub' (a nil value)\
stack traceback:\
\9/mod/class/Actor.lua:1282: in function 'convertTalentMessage'\
\9/data/timed_effects.lua:369: in function 'on_merge'\
\9/engine/interface/ActorTemporaryEffects.lua:134: in function 'setEffect'\
\9/data/damage_types.lua:1272: in function 'side_effects_post'\
\9/data/damage_types.lua:375: in function 'projector'\
\9/engine/interface/ActorProject.lua:259: in function 'project'\
\9/mod/class/interface/ActorProject.lua:30: in function 'project'\
\9/mod/spell-util.lua:2091: in function </mod/spell-util.lua:2068>\
\9[C]: in function 'xpcall'\
\9/engine/interface/ActorTalents.lua:162: in function </engine/interface/ActorTalents.lua:151>\
At [C]:-1 \
At [C]:-1 error\
At /engine/interface/ActorTalents.lua:329 useTalent\
At /mod/class/NPC.lua:546 useTalent\
At /engine/ai//talented.lua:68 runAI\
At /engine/ai//talented.lua:123 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:633 "
seen = true
reported = false


Other issues:

Wights quest; I think one of the void jumpgates (top middle) directs to the middle of mountain chain; (to the middle chamber, immediately SE of the initial chamber).

chests can be disarmed but not opened. (I guess not fully implemented yet)
summon spell not implemented yet - not essential for my playtesting.
recharge spell not implemented yet
automizer destroys one arrow at a time when there is a stack in the inventory.
are ball lightning, jumping fireball and yellow lights meant to explode on being killed?
4 lembass when on sale ? typo?
Where can boomerangs be sold?
rounded pebble Travak: have found at least 3 now
I think firewall spell only generates persistent flames on the actual square that is targetted rather than the full length of the 'wall'.

Looks like rand-arts automatically tell you what they do when initially identified.. I don't think this is too bad a thing :)

Inscriptions are available but I don't know if it's possible for them to be recognised by commands e.g. !d!v!k (essential for scrolls of word of recall for instance :) )

A cursed Longbow appears to be flagged as 'average' according to automizer

Recalling out of a special level allows you to re-enter the level if you recall to it. Artifacts and unique monsters not recreated though. For what it's worth, I don't think this is a priority to sort; - in fact it could encourage players to beat the special levels, particularly if there was a way to make these particular dungeon levels persistent. Not sure how easy that is; - imagine recalling out of Nameless or the Dim Gates and having to do them again!

Thaumaturgy: wall destruction - I think in the original, wall destruction removed 1 tile of wall in each direction. i.e. if you cast wall creation, and completely surrounded yourself in granite, then wall destruction of whatever level would result in you being in a 3x3 floorspace, still surrounded by granite beyond the little square. Currently, if you have a create wall radius 10, and a wall destruction radius 10, then casting them sequentially will result in complete removal of all of the created wall.

<edit>
Bree dark horseman quest error

error = "Game version: tome2-0.4.2\
Addons: gond_book-0.3.0, landmark-0.2.0, town_neutral-0.3.0\
\
Lua Error: /engine/interface/ActorQuest.lua:42: cannot open /data/quests/bree-nazgul.lua: No error\
At [C]:-1 \
At [C]:-1 error\
At /engine/interface/ActorQuest.lua:42 grantQuest\
At /data/chats/bree-mayor.lua:188 action\
At /engine/dialogs/Chat.lua:97 use\
At /engine/dialogs/Chat.lua:50 fct\
At /engine/ui/VariableList.lua:137 onUse\
At /engine/ui/VariableList.lua:115 \
At /engine/KeyBind.lua:231 receiveKey\
At /engine/ui/Dialog.lua:801 keyEvent\
At /engine/ui/Dialog.lua:510 "
seen = true
reported = true


Level 35 of the Maze. - interesting that the very edge wall doesn't display; - doesn't affect gameplay.
The following error arose after I did a phase door.

