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: Tue Jun 12, 2018 2:15 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1541
Location: A shallow water area south of Bree
Thorondor wrote:
I was thinking about the 'wishlist' for next version; -
I wondered what you thought about bringing something like the bulwark into T2? Warriors can be a bit dull, and it'd be nice to have some combat skills. (something between a bulwark and a paladin character from Diablo). It's not a priority but wondered what you thought...

Depends what you have in mind. What would a Bulwark look like in T2? Something like that would probably be done in an addon, of course.

Thorondor wrote:
I guess for me, things to think about for the next version would include automizer,

You don't think small, do you? :wink: What kind of interface would you want — something like the "rule builder" UI in T2, or editing an external file? (Bear in mind, I'm sorely tempted to make the automatizer file full-blown Lua code, for extreme flexibility.)

Thorondor wrote:
strength being relevant to carrying capacity,

An, right, I do need to get around to implementing that.

Thorondor wrote:
and ??potential for importing some T4 engine tiles / graphics though this is less important than getting the actual game to work as you intend.

(shrug) I assume adding a new tileset to T2 would be comparable to adding a new tileset to T4, and there are already a number of addons that do the latter. I'll grab one of them and investigate.

Thorondor wrote:
I've found a couple of "features"...
icky green potion represented by a ! rather than a potion symbol

[sound F/X: source diving] Oops, forgot to add image info to the "fixed" object flavors when I added them to all the random flavors. Fixed in SVN.

Thorondor wrote:
rock moles can walk through walls but not bore through them; - I think this is better than the original - seems daft that a small mole can destroy a large block of wall; though I suspect Balrogs (as / if / when this character gets to them should be able to destroy walls) please consider keeping it like this, - it's an improvement on the original.

[sound F/X: source diving] Ah, yes, the KILL_WALL actor flag isn't fully implemented yet, so it effectively behaves like PASS_WALL. Another thing I need to get around to implementing. I should investigate what T4 does with its tunneling NPCs…

Thorondor wrote:
Magic shop in Lothlorien will buy cursed ring

Well, that's not good. Do you remember what kind of ring it was, and whether it was identified or pseudo-ID's as {cursed}?

Thorondor wrote:
I went to sell 23 bolts (1d5)(1d5) (+2,+1) 15939 gold :)

:shock: :shock: :shock: 15939gp each? That's got to be a bug. [sound F/X: calculating] Oh, wait, 15939 is 23×693, and 693gp apiece is at least somewhat more reasonable for arrows like that (though still seems a little high…), so something is clearly double-counting. I'll investigate.

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PostPosted: Tue Jun 12, 2018 8:07 pm 
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Wayist

Joined: Wed Apr 15, 2015 11:59 am
Posts: 26
Hmmm I guess "The automizer" is a rather big topic :shock: , - the only thing i'd actually use it for is to destroy cursed stuff. Rather than doing a big thing on it (which is for convenience rather than actual gameplay) maybe implementing a 'destroy' object command to start would be more than sufficient.

Was there ever a quest at the end of barrow downs level 10? In Fury there was a wight tomb and in Theme there was a frightened hobbit quest, from which Thorin's key was obtained. If there wasn't one, would there have been a set of stairs from which you escape from the barrow downs? I can't really remember...

Is it possible to remove the requirement to de-equip a lantern before going to world map?

Mangy lepers / blubbering idiots / pitiful looking beggars / drunks : could these be made neutral (please - I don't like innocent townsfolk immolating themselves on my super firey cloak) Mercenaries / black market agents are fair game.

Would it be possible to stop auto-explore running into deep lava...?

The cursed ring was fully ID'd pre-sale.
It's possible to sell a wand of haste monster for 1gp

Ammo: I think it's the exploding flag that bumped the price up so much and ended up giving me a 1.7million payday....

