ToME: the Tales of Maj'Eyal

Everything about ToME
It is currently Wed Dec 13, 2017 8:33 pm

All times are UTC




Post new topic Reply to topic  [ 443 posts ]  Go to page Previous  1 ... 26, 27, 28, 29, 30

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
Author Message
PostPosted: Thu Nov 09, 2017 10:05 pm 
Offline
Yeek

Joined: Wed Apr 15, 2015 11:59 am
Posts: 14
Hi Zizzo

Porting TOME is a huge task, and I'm sure most of the bits that are mentioned here are not implemented yet rather than bugs per se: - I remain delighted you're working on it :D and wish I had the skill / opportunity to do something more practical to help with the port. :oops:

I've noticed that you can currently rest on jumpgates, which is useful (but not part of 'classic' TOME ;-) ).

It's hard to have no home at the start; - would you mind releasing an interim patch with the thieves quest fixed? it'd make play testing easier.

Does item weight matter at the moment? (thinking of the inventory)

Mice and Insects don't reproduce (which actually I hugely prefer as numerous levels become unplayable for low level characters until scrolls / staves of sterilise are available).

Spectral monsters in early levels of Barrow Downs seem to be frustratingly common and paralyse constantly. I don't recall spectral monsters causing this degree of deaths in the original game 2.35. (I have had a few winning characters over the years though not recently and have probably got sloppy in my old hermit-like age). I know it's probably the whinge of a bad player :oops: :cry: but several deemingly impossible to avoid demises due to paralysis at level 1 or 2 due to e.g. spectral cave spiders that move at high speed through walls (with no opportunity to get free action beforehand) somewhat limits my interest / ability to playtest.

I've found a leech and a pike on grass rather than water.

I've had quite a few levels fully lit on entering the level. Feature or bug?

using an unidentified wand of manathrust doesn't identify it. (although when you use the 'gold wand' it states you cast manathrust...)

Thaumaturgy:
Tried blast - destruction - no effect
Also on thaumaturgy; - wall creation spells don't currently cover lava which they did in 2.3x

Is it currently possible to close a door?

Is it currently possible to bash a closed door?

Should a shop *ID* an item when it is sold (currently not the case)

Novice mindcrafters are 'evil' and 'undead', even the non-zombie ones - is that correct?

When attempting to go to wilderness map I got a popup saying take off your light; but in wilderness mode I couldn't see anything without the wielding the light source....

A level 1 barrow downs level started with the stairs in the quest chamber - ouch!

Shallow Lava and deep lava don't do any damage

An eru following sorcerer with no equipment managed 171 mana at level 8 with level 12 sorcery and level 12 spell power and no equipment that modified mana. 45 life. I did a matched non-eru following sorcerer who had 66 mana, and 34 life. I'm sure that there's some variation but that's quite a difference...

The comment about 'seeing' invisible monsters previously: character was (is) human sorcerer, no infravision. When attacked by a green glutton ghost, intermittently you get told "The Green glutton ghost...", likewise you find out what you killed if you use e.g. globe of light on an invisible monster.
..."Something touches you, player misses clear icky thing"
..."Player hits something for 62 damage, player killed clear icky thing"

You'd asked about unique items: I have found holcolleth as a quest reward. Also Eriril (with a decent and now lamented character - murdered by a paralysis from a spectral ant or something at a low depth (Grr))

A couple of lua errors below:

used detect monsters; a large number appeared on map; mouseover the monster led to the following error.
error = "Lua Error: /mod/class/NPC.lua:349: attempt to concatenate local 's' (a nil value)\
At [C]:-1 __concat\
At /mod/class/NPC.lua:349 check\
At /engine/Map.lua:801 checkEntity\
At /engine/Tooltip.lua:313 check\
At /engine/Tooltip.lua:327 getTooltipAtMap\
At /engine/Tooltip.lua:284 displayAtMap\
At /engine/interface/GameTargeting.lua:66 targetDisplayTooltip\
At /mod/class/Game.lua:673 "
seen = true
reported = false


No idea what precipitated this error; - I'd just used a view spell successfully. Wierdly a snaga had previously been able to cast confusion as a spell; - is this normal? I put on a ring of invisibility to escape the ambush...

error = "Lua Error: /mod/class/NPC.lua:349: attempt to concatenate local 's' (a nil value)\
At [C]:-1 __concat\
At /mod/class/NPC.lua:349 check\
At /engine/Map.lua:801 checkEntity\
At /engine/Tooltip.lua:313 check\
At /engine/Tooltip.lua:327 getTooltipAtMap\
At /engine/Tooltip.lua:284 displayAtMap\
At /engine/interface/GameTargeting.lua:66 targetDisplayTooltip\
At /mod/class/Game.lua:673 "
seen = true
reported = false


I know I've put a few ideas into the thread which are probably more suitable for a variant, but I wondered what you thought about breathing animals e.g. dragons etc having a breath attack with a similar tile distribution to a breath attack in T4, i.e. rather than casting a ball spell on the player with an area of no-damage next to the creature's mouth. Great Wyrms could have a huge range, whereas young dragons could have a lesser range... Again it might not be very easy to code...

