Which version is better...?
Moderator: Moderator
Which version is better...?
Empty your head into this forum about what you think about the new TOME 3.0.
~Ian
Is it even module developer ready? I understand modules still aren't compatable across versions. Any guess on when the engine itself will be release ready so I can start module work without worrying about a new alpha breaking the module?
Digitochracy
n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.
n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.
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- Uruivellas
- Posts: 929
- Joined: Wed Apr 28, 2004 2:08 am
- Location: Orange County, Ca
>Is it even module developer ready?
It's module ready now. New alphas will occassionally break modules in development, but usually not badly, and sometimes not at all. The current public release of Dragonaball T, for example, was released for alpha 7, and it worked seemlessly up to alpha 10. Alpha 11 broke it, but the problem is just a matter of a change in the handling of certain damage types. Simply by taking two minutes and removed all the resist blindness flags from items, and it works fine with Alpha 11. *poof* done. Not a big deal, and that over four new alphas.
>Any guess on when the engine itself will be release ready
Yes. There are lots of guesses.
>so I can start module work without worrying
There are over half a dozen people building modules right now, and two that are already fully completed. Come...join us...
Bucket Man
It's module ready now. New alphas will occassionally break modules in development, but usually not badly, and sometimes not at all. The current public release of Dragonaball T, for example, was released for alpha 7, and it worked seemlessly up to alpha 10. Alpha 11 broke it, but the problem is just a matter of a change in the handling of certain damage types. Simply by taking two minutes and removed all the resist blindness flags from items, and it works fine with Alpha 11. *poof* done. Not a big deal, and that over four new alphas.
>Any guess on when the engine itself will be release ready
Yes. There are lots of guesses.

>so I can start module work without worrying
There are over half a dozen people building modules right now, and two that are already fully completed. Come...join us...
Bucket Man
Yes that is a different story.
While I try to not break stuff, or at least document the changes in the engine, I get a tad little wilder with the ToME
Anyway I really do not advise basing a new module on an other one
While I try to not break stuff, or at least document the changes in the engine, I get a tad little wilder with the ToME

Anyway I really do not advise basing a new module on an other one
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Zothiqband eventually won't depend on another module. It's just that I started my development before the first alpha was released and I really don't like duplicating work. So I figured that if I put in a dependance to the ToME module, I get a lot of free fixes and updates on every alpha without having to lift my finger to fix anything but the files I have actually modified. Then it turned out that Zothiqband will actually be rather different from the ToME module, even though it was initially meant to be mostly a flavor conversion with a few tweaks, as ToME 3 is changing a lot of the gameplay from ToME 2 while Zothiqband is rather more conservative.
Zothiqband -- still an Angband variant.
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- Keeper
- Posts: 1548
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Well... the poll is kinda pointless, but I voted:
No, because... well, pretty much the ToME module isn't really ready for beta testing, nevermind playing. (That's why it's Alpha, and not Beta)
But back to the off-topic topic...
If you would like to base your module on an existing module, I think rather start by basing it on Bone to be Wild, or E-Team, or some of those that I've not downloaded yet (Dragonball-T, and others).
No, because... well, pretty much the ToME module isn't really ready for beta testing, nevermind playing. (That's why it's Alpha, and not Beta)
But back to the off-topic topic...
If you would like to base your module on an existing module, I think rather start by basing it on Bone to be Wild, or E-Team, or some of those that I've not downloaded yet (Dragonball-T, and others).
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- Uruivellas
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No, because...
ToME 3 has taken out too many features that I'd want to keep in my modules (lots of damage types, randarts, item creation by the player). It's also made editing the basic lists harder: although I know some Lua and have written some new scripts myself, it's easier for experienced players to decipher and tweak the *_info.txt files.
Don't get me wrong: it's good that my T-3 Norseband module can drop all the Tolkienian material, add as many gods as I need, and flavor my basic items to feel more Nordic. Still, I miss a lot of what ToME 2 offered players--and modders.
Don't get me wrong: it's good that my T-3 Norseband module can drop all the Tolkienian material, add as many gods as I need, and flavor my basic items to feel more Nordic. Still, I miss a lot of what ToME 2 offered players--and modders.
Ingeborg S. Nordén
(isnorden@gmail.com)
(isnorden@gmail.com)
Rhhaaaa stop with that mantra already!
Things were not, or not yet, reimplemented in the engine for the simple reason they make no sense to be in the engine.
You complained that T2 has too much hard coded tolkienian/tomy things inside, now they are all gone. Obviously there is a price: they are gone!
But on the bright side they are perfectly doable as plugins/subsystems or simply module specific stuff.
So yes you can't code, so it'll take a while to get them. Well as I've told you already there are still MANY things you can do without them. Actually you do *NOT* need them quite yet, most of the things you think you need are stuff that go into an already functioning game, which there is not for now.
Really just concentrate on making a barebones version of Norseband and you'll see by the time it is ready and playable all those thigns you want will probably have been released.
Things were not, or not yet, reimplemented in the engine for the simple reason they make no sense to be in the engine.
You complained that T2 has too much hard coded tolkienian/tomy things inside, now they are all gone. Obviously there is a price: they are gone!
But on the bright side they are perfectly doable as plugins/subsystems or simply module specific stuff.
So yes you can't code, so it'll take a while to get them. Well as I've told you already there are still MANY things you can do without them. Actually you do *NOT* need them quite yet, most of the things you think you need are stuff that go into an already functioning game, which there is not for now.
Really just concentrate on making a barebones version of Norseband and you'll see by the time it is ready and playable all those thigns you want will probably have been released.
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
