Search found 19 matches

by netzakh
Mon Jan 04, 2016 7:20 am
Forum: Modules
Topic: Porting ToME2 to the T4 engine
Replies: 681
Views: 12508561

Re: Porting ToME2 to the T4 engine

Getting close to a new release; since 1.4.0 is on the horizon, I'm going to wait for that. In the meantime, a few questions: ...In a more further-future vein: over on the active T2 2.4.x branch, they're apparently removing Alchemy altogether . We could in theory proceed in a similar but less drasti...
by netzakh
Fri Mar 07, 2014 6:08 am
Forum: Modules
Topic: Porting ToME2 to the T4 engine
Replies: 681
Views: 12508561

Re: Porting ToME2 to the T4 engine

Revision 666 :twisted: Congratulations Zizzo!
by netzakh
Sun Feb 17, 2013 11:16 pm
Forum: Ideas
Topic: Remove empty chests from the map
Replies: 2
Views: 1084

Remove empty chests from the map

(I originally wanted to suggest using a different picture, but what about text mode etc.)
by netzakh
Sun Feb 17, 2013 11:09 pm
Forum: Ideas
Topic: Sandworm Lair Loot
Replies: 20
Views: 7941

Re: Sandworm Lair Loot

I propose reducing the number of Sandworm Lair levels to two. In addition, when the Queen is killed, I suggest the following until the player leaves the Sandworm Lair . The levels are completely lit. The burrowers are removed. The player receives the burrower power. I hope this keeps the fun of this...
by netzakh
Sun Dec 30, 2012 9:19 pm
Forum: Ideas
Topic: Alchemist Brotherhood quest tweaks
Replies: 1
Views: 1144

Alchemist Brotherhood quest tweaks

The ingredients dialogue displays the number of kinds of ingredients found in its title (sth like Ingredients (31/36) ). Maj'Eyal adventurer parties (but not magic-hating Ziguranth patrols, of course) have a high (80%+?) chance to drop an ingredient not found yet. Rationales: "I've already a h...
by netzakh
Sun Dec 30, 2012 9:09 pm
Forum: Ideas
Topic: Adventurer parties tweaks
Replies: 4
Views: 1406

Adventurer parties tweaks

Ziguranth patrols, if hostile, disappear after Fall of Zigur is done (I hope this is logical); Far East orc patrols disappear after Orc Breeding Pits are cleared (orcs can no longer waste themselves on patrolling, they have to concentrate on defending the prides); Maj'Eyal adventurer parties disapp...
by netzakh
Tue Aug 03, 2010 10:06 pm
Forum: Ideas
Topic: Item box
Replies: 5
Views: 1731

Re: Item box

Could there also be a similar box around traps? Actually, I would rather embark on my previous post (I made a mistake by not separating interface and Archery suggestions there...) Interface suggestions I suggest that items and traps are remembered once seen, so that they do not disappear form the mi...
by netzakh
Thu Jul 22, 2010 8:27 pm
Forum: The Void
Topic: [List=] tag does not function
Replies: 4
Views: 2856

Re: [List=] tag does not function

I mean the ordered list tag, with the equality sign. The unordered tag works perfectly.
by netzakh
Thu Jul 22, 2010 8:22 pm
Forum: Ideas
Topic: Interface/Tactical mode and archery suggestions
Replies: 7
Views: 2642

Interface/Tactical mode and archery suggestions

Interface suggestions I suggest that items and traps are remembered once seen, so that they do not disappear form the minimap, and in dark zones, from the map. For tactical mode, I suggest that once observed, items and traps are highlighted similarly to the player and NPCs. I suggest orange or yell...
by netzakh
Thu Jul 22, 2010 7:49 pm
Forum: The Void
Topic: [List=] tag does not function
Replies: 4
Views: 2856

[List=] tag does not function

E.g.,
  • Try
by netzakh
Thu Jul 22, 2010 7:48 pm
Forum: Bugs Archive
Topic: beta7: lasting damage source; main menu
Replies: 1
Views: 917

beta7: lasting damage source; main menu

When the player receives some lasting damage effect (poison/burn/...) from a source, the messages about damage taken still mention the original source, e.g. "Poison wine hits ... for ..." even though the original source can be out of contact or even dead. In the main menu, if an item is s...
by netzakh
Tue Jun 29, 2010 8:40 pm
Forum: Bugs Archive
Topic: beta5: crash on makeTexture3D()
Replies: 15
Views: 5323

Re: beta5: crash on makeTexture3D()

I could not reproduce the nil-value-index error, and got successfully started to Trollshaws. However, there was no water around, and I immediately changed the mode to 16x16 graphical. After about 40 minutes (visiting Bree in the meantime, no problems with water tiles in the Wilderness), I tried to s...
by netzakh
Mon Jun 28, 2010 11:21 pm
Forum: Bugs Archive
Topic: beta5: crash on makeTexture3D()
Replies: 15
Views: 5323

Re: beta5: crash on makeTexture3D()

Update: I have just installed most recent drivers (after downloading the sources, seeing that ...Texture3D call in noise.c, googling what it means, anyway) so now I have OpenGL 1.3 support and that crash disappeared. I still got a partially-black screen (with menu working on ESC) with some nil-value...
by netzakh
Mon Jun 28, 2010 10:37 pm
Forum: Bugs Archive
Topic: beta5: crash on makeTexture3D()
Replies: 15
Views: 5323

Re: beta5: crash on makeTexture3D()

GLEW version 1.5.4 Reporting capabilities of pixelformat 2 Running on a GDI Generic from Microsoft Corporation OpenGL version 1.1.0 is supported GL_VERSION_1_1: OK --------------- GL_VERSION_1_2: MISSING --------------- glCopyTexSubImage3D: MISSING glDrawRangeElements: MISSING glTexImage3D: MISSING...
by netzakh
Mon Jun 28, 2010 8:15 pm
Forum: Ideas
Topic: Sound idea: the Soccer World Cup atmosphere in ToME (RANT)
Replies: 0
Views: 1057

Sound idea: the Soccer World Cup atmosphere in ToME (RANT)

B-flat below middle C. You got it.

EDIT: I suggest this because beta5 crashes on my computer on a sound-related function, while I normally play with no sound.