Keep up the good work :)


Top
 Profile  
 
PostPosted: Fri Nov 10, 2017 5:24 am 
Offline
Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1413
Location: A shallow water area south of Bree
Thorondor wrote:
I've noticed that you can currently rest on jumpgates, which is useful (but not part of 'classic' TOME ;-) ).

It isn't? [sound F/X: source diving] Huh. Easy enough to implement; that should be fixed in SVN.

Thorondor wrote:
It's hard to have no home at the start; - would you mind releasing an interim patch with the thieves quest fixed? it'd make play testing easier.

Huh? [tests] That should be fixed in the SVN release branch. Is it not working for you? [Don't forget you have to chase down and kill any thieves that steal your gold and teleport away; that tripped me up during testing.] Or do you need me to publish a .team release?

Thorondor wrote:
Does item weight matter at the moment? (thinking of the inventory)

[sound F/X: source diving] Not yet.

Thorondor wrote:
Mice and Insects don't reproduce (which actually I hugely prefer as numerous levels become unplayable for low level characters until scrolls / staves of sterilise are available).

Hmm. I would not be at all surprised to learn that I was doing that handling wrong in the AI code… [sound F/X: source diving] oh! Turns out that's not implemented yet. *whew* :wink: For reference, though, the Sterilize spell is implemented and should be available on staffs.

Thorondor wrote:
Spectral monsters in early levels of Barrow Downs seem to be frustratingly common and paralyse constantly. I don't recall spectral monsters causing this degree of deaths in the original game 2.35. (I have had a few winning characters over the years though not recently and have probably got sloppy in my old hermit-like age). I know it's probably the whinge of a bad player :oops: :cry: but several deemingly impossible to avoid demises due to paralysis at level 1 or 2 due to e.g. spectral cave spiders that move at high speed through walls (with no opportunity to get free action beforehand) somewhat limits my interest / ability to playtest.

Again, it's certainly possible I've got NPC generation wrong here, generating ego NPCs too frequently. I'll investigate.

Thorondor wrote:
I've found a leech and a pike on grass rather than water.

There again, botched NPC generation. I'll investigate.

Thorondor wrote:
I've had quite a few levels fully lit on entering the level. Feature or bug?

Are they "arena" levels, empty except for rooms? If so, feature. In v2.2.x, those were lit 80% of the time; in v2.3.x, they're always unlit (IIRC, an accident of implementation that was retconned as officially intended behavior). I decided to go with the v2.2.x behavior, as I prefered it.

Thorondor wrote:
using an unidentified wand of manathrust doesn't identify it. (although when you use the 'gold wand' it states you cast manathrust...)

[sound F/X: source diving] Hmm, I'd have to disentangle how the T2 spell code tells its caller whether to ID the wand/staff, and work out how to pass that information back from our spell code to its caller. And now that you point it out, we might need to make an effort to prevent it from announcing the stick spell being cast from an un-ID'd stick; Staffs of Remove Curse, for instance, aren't supposed to get ID'd on use AFAICT if they don't actually uncurse anything. Give me a little time on that one.

Thorondor wrote:
Thaumaturgy:
Tried blast - destruction - no effect

[sound F/X: source diving] Ah, that damage type isn't implemented yet. We Apologize for the Inconvenience.™

Thorondor wrote:
Also on thaumaturgy; - wall creation spells don't currently cover lava which they did in 2.3x

[sound F/X: source diving] Urk. That was buried in the old code that handled effects of spells on terrain; some floor-type grids weren't properly passing through to the general floor-damage code where wall creation does its stuff. In addition to lava, this affected shallow/deep water, open/broken doors, and… small trees? Do wall creation spells cover small trees in T2 proper? Anyway, that should be fixed in SVN.

Thorondor wrote:
Is it currently possible to close a door?

[sound F/X: source diving] Apparently not.

Thorondor wrote:
Is it currently possible to bash a closed door?

[sound F/X: source diving] Apparently not.

Thorondor wrote:
Should a shop *ID* an item when it is sold (currently not the case)

[sound F/X: source diving] Ah, I see it is supposed to do that. Fixed in SVN.

Thorondor wrote:
Novice mindcrafters are 'evil' and 'undead', even the non-zombie ones - is that correct?

:shock: :shock: What, all of them? [sound F/X: source diving] They're certainly not flagged that way. I cannot even conceive how that could happen…

Thorondor wrote:
When attempting to go to wilderness map I got a popup saying take off your light; but in wilderness mode I couldn't see anything without the wielding the light source....

