Porting ToME2 to the T4 engine

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Total votes: 3

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Thorondor
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Posts: 57
Joined: Wed Apr 15, 2015 11:59 am

Re: Porting ToME2 to the T4 engine

#556 Post by Thorondor »

Hi Zizzo
Thanks for the latest update; I had collected a few things on 0.51 which are listed below; recognise these might have been fixed already.
Looking forward to having a bash at the updated module. RE next thing to develop; - to be honest the thing I'd love to see is some animation with arrows, bolt spells and breaths - though this might not be easy to do. It'd be nice to see where stuff is coming from when you get blasted.
Thanks for the good work
Stay safe

Game functionality things:

If you go over your 100% burden limit, then you'll slow down (appropriately :) ) but if you drop something you don't necessarily return to the previous rate of movement....
If you consume or sell something to get you below that limit, you will remain at the penalised rate until you drop an additional item onto the floor - it's not updating the speed penalty check as far as I can see...

A voidgate destination was the princess - is this allowed?

Are empty bottles fillable?

Child spirits are friendly, but unless you can see them you can't move past them

If you recharge a staff, it seems at least on first go, to completely unidentify it (e.g. an identify staff (0 charges) becomes a cedar staff

In vaults aquatic creatures generated on land


Error reports

Fails to load when attempting to enter the heart of the world

on level change - I presume a fate would have triggered here...

error = "Game version: tome2-0.5.0\
Addons: gond_book-0.3.0, landmark-0.2.0, town_neutral-0.3.0\
\
Lua Error: /mod/class/interface/PlayerFates.lua:83: attempt to index global 'Map' (a nil value)\
At [C]:-1 __index\
At /mod/class/interface/PlayerFates.lua:83 ok_cb\
At /mod/spell-util.lua:1058 \
At [C]:-1 calc_circle\
At /mod/spell-util.lua:1066 grids_near\
At /mod/class/interface/PlayerFates.lua:89 apply\
At /mod/class/interface/PlayerFates.lua:224 checkFates\
At /mod/class/Game.lua:600 changeLevel\
At /mod/class/Game.lua:1162 \
At /engine/KeyBind.lua:243 "
seen = true
reported = false

Attempted to copy a spell to a stack of amulets of spell
error = "Game version: tome2-0.5.1\
Addons: gond_book-0.3.0, landmark-0.2.0, town_neutral-0.3.0\
\
Lua Error: /mod/class/Actor.lua:1779: /engine/interface/ActorTalents.lua:190: /data/talents/skill/magic.lua:61: attempt to call method 'addOrDrop' (a nil value)\
stack traceback:\
\9/data/talents/skill/magic.lua:61: in function </data/talents/skill/magic.lua:44>\
\9[C]: in function 'xpcall'\
\9/engine/interface/ActorTalents.lua:186: in function </engine/interface/ActorTalents.lua:173>\
At [C]:-1 \
At [C]:-1 error\
At /mod/class/Actor.lua:1779 unload\
At /engine/Game.lua:467 unregisterDialog\
At /mod/dialogs/UseTalents.lua:195 use\
At /mod/dialogs/UseTalents.lua:120 fct\
At /engine/ui/TreeList.lua:310 onUse\
At /engine/ui/TreeList.lua:209 fct\
At /engine/Mouse.lua:71 receiveMouse\
At /engine/Mouse.lua:111 delegate\
At /engine/ui/Dialog.lua:798 mouseEvent\
At /engine/ui/Dialog.lua:508 fct\
At /engine/Mouse.lua:71 "
seen = true
reported = false

Got a really good character to level 29:
Had a couple of issues where the character accidentally targetted itself with bolt spells and expired; - I did retrieve the characters as seemed a shame to lose the progress. It seems to happen perhaps because the user interface can't keep up with key-presses and then it accidentally targets the player; which will often be fatal. Not sure what you think about effectively all spell casters having immunity to their own spells? shame to die with a typo.
Anyway, the following error messages started coming up.

error = "Game version: tome2-0.5.1\
Addons: gond_book-0.3.0, landmark-0.2.0, town_neutral-0.3.0\
\
Lua Error: /engine/interface/ActorTalents.lua:351: /engine/interface/ActorTalents.lua:324: /engine/interface/ActorTalents.lua:190: /engine/interface/ActorTalents.lua:158: attempt to index upvalue 'force_target' (a nil value)\
stack traceback:\
\9/engine/interface/ActorTalents.lua:158: in function 'getTarget'\
\9/mod/spell-util.lua:2117: in function 'bolt_spell'\
\9/data/talents/spell/mana.lua:69: in function </data/talents/spell/mana.lua:68>\
\9[C]: in function 'xpcall'\
\9/engine/interface/ActorTalents.lua:186: in function </engine/interface/ActorTalents.lua:173>\
At [C]:-1 \
At [C]:-1 error\
At /engine/interface/ActorTalents.lua:351 useTalent\
At /mod/class/Player.lua:701 useTalent\
At /engine/interface/PlayerHotkeys.lua:179 \
At /engine/interface/PlayerHotkeys.lua:162 activateHotkey\
At /mod/class/Game.lua:1341 fct\
At /engine/interface/PlayerHotkeys.lua:326 \
At /engine/KeyBind.lua:231 "
seen = true
reported = false

error = "Game version: tome2-0.5.1\
Addons: gond_book-0.3.0, landmark-0.2.0, town_neutral-0.3.0\
\
Lua Error: /mod/spell-util.lua:2835: /engine/interface/ActorTalents.lua:158: attempt to index upvalue 'force_target' (a nil value)\
At [C]:-1 \
At [C]:-1 error\
At /mod/spell-util.lua:2835 cast\
At /mod/dialogs/UseThaumaturgy.lua:183 use\
At /mod/dialogs/UseThaumaturgy.lua:97 fct\
At /engine/ui/TreeList.lua:310 onUse\
At /mod/dialogs/ui/TweakedTreeList.lua:177 fct\
At /engine/Mouse.lua:71 receiveMouse\
At /engine/Mouse.lua:111 delegate\
At /engine/ui/Dialog.lua:798 mouseEvent\
At /engine/ui/Dialog.lua:508 fct\
At /engine/Mouse.lua:71 "
seen = true
reported = false

Zizzo
Sher'Tul Godslayer
Posts: 2032
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
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Re: Porting ToME2 to the T4 engine

#557 Post by Zizzo »

Couple quick notes before I go source diving for all those bugs:
Thorondor wrote: Fri Jul 16, 2021 11:32 am RE next thing to develop; - to be honest the thing I'd love to see is some animation with arrows, bolt spells and breaths - though this might not be easy to do. It'd be nice to see where stuff is coming from when you get blasted.
I could investigate that, certainly. I think we're okay license-wise to crib particle definitions from the T4 module.
Thorondor wrote: Fri Jul 16, 2021 11:32 am Are empty bottles fillable?
They're supposed to be fillable from fountains, but that's probably not implemented yet. The initial sticking bit there would be what sort of UI we want to have for filling bottles from fountains. I could imagine, for instance, handling it like T4's golden chests: when the player steps on a fountain, they would get a dialog to the effect of "Fill bottles from fountain?". [sound F/X: source diving] It looks like fountain's aren't supposed to appear in corridors, so it probably wouldn't interrupt regular travel too much.
Thorondor wrote: Fri Jul 16, 2021 11:32 am Had a couple of issues where the character accidentally targetted itself with bolt spells and expired;
Hmm, for that we could just have an "Are you sure you want to target yourself?" dialog, like the T4 module does.
"Blessed are the yeeks, for they shall inherit Arda..."

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