error = "Game version: tome2-0.4.2\
Addons: gond_book-0.3.0, landmark-0.2.0, town_neutral-0.3.0\
\
Lua Error: /data/general/objects/artifacts.lua:5447: module 'engine.util.Dialog' not found:\
\9no field package.preload['engine.util.Dialog']\
\9no file '/engine/util/Dialog.lua'\
At [C]:-1 \
At [C]:-1 require\
At /data/general/objects/artifacts.lua:5447 check\
At /mod/class/Object.lua:1376 identify\
At /mod/class/Object.lua:1384 check\
At [string \"return function(self, x, y, what, ...) local ...\"]:1 checkAllEntities\
At /mod/spell-util.lua:940 player_forget_map\
At /data/timed_effects.lua:2138 cbs\
At /mod/class/interface/ActorCallbacks.lua:97 all_cbs\
At /mod/class/interface/ActorCallbacks.lua:121 fireCallbacks\
At /mod/class/Actor.lua:271 act\
At /mod/class/Player.lua:515 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:633 "
seen = true
reported = true


Also in the maze: Identify spell no longer identifies things that aren't in the actual inventory, irrespective of whether the spell level is high enough to do the Radius 1 ID.

The mindcrafter killed the novice priest
error = "Game version: tome2-0.4.2\
Addons: gond_book-0.3.0, landmark-0.2.0, town_neutral-0.3.0\
\
Lua Error: /engine/interface/ActorTalents.lua:329: /engine/interface/ActorTalents.lua:302: /engine/interface/ActorTalents.lua:164: /mod/class/LogDisplay.lua:38: bad argument #1 to 'format' (number expected, got string)\
stack traceback:\
\9[C]: in function 'format'\
\9/mod/class/LogDisplay.lua:38: in function 'logdisplay'\
\9/mod/class/Game.lua:108: in function 'log'\
\9/mod/class/Game.lua:114: in function 'logSeen'\
\9/data/talents/npc/spells.lua:1097: in function </data/talents/npc/spells.lua:1071>\
\9[C]: in function 'xpcall'\
\9/engine/interface/ActorTalents.lua:162: in function </engine/interface/ActorTalents.lua:151>\
At [C]:-1 \
At [C]:-1 error\
At /engine/interface/ActorTalents.lua:329 useTalent\
At /mod/class/NPC.lua:546 useTalent\
At /engine/ai//talented.lua:68 runAI\
At /engine/ai//talented.lua:123 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:633 "
seen = true
reported = false


This error on starting a new level (L36, there might have been a fate attached to this dungeon level possibly???)
error = "Game version: tome2-0.4.2\
Addons: gond_book-0.3.0, landmark-0.2.0, town_neutral-0.3.0\
\
Lua Error: /mod/class/interface/PlayerFates.lua:222: attempt to index global 'def' (a nil value)\
At [C]:-1 __index\
At /mod/class/interface/PlayerFates.lua:222 checkFates\
At /mod/class/Game.lua:580 changeLevel\
At /mod/class/Game.lua:1136 \
At /engine/KeyBind.lua:243 "
seen = true
reported = false

Entered a store in Minas Anor

error = "Game version: tome2-0.4.2\
Addons: gond_book-0.3.0, landmark-0.2.0, town_neutral-0.3.0\
\
Lua Error: /engine/dialogs/ShowStore.lua:75: attempt to index field 'chars' (a nil value)\
At [C]:-1 __index\
At /engine/dialogs/ShowStore.lua:75 on_input\
At /engine/KeyCommand.lua:72 receiveKey\
At /engine/ui/Dialog.lua:802 keyEvent\
At /engine/ui/Dialog.lua:510 "
seen = true
reported = false


Think the Phial of undeath might have been created twice; - it's a house quest item at the moment.

Does Holy fire actually do anything? - I thought it did double damage to evil but might be mistaken. 140 damage listed; - and 140 damage done.

Illusory Castle - wouldn't load; - in truth I accidentally went on it rather than purposely trying to explore, but it crashed the game.


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PostPosted: Tue Apr 21, 2020 3:11 am 
Offline
Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1839
Location: A shallow water area south of Bree
Thorondor wrote:
bash a stuck door (stuck by magelock)

[sound F/X: source diving] Ah, couple errors in how jammed (and locked) doors are handled. Fixed in SVN.

Thorondor wrote:
got this one when pressing I for inventory - a bit odd; can't work out what's happened here. This is a character ending bug i think...

[sound F/X: source diving] Looks like you have a randart that confers one of a handful of obscure powers that I made a stupid typo in that would screw up the object description. Fixed in SVN.

