ToME 3.0 Development

Everything from To-Do lists to discussion of the latest developments for ToME 3.x.x go here

Moderator: Moderator

Xandor Tik'Roth
Posts: 1546
Joined: Tue Aug 12, 2003 3:08 pm
Location: The edge of the Abyss

#16 Post by Xandor Tik'Roth »

Ah... you were right. My apologies. Fix'd
And it was such a good idea...

Master of Eyal
Posts: 10749
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen

#17 Post by darkgod »

Nerdanel wrote:Here is my rough suggestion for the T-Engine priorities:

Requirements for the beta:

Features: (I think these are fairly important)

- Make it possible to stun monsters. (Or is this a module thing? I think it's common enough to be in the engine.)
- Allow Lua control for monster and item rerolling
- Make randarts possible again.
- Make monster pits customizable.

Big, game-changing bugs: (not absolutely must before the beta, but should have high priority)

- Make breeders breed again.
- Allow living uniques appear more than once per play session.
- Make the map edge code really work. (Travel leading to the correct edges, ambushes in the middle of the square, STar Wars style wildernesses possible without pain...)

Requirements for 3.0: (important bugfixes now that the beta is feature-complete)
- Hunt down and fix (most of) the crashes and freezes.
- Hunt down and fix (most of) the memory leaks
- Hunt down and fix whatever causes broken panic saves.
- Fix the "first item allocation is always 1" bug. (if confirmed)
- Make store action costs work.
- Fix projection effects for extended colors.
- Make monster memory and options loaded when using an old savefile but not using the quickstart.
- Fix the player inventory stacking bug.
- Make items in a store to be always in the right order.
- Make it possible to wish for capitalized egos.
- Fix player placement on returning to SAVE_LEVELs.
- Fix recalling to town generating dungeon monsters.

To do sometime:
- Make the SDL interface have the refined handling of the X11 one.
- Add background colors for the ASCII. (My pet feature request, although I have to admit it isn't that important.)
- Make it possible for the flag MONST_CAN_ENTER to allow monsters enter squares they couldn't otherwise.
- Add a way to specify the number of generated stairs.
- Allow more than one guardian per dungeon.
- Make resizing a terminal repaint it in SDL.
- Make death messages customizable.
- Make weight units customizable.
- Make ambient music repeat properly.
- Fix various music bugs.
- Get dungeon towns working.
- Fix monster escorts generated with opposing monsters
- Make wilderness roads better and no longer ever made of strange substances.

Posts: 120
Joined: Thu Aug 20, 2009 3:26 pm

#18 Post by bigfoot »

Is that another case of darkgod account hacking I see? Or is there something wrong with my language settings?
-The Bigfoot

I really do exist.

Posts: 1752
Joined: Sun Jan 26, 2003 11:49 pm
Location: West Virginia

#19 Post by Yottle »

bigfoot wrote:Is that another case of darkgod account hacking I see? Or is there something wrong with my language settings?
I cleaned it up. I think DG really posted it, but either the hackers edited his post afterwards or had messed with his account beforehand.

Posts: 1461
Joined: Mon Jul 07, 2003 5:22 pm
Location: Finland

#20 Post by Nerdanel »

Some of the things on that list have already been done. Of the beta requirements on that list the following things are still not there:

- Allow Lua control for monster and item rerolling.
- Make randarts possible again. (I tried to do it and it's partly implemented but there's a critical bug I haven't been able to find.)
- Make sTar Wars style wildernesses work. (And make them into a subsystem while we're at it.)
Zothiqband -- still an Angband variant.

Posts: 46
Joined: Thu Sep 20, 2012 8:07 pm

Re: ToME 3.0 Development

#21 Post by kestell »

Maybe we can "un-sticky" this thread...

Posts: 1
Joined: Mon May 18, 2020 1:40 pm

Re: ToME 3.0 Development

#22 Post by vondess »

The problem here is making the STUN damagetype (used by barehanded combat) affect monsters instead of producing a Lua error. But perhaps that's doable only in module code. I need to recheck.

Lord Estraven
Posts: 717
Joined: Tue Dec 13, 2005 12:35 am

Re: ToME 3.0 Development

#23 Post by Lord Estraven »

Oh wow. Good catch if so, over a decade late. I don't think the T3 code base and popular modules are even archived anywhere. How'd you figure that out?

Post Reply