Search found 200 matches

by aardvark
Sat Mar 16, 2013 9:47 pm
Forum: Development
Topic: Help with new char class? not subclass
Replies: 3
Views: 1855

Re: Help with new char class? not subclass

Look at data/birth/worlds.lua.
by aardvark
Sun Mar 10, 2013 9:51 pm
Forum: Bugs Archive
Topic: 1.0.0 Agrimley spawns at the entrance to Daikara
Replies: 4
Views: 1592

Re: 1.0.0 Agrimley spawns at the entrance to Daikara

He wanders a bit. Very slowly and not far, but he does move around.
by aardvark
Fri Mar 08, 2013 1:02 am
Forum: Development
Topic: Help regarding scope?
Replies: 3
Views: 2071

Re: Help regarding scope?

But if I t={} dofile(File) if t.first then print("1") else print("2") end then I get 2. What's going on with that? What's wrong with that is that there's something wrong with your Lua interpreter. t is a global variable and should be modified correctly by File 's contents. As fo...
by aardvark
Wed Mar 06, 2013 11:40 pm
Forum: General Discussion
Topic: Donations: what provider do you wish to use?
Replies: 5
Views: 2736

Re: Donations: what provider do you wish to use?

I've previously used Amazon Payments to get Humble Bundles. The last time I looked, their rates were identical to PayPal's. The downside is that one needs an Amazon account, but at least they're international.
by aardvark
Wed Mar 06, 2013 3:50 am
Forum: Bugs Archive
Topic: [SVN] Killed by Grand Corruptor once, lost two lives
Replies: 7
Views: 1785

Re: [SVN] Killed by Grand Corruptor once, lost two lives

One would hope. But I have had individual files get stuck on an old revision before.
by aardvark
Wed Mar 06, 2013 12:03 am
Forum: Bugs Archive
Topic: [SVN] Killed by Grand Corruptor once, lost two lives
Replies: 7
Views: 1785

Re: [SVN] Killed by Grand Corruptor once, lost two lives

What svn revision is this? And are your engine/interface/ActorLife.lua and mod/class/interface/ActorLife.lua files current with that revision?
by aardvark
Tue Mar 05, 2013 11:58 pm
Forum: Bugs Archive
Topic: [1.0.0] Offhand mindstars unaffected by talent damage mod
Replies: 5
Views: 2957

Re: [1.0.0] Offhand mindstars unaffected by talent damage mo

As I recall, there is no offhand penalty for mindstars.
by aardvark
Mon Mar 04, 2013 5:49 am
Forum: Ideas
Topic: Improving tactical information for AI
Replies: 36
Views: 19702

Re: Improving tactical information for AI

You're right. It's in data/talents.lua . It looks like you could use the "ToME:load" hook to "superload" the newTalent() function with one that changes your tactical tables to lowercase, just like data/talents.lua does for the current tables. That would make your changes easier f...
by aardvark
Mon Mar 04, 2013 5:06 am
Forum: Ideas
Topic: Improving tactical information for AI
Replies: 36
Views: 19702

Re: Improving tactical information for AI

HUGE bug fixed: I was preventing anything from being calculated properly. Replaced all uppercase types (eg. ATTACK, BUFF) with lowercase ones (eg. attack, buff). This also seems to fix the block issue, which was just the same bug, but I noticed it sooner. That is huge! And a quick check shows that ...
by aardvark
Sat Mar 02, 2013 9:01 pm
Forum: Development
Topic: Couple of questions regarding managing add-ons as an author
Replies: 5
Views: 2725

Re: Couple of questions regarding managing add-ons as an aut

I had a similar problem with my lore library fix addon. In my case it was because I mistyped the addon short_name on the web site. The "Short Name" field (the second on the addon editing page) MUST identically match the short_name field in the addon's init.lua or it won't work. Just someth...
by aardvark
Sat Mar 02, 2013 8:53 pm
Forum: Ideas
Topic: Improving tactical information for AI
Replies: 36
Views: 19702

Re: Improving tactical information for AI

New version coming, but a inscrutable bug first: newai(Talents.T_BLOCK, { ATTACK = function(self, t, target) if target and core.fov.distance(self.x, self.y, target.x, target.y) > 1 then return 0 end return 4 end, DEFEND = 3 }) Why doesn't that work? The only possible problem I can see is missing ch...
by aardvark
Tue Feb 26, 2013 11:45 pm
Forum: Bugs
Topic: Crash on startup
Replies: 9
Views: 4879

Re: Crash on startup

If you're starting in safe mode, the graphical effects probably aren't the problem. Your drivers do support OpenGL, don't they? Or, to put it a different way, what are your system specs?
by aardvark
Mon Feb 25, 2013 11:37 pm
Forum: Bugs
Topic: Crash on startup
Replies: 9
Views: 4879

Re: Crash on startup

It looks like it's loading the boot module which runs in the background of the main menu and crashing when it tries to display that. Judging by the [CPU] Detected 1 CPUs line from your log, I assume you've got an older system, with an older video card, and it's choking on the game's shaders. Try t-e...
by aardvark
Mon Feb 25, 2013 11:22 pm
Forum: Bugs Archive
Topic: About the memory issues
Replies: 4
Views: 1444

Re: About the memory issues

I'd be interested in seeing a similar dump right after garbage collection to see how much of that data is really redundant or if the garbage collector is not working properly with t-engine. Assuming HousePet copied and pasted those lines, nothing would happen. All the Lua side directories use forwa...
by aardvark
Sun Feb 24, 2013 9:39 pm
Forum: Bugs
Topic: Crash on startup
Replies: 9
Views: 4879

Re: Crash on startup

We'll need as much of the log as we can get, so start the game with

Code: Select all

t-engine4 --flush-stdout
That way the game won't buffer the log.