Thorondor wrote:
Was fighting earth hounds and a blue dragon bat, cast a noxious cloud:

[sound F/X: source diving] One of the earth hounds breathed on you and you got cut, and there was a typo in the message that was supposed to tell you that you were bleeding. Fixed in SVN.

Thorondor wrote:
Wights quest; I think one of the void jumpgates (top middle) directs to the middle of mountain chain; (to the middle chamber, immediately SE of the initial chamber).

[sound F/X: source diving] That is odd. I may be misparsing the map data when I'm building the map; I'm not sure where these gates are actually supposed to be going. I'll investigate.

Thorondor wrote:
chests can be disarmed but not opened. (I guess not fully implemented yet)

Huh? That's supposed to be implemented… [sound F/X: source diving] …oh. Well, that was stupid. :oops: Fixed in SVN.

Thorondor wrote:
summon spell not implemented yet - not essential for my playtesting.

Which summon spell?

Thorondor wrote:
recharge spell not implemented yet

Huh? I swear that's implemented… [sound F/X: source diving][slaps forehead] I just forgot to remove the "sorry, not yet implemented" flag when I implemented it. Fixed in SVN. :oops:

Thorondor wrote:
automizer destroys one arrow at a time when there is a stack in the inventory.

Ugh, that could be a mess. I'll investigate.

Thorondor wrote:
are ball lightning, jumping fireball and yellow lights meant to explode on being killed?

Not just when they're killed; they're supposed to explode when they attack. Obviously that's not implemented yet, though. :oops:

Thorondor wrote:
4 lembass when on sale ? typo?

[sound F/X: source diving] Ah, that's supposed to be "Lembases". Small screw-up in pluralizing object names. Fixed in SVN.

Thorondor wrote:
Where can boomerangs be sold?

Weapon store, I'd think… [sound F/X: source diving] ah, missed that case. Fixed in SVN.

Thorondor wrote:
rounded pebble Travak: have found at least 3 now

Well, that doesn't bode well. I'll investigate.

Thorondor wrote:
I think firewall spell only generates persistent flames on the actual square that is targetted rather than the full length of the 'wall'.

[sound F/X: testing] Indeed. Apparently core.fov.beam_any_angle_grids() doesn't work the way I thought it did. Fortunately, ActorProject:project() passes back exactly the grids we need. Fixed in SVN.

Thorondor wrote:
Looks like rand-arts automatically tell you what they do when initially identified.. I don't think this is too bad a thing :)

Well, maybe, but it's clearly not supposed to happen. I'll investigate.

Thorondor wrote:
Inscriptions are available but I don't know if it's possible for them to be recognised by commands e.g. !d!v!k (essential for scrolls of word of recall for instance :) )

Those are handled by the "Configure…" action now.

Thorondor wrote:
A cursed Longbow appears to be flagged as 'average' according to automizer

Urk. What did the Longbow actually look like? I'll investigate.

Thorondor wrote:
Recalling out of a special level allows you to re-enter the level if you recall to it. Artifacts and unique monsters not recreated though. For what it's worth, I don't think this is a priority to sort; - in fact it could encourage players to beat the special levels, particularly if there was a way to make these particular dungeon levels persistent. Not sure how easy that is; - imagine recalling out of Nameless or the Dim Gates and having to do them again!

Now, that's definitely a bug. [sound F/X: testing][sound F/X: forehead repeatedly string desk] Pro tip for Lua coders: "type(v) == nil" is not the same thing as "type(v) == 'nil'". :oops: :oops: :oops: Fixed in SVN. And for reference, I believe the engine does support persistent levels in non-persistent zones — at least, I hope it does, because we're going to need that for the bottom level of Mount Doom.

Thorondor wrote:
Thaumaturgy: wall destruction - I think in the original, wall destruction removed 1 tile of wall in each direction. i.e. if you cast wall creation, and completely surrounded yourself in granite, then wall destruction of whatever level would result in you being in a 3x3 floorspace, still surrounded by granite beyond the little square. Currently, if you have a create wall radius 10, and a wall destruction radius 10, then casting them sequentially will result in complete removal of all of the created wall.

I'm… pretty sure this is the way it works in T2. That's why it was so hard to implement in the first place. (In fact, I thought you were the one reporting as a bug that it didn't work that way.)

Thorondor wrote:
Bree dark horseman quest error

[sound F/X: source diving] That quest isn't implemented yet. We Apologize for the Inconvenience.™

Thorondor wrote:
Level 35 of the Maze. - interesting that the very edge wall doesn't display; - doesn't affect gameplay.

