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Re: Beta testing for new class: Fated!

Posted: Wed May 08, 2013 12:43 pm
by nate
That'd be awesome-- but I wouldn't do it just yet. There are probably some changes in the works, so you might be better off waiting before starting.

Re: Beta testing for new class: Fated!

Posted: Thu May 09, 2013 12:58 pm
by Weizsacker
Sure. For now, I will catch up with ToME 1.0.3 (I'm working on localization patch for ToME itself under Dark God's permission.)
Thank you very much for your replying.

Re: Beta testing for new class: Fated!

Posted: Fri May 17, 2013 2:41 am
by Fayd
I am sorry to say that Nate, for a number of personal reasons, will be retiring from the project. I wish him well in future endeavors and want to personally thank him for all the help he has given with Fated. Without him this would not, could not, have happened. He's been a great programmer and has stopped me from making numerous stupid design decisions.

Where does that leave the project?

Well, in a sort of limbo for the moment. I don't know how to code for ToME. I tried to learn at one point but the way functions function sort of turned my brain in knots, and unfortunately I didn't have the time to learn to untie them properly, and likely won't going forward... I ended up significantly more busy than I anticipated I would be. For the moment, the project will be in stasis unless another programmer steps up to bat. If someone wants to code for Fated, please send me a PM with some details of your coding experience, especially coding experience in ToME. Even if nobody applies, I have a dark inkling we may see some of this project in the future anyway.

If you want to begin a localization, now may not be a bad time to do it. If you have questions on what was intended with the wordplay and puns, I am always willing to aid.

Re: Beta testing for new class: Fated!

Posted: Fri May 17, 2013 3:04 am
by Sradac
Alas, Nate! He brought much freshness to the ToME class set!

Unfortunatly Fayd I'm in the same boat as you. Might have all kinds of great ideas, but I just cant wrap my brain around lua for whatever reason. Give me something to be made in Velocity or Javascript and we're set. But lua? My mind warped as much as yours.

Re: Beta testing for new class: Fated!

Posted: Wed May 22, 2013 6:38 pm
by rexorcorum
So, I guess this is goodbye for the moment :) It was real fun to work on the Fated and with both nate and Fayd. I'm glad that was able to finish the artefacts at least.

When the project resumes, drop me a line to jump in, if I can. There is a Fortune-o-meter to be drawn, and Bad Penny, and many things more...

Cheers and good luck to both of you with all personal and professional matters at hand!

Re: Beta testing for new class: Fated!

Posted: Tue May 28, 2013 4:56 pm
by Fayd
Thanks rex! It was good to work with you. If anything happens, you'll be the... probably third to know, after myself and the coder.

I haven't had many offers for a coder, so we're still in hibernation mode.

Re: Beta testing for new class: Fated!

Posted: Tue May 28, 2013 6:54 pm
by darkgod
I urge coders to flock in ! :)

Re: Beta testing for new class: Fated!

Posted: Thu Jun 06, 2013 2:10 pm
by Fayd
Thanks for the support Darkgod! To anyone who wants to apply for this, please be aware that I want to have confidence in your abilities, and therefore I would prefer that you have released a module or addon.

Re: Beta testing for new class: Fated!

Posted: Sat Jun 29, 2013 8:08 am
by Crim, The Red Thunder
Are you collecting any sort of bug reports for this, for when a new coder shows up and can work on it again? (I refuse to belive it will just die, even if told otherwise)

If so, hopefully this is a new one, given that I came late to the party. (As compared to an old one that just never got fixed...)

Got an error mousing over the deck I started with:

Code: Select all

Lua Error: /engine/DamageType.lua:59: damage type mind used but undefined
	At [C]:-1 
	At [C]:-1 assert
	At /engine/DamageType.lua:59 get
	At /mod/class/Object.lua:464 desc_combat
	At /mod/class/Object.lua:1084 getTextualDesc
	At /mod/class/Object.lua:1306 getDesc
	At /mod/dialogs/ShowEquipInven.lua:47 on_select
	At /mod/dialogs/ShowEquipInven.lua:191 select
	At /mod/dialogs/ShowEquipInven.lua:55 on_select
	At /engine/ui/EquipDoll.lua:130 on_focus_change
	At /engine/ui/Focusable.lua:34 setFocus
	At /engine/ui/UIGroup.lua:35 setInnerFocus
	At /engine/ui/EquipDoll.lua:98 mouseEvent
	At /engine/ui/EquipDoll.lua:60 fct
	At /engine/Mouse.lua:72 receiveMouseMotion
	At /engine/Mouse.lua:91 delegate
	At /engine/ui/Dialog.lua:525 mouseEvent
	At /engine/ui/Dialog.lua:304 fct
	At /engine/Mouse.lua:72 

Repeats each time. EDIT: Though often with a differnet 'undefined' damage type. Saw the same thing for lightning.

