Porting ToME2 to the T4 engine
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- Graphical God
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Re: Porting ToME2 to the T4 engine
ok, my mind is slowly deteriorating in the summer heat, so I have completely missed to post also the actual files. Sorry about that. They're free to use, GPL. CC, etc., say "rexorcorum" and huzzah!:
http://www.mediafire.com/folder/uy3mpcw ... ssic_Icons
http://www.mediafire.com/folder/uy3mpcw ... ssic_Icons
~ [ 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) ] ~
Re: Porting ToME2 to the T4 engine
Is there something that is vaguely playable in terms of a Tome 2 port to T4 engine?
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- Sher'Tul Godslayer
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Re: Porting ToME2 to the T4 engine
Not yet, other then the early alpha tests up here. Zizzo was apparently occupied moving into a new home, and hasn't had much time recently to work on this, though I assume it has not gone forgotten. We're all waiting very patiently Zizzo! Keep up the good work with this!
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.
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- Sher'Tul Godslayer
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Re: Porting ToME2 to the T4 engine
Crim, The Red Thunder wrote:Not yet, other then the early alpha tests up here. Zizzo was apparently occupied moving into a new home, and hasn't had much time recently to work on this, though I assume it has not gone forgotten. We're all waiting very patiently Zizzo! Keep up the good work with this!



"Blessed are the yeeks, for they shall inherit Arda..."
Re: Porting ToME2 to the T4 engine
*whips Zizzo* 
And do come hang out with us on #tome !!!!!
PS: Yes; five exclamation marks, the sure sign of an insane mind.

And do come hang out with us on #tome !!!!!

PS: Yes; five exclamation marks, the sure sign of an insane mind.
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Porting ToME2 to the T4 engine
I am *really* pumped about this!! I've been playing since the Pernangband days, and I logged countless hours in T2, and saved innumerable princesses lol
Go Zizzo!
Go Zizzo!

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- Sher'Tul Godslayer
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Re: Porting ToME2 to the T4 engine
Okay, this is kind of rushed, but after all this time, I figured I should put something out. And thus:
Release 0.0.7 "You Have a Superb Feeling About This Version"
The main new feature in this release is new map, actor and object generators that can produce at least a reasonable facsimile of a typical T2 dungeon level. In particular, this covers:
Other changes of note, some you probably won't notice as they don't affect gameplay yet:
And once again, I have to decide what to start working on next...
Release 0.0.7 "You Have a Superb Feeling About This Version"
The main new feature in this release is new map, actor and object generators that can produce at least a reasonable facsimile of a typical T2 dungeon level. In particular, this covers:
- Standard "rooms"-style level, suitable for the Downs.
- Basic rectangular rooms and circular rooms (which the Downs doesn't use, so you won't see them).
- Populating the level with monsters and floor objects.
- Rubble, (non-functional) fountains, (non-functional) void jumpgates and (non-functional) altars.
- Rudimentary fate processing. Most of them won't actually fire (it will make an attempt at placing a fated monster, I think, which may or may not work), but fates for your current level will at least get pulled off your fates list and you'll get a "You feel that you will meet your fate here." message.
- Level feeings. Currently only out-of-depth monsters and floor objects will affect these (since most of the other stuff that would isn't implemented yet...).
- Maze- and game-of-life-style levels.
- Fancy rooms and vaults.
- Traps.
- Secret doors. These use the 'mimic' field of T2's grid feature definition to make themselves look like walls, and I haven't figured out how to reproduce that effect in the T4 engine.
Other changes of note, some you probably won't notice as they don't affect gameplay yet:
- Stubbed out a bunch of talents, coming from places like skills, race/class abilities, and wielded or carried equipment like demongear or spellbooks.
- Partial implementation of junkarts, as requested by CaptainTripa.
- Pin the tooltip to the southeast corner, as requested by DarkGod.
- The save dialog now includes entries for all combinations of save vs. abandon character and return to main menu vs. exit game.
- Assorted bug fixes.
And once again, I have to decide what to start working on next...
"Blessed are the yeeks, for they shall inherit Arda..."
Re: Porting ToME2 to the T4 engine
I played it a bit and it looks and plays great apart from a minor quibble: there's no starting equipment so the only playable class is warrior with lots of charisma to get lots of gold.
P.S. Does the level gen code depend on something apart from rooms? I have this itch to change T-Engine's level generator for Veins, since it keeps giving me one-room levels quite often, and I saw that the Angband/Tome2 code is working pretty well, so...
P.S. Does the level gen code depend on something apart from rooms? I have this itch to change T-Engine's level generator for Veins, since it keeps giving me one-room levels quite often, and I saw that the Angband/Tome2 code is working pretty well, so...
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- Sher'Tul Godslayer
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Re: Porting ToME2 to the T4 engine
?! That's one of the first things I ported, starting equipment from the birth descriptors. Check your inventory; your starting equipment should already be wielded (if it isn't, something's gone seriously wrong...)Zireael wrote:I played it a bit and it looks and plays great apart from a minor quibble: there's no starting equipment so the only playable class is warrior with lots of charisma to get lots of gold.
And as for "only warrior"... (shrug) well, yeah, all the other classes require talents that I haven't implemented yet. Any particular classes you'd like me to prioritize for next version?
It doesn't use any part of the engine's included map generator modules; T4's engine.generator.map.RoomsLoader doesn't have the concept of "inner wall type" that T2's room generation needs.Zireael wrote:P.S. Does the level gen code depend on something apart from rooms?
Veins! [slaps forehead] I knew I was forgetting something. That's something else that isn't currently handled in level generation: quartz/magma veins and water/lava/tree streamers. (Not that any of those are likely to show up in the Downs anyway, but still...)Zireael wrote:I have this itch to change T-Engine's level generator for Veins,
For sufficiently modest values of "pretty well", I suppose...Zireael wrote:since it keeps giving me one-room levels quite often, and I saw that the Angband/Tome2 code is working pretty well, so...