?! That certainly didn't happen during my original testing. I'll investigate.

Thorondor wrote:
The following error arose after I did a phase door.

[sound F/X: source diving] After you did a phase door? That error is in the quest handling for Narsil when you identify it. Anyway, fixed in SVN.

Thorondor wrote:
Also in the maze: Identify spell no longer identifies things that aren't in the actual inventory, irrespective of whether the spell level is high enough to do the Radius 1 ID.

That's a side effect of the Maze's forget-map effect; objects on the floor get un-ID'd pretty much as soon as you ID them.

Thorondor wrote:
The mindcrafter killed the novice priest

[sound F/X: source diving] Small typo in the NPC Mind Blast spell. Fixed in SVN.

Thorondor wrote:
This error on starting a new level (L36, there might have been a fate attached to this dungeon level possibly???)

[sound F/X: source diving] …holy crap, have fates ever worked? That could not possibly have been right. Fixed in SVN.

Thorondor wrote:
Entered a store in Minas Anor

[sound F/X: source diving] Ah, that's an engine bug that I've had to paper over in a couple other dialogs. Either your inventory or the store's inventory was empty, which triggers a corner case. I should probably do a sweep over all the dialogs that are likely to have that problem… [sound F/X: coding] okay, that should cover everything (famous last words…). Fixed in SVN.

Thorondor wrote:
Think the Phial of undeath might have been created twice; - it's a house quest item at the moment.

"House quest item"? Well, this and the Travak problem from earlier suggest that there's something well and truly broken with our unique generation handling. I'll investigate.

Thorondor wrote:
Does Holy fire actually do anything? - I thought it did double damage to evil but might be mistaken. 140 damage listed; - and 140 damage done.

[sound F/X: source diving] Should be working. Does it say that the evil target "is hit hard"?

Thorondor wrote:
Illusory Castle - wouldn't load; - in truth I accidentally went on it rather than purposely trying to explore, but it crashed the game.

Gyeep! I'll investigate.

And that's a massive bug list. I think I can push out an emergency bugfix release soon.

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PostPosted: Wed Apr 22, 2020 2:47 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1839
Location: A shallow water area south of Bree
As promised, I think it's time to push out an emergency bugfix release:

Release 0.4.3 "One and Done"

As before, lots of bugfixes:
  • Few more places where we should have been checking whether we could actually see an NPC before saying its name.
  • The 'ang16x16' tile set from the original T2 tiles doesn't define a tile for "multi-colored" Shimmering or Strangely Phosphorescent potions; we re-use the Violet potion tile for those.
  • Another try at "normalizing" when spells affect grids and floor objects.
  • Some fixes to locked and jammed doors.
  • Small typos in some obscure object-conferred talents, which would among other things have badly screwed up their inventory listings.
  • Small typo in the 'Bleeding' temporary effect.
  • Chests can now be opened.
  • The Recharge spell was actually implemented; we just forgot to tell the game that… :oops:
  • Small typo in object name pluralization for objects whose names end in 's' (like "Lembas").
  • Allow boomerangs to be sold to weapon stores.
  • Fix Firewall's persistent wall effect to apply to all the relevant grids.
  • Actually record the fact that we've visited a one-time special level, so that we won't revisit it. :oops: Also print the special level's special entry message, which we were looking for in the wrong place.
  • Small typos that would have broken assorted "Are you sure you want to do this?" yes/no dialogs. I'm astonished no one has tripped over any of those before now…
  • Turns out I was badly botching the has-line-of-sight-to-player check in the NPC AI. No wonder everyting was waking up everywhere; basically everything could always see the player… :oops:
  • The NPC summon spells were very old code, from before the more recent use of actor generators that check for things like whether an actor can legally be placed at a certain location (hence aquatic monsters on dry ground…).
  • So, y'know that per-unit price cap we added handling for in stores? Turns out that's only supposed to be used for selling, not buying. Which is relevant because some stores, like the Gondolin library, have a price cap of 0, because they don't buy stuff. :oops: While I was in the neighborhood, I also added the store's per-unit cap to the store dialog title, for reference.
  • Small bug in Narsil's on_identify() quest handling.
  • Small typo in log message from NPC Mind Blast spell.
  • Fates could not possibly have worked before. :oops: Fix them so they actually apply, and clear them once they've been applied.
  • Paper over an engine bug in several inventory/equipment/store dialogs that would cause them to choke if any of the displayed inventories are empty and the user types a character.
  • Stupid typo in level generation trying to place doors. I can't believe that hasn't been tripped over before…
  • Zones with ambient effects weren't applying damage properly.

