Search found 40 matches
- Wed Mar 25, 2020 2:41 pm
- Forum: Modules
- Topic: In The Shadows
- Replies: 24
- Views: 29978
Re: In The Shadows
I've started up again. It took me a long time to understand what is being done with canSee() (and I still don't think I've got all of it). This was a huge mental roadblock for me, as actors seemed to just randomly not display, and I thought it was my code logic. Turns out I misunderstood how canSee(...
- Sat Nov 25, 2017 8:55 pm
- Forum: Modules
- Topic: In The Shadows
- Replies: 24
- Views: 29978
- Thu Nov 23, 2017 3:36 am
- Forum: Modules
- Topic: In The Shadows
- Replies: 24
- Views: 29978
Re: In The Shadows
Restarting this. Again 
Light, ambient light, and senses redone. Plenty of ideas gathered since last time. Graphics still suck

Light, ambient light, and senses redone. Plenty of ideas gathered since last time. Graphics still suck

- Thu Sep 28, 2017 2:38 am
- Forum: Development
- Topic: Command line args in OSX?
- Replies: 0
- Views: 7232
Command line args in OSX?
I use the following to test in linux: ./t-engine --flush-stdout -Mits -n -uTestD00d but cannot make OSX do the same. I've tried variations on this: open -a T-Engine.app --args --flush-stdout -Mits -n -uTestD00d but no joy. Does anyone know how to pass args (especially module and username) on the com...
- Fri Dec 02, 2016 11:45 pm
- Forum: Bugs Archive
- Topic: Bug Report - OSX version 10.5.5 - Can't launch game
- Replies: 15
- Views: 9293
Re: Bug Report - OSX version 10.5.5 - Can't launch game
With or without the dylib in place, double clicking on the /Contents/MacOS/t-engine executable DOES work, launching the app normally and apparently successfully. There's still some chatter on stdout and the system.log, but the program appears to run fine. Confirmed this works on my macbook ... but,...
- Sun Oct 18, 2015 11:46 pm
- Forum: Modules
- Topic: In The Shadows
- Replies: 24
- Views: 29978
Re: In The Shadows
Restarting development. (Damn you, Masterwork Dwarf Fortress!!)
- Fri Dec 12, 2014 1:29 pm
- Forum: Bugs Archive
- Topic: Fortress guardian moves
- Replies: 2
- Views: 1133
Fortress guardian moves
Released the farportal guardian, who is slowly moving around the Fortress. He appears to have attacked the Fortress guardian, who is slowly chasing the farportal guardian around. The farportal guardian can teleport me, it might be the case that he's teleporting the Fortress guardian. Not sure if thi...
- Thu Nov 20, 2014 4:53 pm
- Forum: Bugs Archive
- Topic: Seg fault, Mindslayer in Rak'shor Pride
- Replies: 0
- Views: 802
Seg fault, Mindslayer in Rak'shor Pride
Seg fault, Mindslayer in Rak'shor Pride, lots of summoned undead, several other named orcs, Emeloba had Healing Nexus cast on me. Log: Emeloba the orc blood mage 65616 dumb ai talents can use Blood Grasp T_BLOOD_GRASP Emeloba the orc blood mage 65616 dumb ai talents can use Soul Rot T_SOUL_ROT dumb ...
- Fri Nov 14, 2014 6:44 pm
- Forum: Bugs Archive
- Topic: Range off by one?
- Replies: 3
- Views: 1486
Re: Range off by one?
The targeting distance differs a bit whether you aim straight or diagonally. Are you sure this ain't the issue? If you aim straight it should Gove the listed range. If not it might be a bug. This may very well be the issue - if that's the case, it's a bit confusing that hovering over a potential ta...
- Fri Nov 14, 2014 1:38 pm
- Forum: Bugs Archive
- Topic: Range off by one?
- Replies: 3
- Views: 1486
Range off by one?
I've just noticed this - there appears to be an off-by-one error with Mindlash. I'm playing a Mindslayer, and my Mindlash talent is at 5/5, with a range of 7. However, in the GUI, if I target a foe at exactly range 7 - that is, seven grids away, not counting the player's grid, counting the foe's gri...
- Sun Aug 31, 2014 11:16 pm
- Forum: Bugs Archive
- Topic: Yeek Archmage crash in Maze
- Replies: 0
- Views: 918
Yeek Archmage crash in Maze
Not sure what happened - playing a Yeek Archmage, in Maze, crash. I'm not sure *exactly* what my last action was - either Lightning or Chain Lightning, almost certainly. Here's what was in the terminal window: [LOG] Megalord casts Chain Lightning. [Chain lightning] targetting 58 6 from 57 3 [Chain l...
- Thu Aug 22, 2013 6:12 pm
- Forum: Modules
- Topic: In The Shadows
- Replies: 24
- Views: 29978
Re: In The Shadows
No, but at this point it's only a static integer in the level struct. There's one extra test in canSee(), and only a small number of npcs per level so far.
I would love to make it dynamic and per-grid, but that's probably going to wait until after more of the actual game arc is fleshed out.
I would love to make it dynamic and per-grid, but that's probably going to wait until after more of the actual game arc is fleshed out.
- Thu Aug 22, 2013 5:55 pm
- Forum: Modules
- Topic: In The Shadows
- Replies: 24
- Views: 29978
Re: In The Shadows
Flickering torches and braziers added.
- Sun Apr 14, 2013 3:17 pm
- Forum: Modules
- Topic: In The Shadows
- Replies: 24
- Views: 29978
Re: In The Shadows
Maan, to do torches I was going to animate different tiles, one for the area right next to the torch, one for the next square out, and so on. Please let me know how you did this so I don't go blind from all the pixelating. I've read this a bunch of times and still can't parse it - what are you aski...
- Sun Apr 14, 2013 3:12 pm
- Forum: Modules
- Topic: In The Shadows
- Replies: 24
- Views: 29978
Re: In The Shadows
Flickering lights added to the guards - randomly sets his projected light within his min and max radius
Pulsing lights added to will-o-wisps (in the graveyard) - increases stepwise to max radius, then decreases stepwise to min radius
Pulsing lights added to will-o-wisps (in the graveyard) - increases stepwise to max radius, then decreases stepwise to min radius