"Blessed are the yeeks, for they shall inherit Arda..."
Re: Porting ToME2 to the T4 engine
I thought the downs did have tree streams.
My feedback meter decays into coding. Give me feedback and I make mods.
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- Sher'Tul Godslayer
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Re: Porting ToME2 to the T4 engine
[sound F/X: source diving] Oh. Right. I don't know why I had it in my head that tree streamers were made of full-size trees that blocked movememt, instead of small trees that you can wander around in. Well, then that's just one more imcomplete part of this release...HousePet wrote:I thought the downs did have tree streams.


"Blessed are the yeeks, for they shall inherit Arda..."
Re: Porting ToME2 to the T4 engine
The inventory was the first thing I checked?! That's one of the first things I ported, starting equipment from the birth descriptors. Check your inventory; your starting equipment should already be wielded (if it isn't, something's gone seriously wrong...)

Re: Porting ToME2 to the T4 engine
downloaded file, put in module folder.
started tome 1.0.5 new character warrior created with a god and all points assigned human base type as bland as I could.
get in game hit i and e and my inventory is empty. I explore the map and find that there appears to be no exit. Not sure if this is intentional there are a few places I can walk past the trees all the way to the walls surrounding the entire map #.
Head back into town, talk to mayor, enter quest site (home quest), fail to pick lock 100 times then step back and do something that manages to crash the game entirely with a lua error.
Not sure how helpful this feedback is, but the game appears to be unplayable, although it definitely looks quite authentic in terms of what it is showing off so far, oh I killed a drooling idiot successfully, so that's good!
started tome 1.0.5 new character warrior created with a god and all points assigned human base type as bland as I could.
get in game hit i and e and my inventory is empty. I explore the map and find that there appears to be no exit. Not sure if this is intentional there are a few places I can walk past the trees all the way to the walls surrounding the entire map #.
Head back into town, talk to mayor, enter quest site (home quest), fail to pick lock 100 times then step back and do something that manages to crash the game entirely with a lua error.
Not sure how helpful this feedback is, but the game appears to be unplayable, although it definitely looks quite authentic in terms of what it is showing off so far, oh I killed a drooling idiot successfully, so that's good!
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- Sher'Tul Godslayer
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Re: Porting ToME2 to the T4 engine
Yeah, finally found that bug. Fixed in SVN.namad wrote:downloaded file, put in module folder.
started tome 1.0.5 new character warrior created with a god and all points assigned human base type as bland as I could.
get in game hit i and e and my inventory is empty.
Yeah, walking off the edge of the map into wilderness areas will require wilderness map support, which will happen much later.namad wrote:I explore the map and find that there appears to be no exit. Not sure if this is intentional there are a few places I can walk past the trees all the way to the walls surrounding the entire map #.
Not uncommon in T2, alas. The usual approach is to crank Tactic down to 'coward' (that lives on the <Esc> menu here), which should increase your disarming ability enough to successfully pick the lock.namad wrote:Head back into town, talk to mayor, enter quest site (home quest), fail to pick lock 100 times
Do you have the error log for that by any chance?named wrote:then step back and do something that manages to crash the game entirely with a lua error.
"Blessed are the yeeks, for they shall inherit Arda..."
Re: Porting ToME2 to the T4 engine
okay so i held down arrow into door, and the error just appears after a bunch of spammy failure messages. I'm aware this might be a typical issue in the real t2, but in the real t2 I just go to the wilderness first so I can't play as normal. This play style is just ... button mashing for testing purposes.
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Last edited by namad on Wed Dec 04, 2013 12:29 am, edited 2 times in total.