Search found 19 matches
- 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...
- 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
Congratulations Zizzo!

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