[sound F/X: source diving] Ah, I broke that when I was fiddling with FOV handling to implement ESP. Should be fixed in SVN.

Thorondor wrote:
A level 1 barrow downs level started with the stairs in the quest chamber - ouch!

Yikes. That sounds vaguely familiar, actually; I think it's happened to me before in T2 proper. At least I don't think it's disallowed; anyone have memories otherwise? Preventing it would be tricky to implement, I think…

Thorondor wrote:
Shallow Lava and deep lava don't do any damage

[sound F/X: source diving] Oops, was using the wrong name for floor effects internally ('ON_SHALLOW_LAVA' vs. 'EFF_ON_SHALLOW_LAVA'). Should be fixed in SVN.

Thorondor wrote:
An eru following sorcerer with no equipment managed 171 mana at level 8 with level 12 sorcery and level 12 spell power and no equipment that modified mana. 45 life. I did a matched non-eru following sorcerer who had 66 mana, and 34 life. I'm sure that there's some variation but that's quite a difference...

Well, following Eru does increase your max mana proportionately with your piety… [sound F/X: source diving] …aaand I was badly miscalculating that. Fixed in SVN.

Thorondor wrote:
The comment about 'seeing' invisible monsters previously: character was (is) human sorcerer, no infravision. When attacked by a green glutton ghost, intermittently you get told "The Green glutton ghost...", likewise you find out what you killed if you use e.g. globe of light on an invisible monster.
..."Something touches you, player misses clear icky thing"
..."Player hits something for 62 damage, player killed clear icky thing"

That's what I needed to know; that tells me that there are still places where I need to pass the "check-whether-player-can-actually-see-us" flag to Actor:getName().

Thorondor wrote:
You'd asked about unique items: I have found holcolleth as a quest reward. Also Eriril (with a decent and now lamented character - murdered by a paralysis from a spectral ant or something at a low depth (Grr))

Those weren't the ones I was worried about; those artifacts are built on base object types that are already generated normally (Cloak, Quarterstaff) and can get "promoted" to an artifact during generation. I was worried about the "special" artifacts like the Phial and some of the artifact rings and amulets; their base type doesn't get generated in normal operation, so they only get generated by special handling in the code — which I think I've got right… :?

Thorondor wrote:
A couple of lua errors below:

used detect monsters; a large number appeared on map; mouseover the monster led to the following error.
error = "Lua Error: /mod/class/NPC.lua:349: attempt to concatenate local 's' (a nil value)\

[sound F/X: source diving] …? It shouldn't be possible for 's' to be nil at that point. I was messing up the tooltip description of actor drops in that general vicinity, though; should be fixed in SVN.

Thorondor wrote:
No idea what precipitated this error; - I'd just used a view spell successfully. Wierdly a snaga had previously been able to cast confusion as a spell; - is this normal? I put on a ring of invisibility to escape the ambush...

error = "Lua Error: /mod/class/NPC.lua:349: attempt to concatenate local 's' (a nil value)\

Was this supposed to be the same error as the previous one? The stack traces match. [And no, a Snaga shouldn't have been able to cast spells if it wasn't an ego type…]

Thorondor wrote:
I know I've put a few ideas into the thread which are probably more suitable for a variant, but I wondered what you thought about breathing animals e.g. dragons etc having a breath attack with a similar tile distribution to a breath attack in T4, i.e. rather than casting a ball spell on the player with an area of no-damage next to the creature's mouth. Great Wyrms could have a huge range, whereas young dragons could have a lesser range... Again it might not be very easy to code...

You mean a cone effect? The engine has the corresponding targeting mode, obviously, but the module doesn't currently support using it (outside of special handling in Elemental Wave), and I'm not sure the NPC AI would know how to deal with it.

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


Top
 Profile  
 
PostPosted: Wed Nov 15, 2017 2:19 am 
Offline
Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1413
Location: A shallow water area south of Bree
Thorondor wrote:
Spectral monsters in early levels of Barrow Downs seem to be frustratingly common and paralyse constantly.

[sound F/X: source diving] …Okay, I've found a typo in the monster generation code that I think would have resulted in monster egos like "Spectral" passing their out-of-depth checks a lot more frequently then they should have. I've checked the fix into SVN; let me know if this fixes the problem.

Thorondor wrote:
Novice mindcrafters are 'evil' and 'undead', even the non-zombie ones - is that correct?

Thorondor wrote:
Wierdly a snaga had previously been able to cast confusion as a spell; - is this normal?

I'm beginning to suspect that these are the monster generation code applying part of an ego but not all of it. A Snaga Shaman, for instance, could have cast Confusion at you.