And a couple features:
  • And speaking of one-time-only special levels, the player is supposed to get a "Leave this special level forever?" prompt before leaving one of those. Was a little tricky to wedge in, given the ever-frustrating lack of a genuinely blocking dialog, but it seems to work so far.
  • Implement the EXPLODE attack type, for monsters who explode when they die, or attack you by self-destructing and exploding anyway. Watch out for those Snaga sappers in the Invasion of Gondolin quest… :twisted:
  • Took a stab at implementing the Dark Horseman quest in Bree. :twisted:

Although this is a bugfix release, not all known bugs are yet fixed. Known outstanding bugs at the moment include:
  • Stacks of items not selling for the proper price.
  • Possible rounding errors around maximum unencumbered carrying capacity.
  • Odd jumpgate destinations in Wights quest.
  • Automatizer destroying only one thing at at time off a stack.
  • Travak appearing multiple times (and apparently other artifacts….
  • Randarts reporting *ID*'d info when just ID'd? Maybe some sloppiness in Object:getDesc().
  • Maze edge walls not visible.
Any other bugs you find (and any outstanding bugs I forgot :oops: ) should be reported here.

And as always, the .team file for the release is available from my site, along with the Subversion repo and SVN::Web front-end thereto. And for those of you following along on SVN, the 0.4.3 release branch will get bug fixes for all the aforementioned inevitable bugs.

And since having them scattered throughout the thread is sort of useless, here's a reference list of all the T2 addons I've released:
  • Alchemic Arcanorum (current release 1.0.0): Starts Alchemist characters with an Alchemic Arcanorum object from my old ToME:Arcanorum T2 module, which can be used to store and extract essences.
  • Gender Parity (current release 1.0.1): Modifies assorted NPCs that don't particularly have to be male or female so that they can be either randomly.
  • Go to Landmark (current release 1.0.1): A quickie port of my T4 addon of the same name; allows you to auto-travel to various landmarks like stores or up/down stairs via the "Show known landmarks" action on the <Esc> menu.
  • Neutral Townsfolk (current release 1.0.0): As requested by Thorondor above. :wink: Modifies a few of the more harmless town denizens into the "Neutral" faction so they don't pester you.
  • ZAngband Monsters (current release 1.0.1): Adds ZAngband monsters (hence the name). Untested.
  • Gondolin Book Store (current release 1.0.0): Also as requested by Thorondor. :wink: Adds a book store to Gondolin (hence the name…).

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PostPosted: Mon Apr 27, 2020 2:15 pm 
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Higher

Joined: Wed Apr 15, 2015 11:59 am
Posts: 51
Hi Zizzo
Can't get this working unfortunately; - no game loads post-character creation.


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PostPosted: Tue Apr 28, 2020 2:52 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1839
Location: A shallow water area south of Bree
Thorondor wrote:
Hi Zizzo
Can't get this working unfortunately; - no game loads post-character creation.

[sound F/X: testing] Guh, stupid typo in the Bree zone definition from the Dark Horseman quest. I've uploaded a fixed .team. We Apologize for the Error.™ :oops:

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PostPosted: Sat May 02, 2020 12:48 pm 
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Higher

Joined: Wed Apr 15, 2015 11:59 am
Posts: 51
Hi Zizzo

This error seems to come up every time that my character is hit / drooled on.

error = "Game version: tome2-0.4.3\
Addons: gond_book-0.3.0, landmark-0.2.0, town_neutral-0.3.0\
\
Lua Error: /mod/class/AttackType.lua:61: attempt to index global 'AttackType' (a nil value)\
At [C]:-1 __index\
At /mod/class/AttackType.lua:61 monAttackTarget\
At /mod/class/NPC.lua:533 bumpInto\
At /mod/class/Actor.lua:1014 attack\
At /mod/class/Actor.lua:532 check\
At [string \"return function(self, x, y, what, ...) local ...\"]:1 checkAllEntities\
At /engine/Actor.lua:243 move\
At /mod/class/Actor.lua:462 move\
At /mod/class/NPC.lua:120 runAI\
At /engine/ai//talented.lua:127 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:654 "
seen = true
reported = true


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PostPosted: Sun May 03, 2020 12:16 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1839
Location: A shallow water area south of Bree
Thorondor wrote:
This error seems to come up every time that my character is hit / drooled on.

