Search found 187 matches
- Sat Jun 04, 2011 1:59 pm
- Forum: General Discussion
- Topic: ToME compiles but refuses to start on some Linux distros
- Replies: 19
- Views: 19337
Re: ToME compiles but refuses to start on some Linux distros
Good thing I checked back here... eventually. I don't have a patch as I also deleted dead code and stuff, but these snippets should be easy to apply: The new font handling section of term_data_init in main-x11.c: /* No environment variables, use default font */ if (!font) font = DEFAULT_X11_FONT; /*...
- Fri May 20, 2011 3:09 pm
- Forum: General Discussion
- Topic: ToME compiles but refuses to start on some Linux distros
- Replies: 19
- Views: 19337
Re: ToME compiles but refuses to start on some Linux distros
It's kind of logical in that it's ordered, but it's also utterly opaque... I made it so that the game first tries to load 9x15, then if that doesn't work, it tries to load the same thing by the lengthy string name, and if THAT doesn't work, it resorts to "fixed" which is supposed to exist ...
- Thu May 19, 2011 4:23 pm
- Forum: General Discussion
- Topic: ToME compiles but refuses to start on some Linux distros
- Replies: 19
- Views: 19337
Re: ToME compiles but refuses to start on some Linux distros
It turns out I DO have the right font, it's just that it's not called by the system "9x15" like the game expects, but "-misc-fixed-medium-r-normal--15-140-75-75-c-90-iso10646-1" thanks to a system called X logical font description. That string is now the new default font. I'm not...
- Wed May 18, 2011 11:46 am
- Forum: General Discussion
- Topic: ToME compiles but refuses to start on some Linux distros
- Replies: 19
- Views: 19337
Re: ToME compiles but refuses to start on some Linux distros
Well, well, well. I just happened to run into this bug myself after a Xorg update. After a while I managed to have some idea what was happening. The problem appears to be that there is a bug in both ToME and (some versions of) Xorg. Neither bug would be a problem if the other didn't exist, which is ...
- Thu Jan 27, 2011 9:14 am
- Forum: Modules
- Topic: The Future of Zothiqband
- Replies: 25
- Views: 38455
Re: The Future of Zothiqband
Also: You see a puce potion decompose. You see a pint of dark beer decompose. What? It looks like I have introduced some serious bugs which means it'll be a while before I can release... Hum, that's probably the fault of the corpse rotting code (although that should require the presence of a specif...
- Thu Jan 27, 2011 12:10 am
- Forum: Modules
- Topic: The Future of Zothiqband
- Replies: 25
- Views: 38455
Re: The Future of Zothiqband
In case you're curious, I managed to track the crash bug to monsters trying to cast a spell. I still have no idea why calling get_level from get_mana would generate what appears to be a division-by-zero error but luckily I'm not using monster mana anyway, so commenting out the offending line fixed t...
- Wed Jan 26, 2011 11:20 am
- Forum: Modules
- Topic: The Future of Zothiqband
- Replies: 25
- Views: 38455
Re: The Future of Zothiqband
Status update: I have done a lot of cleanup in the code that mostly amounts to ripping out things. I hope no one is interested in having modules for Zothiqband, because I totally took that out. But really, I just feel like complaining: Program received signal SIGFPE, Arithmetic exception. 0x00000000...
- Sat Jan 22, 2011 1:26 pm
- Forum: Modules
- Topic: The Future of Zothiqband
- Replies: 25
- Views: 38455
Re: The Future of Zothiqband
Yeah, I should probably start a new unified changelog, sometime... On releasing the source, things are so unsettled at the moment that I'd like to get the big sweeping changes done before I release anything. The T-Engine/Zothiqband module meld is currently very hackish and so on. It just looks so ug...
- Thu Jan 20, 2011 3:00 pm
- Forum: Modules
- Topic: The Future of Zothiqband
- Replies: 25
- Views: 38455
Re: The Future of Zothiqband
I've done quite a bit, but there's still a ton to be done... Of particular note: I have finally solved the longstanding randart bug of doom! :D Yay! I've also done various other stuff like the removal of all zip code and net code and making Zothiqband start automatically without asking about module ...
- Sun Dec 26, 2010 12:40 pm
- Forum: Modules
- Topic: The Future of Zothiqband
- Replies: 25
- Views: 38455
Re: The Future of Zothiqband
Some time ago I got rid of those nasty dungeon generation crashes that used to menace the T-Engine 3. The most recent alpha no longer suffers from them, so there's at least that. Now I have to deal with game content issues like a great stick revamp involving rayguns. I have a lot of ideas, and the g...
- Wed Dec 22, 2010 9:34 am
- Forum: Modules
- Topic: The Future of Zothiqband
- Replies: 25
- Views: 38455
Re: The Future of Zothiqband
It looks like it's officially a fork now. I feel sad and lonely. :( I just removed the sound code from the engine so that there are no more those underflow error messages. There's no point in pursuing compatibility with old modules that won't be updated anyway, especially since I'll easily end up br...
- Thu Dec 16, 2010 6:56 pm
- Forum: Modules
- Topic: The Future of Zothiqband
- Replies: 25
- Views: 38455
Re: The Future of Zothiqband
Unfortunately babyface II cannot be avoided... And anyway, as a fan of strong typing I'd much rather implement the whole thing in C++ rather than in a script language like Lua. Zothiqband is big enough that I think it already has too much Lua and could benefit from moving things back to C where erro...
- Wed Dec 15, 2010 7:03 pm
- Forum: Modules
- Topic: The Future of Zothiqband
- Replies: 25
- Views: 38455
Re: The Future of Zothiqband
Yeah, I haven't been up to date to the latest developments. Still, there's just an awful lot of things I'd have to port over. I know that unlockables aren't required; that's just an example of how I'm feeling the projects have gone in entirely different directions and many new features would end up ...
- Wed Dec 15, 2010 6:40 pm
- Forum: Modules
- Topic: The Future of Zothiqband
- Replies: 25
- Views: 38455
Re: The Future of Zothiqband
Why not just use the T4 engine? It's awesome! 8) I'd have to throw out the ToME content and redo all the Zothiqband + old Angband content all over again. Well, I would get background colors which I've longed for for a very long time now but I have negative interest in things like unlockables. Thing...
- Wed Dec 15, 2010 2:39 pm
- Forum: Modules
- Topic: The Future of Zothiqband
- Replies: 25
- Views: 38455
Re: The Future of Zothiqband
Well, I'm back... I had quite a burnout earlier, but now I've finally started to recover. I want to continue working on Zothiqband too. Zothiqband no longer depends on the ToME module being present in order to function and I've got rid of tactics modes in the engine. Now I need to decide what to do ...