EDIT: And.... it broke. Got 'killed' and didn't die. ??? health, no character on screen, lua error on death, and could not move, pass turns, travel to eidolon plane, and could not exit game. Had to ctrl-alt-delete and end process. Appears to be an issue with cards and a mindslayers charged aura. (Was a rare that did it, not sure what else it had anymore.)

Code: Select all

[ATTACK] after mult	10.075
[LOG]	#{bold}#Sakura Kinomoto performs a critical strike!#{normal}#
[PROJECTOR] starting dam	10.075
[PROJECTOR] after difficulty dam	10.075
[PROJECTOR] res	0	1	 on dam	4.644575
[PROJECTOR] after resists dam	4.644575
[PROJECTOR] after flat damage armor	4.644575
[PROJECTOR] final dam	4.644575
checkHit	9.861173285355	12
=> chance to hit	45
[LOG]	#UID:1569:0#Sakura Kinomoto hits Riek the halfling for #{bold}##aaaaaa#5 physical#{normal}##LAST# damage.
[TARGET] Passing target	Forgery of Haze (Calyle the human)	from	Calyle the human	to	Sakura Kinomoto
[LOG]	Riek the halfling uses Projection Mastery.
[ATTACK] attacking with	inquisitor's iron greatsword
[ATTACK] to 	Sakura Kinomoto	 :: 	8.7139889570489	1	2	0	::	1
checkHit	1.2	0
=> chance to hit	53
[LOG]	Riek the halfling misses Sakura Kinomoto.
[PROJECTOR] starting dam	9.2745508031134
[PROJECTOR] after difficulty dam	9.2745508031134
[PROJECTOR] res	0	1	 on dam	9.2745508031134
[PROJECTOR] after resists dam	9.2745508031134
[PROJECTOR] after flat damage armor	9.2745508031134
[PROJECTOR] final dam	9.2745508031134
[PROJECTOR] starting dam	6.842217772499
[PROJECTOR] after difficulty dam	6.842217772499
[PROJECTOR] res	0	1	 on dam	6.842217772499
[PROJECTOR] after resists dam	6.842217772499
[PROJECTOR] after flat damage armor	6.842217772499
[PROJECTOR] final dam	6.842217772499
[PROFILE] filtering save of 	deaths	 to profile 	online
[PROFILE] mounted 	online	on /current-profile
[PROFILE] unmounted 	online	from /current-profile
stack traceback:
	[C]: in function 'error'
	/engine/interface/ActorTalents.lua:151: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/ActorTalents.lua:173: /engine/interface/ActorTalents.lua:151: /engine/DamageType.lua:59: damage type lightning used but undefined
stack traceback:
	[C]: in function 'assert'
	/engine/DamageType.lua:59: in function 'get'
	/mod/class/Object.lua:464: in function 'desc_combat'
	/mod/class/Object.lua:1084: in function 'getTextualDesc'
	/mod/class/Object.lua:1306: in function </mod/class/Object.lua:1261>
	/mod/class/interface/PlayerDumpJSON.lua:370: in function 'dumpToJSON'
	/engine/interface/PlayerDumpJSON.lua:66: in function 'saveUUID'
	/mod/dialogs/DeathDialog.lua:34: in function 'init'
	/engine/class.lua:97: in function 'new'
	/mod/class/interface/PartyDeath.lua:57: in function 'die'
	/mod/class/interface/ActorLife.lua:45: in function 'takeHit'
	/mod/class/Actor.lua:2142: in function 'takeHit'
	/data/damage_types.lua:347: in function 'defaultProjector'
	/data/damage_types.lua:581: in function 'projector'
	/data/talents/psionic/projection.lua:383: in function 'damtype'
	/engine/interface/ActorProject.lua:197: in function 'project'
	/data/talents/psionic/projection.lua:377: in function 'do_chargedaura'
	/mod/class/Actor.lua:344: in function 'useEnergy'
	/mod/class/interface/Combat.lua:201: in function 'attackTarget'
