Search found 507 matches

by Lord Estraven
Sun Mar 14, 2021 6:39 pm
Forum: General Discussion
Topic: Questions about 2.4.0
Replies: 4
Views: 1365

Re: Questions about 2.4.0

@Yottle 2.4.0 is Anonymous Hero's port to C++17. Among many other things it removes traps entirely. See: https://github.com/tome2/tome2 @Bast Bringing back the ID minigame would require some pretty extensive patching I think. I have no idea where you'd start, sorry. Monster list, try '/'. Be warned ...
by Lord Estraven
Fri Dec 25, 2020 8:53 pm
Forum: Modules
Topic: Porting ToME2 to the T4 engine
Replies: 556
Views: 182013

Re: Porting ToME2 to the T4 engine

Eh it's okay! I feel like it might be good for now to have a hotkey to enable/disable the map, and make it 100% opaque to avoid UI jumble. (If it helps, jumble isn't a problem unique to your T2 port; I started playing T4 again today, and was quickly wishing for a way to disable popup alpha transpare...
by Lord Estraven
Wed Dec 23, 2020 1:38 pm
Forum: Modules
Topic: Porting ToME2 to the T4 engine
Replies: 556
Views: 182013

Re: Porting ToME2 to the T4 engine

Hmm, weird question but is there a way to move or disable the map HUD? It blocks a large chunk of the view :|
by Lord Estraven
Tue May 26, 2020 3:21 pm
Forum: General Discussion
Topic: ToME 3.0 Development
Replies: 22
Views: 28948

Re: ToME 3.0 Development

Oh wow. Good catch if so, over a decade late. I don't think the T3 code base and popular modules are even archived anywhere. How'd you figure that out?
by Lord Estraven
Thu Nov 22, 2018 6:27 pm
Forum: Modules
Topic: Porting ToME2 to the T4 engine
Replies: 556
Views: 182013

Re: Porting ToME2 to the T4 engine

Yay awesome, thank you!!!
by Lord Estraven
Sun Nov 18, 2018 11:19 pm
Forum: Modules
Topic: Porting ToME2 to the T4 engine
Replies: 556
Views: 182013

Re: Porting ToME2 to the T4 engine

Heya Zizzo, this port is fantastic and you should be proud of yourself :) I was playing it for a bit and noticed the AI is far better than in T2. Also love the silly dialog. Anyway. Spotted a Lua bug when attacking monsters while praying to Tulkas - doing the Bree Thieves quest with a Dwarf Demonolo...
by Lord Estraven
Sun Nov 18, 2018 7:58 pm
Forum: Ideas
Topic: Tome 2.3.5 - Fun new monster.
Replies: 1
Views: 10920

Re: Tome 2.3.5 - Fun new monster.

LOL, I like this! Always been interested in the idea of immobile monsters functioning as environment hazards and/or trap replacements. Especially ones like this that can be cleverly exploited by the player.
by Lord Estraven
Sun Nov 18, 2018 7:56 pm
Forum: Ideas
Topic: Idea for disarm/trapping skill.
Replies: 1
Views: 5016

Re: Idea for disarm/trapping skill.

Traps already got removed from the C++ port :)

In general I'm in favor of either removing traps altogether, or simplifying the gameplay dynamic and making them more disabling and less lethal.
by Lord Estraven
Sun Oct 08, 2017 1:06 pm
Forum: General Discussion
Topic: ToME 2 maintenance
Replies: 325
Views: 126336

Re: ToME 2 maintenance

Either a bug or a missing feature: actions by inscription seems not to work. What's expected: adding an "inscribed with" entry to an automizer rule creates the entry What happens instead: the entry is not created, as if I'd hit escape instead of return I'm mostly free today so I'll try to ...
by Lord Estraven
Sun Sep 17, 2017 11:49 am
Forum: General Discussion
Topic: ToME 2.4.0-ah released
Replies: 3
Views: 16712

Re: ToME 2.4.0-ah released

Ooh, interesting re the new RNG. I know that "randomness comes in clumps" etc., but have always had suspicions about the quality of randomness from the traditional Angband RNG. Interested in seeing how this affects stuff like ego item generation vs. what I remember from old ToME 2.
by Lord Estraven
Sun Feb 12, 2017 9:23 pm
Forum: General Discussion
Topic: Tome 2.3.5 Runecrafter broken - where to fix?
Replies: 10
Views: 5640

Re: Tome 2.3.5 Runecrafter broken - where to fix?

Yottle wrote: Someone ought to put in a Tourist class for masochists: bad starting stats (except for Charisma)...
Since when have tourists been known for high Charisma, though? I mean:

Image
by Lord Estraven
Sat Jul 23, 2016 6:04 pm
Forum: General Discussion
Topic: Compiling in Mac OS X
Replies: 1
Views: 2269

Re: Compiling in Mac OS X

I keep getting this picture in my head of Captain Mal cursing over a battered Macbook... :) I'm not sure if OSX is supported in 2.3.X. OSX has... not been a focus of development, and there is no native interface (at least in the code available on Github). XQuartz should work though. I think. jansson...
by Lord Estraven
Sun Mar 13, 2016 10:34 pm
Forum: General Discussion
Topic: Traps, take five (or thereabouts)
Replies: 29
Views: 9355

Re: Traps, take five (or thereabouts)

Okay, trap removal take #3. Yanked all the trap code; got rid of all the item-related crashes I could find; and rearranged the skill tree to make sense again. The (currently) final result is in the rm-traps branch: https://github.com/miramor/tome2/tree/rm-traps Hope that is sufficient for now. :mrgr...
by Lord Estraven
Thu Mar 03, 2016 10:11 am
Forum: General Discussion
Topic: C++ best practices for current ToME2 code?
Replies: 10
Views: 4437

Re: C++ best practices for current ToME2 code?

@Castler Callback map, hmm. I was experimenting a bit with something like that for potions, though in the C style - just an array of function pointers, and calling the one corresponding to the potion SVAL. I do sometimes wish T2 were still pure C. I know C++ has a lot of advantages, but simplicity i...
by Lord Estraven
Wed Mar 02, 2016 11:54 pm
Forum: General Discussion
Topic: C++ best practices for current ToME2 code?
Replies: 10
Views: 4437

Re: C++ best practices for current ToME2 code?

FWIW the melee ball spell uses the GF_ATTACK damage type. ToME has had that for ages. And I was actually thinking of doing the serious meta-refactor... Though admittedly, with the help of C preprocessor hackery that I probably shouldn't be touching. Basically generating looooong lists of spell effec...