ToME: the Tales of Maj'Eyal

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PostPosted: Wed Aug 03, 2016 7:42 am 
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Halfling

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 104
Awesome, just awesome!

No errors to report of anything clashing so far, after a few hours of play.


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PostPosted: Fri Aug 05, 2016 3:42 am 
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Halfling

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 104
Hold on, I have a bug. I ran into this when accessing my vault to retrieve an item. I'm not entirely sure if ZOmnibus is causing this or not yet, however it is mentioned in the log.
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PostPosted: Sat Aug 06, 2016 8:14 pm 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1332
Location: A shallow water area south of Bree
Chronosplit wrote:
Hold on, I have a bug. I ran into this when accessing my vault to retrieve an item. I'm not entirely sure if ZOmnibus is causing this or not yet, however it is mentioned in the log.

Hmm, ZOmnibus superloads Object:getDesc(), which is why it appears in the stack trace, but it doesn't touch the local desc_wielder() function in Object:getTextualDesc()… [sound F/X: source diving] at line 1414 it's describing talents conferred by the object. Does the object in question confer any addon-specific talents?

In the meantime, some of the dialog collision juggling I had to do in the v15 release inspired me to tweak a few more places with multiple-dialog problems. In particular, v15a, just released, includes dialog tweaks from Store Wish List and Low Health Popup.

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PostPosted: Sun Aug 07, 2016 2:19 am 
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Halfling

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 104
I think I actually figured out my bug. There was an artifact weapon in there from an addon I wasn't running at the time and I'm pretty sure that's what caused it.

EDIT: Yep, can confirm that was the problem.


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PostPosted: Mon Aug 15, 2016 4:31 am 
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Archmage

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 443
Location: Monastery of the White Monks
Here's an odd one for you: something in ZOmnibus is affecting edits made to chat options by another add-on.

To be specific, Odyssey of The Summoner changes the dialog options at the Last Hope weapon merchants. In the... we'll call it a campaign, as that's effectively what it is... you play as a (presumably humanoid) spirit trapped in the body of Wilder Summoner's summoned being. As such, you are not able to learn standard techniques for wielding weapons and armor, i.e. Combat Training. To this end, the dialog options for 'Avatars' (said spirits trapped in animal bodies) are altered when talking to the merchants in Last Hope. You can ask them about training, but they cannot teach you (i.e. there's a silly replacement dialog).

When playing OoTS with ZOmnibus enabled, something in ZOmnibus is adding the old chat options back for these merchants, while still leaving in the replacement options. Not only does this look silly, but there is a very good reason that Avatars should not be able to learn Combat Training: none of them wear armor, and none of them wield weapons (with one 'unconventional' exception). They have mechanics in place to make up for this, so the ability to gain Thick Skin as well is not something they should have, though the other talents are largely irrelevant.

I poked around a bit in ZOmnibus, but I couldn't figure out what the cause might be. I would suspect Store Wishlist (you know, 'cause stores) but I'm not really sure why this would be affecting the chat options. OoTS is still very much in development, and the author has a lot on their plate with chasing down their own bugs and releasing more content. I have been using ZOmnibus nearly as long as I have been playing ToME, but I decided it would best to turn it off while playing OoTS after I realized it was the cause of this behavior and couldn't be sure what else it might be affecting. Since this is essentially an early testing release, I want my runs to be as 'clean' as possible and have limited the other add ons I use down to strictly QoL. ZOmnibus was most of my QoL, though, so now I'm down to just Faster RRE.

I understand that this is an inter-add-on conflict and might not be something that you can address, but I figured there's no harm in asking. OoTS is probably one of the only add-ons that modify these chats, but I assume you'd like ZOmnibus to avoid conflicts such as this, if at all possible. As OoTS is quite literally replacing the old dialog choices (as far as I can tell; their code is a bit more sophisticated than anything I could manage), it just seems really odd the the old dialog options are somehow getting worked back in. Anyway, thanks for your time. Cheers!

(P.S. If this is something you can look into, these modifications are handled in OoTS by the file chat_modify in the data directory, at line 480 (using a few functions defined at the top of the file). Unfortunately, that's about as much help as I can be :? )


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PostPosted: Tue Aug 16, 2016 1:16 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1332
Location: A shallow water area south of Bree
nsrr wrote:
To be specific, Odyssey of The Summoner changes the dialog options at the Last Hope weapon merchants. […]

When playing OoTS with ZOmnibus enabled, something in ZOmnibus is adding the old chat options back for these merchants, while still leaving in the replacement options. […]

I poked around a bit in ZOmnibus, but I couldn't figure out what the cause might be. I would suspect Store Wishlist (you know, 'cause stores) but I'm not really sure why this would be affecting the chat options.