	/data/talents/misc/misc.lua:71: in function </data/talents/misc/misc.lua:51>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:146: in function </engine/interface/ActorTalents.lua:134>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:173 bumpInto
	At /mod/class/Actor.lua:2674 attack
	At /engine/interface/ActorLife.lua:41 check
	At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
	At /engine/Actor.lua:184 move
	At /mod/class/Actor.lua:994 base_move
	At /mod/addons/fated/superload/mod/class/Actor.lua:152 move
	At /engine/ai//simple.lua:140 doAI
	At /mod/class/NPC.lua:61 act
	At /engine/GameEnergyBased.lua:126 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1054 
 ----------------  Stack Dump ----------------
2: table // 8be5ed8
1: table // 8be5ed8
--------------- Stack Dump Finished ---------------
[LOG]	#UID:25486:0#Riek the halfling hits Sakura Kinomoto for #aaaaaa#10 physical#LAST# damage.
[LOG]	#{bold}##UID:25486:0#Riek the halfling killed Sakura Kinomoto!#{normal}#
Server latency	130
[TARGET] Passing target	Forgery of Haze (Calyle the human)	from	Calyle the human	to	Sakura Kinomoto
[TARGET] Passing target	Calyle the human	from	Riek the halfling	to	Sakura Kinomoto
[TARGET] Passing target	Riek the halfling	from	Calyle the human	to	Sakura Kinomoto
[TARGET] Passing target	Forgery of Haze (Calyle the human)	from	Calyle the human	to	Sakura Kinomoto
[TARGET] Passing target	Calyle the human	from	Riek the halfling	to	Sakura Kinomoto
[TARGET] Passing target	Riek the halfling	from	Calyle the human	to	Sakura Kinomoto
[TARGET] Passing target	Forgery of Haze (Calyle the human)	from	Calyle the human	to	Sakura Kinomoto
[TARGET] Passing target	Calyle the human	from	Riek the halfling	to	Sakura Kinomoto
[TARGET] Passing target	Riek the halfling	from	Calyle the human	to	Sakura Kinomoto
[TARGET] Passing target	Calyle the human	from	Riek the halfling	to	Sakura Kinomoto
[TARGET] Passing target	Riek the halfling	from	Calyle the human	to	Sakura Kinomoto
[TARGET] Passing target	Calyle the human	from	Riek the halfling	to	Sakura Kinomoto
[TARGET] Passing target	Riek the halfling	from	Calyle the human	to	Sakura Kinomoto
[TARGET] Passing target	Calyle the human	from	Riek the halfling	to	Sakura Kinomoto
[TARGET] Passing target	Riek the halfling	from	Calyle the human	to	Sakura Kinomoto
[TARGET] Passing target	Calyle the human	from	Riek the halfling	to	Sakura Kinomoto
[TARGET] Passing target	Riek the halfling	from	Calyle the human	to	Sakura Kinomoto
[TARGET] Passing target	Calyle the human	from	Riek the halfling	to	Sakura Kinomoto
[TARGET] Passing target	Riek the halfling	from	Calyle the human	to	Sakura Kinomoto
[TARGET] Passing target	Calyle the human	from	Riek the halfling	to	Sakura Kinomoto
[TARGET] Passing target	Riek the halfling	from	Calyle the human	to	Sakura Kinomoto
[TARGET] Passing target	Calyle the human	from	Riek the halfling	to	Sakura Kinomoto
[USERCHAT] channel talk	kauhu	tome	what the hell did happen to maze
[USERCHAT] channel talk	Aura of the Dawn	tome	Welp, Fated broke.
Best of luck finding a new coder. Despite the bug, addon looks promising, bar perhaps the 'gain gold' talent in the larceny tree. That would be heavily abusable.

Re: Beta testing for new class: Fated!

Posted: Tue Jan 14, 2014 9:50 pm
by Sradac
Thread Necromancy

Because I loved this class.


Someone make HousePet adopt this or DoctorNull!

...Hell I'd even settle for StarKeep :lol: