Search found 71 matches

by Antagonist
Sat Jul 30, 2011 3:58 pm
Forum: Modules
Topic: Wanting to start a module, but.... [Template Request]
Replies: 5
Views: 3491

Re: Wanting to start a module, but.... [Template Request]

With that fix and fixing some of my own mistakes, heres a newer .zip. No new features, havn't had time, but consider it a bug fix one.

Edit: .7z sorry, not .zip. Let me know if you cant open it, but its a relatively common format these days.
by Antagonist
Fri Jul 29, 2011 7:28 pm
Forum: Modules
Topic: Wanting to start a module, but.... [Template Request]
Replies: 5
Views: 3491

Re: Wanting to start a module, but.... [Template Request]

Here we go, improved_example module.

Enjoy.
by Antagonist
Fri Jul 29, 2011 9:45 am
Forum: Modules
Topic: Wanting to start a module, but.... [Template Request]
Replies: 5
Views: 3491

Re: Wanting to start a module, but.... [Template Request]

Heh, I was just yesterday speculating sharing my improved example module with the community. Unfortunately you'll have to wait till I get home before I can post the in-progress one, but it has a few improvements of interest I can mention now. I am trying to add some features common to angband, netha...
by Antagonist
Thu Jul 28, 2011 9:02 pm
Forum: Development
Topic: New Guides
Replies: 3
Views: 2822

Re: New Guides

http://te4.org/wiki/t4modules-inventory ... nt-dialogs

Third one.

Would there be interest if I post an improved example module once I have finished a few more features as a better starting point for new modders?
by Antagonist
Thu Jul 28, 2011 2:04 pm
Forum: Development
Topic: New Guides
Replies: 3
Views: 2822

New Guides

So, I would like to remind everyone that there are very basic and incomplete howtos on the site wiki that can help anyone hoping to create their own module. Incomplete and out-of-date and where anyone who contributes can gain great glory and fame! *hint* *hint* That said, I got some extra time today...
by Antagonist
Thu Oct 21, 2010 10:07 am
Forum: Development
Topic: Size Categories
Replies: 14
Views: 8188

Re: Size Categories

@Quatl: Thats something thats always bothered me and something I always wanted to get right. Theres 2 things that TE4 offer that might make it possible tho... Shaders: Its very easy to 'stretch' or warp tiles using vertex shaders. In fact, thats what its there for. Without changing ANYTHING else in ...
by Antagonist
Wed Sep 01, 2010 6:42 am
Forum: Development
Topic: Community Template Module
Replies: 6
Views: 2142

Re: Community Template Module

Every Beta is incremental and usually mostly changes ToME side and not so much the engine. You can actually consider it mostly stable, future betas are unlikely to break anything, tho its not impossible. If you are starting a new module you hope to have out by then its fully valid to use Beta 9. If ...
by Antagonist
Tue Aug 31, 2010 7:40 pm
Forum: Development
Topic: Community Template Module
Replies: 6
Views: 2142

Re: Community Template Module

Unfortunately time is not something I have. Hell, even posting this message is unacceptable procrastination when I should be working on my thesis. Still, I enjoy and support TE4 and this is a 'gap' I see to new users. An additional idea is to add a number of generic dialogs to this example module th...
by Antagonist
Tue Aug 31, 2010 7:41 am
Forum: Development
Topic: Community Template Module
Replies: 6
Views: 2142

Community Template Module

With this talk about adding the DebugConsole to the example module it got me thinking about improving the example module. DG has done well with it in that it hasn't changed yet across several betas, and will likely remain a valid module base for the foreseeable future. But, its not really the most c...
by Antagonist
Tue Aug 31, 2010 7:27 am
Forum: Modules
Topic: Surfaces and Drawing
Replies: 3
Views: 2281

Re: Surfaces and Drawing

I see this has not been added to the wiki yet.

This situation has been fixed.
by Antagonist
Wed Aug 25, 2010 11:22 am
Forum: Modules
Topic: Not Dead yet - About Crafting
Replies: 1
Views: 1931

Not Dead yet - About Crafting

Soo... I wrote some tuts, was loud-mouthed about some of my module plans... and then dissapeared. Well, in short, my thesis happened. Cant really put time in my module anymore, but I certainly havn't forgotten about it. But I have some ideas for it that other module writers might be interested in, s...
by Antagonist
Mon Aug 16, 2010 6:35 am
Forum: Development
Topic: Profile plans
Replies: 5
Views: 1723

Re: Profile plans

lol, can you log the player's shopping habits, search keywords and indicators of political leanings? :P
by Antagonist
Tue Aug 10, 2010 11:30 pm
Forum: Modules
Topic: shaders (mainly for DG or antagonist)
Replies: 5
Views: 2758

Re: shaders (mainly for DG or antagonist)

Well, by frag I mean fragment shader. vert is vertex shader. The LANGUAGE tho is GLSL. PLENTY of guides about that.

If you're on windows, check out RenderMonkey. Its a half-decent GLSL IDE that I use. Not perfect, and not updated in 2-3 years but still does most of what you need it to do.
by Antagonist
Tue Aug 10, 2010 11:54 am
Forum: Modules
Topic: shaders (mainly for DG or antagonist)
Replies: 5
Views: 2758

Re: shaders (mainly for DG or antagonist)

Actually, I havn't tried it but should be simple. Remember that you don't just get fragment shaders, you get vertex shaders too. Just have the vertex shader pull the vertexes outward so the quad renders larger than the tile. Other alternative is a fullscreen shader effect like DG's red hp warning gl...
by Antagonist
Wed Aug 04, 2010 9:05 am
Forum: Spoilers
Topic: Damn me ...
Replies: 15
Views: 4707

Re: Damn me ...

There could be some reason why ALL Chronomancers might only have 100 years or so to play with. Either a flavor 'deal', exchange of Chronomancer powers for a century, then they get 'claimed' by whoever they made the deal with. Perhaps a window in time that Chronomancer powers is possible before it is...