ToME: the Tales of Maj'Eyal

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PostPosted: Tue Jul 29, 2014 2:42 am 
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Uruivellas

Joined: Thu Jan 16, 2014 4:56 am
Posts: 645
Thanks, Wolls. Scrollbars are dynamic, not a user option. I've tried to scale the dialogs based on the combination of font style and point size chosen, but certain combos will be right on the edge and won't trigger the scrollbar. I can try adding a fudge factor the next time I dig into it, but there will probably still be situations where it doesn't look right.

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PostPosted: Wed Oct 22, 2014 12:19 am 
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Uruivellas

Joined: Wed Apr 30, 2008 5:55 pm
Posts: 708
This breaks some new things in 1.2.4 that ashes is going to be using, because of overloading. Could you update it to use the new base files?

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PostPosted: Wed Oct 22, 2014 12:29 am 
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Uruivellas

Joined: Thu Jan 16, 2014 4:56 am
Posts: 645
I have most of it done but got sidetracked. Hopefully it won't be too much longer.

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PostPosted: Thu Oct 23, 2014 2:55 am 
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Uruivellas

Joined: Thu Jan 16, 2014 4:56 am
Posts: 645
+ ToME v1.2.4 compatibility.

I haven't been playing the game these days. I didn't do any real testing and will have to rely on users for bug reports.

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Bosses Gone AWOL??!?


Last edited by Marson on Thu Oct 23, 2014 3:34 pm, edited 1 time in total.

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PostPosted: Thu Oct 23, 2014 1:33 pm 
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Archmage

Joined: Sat Oct 22, 2011 10:31 am
Posts: 394
Hi Marson, love your addons.

Can you add an option to reduce the volume of thunder? Both derth town thunder and lightning spells thunder sound is so loud and unpleasant that I cant play a lightning mage. I do like to hear the other sounds, so I don't just mute it.


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PostPosted: Thu Oct 23, 2014 3:03 pm 
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Uruivellas

Joined: Thu Jan 16, 2014 4:56 am
Posts: 645
Thanks! I started to look around for a good substitute sound before I took my hiatus but didn't find anything that I liked. You can use my bow/sling sound addon as a framework to make your own though.

http://te4.org/games/addons/tome/marson-bowsound

If I were to make it right now I'd just record myself yelling "Smite!", which I don't think people would like any better. If all you want to do is reduce the thunder volume, just use a sound editor to edit talents/lightning.ogg, save that, and then remove the actions directory (sling.ogg and arrow.ogg).

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PostPosted: Thu Oct 23, 2014 3:35 pm 
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Uruivellas

Joined: Thu Jan 16, 2014 4:56 am
Posts: 645
I forgot that purging the Steam cloud via ToME options can fix the upload problem. The update is on the Workshop now.

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PostPosted: Thu Oct 23, 2014 4:30 pm 
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Uruivellas

Joined: Wed Apr 30, 2008 5:55 pm
Posts: 708
Marson wrote:
I forgot that purging the Steam cloud via ToME options can fix the upload problem. The update is on the Workshop now.

...

Why did nobody tell me this?

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Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)


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PostPosted: Wed Oct 29, 2014 2:07 pm 
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Uruivellas

Joined: Thu Jan 16, 2014 4:56 am
Posts: 645
I've been made aware that UI Mod is interfering with Demonologist. I'll try to get a fix in soon.

---
grayswandir wrote:
Why did nobody tell me this?


I sent out a memo with the last batch of TPS reports. You did read the TPS reports, didn't you?

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PostPosted: Wed Oct 29, 2014 3:21 pm 
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Uruivellas

Joined: Mon Oct 09, 2006 7:47 pm
Posts: 617
BTW, I have a request to improve your **great** addon. It concerns the "usable item" inventory tab. Most activable items appear in an item depending on their type (inscription, weapon, etc) and in this tab. Most, except tools that only appear in the "usable item" tab if they have an activation.
This is very very confusing, indeed. If a lamp or a digger can be 'u'sed, they will no longer appear in the "tool" tab. Ditto for charms. As the activable tab may old a large number of items, it is difficult to properly manage these items and to select the good items for a given situation.
Could we have for activable tools the same behavior as other activable items, ie they appear in two tabs?


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PostPosted: Wed Oct 29, 2014 7:29 pm 
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Uruivellas

Joined: Thu Jan 16, 2014 4:56 am
Posts: 645
Thanks for the reminder. That's an error in the filter I used that I forgot to fix.

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PostPosted: Wed Oct 29, 2014 10:34 pm 
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Uruivellas

Joined: Thu Jan 16, 2014 4:56 am
Posts: 645
+ Bugfix: New "Ashes of Urh'Rok" features were not enabled.
+ Bugfix: Corrected error if new 'web' fontface was chosen while UI Mod was not enabled.
+ Bugfix: Miscellaneous tools/charms/etc with activations will now show on the 'Miscellaneous' tab as well as 'Usable Items' and 'All'.

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PostPosted: Thu Oct 30, 2014 12:21 am 
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Joined: Thu Oct 30, 2014 12:16 am
Posts: 1
Hi Marson, thank you for your work on these addons.

I wanted to let you know that this latest update causes all loading screens from the menu to freeze at 100% for me. The text boxes flicker but the next screen never loads. This is true on both New Games (the character creation screen fails to load) and Load Game.

I am subscribed through Steam, so I tried unsubbing there, deleting the UI addon, then manually installing version 83 from the te4 website. The results were the same.

I then manually installed the previous version 82 and all games load fine. So it looks like something in the latest update flipped a switch.

My only addons are your UI and RestTweaks, then Ashes, Stone Warden, and Item Vault.

Let me know if I can test anything out, I'd be happy to help.


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PostPosted: Thu Oct 30, 2014 3:42 am 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2402
Location: Ambush!
With the update and Ashes installed, I'm getting this:

Code:
Lua Error: /hooks/marson-ui/load.lua:170: attempt to index a nil value
   At [C]:-1 __index
   At /hooks/marson-ui/load.lua:170 assign
   At /hooks/marson-ui/load.lua:195
   At [string "return function(l, self, data) local ok=false..."]:1
   At /mod/load.lua:300
   At [C]:-1 require
   At /engine/Module.lua:158 load
   At /engine/Module.lua:921 instanciate
   At /engine/utils.lua:2227 showMainMenu
   At /engine/init.lua:156
   At [C]:-1 dofile
   At /loader/init.lua:196

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PostPosted: Thu Oct 30, 2014 4:59 am 
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Uruivellas

Joined: Thu Jan 16, 2014 4:56 am
Posts: 645
Thanks. Should be fixed now.

+ Bugfix: Corrected another font error (line 170 nil).

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