[sound F/X: source diving][sound F/X: forehead repeatedly striking desk] Stupid error in implementation of the EXPLODE attack type. I've uploaded another fixed .team. We Apologize for the Inconvenience.™ :oops: :oops:

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PostPosted: Tue May 05, 2020 9:23 am 
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Higher

Joined: Wed Apr 15, 2015 11:59 am
Posts: 51
Think this might have been a yellow light popping :idea: :shock:

error = "Game version: tome2-0.4.3\
Addons: gond_book-0.3.0, landmark-0.2.0, town_neutral-0.3.0\
\
Lua Error: /engine/interface/GameTargeting.lua:137: /engine/interface/ActorTalents.lua:164: /mod/class/Actor.lua:967: attempt to index field 'dam' (a nil value)\
stack traceback:\
\9/mod/class/Actor.lua:967: in function 'die'\
\9/mod/class/Actor.lua:666: in function 'takeHit'\
\9/data/damage_types.lua:371: in function 'projector'\
\9/engine/interface/ActorProject.lua:259: in function 'project'\
\9/mod/class/interface/ActorProject.lua:30: in function 'project'\
\9/mod/spell-util.lua:2062: in function 'bolt_spell'\
\9/data/talents/spell/mana.lua:69: in function </data/talents/spell/mana.lua:68>\
\9[C]: in function 'xpcall'\
\9/engine/interface/ActorTalents.lua:162: in function </engine/interface/ActorTalents.lua:151>\
At [C]:-1 \
At [C]:-1 error\
At /engine/interface/GameTargeting.lua:137 fct\
At /engine/interface/GameTargeting.lua:143 targetMode\
At /engine/interface/GameTargeting.lua:212 plain\
At /engine/KeyCommand.lua:85 "
seen = true
reported = false


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PostPosted: Wed May 06, 2020 1:02 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1839
Location: A shallow water area south of Bree
Thorondor wrote:
Think this might have been a yellow light popping :idea: :shock:

Okay, this is getting embarrassing. I think we need an emergency bugfix release for our emergency bugfix release: :oops: :oops:

Release 0.4.4 "The Previous Version Explodes!"

This basically includes some stupid game-breaking bugs in some of the features I impulsively implemented in the previous release: :oops:
  • Small typo in the Bree zone definition from the implementaiton of the Dark Horseman quest.
  • Not all EXPLODE-based melee attacks (notably side-effect-based attacks like Yellow lights' BLIND attack) specify an actual damage amount. :oops: Also, referring to a code class like AttackType without explicitly require()'ing it rarely works. :oops:

Barring the discovery of any further bugs I introduced with those features (ha!), any other bugs you find in this version are from the previous version, and should be reported here.

And as always, the .team file for the release is available from my site, along with the Subversion repo and SVN::Web front-end thereto. And for those of you following along on SVN, the 0.4.4 release branch will get bug fixes for all the aforementioned inevitable bugs.

And since having them scattered throughout the thread is sort of useless, here's a reference list of all the T2 addons I've released:
  • Alchemic Arcanorum (current release 1.0.0): Starts Alchemist characters with an Alchemic Arcanorum object from my old ToME:Arcanorum T2 module, which can be used to store and extract essences.
  • Gender Parity (current release 1.0.1): Modifies assorted NPCs that don't particularly have to be male or female so that they can be either randomly.
  • Go to Landmark (current release 1.0.1): A quickie port of my T4 addon of the same name; allows you to auto-travel to various landmarks like stores or up/down stairs via the "Show known landmarks" action on the <Esc> menu.
  • Neutral Townsfolk (current release 1.0.0): As requested by Thorondor above. :wink: Modifies a few of the more harmless town denizens into the "Neutral" faction so they don't pester you.
  • ZAngband Monsters (current release 1.0.1): Adds ZAngband monsters (hence the name). Untested.
  • Gondolin Book Store (current release 1.0.0): Also as requested by Thorondor. :wink: Adds a book store to Gondolin (hence the name…).

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