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.
Search found 71 matches
- Sat Jul 30, 2011 3:58 pm
- Forum: Modules
- Topic: Wanting to start a module, but.... [Template Request]
- Replies: 5
- Views: 3491
- 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.
Enjoy.
- 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...
- 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?
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?
- 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 Incomplete and out-of-date and where anyone who contributes can gain great glory and fame!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...
- 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 ...
- 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 ...
- 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...
- 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...
- 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.
This situation has been fixed.
- 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...
- 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? 

- 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.
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.
- 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...
- 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...