I read a scroll of phase door whilst it was still on the ground, interestingly it cast the spell but didn't destroy the scroll. Now where's that scroll of *Acquirement*...
error = "Lua Error: /mod/class/Player.lua:1423: /mod/class/Player.lua:1258: attempt to index local 'oo' (a nil value)\
At [C]:-1 \
At [C]:-1 error\
At /mod/class/Player.lua:1423 action\
At /mod/dialogs/ShowEquipInvenFloor.lua:73 use\
At /engine/dialogs/ShowEquipInven.lua:49 fct\
At /engine/ui/ListColumns.lua:463 onUse\
At /engine/ui/ListColumns.lua:135 fct\
At /engine/Mouse.lua:58 receiveMouse\
At /engine/Mouse.lua:98 delegate\
At /engine/ui/Dialog.lua:765 mouseEvent\
At /engine/ui/Dialog.lua:485 fct\
At /engine/Mouse.lua:58 "
seen = true
reported = false


Tried recharging a staff of identify in Lothlorien:
error = "Lua Error: /mod/class/Actor.lua:1744: bad argument #1 to 'resume' (coroutine expected)\
At [C]:-1 \
At [C]:-1 resume\
At /mod/class/Actor.lua:1744 unload\
At /engine/Game.lua:430 unregisterDialog\
At /mod/dialogs/ShowEquipInvenFloor.lua:74 use\
At /engine/dialogs/ShowEquipInven.lua:49 fct\
At /engine/ui/ListColumns.lua:463 onUse\
At /engine/ui/ListColumns.lua:135 fct\
At /engine/Mouse.lua:58 receiveMouse\
At /engine/Mouse.lua:98 delegate\
At /engine/ui/Dialog.lua:765 mouseEvent\
At /engine/ui/Dialog.lua:485 fct\
At /engine/Mouse.lua:58 "
seen = true
reported = false


error = "Lua Error: /mod/class/Actor.lua:1752: attempt to yield across C-call boundary\
At [C]:-1 \
At [C]:-1 yield\
At /mod/class/Actor.lua:1752 talentDialog\
At /mod/obj-util.lua:586 recharge\
At /mod/store-util.lua:223 action\
At /engine/dialogs/Chat.lua:97 use\
At /engine/dialogs/Chat.lua:50 fct\
At /engine/ui/VariableList.lua:124 onUse\
At /engine/ui/VariableList.lua:99 fct\
At /engine/Mouse.lua:58 receiveMouse\
At /engine/Mouse.lua:98 delegate\
At /engine/ui/Dialog.lua:765 mouseEvent\
At /engine/ui/Dialog.lua:485 fct\
At /engine/Mouse.lua:58 "
seen = true
reported = false


I copied a spell to a staff. Once I'd done this, the following error appeared when trying to enter the magic store. I was able to enter the store when I dropped the staff.
error = "Lua Error: /mod/class/Object.lua:1100: module 'engine.ActorTalents' not found:\
\9no field package.preload['engine.ActorTalents']\
\9no file '/engine/ActorTalents.lua'\
At [C]:-1 \
At [C]:-1 require\
At /mod/class/Object.lua:1100 getPrice\
At /mod/class/Store.lua:108 getObjectPrice\
At /mod/class/Store.lua:261 descprice\
At /engine/dialogs/ShowStore.lua:143 generateList\
At /engine/dialogs/ShowStore.lua:59 init\
At /mod/dialogs/ShowStore.lua:45 init\
At /engine/class.lua:147 new\
At /mod/class/Store.lua:518 interact\
At /mod/resolvers.lua:45 check\
At [string \"return function(self, x, y, what, ...) local ...\"]:1 checkAllEntities\
At /engine/Actor.lua:243 move\
At /mod/class/Actor.lua:462 move\
At /mod/class/Player.lua:289 moveDir\
At /mod/class/Player.lua:282 moveDir\
At /mod/class/Game.lua:912 move_or_scroll\
At /mod/class/Game.lua:939 \
At /engine/KeyBind.lua:230 "
seen = true
reported = false


The blank staff would have sold for 5700 which seems quite a good deal to me...
I'd wanted to see how much value added copying spells would be.

