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
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PostPosted: Sat Jun 16, 2012 7:41 pm 
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Halfling

Joined: Wed Mar 02, 2011 6:59 pm
Posts: 98
100,000% in favor of this!!

One Addon to rule them all
One Module to find them
One Expansion to bring them all
And in TOME 4 Bind them!

~Robin


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PostPosted: Sat Jun 16, 2012 10:05 pm 
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Thalore

Joined: Sat Dec 12, 2009 2:16 pm
Posts: 125
Location: GA, USA
Also very much in favor of this.

In a perfect world, you could enlist the aid of the guy that made Furyband, and the guy that made that giant fix/enhancement mod for Furyband after the initial Furyband guy stepped elsewhere----bring history full circle!

http://www.furytech.net/furyband/furyband.php
http://www.furytech.net/furyband/zopsfuryband.php

I was not around to know the history of exactly how things got oddly interoperable between ToME 2 and Fury, but still~ 8)

Also, clearly the answer to escape OpenGL worries is to jump forward into the true unknown that is Gallium3D :wink:


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PostPosted: Wed Jun 20, 2012 9:49 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10243
Location: Angolwen
BTW zizzo, you should join #tome on irc.rizon.net, you can meet other people who know the engine and could help if you have questions:)
And you could boast about your progress ! :)

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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: Thu Jun 21, 2012 12:34 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1649
Location: A shallow water area south of Bree
darkgod wrote:
BTW zizzo, you should join #tome on irc.rizon.net, you can meet other people who know the engine and could help if you have questions:)

Eep! :? I'm not sure I think on my feet well enough for that kind of "live" chat.
darkgod wrote:
And you could boast about your progress ! :)

Well, when I have some progress to boast about, I'll get back to you... :oops: :wink:

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PostPosted: Thu Jun 21, 2012 7:30 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10243
Location: Angolwen
Na dont worry come on; we are a bunch of nice people :)

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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: Wed Jul 11, 2012 2:51 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1649
Location: A shallow water area south of Bree
Release 0.0.2 "Barrow Hawk Down"

This release is dedicated to the memory of Dwelf Ironspleen, level 5 Dwarf Axemaster and first character to reach the bottom of the T2P4 Barrow Downs. Godspeed, Dwelf, and may one of your successors one day slay Morgoth. :wink:

New in this release:
  • Skeleton implementation of Barrow Downs zone. [And I do mean "skeleton"; I'll probably have to reimplement T2's level generation algorithm as a TE4 map generator to get this right.]
  • Partial implementation of stores [really just enough to buy a Brass Lantern so poor Dwelf could find his way around the Downs].
  • Basic implementation of skills related to weapon combat and barehand combat, and partial implementation of the Stealth skill [so Battle-scarred Veterans would stay asleep long enough for Dwelf to get through Bree to the Downs entrance].
  • Tactic/Explor dialog on the <Esc> menu.
  • Barebones game options dialog on the <Esc> menu. Currently only a few display-related options are implemented.
  • "Linear stats display" option now available from the birther dialog, per popular demand. :wink:

The .team file for the release is available from my site, and I've also finally put the module code into a Subversion repository ("raw" or via WebSVN frontend).

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PostPosted: Wed Jul 11, 2012 9:55 pm 
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Thalore

Joined: Sat Dec 12, 2009 2:16 pm
Posts: 125
Location: GA, USA
Congrats on another step closer to knocking it all out in due time----keep at the fine work! 8)


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PostPosted: Wed Jul 11, 2012 10:36 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10243
Location: Angolwen
Nice!

PS: join irc! :)

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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: Thu Jul 12, 2012 1:57 am 
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Uruivellas

Joined: Sat Jan 14, 2012 12:02 am
Posts: 703
I could not be more excited about this project. T2 was one of my all-time favorite games, it had a true epic feel that the more streamlined 4 is missing, but I simply can't deal with that interface any more.

By the way, I never worked out how to use macros. I cast every spell by hand through an entire game, with a Rohanknight Sorcerer who slew Morgoth. So you can imagine how frustrating that got.

Edit: By the way, Zizzo, I loved your DitL's back in the day.


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PostPosted: Mon Aug 20, 2012 11:57 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10243
Location: Angolwen
Any updates ? :)

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[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 ;)


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PostPosted: Sat Aug 25, 2012 3:35 pm 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1649
Location: A shallow water area south of Bree
darkgod wrote:
Any updates ? :)

We Apologize for the Delay(TM); computer problems. [For the record, it takes a particular sort of talent to break the LCD display while trying to replace the touchpad buttons... :oops: ] On the upside, the newer Intel drivers appear to be better at handling OpenGL/SDL/whatever, or maybe the new laptop's just that much beefier.

Anyway, I think I'm close to another release, depending on how long it takes to debug what I've written up so far.

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PostPosted: Sat Aug 25, 2012 7:23 pm 
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Higher

Joined: Thu Aug 16, 2012 10:52 pm
Posts: 55
Location: Philadelphia, Pennsylvania, USA
Debug everything? Whoa! You write a whole lotta stuff, then debug it? I make one tiny little change, and then fire it up and see if it works. I guess I just don't know enough about how everything goes together to do it your way.

It's starting to click, though. I'm starting to see the big picture.


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PostPosted: Tue Aug 28, 2012 1:59 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1649
Location: A shallow water area south of Bree
chezzo wrote:
Debug everything? Whoa! You write a whole lotta stuff, then debug it? I make one tiny little change, and then fire it up and see if it works.


Well, this was supposed to be a small change, but it kind of mushroomed with all the other features that this small change depended on and that I thus had to implement first.

To which end:

Release 0.0.3 "Homecoming"

New in this release:
  • Implement the Bree Thieves quest and the Bree house.
  • Some reworking of damage handling, mainly to implement Novice rogues' steal-gold attack.
  • When a monster dies, drop its inventory on the floor. Which is mainly stolen gold in this release.
  • Automatically pick up gold and describe objects on floor when entering a grid. Auto-pickup of objects or prompt to pick up objects controlled by user setting will follow eventually.
  • Fix building chat resolver so that the Mayor's office still works after doing the Thieves quest.
  • Implement closed, locked and jammed doors and the 'o'pen command (by hijacking the T-Engine's rest infrastructure, but hey, whatever works...)
  • Compute player exp properly based on monster level.
  • Fix monster attacks so they actualy work... :oops:
  • Cosmetic tweak to the level-up skills dialog.

There are still a few bits missing in the quest; the Bandit's dagger is (+0,+0), because I haven't figured out how to make enchanted weapons yet [I'll probably have to twist the ego system beyond all recognition...], and the Novice mage can't cast spells yet [I took a stab that that, but got stymied by the particle system].

As before, the .team file for the release is available from my site, along with the Subversion repo and WebSVN frontend thereto.

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PostPosted: Tue Aug 28, 2012 5:50 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10243
Location: Angolwen
Yay more !!!

Oh and dont forget to come on #tome ! :)

_________________
[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 ;)


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PostPosted: Tue Sep 11, 2012 12:20 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1649
Location: A shallow water area south of Bree
An oddball question: how feasible (or desirable, or even possible) would it be to include some extra fonts in the module? The engine's Droid font is missing some glyphs that I'd like to use or make available to the user to use (solid/semi-solid blocks for walls, for instance, or check/'X' marks for some of the dialogs). The font I'm looking at is GNU's freefont, which is GPL3, so there shouldn't be any licensing issues.

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