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


Top
 Profile  
 
PostPosted: Thu Nov 16, 2017 10:10 pm 
Offline
Yeek

Joined: Wed Apr 15, 2015 11:59 am
Posts: 14
Hi Zizzo,

How do you get the svn? I only know how to get the formal releases :oops:

I can't remember offhand about the fully lit maps; will update when I next get time to do some testing.

Thaumaturgy wall creation: As far as I'm aware it covered water and lava but not big trees and (as far as I remember, not pits). I have a feeling wall creation covered bushes though.
On the subject of pits I have a feeling that e.g. globe of light and view spells worked across the pit but projectiles didn't. I haven't had chance to test this in your port but if you got chance to implement arrows / spells working across pit's it'd be a nice improvement on 2.35 :D

Monster breaths: I did mean a cone effect - (just didn't know the technical term). It seems to me that if a dragon breathed fire in a particular direction then if you're standing in front of it's nostrils you should *burn* rather than watch the dragon launch a fireball. Just my opinion but I think it'd be better. The range of breath of a GWOP breath should be greater than that of a dragon bat (or water hound........

Thanks for looking at the spectral monsters issue... :D


Top
 Profile  
 
PostPosted: Fri Nov 17, 2017 2:12 am 
Offline
Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1413
Location: A shallow water area south of Bree
Thorondor wrote:
How do you get the svn? I only know how to get the formal releases :oops:

Each release has a corresponding release branch in my Subversion repository; this, for instance, is the release branch for the 0.2.7 release. You can use Subversion to check out a copy of the release branch directly into your game/modules/ directory and use it in place of the .team file. I merge bugfixes onto the release branch as bugs are reported and fixed (which is what I mean when I describe something as "fixed in SVN"), so you can use 'svn update' on your checked-out copy to get bug fixes as I commit them.

Thorondor wrote:
Thaumaturgy wall creation: As far as I'm aware it covered water and lava but not big trees and (as far as I remember, not pits). I have a feeling wall creation covered bushes though.

That would track with what I found in the code.

Thorondor wrote:
On the subject of pits I have a feeling that e.g. globe of light and view spells worked across the pit but projectiles didn't. I haven't had chance to test this in your port but if you got chance to implement arrows / spells working across pit's it'd be a nice improvement on 2.35 :D

That sounds vaguely familiar, actually… [checks notes] oh, right, Trilogy ran into that problem while fighting Feagwath.

"Ah, yes. Good times." :roll:

Oh, you know you had fun. :wink: But yes, I do remember that as being vaguely annoying. As for changing it, I'd have to go diving in the targeting code to see how that blocking happens and whether it could be altered. I suppose in theory a projectile in flight could perforce be treated as having the FLY flag, which would allow it to pass over dark pits with their CAN_FLY flag…

Thorondor wrote:
Monster breaths: I did mean a cone effect - (just didn't know the technical term). It seems to me that if a dragon breathed fire in a particular direction then if you're standing in front of it's nostrils you should *burn* rather than watch the dragon launch a fireball. Just my opinion but I think it'd be better. The range of breath of a GWOP breath should be greater than that of a dragon bat (or water hound........

(shrug) There again, I don't dispute the desirability of it; I'm just uncertain of the feasibility of actually implementing it.

Thorondor wrote:
Thanks for looking at the spectral monsters issue... :D

Actually, on that note:

Thorondor wrote:
I've found a leech and a pike on grass rather than water.

[sound F/X: source diving] …wait a minute, Actor:canMove() checks the map of the level we're on now; we need to check the map of the level we're building. We Apologize for the Error.™ :oops: Should be fixed in SVN; let me know if you still see any oddly-placed monsters.

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


Top
 Profile  
 
PostPosted: Fri Nov 17, 2017 9:05 am 
Offline
Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10144
Location: Angolwen
About dragon breaths, what do you mean not sure if possible? Projecting in cones works jut fine in the engine; or did I not understand the issue ? :)

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


Top
 Profile  
 
PostPosted: Tue Nov 21, 2017 4:57 am 
Offline
Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1413
Location: A shallow water area south of Bree
darkgod wrote:
About dragon breaths, what do you mean not sure if possible? Projecting in cones works jut fine in the engine; or did I not understand the issue ? :)

Well, yes, obviously it can be done; I just don't know how. I'm assuming I'll need to do something special in the NPC AI for NPCs to know how to use a talent with cone targeting.

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


Top
 Profile  
 
PostPosted: Wed Nov 22, 2017 5:20 pm 
Offline
Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10144
Location: Angolwen
I cant look at your code right now but the dumb AI can handle cones just fine; it's a normal talent, the only special casing you could want to do for it is to avoid allies but then it'st he same as for any AOE, balls included

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


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 443 posts ]  Go to page Previous  1 ... 26, 27, 28, 29, 30

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group