Search found 200 matches
- 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.
- 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.
- 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...
- 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.
- 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.
- 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?
- 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.
- 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...
- 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 ...
- 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...
- 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...
- 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?
- 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...
- 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...
- 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 withThat way the game won't buffer the log.
Code: Select all
t-engine4 --flush-stdout