Graphical clock for ToME 1.0.1

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stinkstink
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Re: Graphical clock for ToME 1.0.0

#31 Post by stinkstink »

I get the long load times, but haven't had any crashes with it.

nate
Wyrmic
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Re: Graphical clock for ToME 1.0.0

#32 Post by nate »

I'm sorry you're having trouble with it, Row. What other addons are you using?

Did you take a look at your log after the Tome crash? That can give some good info. (When and how did Tome crash? Level generation, load, just hung?)

I could stand to rewrite the code to reduce requires, and get rid of unneccessary functions and comments. It's my first Lua project, so the code isn't as lean as it could be :)
Proud father of Fx4fx and Chronometer add-ons; proud mother of Fated add-on

rexorcorum
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Re: Graphical clock for ToME 1.0.0

#33 Post by rexorcorum »

Row wrote:I think the Chronometer causes the game to load very long, making it basically unplayable. I also had a freeze - had to close the game from Task Manager. This never happened before without the Chronometer. Also after I loaded the crashed char, I couln't enter stores in Last Hope. Finally I just deleted the char. And again, it takes AGES to load a char or start new game with the Chronometer addon.
Well, the long loading / crushing issues increase exponentially with the number of active addons in 1.0.0. It is generally advised to play with a maximum of 3 addons enabled. Thus, it's not the Chronometer fault in itself. I have tried to use 4 addons at a time, Chrono included and the game ate up my RAM in about half an hour and crashed spectacularly. With 1.0.1 the issue is addressed and it's just round the corner (maybe) and you can test it from here.
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

Row
Higher
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Re: Graphical clock for ToME 1.0.0

#34 Post by Row »

I also use the zomnibus pack, 2h weapons display, gloves stats, and library fix. Hovewer after removing the chronometer the loading is much faster and no crash or freeze occured thereafter.

nate
Wyrmic
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Re: Graphical clock for ToME 1.0.0

#35 Post by nate »

Row, are you willing to do me a favor? Remove the other add-ons, and see if Chrono is causing trouble for you when used alone? Or just remove, say, two of them. (I see some characters using Zomnibus in conjunction with Chrono and haven't heard any complaints, so that's probably a safe one to keep.)

I believe that you're probably suffering problems because of the way ToME 1.0.0 handles multiple add-ons (increases memory usage way out of proportion to the add-ons' needs). 4 add-ons is the point when a lot of people start having serious problems. But if that's not the case, or if Chrono is conflicting with a specific add-on, then addressing that is a priority for me.

(I'm not sure if the multiple add-ons bug manifests when multiple add-ons are installed, or when multiple add-ons are activated.)
Proud father of Fx4fx and Chronometer add-ons; proud mother of Fated add-on

Row
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Re: Graphical clock for ToME 1.0.0

#36 Post by Row »

If I have only the Chronometer enabled, it seems to run fine. As others have said, it probably depends on number of addons active.

nate
Wyrmic
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Re: Graphical clock for ToME 1.0.0

#37 Post by nate »

Thanks Row, I appreciate you taking the time to check that.

I understand that this problem is probably fixed in the svn version.
Proud father of Fx4fx and Chronometer add-ons; proud mother of Fated add-on

nate
Wyrmic
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Re: Graphical clock for ToME 1.0.0

#38 Post by nate »

Chronometere v 2.3 released for ToME 1.0.1:

-- Minor changes for compatibility with ToME 1.0.1 (which will improve compatibility with other add-ons as well).
-- Fixed bug where tangents were being drawn in the wrong direction for moused over mobs in verbose mode
-- Fixed bug causing brief graphics glitch when mousing over a mob in Classic UI in verbose mode
-- Mouse over behavior is now working exactly how I would like it to (loses properly on mouse movement or when a mob is no longer visible), but it is a collection of ugly cludges
Proud father of Fx4fx and Chronometer add-ons; proud mother of Fated add-on

rexorcorum
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Re: Graphical clock for ToME 1.0.0

#39 Post by rexorcorum »

Great, nate - just updated it (was manually using the previous version) and there is a question - is this intended to show in the game log on every cursor move:

Code: Select all

[LOG]	Cursor is over the actor
[LOG]	We believe the mob lies around 720, 300
[LOG]	To 780, 360
[LOG]	Cursor is over the actor
[LOG]	We believe the mob lies around 720, 300
[LOG]	To 780, 360
[LOG]	Cursor is over the actor
[LOG]	We believe the mob lies around 720, 300
[LOG]	To 780, 360
[LOG]	Cursor is over the actor
[LOG]	We believe the mob lies around 720, 300
etc.
It floods the screen like hell :)
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

nate
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Re: Graphical clock for ToME 1.0.0

#40 Post by nate »

Doh, I forgot to take out my debug code, give me a few minutes
Proud father of Fx4fx and Chronometer add-ons; proud mother of Fated add-on

nate
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Re: Graphical clock for ToME 1.0.0

#41 Post by nate »

Okay, 2.31 up, takes out debug code from 2.3 :)
Proud father of Fx4fx and Chronometer add-ons; proud mother of Fated add-on

rexorcorum
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Re: Graphical clock for ToME 1.0.1

#42 Post by rexorcorum »

Works like charm now. You've got quite a reaction time, nate ;)

EDIT in response to this tread:
nate wrote:Characters use the slowest attack speed of the weapons they use to make a melee attack, but wielding a slow off-hand melee weapon won't impact ranged speeds. I'll fix chrono soon.
Does this mean that you have to add another circle for ranged combat?
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

nate
Wyrmic
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Re: Graphical clock for ToME 1.0.1

#43 Post by nate »

Uggh. My plan was to show ranged combat speed if the player was carrying a ranged weapon in their mainhand, and physical combat speed otherwise. But it's kind of an ugly problem, I don't like handling it that way, but I don't like making another arc when there's already the potential for like 5 of them, and some effects that lower all of your speeds by the same amount EXCEPT your global speed (isn't that what global is for??), making them all show up on the chrono.

So I'm open to suggestions. Just doing some side work for right now.
Proud father of Fx4fx and Chronometer add-ons; proud mother of Fated add-on

nate
Wyrmic
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Re: Graphical clock for ToME 1.0.1

#44 Post by nate »

2.32 released. Offhand weapons will no longer affect your displayed speed when wielding a ranged weapon in your mainhand. This will fix incorrect display of speeds when wielding a sling and a melee weapon in the offhand.

(Note that there are a few other cases where displayed combat speed isn't going to be correct, because it assumes an attack consists of both mainhand and offhand attacks. Chronometer is not going to be able to tell you the speed of talents that use offhand or mainhand weapons alone, when offhand and mainhand have different speeds.

I briefly considered some kind of way of displaying offhand and mainhand separately. In the end, I decided not to, because ToME seems designed to accomodate any number of mainhand and offhand attacks. For instance, if somebody makes a race with 4 arms, differentiating between all of those weapons just wouldn't be practical. So instead, you have to live with a bit of an abstraction.)
Proud father of Fx4fx and Chronometer add-ons; proud mother of Fated add-on

stinkstink
Spiderkin
Posts: 543
Joined: Sat Feb 11, 2012 1:12 am

Re: Graphical clock for ToME 1.0.1

#45 Post by stinkstink »

You set the module version to 1.0.0 on the site, which is causing it to not validate.

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