Tried to teleport to a different dungeon via thunderlords in Lothlorien
error = "Lua Error: /loader/init.lua:156: Error while loading base '/mod/dialogs/ResetRecall.lua':\
/mod/dialogs/ResetRecall.lua:57: '}' expected (to close '{' at line 52) near 'chars'\
At [C]:-1 \
At [C]:-1 error\
At /loader/init.lua:156 \
At [C]:-1 require\
At /data/chats/thunderlords-nest.lua:32 action\
At /engine/dialogs/Chat.lua:97 use\
At /engine/dialogs/Chat.lua:50 fct\
At /engine/ui/VariableList.lua:124 onUse\
At /engine/ui/VariableList.lua:99 fct\
At /engine/Mouse.lua:58 receiveMouse\
At /engine/Mouse.lua:98 delegate\
At /engine/ui/Dialog.lua:765 mouseEvent\
At /engine/ui/Dialog.lua:485 fct\
At /engine/Mouse.lua:58 "
seen = true
reported = false


Tried to get a staff of identity from Library in Minas Anor
error = "Lua Error: /data/chats/minas-anor-library.lua:41: attempt to index field 'store' (a nil value)\
At [C]:-1 __index\
At /data/chats/minas-anor-library.lua:41 action\
At /engine/dialogs/Chat.lua:97 use\
At /engine/dialogs/Chat.lua:50 fct\
At /engine/ui/VariableList.lua:124 onUse\
At /engine/ui/VariableList.lua:99 fct\
At /engine/Mouse.lua:58 receiveMouse\
At /engine/Mouse.lua:98 delegate\
At /engine/ui/Dialog.lua:765 mouseEvent\
At /engine/ui/Dialog.lua:485 fct\
At /engine/Mouse.lua:58 "
seen = true
reported = false


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PostPosted: Wed Jun 13, 2018 4:21 am 
Offline
Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1541
Location: A shallow water area south of Bree
Thorondor wrote:
Hmmm I guess "The automizer" is a rather big topic :shock:

True, but I'm gonna have to do it eventually…

Thorondor wrote:
Rather than doing a big thing on it (which is for convenience rather than actual gameplay) maybe implementing a 'destroy' object command to start would be more than sufficient.

I haven't implemented that yet? That's another thing for the TODO list, then…

Thorondor wrote:
Was there ever a quest at the end of barrow downs level 10? In Fury there was a wight tomb and in Theme there was a frightened hobbit quest, from which Thorin's key was obtained.

Not in mainline T2, no. I did briefly consider putting boss monsters at the bottom of the Downs, Mirkwood and Mordor as a way of "completing" those subquests of the Dol Guldur quest, but that never panned out.

Thorondor wrote:
If there wasn't one, would there have been a set of stairs from which you escape from the barrow downs? I can't really remember...

If there was a princess quest on the last level of the Downs, the princess quest room would have a down stairs in it, which would jump you straight back to wherever you recalled from. That struck me as vaguely buggy, though, so I fixed it in the module.

Thorondor wrote:
Is it possible to remove the requirement to de-equip a lantern before going to world map?

Well, your lantern would run out of fuel almost immediately moving around on the worldmap. [sound F/X: source diving] We already allow this for permanent light sources.

Thorondor wrote:
Mangy lepers / blubbering idiots / pitiful looking beggars / drunks : could these be made neutral (please - I don't like innocent townsfolk immolating themselves on my super firey cloak) Mercenaries / black market agents are fair game.

Hmm, I'm hesitant to deviate from T2 original behavior like that in the main module, but it would be pretty easy to whip up an addon that sets the faction of various townsfolk to neutral. Give me a little time on that.

Thorondor wrote:
Would it be possible to stop auto-explore running into deep lava...?

(shrug) No idea. I don't know enough about how the engine's auto-explore works to change its behavior like that.

Thorondor wrote:
The cursed ring was fully ID'd pre-sale.

Well, yes, but what kind of ring was it? Or do you mean a ring with the Cursed ego?

Thorondor wrote:
It's possible to sell a wand of haste monster for 1gp

[sound F/X: source diving] Hmm, apparently "bad" items (with base cost 0) and items with "bad" egos like Cursed (ditto) are supposed to short-circuit the price computation code and return a zero price immediately, flagging them as worthless. I've got that implemented in SVN.

Thorondor wrote:
Ammo: I think it's the exploding flag that bumped the price up so much and ended up giving me a 1.7million payday....

