Search found 30 matches
- Tue Nov 20, 2012 9:18 pm
- Forum: Dumb Questions
- Topic: Dumb questions thread
- Replies: 1110
- Views: 456075
Re: Dumb questions thread
Right. So if the tree is ABCD where A is sustained and BCD are only functioning while A is sustained, they should say "while A is active" in their descriptions.
- Tue Nov 20, 2012 9:15 pm
- Forum: Bugs Archive
- Topic: [svn] strange message
- Replies: 2
- Views: 791
Re: [svn] strange message
Were you in the sandworm lair? It seems possible that in the turn you opened the chest, the loot popped out, tunnel collapsed on it, it tried to spawn guards but couldn't inside the wall? Sounds weird.
- Sun Nov 18, 2012 8:25 pm
- Forum: Development
- Topic: How is light is added to 'seen' tiles? Where?
- Replies: 5
- Views: 4449
Re: How is light is added to 'seen' tiles? Where?
I think I've got a way to clarify what I want, if not the reason. The bit I'm looking for is where the FOV/light level of the tile is actually applied to the screen. Say I wanted to make the light appear brighter at the character position, or darker beyond the edge of the FOV, how would I go about d...
- Sun Nov 18, 2012 8:04 pm
- Forum: Modules
- Topic: - This Jam - an action RPG in the T-Engine
- Replies: 2
- Views: 2744
Re: - This Jam - an action RPG in the T-Engine
Just a quick bug report - on the main menu I click-dragged the window to the top (in Win7) to maximize. It threw an error:
Lua Error: /mod/class/Game.lua:200: attempt to index field 'viewport' (a nil value)
Lua Error: /mod/class/Game.lua:200: attempt to index field 'viewport' (a nil value)
- Sun Nov 18, 2012 5:41 pm
- Forum: Bugs Archive
- Topic: [solved][b42] Non-square tiles seem to cause mouse offset
- Replies: 2
- Views: 827
Re: [b42] Non-square tiles seem to cause mouse offset
I didn't have targeting highlights or particles, let alone knowing how to activate them. ^.^ Actually, math.floor seems to have corrected the problem. I guess I'm kinda used to C's rounding off of integer values, completely forgot that I should round it manually. Still leaves me with a few other pro...
- Sun Nov 18, 2012 7:53 am
- Forum: Modules
- Topic: Just starting in TE4 module work... very confusing...
- Replies: 5
- Views: 3684
Re: Just starting in TE4 module work... very confusing...
I never did figure that title thing out, but it doesn't matter because I can fake it with a text field that matches the rest of the text in the dialog anyway. I spent most of my play time today tweaking the dialogs, getting the interface reasonably tolerable. The main thing that's left to torque is ...
- Sun Nov 18, 2012 6:55 am
- Forum: General Discussion
- Topic: Great News! Beta 43!
- Replies: 21
- Views: 5941
Re: Great News! Beta 43!
This cake is great, it's so delicious and moist.
But the pie was a lie.
But the pie was a lie.
- Sun Nov 18, 2012 5:24 am
- Forum: Bugs Archive
- Topic: [solved][b42] Non-square tiles seem to cause mouse offset
- Replies: 2
- Views: 827
[solved][b42] Non-square tiles seem to cause mouse offset
I'm screwing around with the display settings and I kinda like using rectangular tiles, but after hacking away at my code for hours trying to find why the tooltip was inspecting the tile to the left of where I was actually hovering - I realized it was the rectangular tiles. Here's a snippet of what ...
- Sat Nov 17, 2012 4:47 am
- Forum: General Discussion
- Topic: A suitable for work version of the ToME4 background image
- Replies: 62
- Views: 29256
Re: A suitable for work version of the ToME4 background imag
rofl silly
Meh, I wouldn't plan on playing it at all if the workplace was uptight enough that fully-clothed cartoon boobs (nice as they are) would offend someone.
The main thing I think is funny is they're apparently... augmented. The things people do with magic.
Meh, I wouldn't plan on playing it at all if the workplace was uptight enough that fully-clothed cartoon boobs (nice as they are) would offend someone.
The main thing I think is funny is they're apparently... augmented. The things people do with magic.

- Fri Nov 16, 2012 11:51 pm
- Forum: Development
- Topic: How is light is added to 'seen' tiles? Where?
- Replies: 5
- Views: 4449
Re: Adjusting lighting 'contrast'?
Your comment about conveying information with color is interesting, it brings to mind one of the games on Lumosity that my wife HATES. It might say BLUE and you have to react quickly for what color it is. Most people will have to double-take to be certain whether the COLOR of the word and the COLOR ...
- Fri Nov 16, 2012 8:51 pm
- Forum: Development
- Topic: Where is the birth dialog called in Example module?
- Replies: 5
- Views: 4053
Re: Where is the birth dialog called in Example module?
Thank you for you help, either way. :) EDIT: Okay. Grey, I bet if you added another 'role' to that Jam template you linked me, in descriptors.lua, it would suddenly give you a birth dialog. I decided on a whim to copy the Example descriptors in, which didn't work, but when I added a second Role desc...
- Fri Nov 16, 2012 3:33 pm
- Forum: Development
- Topic: Where is the birth dialog called in Example module?
- Replies: 5
- Views: 4053
Re: Where is the birth dialog called in Example module?
Mostly because I want a few other sorts of choices. I'm picturing a character roller a lot like many *band variants. I'll have to post code after class, in a rush. I just couldn't figure out what defines that birth dialog (there's no birthDialog.lua or anything) and where it lives. If you were addin...
- Fri Nov 16, 2012 5:09 am
- Forum: Development
- Topic: Where is the birth dialog called in Example module?
- Replies: 5
- Views: 4053
Re: Where is the birth dialog called in Example module?
I suppose I could do it in the level up dialog, since I'm not planning to have choices for race or class. I'd like to figure out what I'm doing wrong though. I tried using game:registerDialog(birth) from my custom dialog, but that didn't do anything. Then I tried returning true from my custom dialog...
- Fri Nov 16, 2012 3:51 am
- Forum: Development
- Topic: Where is the birth dialog called in Example module?
- Replies: 5
- Views: 4053
Where is the birth dialog called in Example module?
I'm comparing the Game.lua for the module I'm fiddling with (based on Grey's template) and the Game.lua from the default Example module. In _M:newGame(), by commenting out self:registerDialog(birth) in the example module, the Character Creation panel never pops up, so I assume that's where it starts...
- Fri Nov 16, 2012 1:23 am
- Forum: Bugs Archive
- Topic: [b42] Offline Oddities
- Replies: 5
- Views: 1337
Re: [b42] Offline Oddities
It doesn't seem like simply checking to see if ToME can reach the servers should create an inordinate amount of lag, unless it is spamming the socket, in which case there's a bug that needs to be squashed. :s