Search found 153 matches

by Castler
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...
by Castler
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...
by Castler
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...
by Castler
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?
by Castler
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.
by Castler
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.
by Castler
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...
by Castler
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.
by Castler
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...
by Castler
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...
by Castler
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 ...
by Castler
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.
Lord Estraven wrote:Granted, it's not like C is any different in that respect. But C has far, far fewer rules to remember.
I can definitely agree with you there.
by Castler
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,...
by Castler
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...
by Castler
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.)