ToME: the Tales of Maj'Eyal

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PostPosted: Thu Feb 04, 2016 7:58 am 
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Higher

Joined: Mon Aug 20, 2012 10:57 am
Posts: 51
Created new char with all add-ons disabled except the previously attached file. Still the same behavior.

But, I also play with moving by the mouse disabled in the options. If I enabled it, it suddenly works, however no auto-explore key is needed, the char just moves immediately do designated location. Don't know if this is intended.


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PostPosted: Fri Feb 05, 2016 12:32 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1406
Location: A shallow water area south of Bree
Row wrote:
But, I also play with moving by the mouse disabled in the options. If I enabled it, it suddenly works,

[sound F/X: testing] Aha! Now, that I can reproduce. But it's supposed to be set up to work either way... [sound F/X: source diving] ...wait a minute, mod.class.Player:mouseMove() has a different signature than engine.interface.PlayerMouse:mouseMove(). I've been passing the wrong arguments all this time. [sound F/X: historical source diving] ...Holy crap, has this ever worked? :shock: :?

Well, at any rate, with the problem identified, it was easy to fix; v4e.1 just went out with a fix. We Apologize for the Inconvenience.™ :oops: :oops:

Row wrote:
however no auto-explore key is needed, the char just moves immediately do designated location. Don't know if this is intended.

Yes, that's the intended behavior. The Going to Landmark effect and hijacking of the auto-explore command is just a fallback in case you get stopped partway, so that you can easily resume going to your destination.

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PostPosted: Sun Mar 20, 2016 3:19 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1406
Location: A shallow water area south of Bree
Just released v4f with a small quality-of-life tweak: the entry portal to the Sher'tul fortress was kind of hard to find way down in the normal zone list, so I bumped it up into the Towns section of the list.

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PostPosted: Sun Apr 03, 2016 8:47 pm 
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Archmage

Joined: Sun Jul 13, 2014 4:09 pm
Posts: 358
Random Here Here:

Wish this was just part of mainline. It's an enormously awesome addon.

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ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.


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PostPosted: Tue Apr 12, 2016 12:27 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1406
Location: A shallow water area south of Bree
Pushing out v4g, adding Limmir the Jeweler in Gates of Morning to the list of NPCs whose positions we remember.

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PostPosted: Sat Jul 09, 2016 7:19 pm 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1406
Location: A shallow water area south of Bree
Pushing out v4h, with an eye toward improving addon support:
  • We now recognize towns added by addons and list them in the "Towns/bases" section. This depends on the town's short name being of the form "town-<something>", which seems to be the standard pattern; if there are any addons out there that don't do this, I suppose we can work something out…
  • Instead of trying to cherry-pick specific NPCs to list in the "People" section, we just punt and include every NPC on the level that has an associated chat dialog. That should cover all the ones we were including before (let me know if it's missing anyone important); it'll probably also catch some spurious ones, but that's not too bad.
Notably, this improves Embers support a bit, properly handling Kruk Pride and Metash the Maulotaur. We Apologize for the Inconvenience.™ :oops:

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PostPosted: Wed Aug 03, 2016 1:35 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1406
Location: A shallow water area south of Bree
With all the excitement around the ZOmnibus v15 release, I figured I'd mix in v4i of this addon, with some tweaks I'd been working on to recognize and remember some new landmarks:
  • "Store" NPCs in Irkkk.
  • The "structural weakness" grid in Dominion Port in Embers.

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PostPosted: Fri Mar 10, 2017 12:25 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1406
Location: A shallow water area south of Bree
Small tweak in v4j (just pushed out), to recognize and remember the Phonograph in Embers' Palace of Fumes zone as a landmark. Also, recognizing fonts of life as a landmark apparently got broken at some point; fixed that.

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PostPosted: Sun Apr 09, 2017 11:32 pm 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1406
Location: A shallow water area south of Bree
So it's not uncommon to stow stuff in a vault temporarily to say within your carrying capacity until you can get more permanent storage. Finding that vault again can be annoying, though, as they don't always have distinctive layouts on the mini-map. I kept thinking there ought to be some way to have the go-to-landmark functionality take me back to the vault — and then I thought of one. :wink:

v5, just released, adds player-settable landmark functionality. Just right-click the map grid where you want the landmark and choose "Set landmark"; you will be prompted for a name for the landmark, which will show up in the landmark list for the level.

Attachment:
plyr-landmark.png
plyr-landmark.png [ 253.11 KiB | Viewed 516 times ]


You can remove a landmark later by right-clicking on it again and choosing "Forget landmark".

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PostPosted: Tue May 02, 2017 3:02 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1406
Location: A shallow water area south of Bree
Pushing out v5a to fix a bug reported on Steam. You may recall that v5 modifies map grid tooltips to mention player-set landmarks (if you don't recall that, see the immediately preceding comment. :wink: ) Well, turns out unstable sand tunnels in the Sandworm Lair (and presumably other sand-based zones) play hinky games with map tooltips, and we were choking on that and popping up a stack trace. That should now be fixed in this update. Well, "fixed" being a relative term; unstable sand tunnels that were present before the update will still exhibit the bug until they collapse, but new tunnels should be fine. We Apologize for the Inconvenience.™

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