rexorcorum wrote:Hum, in case you are in no hurry,
"No hurry"? You did notice how long this last release took, yes?
rexorcorum wrote:And if I fail, there are always the
ToME used icons for mixing and editing.
I had considered that possibility, but I wasn't sure how kosher it would be.
darkgod wrote:Porting T2 to T4 is great but improving its UI is good too; copying for old time sake gets you things that can only be played by old timers

Make all spells/things hotkeyable.
The problem with that is a level 50 Sorceror with all eleven school tomes has 55 castable spells. Add Eru or Melkor or Udun and that's up to 58/59. Throw in the Mimicry talents up to Arms Mimicry to wield two mage staffs and you've blown your 60-hotkey limit. And that's not a contrived edge case; that's
two of my three sorcerors (and poor
Serulin just hasn't gotten that far yet...).
On the subject of UI changes, though, another question for interested parties: the module currently has a dedicated 'q'uaff-potion command, and I had assumed that once I finally got around to implementing scrolls/wands/staffs/rods/etc., I'd add the corresponding item-specific commands for them too. T4, by contrast, combines all of these under a single 'a'pply command (or 'u'se IIRC in the non-roguelike keymap). Which would people prefer?
darkgod wrote:If you dont want to design icons (thought there arent that many spells actually) use the textual hotkeys; [...]
Hm?
[checks code] Oh, my; there
is a HotkeysDisplay there. I must have inherited it from the example module.
[sound F/X: coding] And some quick stubbing out of a few early skills has them showing up nicely in the hotkeys display. I think I'm inspired...
darkgod wrote:The worldmap shouldnt be too complex, T2 one is fixed too, jsut make some script to convert it.
You don't understand; in T2, the player can drop out of the worldmap
anywhere. Into one of those wilderness pseudo-levels that you can exit at the edges into another adjacent wilderness pseudo-level, moving you on the world map in the process. And those areas have to be specially generated so that adjacent edges match in their terrain, so that that edge transition works. And I can't just punt that if I want to implement food, because the player can run out of food on the world map, which drops you into the wilderness.
darkgod wrote:As for archery if you want to stay truthful to T2, it shouldnt use :projectile() (neither should spells) but :project() as projectiles didnt have travel time.
I'm compensating for that for now by setting projectile speed to 50 (I could crank it up to the hundreds or thousands, but I wasn't sure how high that could safely go). I assumed that :projectile() was necessary to get the effect of an arrow hitting some other monster that had the misfortune to be in its flight path to its intended target. I may also need it to make Piercing Shots work.
darkgod wrote:Make tooltips on a fixed spot on the screen

[sound F/X: coding] Done.
darkgod wrote:Add autoexplore ! No game should be without it

(shrug) Meh, don't use it myself; I assume I'd have to dig it out of the T4 code somehow?
darkgod wrote:Anyway IMO the next thing you should do: make it playable. At low level, make sure everything is ready to play a character thought the barrows (and give a torch to new chars).
Torch? Light radius 1? You're kidding, right? I was seriously considering having the Bree general store have a guaranteed Brass Lantern in stock.
darkgod wrote:I tried getting there but found it empty of any creatures :/
? Odd; I'm almost certain I remember
Dwelf nearly buying it at least once. I'll have to check...
rexorcorum wrote:Oh, I'm sold completely

, count me in for the icon making!
darkgod wrote:You belong to me first !

Oh dear. Is this something I don't want to get in the middle of?
CaptainTrips wrote:And don't forget junkarts!

Gyeep! ...Hmm, actually, those are just activatable objects, aren't they? And I could stick a resolver in the entity definition to handle the randomizing... yeah, I think I can have those out for the next release.