Search found 11 matches

by Corporate Dog
Fri Jan 13, 2012 10:11 pm
Forum: General Discussion
Topic: Location of default Tilemap images?
Replies: 4
Views: 10681

Re: Location of default Tilemap images?

Canderel wrote:It's just a zip file.

You can just rename it .zip (or leave as .team) and extract it. You'll find it in there.

(The big .team file, not the boot one.)

Warning: Your games won't validate against an extracted team file, but it will still run.
Ah! Thanks for the assist!

Regards,
Corporate Dog
by Corporate Dog
Thu Jan 12, 2012 7:33 pm
Forum: General Discussion
Topic: Location of default Tilemap images?
Replies: 4
Views: 10681

Re: Location of default Tilemap images?

I believe it's the graphics tile. Under /data/gfx/shockbolt/terrain (similarly mushroom/terrain) Errr.... I don't see such a directory in the b37 Windows distribution. I assume, then, that the ToME module resources get packaged up into some form of library/binary file, and I'll need to grab the sou...
by Corporate Dog
Thu Jan 12, 2012 4:43 pm
Forum: General Discussion
Topic: Location of default Tilemap images?
Replies: 4
Views: 10681

Location of default Tilemap images?

I'm not sure if this is the right forum for module/mod development questions, but... I'm taking my first steps into mod development, by attempting to implement a simple cover system for ranged combat. My first stop was the 'grids.lua' file under '/data/general/grids/' in the example module, to take ...
by Corporate Dog
Thu Jan 12, 2012 3:52 pm
Forum: Bugs Archive
Topic: [b37] Window slightly offscreen on open...?
Replies: 7
Views: 3326

Re: [b37] Window slightly offscreen on open...?

I have a gut feeling that b38 will resolve a whole host of issues involving window and control placement... http://www.youtube.com/watch?v=E6pA-DyJREM One of my other annoyances are the tooltips, which while incredibly useful, tend to block other, vital information that I want to see when I'm playin...
by Corporate Dog
Tue Jan 10, 2012 7:34 pm
Forum: General Discussion
Topic: General Concensus on "fan" modules?
Replies: 8
Views: 14327

Re: General Concensus on "fan" modules?

I think the OP is mostly concerned about the intellectual property of Mass Effect, and how DG himself moved first away from Pern and then away from Middle-Earth. Bingo, although the info on the Shockbolt graphics is also good to know. I ask these things, because I'm all about not stepping on toes. ...
by Corporate Dog
Tue Jan 10, 2012 4:42 pm
Forum: General Discussion
Topic: General Concensus on "fan" modules?
Replies: 8
Views: 14327

General Concensus on "fan" modules?

So I've been pondering the idea of doing a "Mass Effect" roguelike. And the T-Engine just screams out to me, "I'd be perfect for this!" But I'm wondering where the comfort level is among the TE4 development team (just darkgod?) and community at-large when it comes to independentl...
by Corporate Dog
Tue Jan 10, 2012 3:32 pm
Forum: General Discussion
Topic: A new player's experience with TOME4
Replies: 14
Views: 10686

Re: A new player's experience with TOME4

To you and any aspiring ToME tinkerers, I encourage you to visit the IRC channel . There have been more and more players visiting the channel, but the majority of devs hang out there, too, and we always enjoy adding to our number. :D Thanks for the invite! When I actually start doing some tinkering...
by Corporate Dog
Tue Jan 10, 2012 1:52 am
Forum: Bugs Archive
Topic: [b37] Animal Hordes of The Old Forest.
Replies: 7
Views: 1950

Re: [b37] Animal Hordes of The Old Forest.

My guess is you had a combination of honey trees (2-3) and probably 2 pits/nests in fairly close proximity. So typically there are about 20-30 creatures in a next (6x5 squares), so that x2 = 60, plus some honey trees could easily add another 10 or so more creatures. The math certainly sounds about ...
by Corporate Dog
Mon Jan 09, 2012 6:25 pm
Forum: Bugs Archive
Topic: [b37] Animal Hordes of The Old Forest.
Replies: 7
Views: 1950

Re: [b37] Animal Hordes of The Old Forest.

That's actually not a bug at all, it's called a pit. A pit [also other names as crypts, spawning pools, summoning circles [those are actually a bit different] nests ect] consists of a certain type of enemy [undead, animal, fungi, ect] and lots of them, tightly nit togeather. Maybe? We might be talk...
by Corporate Dog
Mon Jan 09, 2012 4:56 pm
Forum: General Discussion
Topic: A new player's experience with TOME4
Replies: 14
Views: 10686

Re: A new player's experience with TOME4

New player here as well. And I think I've always enjoyed the CONCEPT of a roguelike, more than the actual execution. At this stage in my life, with a full-time programming gig, two young kids at home, and a body that requires a lot more sleep than it used to, I honestly don't have the will, the pati...
by Corporate Dog
Mon Jan 09, 2012 4:29 pm
Forum: Bugs Archive
Topic: [b37] Animal Hordes of The Old Forest.
Replies: 7
Views: 1950

[b37] Animal Hordes of The Old Forest.

I first experienced this while adventuring in The Old Forest with a prior character, and I'm not sure if it's a bug, the results of an NPC that can summon allies, or some combination of the two. In any case, upon entering The Old Forest, my character was IMMEDIATELY set upon by a large number of ani...