the tunneling worm suffocates to death
Moderator: Moderator
Re: the tunneling worm suffocates to death
You managed to kill all of them? There are something like half a dozen on each level....
Re: the tunneling worm suffocates to death
I think I've lost two characters this way. I thought it was my fault, but it seems that sometimes the worm just vanishes and...yeah.
describes it nicely.

-
- Reaper
- Posts: 1535
- Joined: Mon Jan 22, 2007 6:31 pm
- Location: East of the sun, west of the moon
Re: the tunneling worm suffocates to death
Are you sure? there has to be at least one left, unless the path involves doubling back on itself, and that should almost never happen.
Oliphant am I, and I never lie.
Re: the tunneling worm suffocates to death
That makes perfect sense. I bet it's what's killed two of my most successful characters too, especially since I'm also a compulsive napper. I'm wary of going to the sandhole at the moment (bad memories,) but if I do I should study the problem.Xerion wrote:The final worm was half hp from a collapse, it eventually died to poison. The traps don't do much but they really add up when you're just waiting around for the last taxi to finally choose you. I'd check it each time it got to me, and it would be a few hundred hp less than before.
The reason it even got to this point in the first place is because I was playing a caster class (summoner), which spends a lot of time resting after each encounter. Too much resting and the worms die off, I guess in a way its kind of like having a time limit.
Re: the tunneling worm suffocates to death
OK, my worms haven't suffocated, but I'm going to merge my issue in with this thread anyway.

When I first arrived on this level, somehow I was able to get from the stairs into the very-nearby room. Then I went down a few levels, then back up, and now I'm trying to get out. I don't know if the stairs and the other scattered diagonal-only corridors count as a room or not, for burrower navigation purposes. But they don't seem to want to take me to the up stairs.
I'm strongly tempted to try to hack the level so there's a permanent empty square from the room to the stairs. I don't know how to do that with ToME yet....

When I first arrived on this level, somehow I was able to get from the stairs into the very-nearby room. Then I went down a few levels, then back up, and now I'm trying to get out. I don't know if the stairs and the other scattered diagonal-only corridors count as a room or not, for burrower navigation purposes. But they don't seem to want to take me to the up stairs.
I'm strongly tempted to try to hack the level so there's a permanent empty square from the room to the stairs. I don't know how to do that with ToME yet....
Re: the tunneling worm suffocates to death
This lua stuff is killing me. How do I know what the player's X/Y coordinates are? I found a way to grab a pointer to the "map" thingy by setting a breakpoint on one of the map_* functions and saving off the pointer in a gdb variable before letting it get into the main Lua loop stuff, and I found I can examine things like $greg_map->grids_trap[50][27] and so on, but I haven't got a clue where I can find out which X/Y coordinates I need to mess with. Also, I'm getting results like grids_terrain[0][0] = {texture = 246, tint_r = 1, tint_g = 1, tint_b = 1} and so naturally I try to find what 246 means, and... I can't find it. There does not appear to be, anywhere, a list of #define MAP_SAND_THINGY 246 macros as I would have expected to see.
Re: the tunneling worm suffocates to death
Ohh that is not the way things work at all, this is not a badly coded engine with hardcoded #defines 
It says texture because it really means it, it's just an opengl texture. The C side does not know much else.
It's the level generator that you want to change( game/engine/generator/map/Roomer.lua or even for this type of rooms: game/modules/tome/data/rooms/forest_clearing.lua )
But anyway that's not even the problem.
The true problem is that the heightmap room type can in some rare cases make more than one cave (like one big and one very very small).
If the stairs happen to be on the small one it's .. bad :=)
What needs to be done is run a floodfill to fill up all but the biggest connected zone.
I'll do it

It says texture because it really means it, it's just an opengl texture. The C side does not know much else.
It's the level generator that you want to change( game/engine/generator/map/Roomer.lua or even for this type of rooms: game/modules/tome/data/rooms/forest_clearing.lua )
But anyway that's not even the problem.
The true problem is that the heightmap room type can in some rare cases make more than one cave (like one big and one very very small).
If the stairs happen to be on the small one it's .. bad :=)
What needs to be done is run a floodfill to fill up all but the biggest connected zone.
I'll do it

[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
