Search found 153 matches
- Tue Mar 14, 2017 3:12 am
- Forum: General Discussion
- Topic: Auto-generated ToME spoilers
- Replies: 93
- Views: 146803
Re: Auto-generated ToME spoilers
Heya, so I've been poking at this project, going bit slowly as not familiar with codebase, but managed to get the info to work with 1.5 + possessors (almost, one skill bugs out). Sent a pull request to Castler, hopefully he's still around to update things :) If not I'll see about loading up the new...
- Sun Mar 27, 2016 2:58 am
- Forum: General Discussion
- Topic: Could a dev get some tilesets for me?
- Replies: 2
- Views: 2192
Re: Could a dev get some tilesets for me?
If you look under your ToME folder, under game/modules, you'll find tome.team. This is a zip file, renamed to have a different syntax, so you can extract it using the zip program of your choice and get the tilesets from there. Note, however, that the tilesets are only licensed for use within ToME (s...
- Mon Mar 21, 2016 1:26 am
- Forum: Modules
- Topic: Add inventory slots line to example module. It crashes.
- Replies: 10
- Views: 15111
Re: Add inventory slots line to example module. It crashes.
Are you sure you've read the error correctly and followed the wiki correctly? [BIRTHER] Applying descriptor base Lua Error: /engine/Birther.lua:421: attempt to call method 'initBody' (a nil value) This means that initBody is nil (i.e., you have no initBody method). It still freezes with the same err...
- Sun Mar 20, 2016 3:08 am
- Forum: Modules
- Topic: Add inventory slots line to example module. It crashes.
- Replies: 10
- Views: 15111
Re: Add inventory slots line to example module. It crashes.
What error messages are you getting in your te4_log.txt?
- Sun Mar 13, 2016 12:34 pm
- Forum: General Discussion
- Topic: can I use other library(dll file) in Lua script?
- Replies: 2
- Views: 9863
Re: can I use other library(dll file) in Lua script?
ToME uses LuaJIT, not Lua 5.1. I don't know if the two are ABI-compatible on Windows, but I don't think they are, so that may be the source of your problem.
- Thu Mar 10, 2016 4:12 am
- Forum: Bugs Archive
- Topic: Typos (1.4 and onward!)
- Replies: 141
- Views: 148662
Re: Typos (1.4 and onward!)
I haven't unlocked Yeti yet, but from looking at the source code and their description in ToME Tips, it looks like "Algid Rage"'s gold highlighting tag is incorrect.
- Thu Mar 10, 2016 4:07 am
- Forum: General Discussion
- Topic: Auto-generated ToME spoilers
- Replies: 93
- Views: 146803
Re: Auto-generated ToME spoilers
Thanks for the feedback. I've fixed most of the issues you listed. Regarding the whitehooves' undead section, they're actually listed differently internally (as "minotaurundead" rather than "undead"), and they're a separate category in the Arena and Infinite Dungeon (the two camp...
- Mon Mar 07, 2016 3:13 am
- Forum: General Discussion
- Topic: Auto-generated ToME spoilers
- Replies: 93
- Views: 146803
Re: Auto-generated ToME spoilers
Embers of Rage info is now up (or will be up within the next few minutes).
I also fixed the Warp Mines error reported by Jenx.
I also fixed the Warp Mines error reported by Jenx.
- Mon Mar 07, 2016 2:56 am
- Forum: General Discussion
- Topic: Pern
- Replies: 9
- Views: 6485
Re: Pern
It's been quite a while since I played Pernband, but I remember some of it. Surprisingly, it's apparently still available from various places on the Internet; I think it was turned into ToME due to copyright concerns. (At the time, Anne McCaffrey was hostile toward any fan works such as Pernband.) A...
- Thu Mar 03, 2016 4:58 am
- Forum: General Discussion
- Topic: C++ best practices for current ToME2 code?
- Replies: 10
- Views: 21242
Re: C++ best practices for current ToME2 code?
Yeah, I'm not a fan of the X-macro , as it's called. There doesn't seem to be any quite-as-compact way of doing it in C++, but that doesn't make me like it more. Template traits are quite similar, but seem quite a bit more verbose. I'd seen the technique before but didn't know of an official name f...
- Thu Mar 03, 2016 4:32 am
- Forum: General Discussion
- Topic: C++ best practices for current ToME2 code?
- Replies: 10
- Views: 21242
Re: C++ best practices for current ToME2 code?
Like AnonymousHero said, I'd do some sort of callback map. using std::bind; // A trap handler takes y, x parameters and return an ident flag typedef std::function<bool(int, int)> TrapCallback; // A map to look up a trap type and return a handler for that type const std::map<int, TrapCallback> traps ...
- Tue Mar 01, 2016 2:16 am
- Forum: General Discussion
- Topic: ToME 2 maintenance
- Replies: 325
- Views: 427654
Re: ToME 2 maintenance
If you do come across any specific questions regarding C++, I'd be glad to try and answer them. C++ is where I spend most of my day job.
I can definitely agree with you there.Lord Estraven wrote:Granted, it's not like C is any different in that respect. But C has far, far fewer rules to remember.
- Tue Mar 01, 2016 2:15 am
- Forum: General Discussion
- Topic: Old DLC versions
- Replies: 0
- Views: 1514
Old DLC versions
ToME Tips has the list of changes for each version, which can make for pretty interesting reading. However, I only know how to download the latest version of each DLC, so changes such as this Tempest of Metal nerf don't show up. Is there a supported/standard way of downloading old versions of DLCs,...
- Sun Feb 28, 2016 2:14 am
- Forum: General Discussion
- Topic: ToME 2 maintenance
- Replies: 325
- Views: 427654
Re: ToME 2 maintenance
So just a heads up, Clang and GCC support for C++14 are both really iffy on Ubuntu 14.04 LTS, and probably also on Debian Stable. I'm guessing there are a lot of people using LTS as their main desktop; seeing as Canonical loves to break things all the time in non-LTS versions... Anyway, from what I...
- Tue Feb 16, 2016 3:28 am
- Forum: General Discussion
- Topic: Auto-generated ToME spoilers
- Replies: 93
- Views: 146803
Re: Auto-generated ToME spoilers
I hate to sound annoying but it would be nice to see this updated for 1.4, and future versions. I look forward to using it when the Orc campaign comes around. 1.4 is now live. Sorry it took so long! (You're not being annoying at all. I plan on keeping up with new versions, I'm just behind right now.)