Search found 5 matches
- Sun Feb 24, 2013 10:40 pm
- Forum: Bugs Archive
- Topic: Addons and loading times
- Replies: 2
- Views: 1958
- Sun Feb 24, 2013 5:59 pm
- Forum: Bugs Archive
- Topic: Addons and loading times
- Replies: 2
- Views: 1958
Addons and loading times
Not sure this is a bug or some sort of result from the way the engine handles mods but it seems that the more mods I enable, the longer it takes for the game to load. DUH I know that's normal to some degree, but if my brand new octacore 3.2ghz 16g ram rig starts to choke on a program like ToME for s...
- Sun Feb 24, 2013 4:02 pm
- Forum: Addons
- Topic: No encumbrance Mod
- Replies: 4
- Views: 2148
Re: No encumbrance Mod
Mwahaa no I'm not THAT noob! The file path is ok the ini being in the root. I knew that, because if my structure was off, my addon wouldnt have showed up as selectable (albeit incompatible) in game with the ini lacking and all. No, I'm pretty sure the pb is the code... aamof I rage-deleted the mod a...
- Sun Feb 24, 2013 3:29 pm
- Forum: Addons
- Topic: No encumbrance Mod
- Replies: 4
- Views: 2148
Re: No encumbrance Mod
Thanks for your response. Compress individual files instead of the folder? What you are saying does not make any sense to me -at all. I'm using the example .teaa mod file made by Darkgod which is using regular zip compression. This folder structure in this file is compressed as a whole. I have decom...
- Mon Feb 18, 2013 2:30 pm
- Forum: Addons
- Topic: No encumbrance Mod
- Replies: 4
- Views: 2148
No encumbrance Mod
Right, this encumbrance thing does absolutely nothing for me except annoy the hell out of me so I fixed it by modifying the Actor.lua file like so: function _M:getMaxEncumbrance() local add = 0 return math.floor(40 + self:getStr() * 1.8 + (self.max_encumber or 0) + add) end to function _M:getMaxEncu...