Oh, okay, yeah, exploding ammo I can believe going for 693 gold each. [Which reminds me, with all the Archery forge-ammo talents implemented, I really need to get around to implementing object discounts, so that the player can't become rich off rubble… :wink: ]

Thorondor wrote:
I read a scroll of phase door whilst it was still on the ground, interestingly it cast the spell but didn't destroy the scroll. Now where's that scroll of *Acquirement*...
error = "Lua Error: /mod/class/Player.lua:1423: /mod/class/Player.lua:1258: attempt to index local 'oo' (a nil value)\

[sound F/X: source diving] Wouldn't have worked. :twisted: The game was trying to destroy the scroll after you'd read it, but since you read it off the floor, it was looking for it on the floor in your new location, where it wasn't. I've got what I hope is a fix for that in SVN.

Thorondor wrote:
Tried recharging a staff of identify in Lothlorien:
error = "Lua Error: /mod/class/Actor.lua:1744: bad argument #1 to 'resume' (coroutine expected)\

[sound F/X: source diving] Ah, crap, that's right, obj_util.recharge() has to be called in a coroutine context so that it can use :talentDialog(). I even put a nice reminder comment on the method so I wouldn't forget… :oops: I'll have to dig around in the code and remember how to set up that context; give me a little time on this one.

Thorondor wrote:
I copied a spell to a staff. Once I'd done this, the following error appeared when trying to enter the magic store. I was able to enter the store when I dropped the staff.
error = "Lua Error: /mod/class/Object.lua:1100: module 'engine.ActorTalents' not found:\

[sound F/X: source diving][sound F/X: forehead repeatedly striking desk] That one's just Yet Another Stupid Typo™; fixed in SVN.

Thorondor wrote:
Tried to teleport to a different dungeon via thunderlords in Lothlorien
error = "Lua Error: /loader/init.lua:156: Error while loading base '/mod/dialogs/ResetRecall.lua':\
/mod/dialogs/ResetRecall.lua:57: '}' expected (to close '{' at line 52)
near 'chars'\

[sound F/X: source diving]*sigh* I wish Lua had syntax checkers for stuff like this. Fixed in SVN, I think, but I haven't tested it for more syntax errors yet.

Thorondor wrote:
Tried to get a staff of identity from Library in Minas Anor
error = "Lua Error: /data/chats/minas-anor-library.lua:41: attempt to index field 'store' (a nil value)\

[sound F/X: source diving] Gah! That building does need a store, not just a store owner. Quick code sweep suggests that's the only one I missed; fixed in SVN.

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


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PostPosted: Fri Jun 15, 2018 12:09 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1541
Location: A shallow water area south of Bree
Zizzo wrote:
Thorondor wrote:
Would it be possible to stop auto-explore running into deep lava...?

(shrug) No idea. I don't know enough about how the engine's auto-explore works to change its behavior like that.

Okay, after some source diving, I think I can do something that might help with this:

Release 0.3.2 "CAUTION: Do Not Step In Lava With Remaining Foot"

This release adds a small change in the auto-explore subsystem. Well, I say "small change"; basically, I copied the PlayerExplore module wholesale out of the engine and dropped into the module (I think that's kosher license-wise…), with the small change of checking for the 'block_run' property instead of 'block_move' — and since lava grids return true for block_run unless you have fire immunity or invulnerability, that should prevent auto-explore from running over lava. In theory. I haven't actually tested it. :? And for all I know, this could cause auto-explore to behave weirdly. :? :? What I'm saying is, if this doesn't work, let me know and I'll figure something out. Well, I'll try to. :oops:

Of course, this release also doubles as an emergency bugfix release:
  • Several spell talents were incorrectly passing back information on whether the wand/staff whence they were cast (if any) should be flavor-ID'd.
  • Remember that bug we fixed back in v0.2.9, where selling an un-ID'd item netted you the ID'd price? Well, turns out my fix for that was multiplying the price by the number of items sold twice — meaning that selling, say, 10 potions would net you 100 times the base price. :shock: :oops:
  • Waaaay back when we added tile support, we added tile image info to the various randomized object "flavors" — except for the ones that were "fixed", like Icky Green Potions of Slime Mold Juice. :oops:
  • Many usable objects, like scrolls and potions, are consumed when you use them. If you use them from the floor, the game will thus try to destroy them from the floor at your feet. If that object was, say, a Scroll of Phase Door, then that scroll is no longer at your feet when it comes time to destroy it. :? As a precaution, we remember where you are before you use an object off the floor and do our destroying there.
  • Some objects are supposed to be considered "worthless" for purpose of selling to stores, include objects with "bad" egos. That means that, say, a Wand of Haste Monster shouldn't get "credit" for its charges or for being Fireproof, nor should a Cursed ring get credit for having lots of pluses. That should be working properly now.
  • Actually create the promised Staff of Identify store in the Minas Anor library. :oops:
  • I guess no one has been playing any Archery-using characters, or at least haven't gotten any critical archery hits, because I'm pretty sure that would have gone badly. :oops:
  • Fix the recharge-wand/staff action in various stores.
  • A handful of places where we were logging talent messages wrong.
  • And the usual raft of stupid typos, as always.

