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[b42-1.0.5] No Adventurers Parties/Opt-In Adventurers Partie

Posted: Sun Sep 16, 2012 11:04 pm
by Zizzo
So after one too many times getting ambushed around a corner and hopelessly outmatched by those @#$%ing adventurers parties on the world map, I'm finally putting my foot down; hence this addon.

("But Zizzo, you can just avoid them!" No, you can't, not always. Not when they're behind trees where you can't see them until they're right on top of you. Not if you're in the area of the Sandworm Lair and there are three of them surrounding you. Not if you're in one of those little cubbyholes where the mid-level dungeons get randomly placed and there's genuinely no other way to go.)

Fair warning: this addon won't affect adventurers parties that were already present on the world map. We Apologize for the Inconvenience.(TM)

Re: [b42] No Adventurers Parties

Posted: Sun Sep 16, 2012 11:41 pm
by Parcae2
This is way off-topic, but Zizzo, is there still a place on the internet where your DitLs can be accessed without the Waybackmachine?

Re: [b42] No Adventurers Parties

Posted: Fri Sep 21, 2012 1:08 am
by Zizzo
Parcae2 wrote:This is way off-topic, but Zizzo, is there still a place on the internet where your DitLs can be accessed without the Waybackmachine?
Not currently. There's a blog section on the wiki that I've been meaning to look into... [checks] ooh, and they even have a Day in the Life category for blog entries. Hmm, would T2 DitL's be too off-topic there, though? Failing that, I suppose I could repost them in the T2 section of the forum?

Re: [b42] No Adventurers Parties

Posted: Wed Oct 03, 2012 6:16 am
by omni
If nothing else, your halfling trapper DITL from T2 REALLY needs to be preserved for my perverse enjoyment.

Re: [b42] No Adventurers Parties

Posted: Sun Dec 16, 2012 10:57 pm
by Zizzo
Two quick notes:
  • Did a rewrite of the No Adventurers Parties addon to use hooks instead of overloading, which appears to fix some conflicts with other addons.
  • Inspired by this discussion, I've written a variant of this addon, Opt-in Adventurers Parties, which gives you a dialog when an adventurers party attacks you, allowing you to fight or evade them.
[edit 2013-11-13 12:05am: Technical info:]

Code: Select all

Opt-in Adventurers Parties:
  Hooks:
    GameOptions:tabs [to add our game option]
  Superload:
    mod.class.Player:
      onWorldEncounter() [to wedge in our dialog in the right place]

Re: [b42] No Adventurers Parties

Posted: Wed Dec 19, 2012 12:05 am
by Crim, The Red Thunder
Ummmm.... Any chance you can rerelease these for b44 (1.0.0RC1)? Kinda like to not lose ability to link in chat...

Re: [b42] No Adventurers Parties

Posted: Wed Dec 19, 2012 2:56 am
by Zizzo
We Apologize for the Delay(TM); just got through building and testing everything. These have now been pushed out.

Re: [b42-RC1] No Adventurers Parties/Opt-In Adventurers Part

Posted: Wed Dec 19, 2012 5:51 am
by Crim, The Red Thunder
Opt in adventurer parties is giving me an error message about a bad addon when I use it. (Yes, it's the .44 version, used on RC1.) Shows up fine in the addon list, but isn't allowing the online profile to function, linking disabled, etc. Error message on game load with addon active. (Also balloons load time HUGELY, but that's likely a result OF the bad addon detection.)

Edit: (Forget that last part, ballooned times are a result of other changes, according to the chat group.)

Edit, Again: Further problems with other things have led chat group to offer the insight that it might be a RC1 bug itself, so I provide a link here to that topic: http://forums.te4.org/viewtopic.php?f=42&t=35729

....Did I do something wrong?

Edit (Yet again): Alright, for the moment, everything else APPEARS to have started working again, but all attempts at getting your optin adventurers to function without causing validation to fail, still fall flat. Maybe it IS the addon.

Re: [b42-RC1] No Adventurers Parties/Opt-In Adventurers Part

Posted: Fri Dec 21, 2012 12:58 am
by Zizzo
Crim, The Red Thunder wrote:Alright, for the moment, everything else APPEARS to have started working again, but all attempts at getting your optin adventurers to function without causing validation to fail, still fall flat. Maybe it IS the addon.
[checks] Ah, turns out I screwed up copy/pasting the MD5 for Opt-In Adventurers Parties (I'm surprised that isn't computed server-side, actually...). I've fixed the problem, and both addons now report as valid for me. We Apologize for the Inconvenience.(TM)

Re: [b42-RC1] No Adventurers Parties/Opt-In Adventurers Part

Posted: Sat Dec 22, 2012 4:11 am
by Crim, The Red Thunder
Yay! Thanks! No more adventurer instagibs, but still the temptation to farm them with my tanky characters!

Re: [b42-RC1] No Adventurers Parties/Opt-In Adventurers Part

Posted: Sat Dec 22, 2012 6:25 pm
by Zizzo
Both No Adventurers Parties and Opt-in Adventurers Parties should now be updated for RC2.

Re: [b42-RC1] No Adventurers Parties/Opt-In Adventurers Part

Posted: Fri Dec 28, 2012 3:47 am
by Zizzo
Good grief, no sooner have I pushed out RC3 versions of my addons than RC4 is released... :? :wink: Ah well, both addons are now updated for RC4.

Re: [b42-RC4] No Adventurers Parties/Opt-In Adventurers Part

Posted: Fri Dec 28, 2012 2:34 pm
by Robsoie
Thank you very much for the opt-in version.

Re: [b42-RC4] No Adventurers Parties/Opt-In Adventurers Part

Posted: Tue Jan 01, 2013 1:36 am
by Zizzo
Robsoie wrote:Thank you very much for the opt-in version.
[bows] Bumping them both up to v1.0.0. Quickie poll while I'm here: do we need similar handling for Ziguranth patrols? They don't seem as tough as adventurers parties, but I have been curbstomped by them at least once that I can recall.

Re: [b42-1.0.0] No Adventurers Parties/Opt-In Adventurers Pa

Posted: Tue Jan 01, 2013 2:11 am
by stinkstink
I haven't seen multiple Zigur patrols clog up the entrance to a dungeon the way adventurers do, which is the main reason why I use the addon.