Nah, most likely culprit is Talent Point Planner. See, in order to avoid showing the player talent sources that it can't confirm the player knows about, the planner performs surgery on chats like Last Hope weapon store to collect notes that the player has seen and/or bought talent trees thereby. If OotS changes the shape of that dialog to something the planner isn't expecting, it can make a mess of it. We had similar problems with Arcanum a while back.

Most likely we can fix this the same way we fixed the Arcanum conflict, by having the planner detect the presence of the OotS addon and adjust its surgery strategy accordingly. Give me a little time to investigate.

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PostPosted: Tue Aug 16, 2016 1:41 am 
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Archmage

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 443
Location: Monastery of the White Monks
:D I knew you would be able to pinpoint the problem in no time.

Thanks for looking into it! I really appreciate all the work you do to improve the quality of life in Eyal :mrgreen:


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PostPosted: Wed Aug 17, 2016 12:57 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1332
Location: A shallow water area south of Bree
nsrr wrote:
:D I knew you would be able to pinpoint the problem in no time.

Thanks for looking into it! I really appreciate all the work you do to improve the quality of life in Eyal :mrgreen:

*blush* [bows] Well, let me know if v15a.1 (just pushed out) fixes the problem; I haven't figured out how to test it yet. :? We key off the Nature-Taught talent [as OotS also appears to do]; if the player has that talent, the planner does not modify the chats in the Last Hope weapon store or Angolwen staff store (which appears to be handled similarly). Further, since Avatar characters can't buy trees from those stores, the planner dialog no longer lists those trees as available talent sources for Avatars.

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PostPosted: Wed Aug 17, 2016 4:24 am 
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Archmage

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 443
Location: Monastery of the White Monks
Zizzo wrote:
nsrr wrote:
:D I knew you would be able to pinpoint the problem in no time.

Thanks for looking into it! I really appreciate all the work you do to improve the quality of life in Eyal :mrgreen:

*blush* [bows] Well, let me know if v15a.1 (just pushed out) fixes the problem; I haven't figured out how to test it yet. :? We key off the Nature-Taught talent [as OotS also appears to do]; if the player has that talent, the planner does not modify the chats in the Last Hope weapon store or Angolwen staff store (which appears to be handled similarly). Further, since Avatar characters can't buy trees from those stores, the planner dialog no longer lists those trees as available talent sources for Avatars.


Ah, good catch! I totally forgot about Angolwen. You're absolutely right, though, OoTS modifies the chats there, too. I'll give it a test tomorrow and let you know. Thanks again!


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PostPosted: Thu Aug 18, 2016 1:12 am 
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Archmage

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 443
Location: Monastery of the White Monks
I can confirm that the update did the trick. ZOmnibus will no longer add the dialog options for Combat or Staff training back into OoTS.

Thanks again, Zizzo :D


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PostPosted: Sun Sep 04, 2016 3:13 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1332
Location: A shallow water area south of Bree
nsrr wrote:
I can confirm that the update did the trick. ZOmnibus will no longer add the dialog options for Combat or Staff training back into OoTS.

Thanks again, Zizzo :D

*whew* :wink:

And while I'm here, just pushed out v15a.2, with a small fix to Low Health Popup.

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PostPosted: Sun Sep 11, 2016 11:00 pm 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1332
Location: A shallow water area south of Bree
Pushing out v15b, with improvements to Talent Point Planner.

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PostPosted: Thu Sep 29, 2016 1:40 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1332
Location: A shallow water area south of Bree
Pushing out v15c, with a developer-mode tweak to Savefile Notes.

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PostPosted: Tue Oct 25, 2016 10:21 pm 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1332
Location: A shallow water area south of Bree
Pushing out bugfix release 15c.1, with small fixes to Talent Point Planner and Alternate Zones Option.

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PostPosted: Fri Oct 28, 2016 3:59 pm 
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Wayist

Joined: Tue May 14, 2013 4:55 am
Posts: 16
Zizzo,

What are the required commands to manipulate the Restart Sustains portion of this addon?


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