As before, since this is (mostly) an emergency bugfix release, any bugs in it (not related to auto-explore) were probably already there and just haven't been found yet. :? :wink: As always, here is a good place to report them.

And as always, the .team file for the release is available from my site, along with the Subversion repo and WebSVN front-end thereto. And for those of you following along on SVN, the 0.3.2 release branch will get bug fixes for all the aforementioned inevitable bugs.

And since having them scattered throughout the thread is sort of useless, here's a reference list of all the T2 addons I've released:
  • Alchemic Arcanorum (current release 1.0.0): Starts Alchemist characters with an Alchemic Arcanorum object from my old ToME:Arcanorum T2 module, which can be used to store and extract essences.
  • Gender Parity (current release 1.0.1): Modifies assorted NPCs that don't particularly have to be male or female so that they can be either randomly.
  • Go to Landmark (current release 1.0.0): A quickie port of my T4 addon of the same name; allows you to auto-travel to various landmarks like stores or up/down stairs via the "Show known landmarks" action on the <Esc> menu.
  • (new!) Neutral Townsfolk (current release 1.0.0): As requested by Thorondor above. :wink: Modifies a few of the more harmless town denizens into the "Neutral" faction so they don't pester you.
  • ZAngbamd Monsters (current release 1.0.1): Adds ZAngband monsters (hence the name). Untested.

In the meantime, I'm actually starting to warm to the idea of getting the automatizer working for the next feature release. :? :wink: If you'd rather I work on something else, now is the time to speak up.

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PostPosted: Sun Jul 15, 2018 7:43 pm 
Offline
Wayist

Joined: Wed Apr 15, 2015 11:59 am
Posts: 26
Hi Zizzo
Thanks for the latest update, sorry this particular bug finder has been quiet for a while...

Just a thought; - all un-ID'd weapons / armour that are un-ID'd sell for 1gp
a cursed item I sold was put up for sale.
Some wands are identified as what they do before ID / previous use; - picked up a wand of noxious cloud from an early princess quest.

There was a quite amazing error sequence when a trap disarm failed and scintillating colours confused me for a moment; - the screen flickered with constant error sequences flashing up, one-after another, until the food counter went down by 1, then the error sequences continued. I waited for the adverse effect 70 game turns to count down but then the number of turns of adverse status went negative and carried on going. Interestingly I had chaos resistance by that point.
It effectively crashed the game requiring a task manager game-kill.

Edit: Forgot the stack traces...can't remember what the first one was though :oops:

error = "Lua Error: /engine/interface/GameTargeting.lua:133: /mod/class/Game.lua:890: attempt to index global 'e' (a nil value)\
At [C]:-1 \
At [C]:-1 error\
At /engine/interface/GameTargeting.lua:133 fct\
At /engine/interface/GameTargeting.lua:139 targetMode\
At /engine/interface/GameTargeting.lua:208 \
At /engine/KeyBind.lua:264 triggerVirtual\
At /engine/interface/GameTargeting.lua:240 \
At /engine/KeyBind.lua:230 "
seen = true
reported = false

error = "Lua Error: /mod/class/Game.lua:890: attempt to index global 'e' (a nil value)\
At [C]:-1 __index\
At /mod/class/Game.lua:890 \
At [C]:-1 calc_circle\
At /mod/class/Game.lua:899 tweakVisuals\
At /mod/class/Player.lua:502 act\
At /engine/GameEnergyBased.lua:129 tickLevel\
At /mod/class/GameEnergyBasedEvilHack.lua:32 tick\
At /engine/GameTurnBased.lua:51 tick\
At /mod/class/Game.lua:616 "
seen = true
reported = false


Otherwise it's playing quite nicely :)


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