I've increased the attachment quota so you should be able to upload again to the server.namad wrote: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.
http://i.imgur.com/D1udM00.jpg
tried to attach file to post but "Sorry, the board attachment quota has been reached."
so I used imgur
Porting ToME2 to the T4 engine
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Re: Porting ToME2 to the T4 engine
Regards
Jon.
Jon.
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Zizzo
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Re: Porting ToME2 to the T4 engine
[sound F/X: source diving] ...Ohhhhh. That's the monster respawning kicking in, on a level that doesn't have a defined actor generator (and shouldn't be respawning new monsters anyway). Should be fixed in SVN.namad wrote:okay so i held down arrow into door, and the error just appears after a bunch of spammy failure messages.
"Blessed are the yeeks, for they shall inherit Arda..."
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Zizzo
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Re: Porting ToME2 to the T4 engine
Okay, that last release really had too many show-stopper bugs in it, so I'm going to go head and push out a quickie bugfix release:
Release 0.0.8 "You Found It in the Remains of the Previous Version"
Notable bugs fixed in this release:
Release 0.0.8 "You Found It in the Remains of the Previous Version"
Notable bugs fixed in this release:
- Proper creation of starting inventory (including the food rations and torches that were being created in code rather than from p_info.txt).
- Block monster respawn on levels with no actor generator (typically this will be quest levels and special levels).
- Some level-generation bugs, notably tunnel creation (trying to build a tunnel from two x-coordinates to two y-coordinates rarely does what you want...
). - Assorted fixes for "flavored" objects like potions and scrolls.
- Partial support for monster drops. No good/great/randart-item support yet.
- Objects are now flagged with where they came from: dropped by a monster, found on the floor, bought from the store, started with it.
- The read-scroll/quaff-potion/etc. actions are now consolidated into a single 'Use' command, a la T4. Not that there's much to use at the moment anyway...
- Honor the 'Censor boot' engine setting.
- Implement T2's "Pick things up by default" and "Prompt before picking things up" options, combined into a single Yes/No/Ask game option.
"Blessed are the yeeks, for they shall inherit Arda..."
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Zizzo
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Re: Porting ToME2 to the T4 engine
Urk... I'm most of the way through a rough re-implementation of ego items (the existing ego infrastructure doesn't quite work for my purposes, so I pretty much had to start over from scratch). Was hoping to get that done before anyone asked, actually...madmonk wrote:Got any more? more more more more...![]()
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As long as I'm here, though, a quick question: As you may recall, for certain weapons that can be wielded one-handed or two-handed, like Katanas, the game prompts you when you try to wield them with a shield, since doing so would reduce your to-hit and damage. I figured I could handle that prompt in the "canWearObjectCustom" check in ActorInventory:canWearObject(), but that ran me into a problem I've encountered before: all the user-input methods I'm aware of return immediately and use some callback to handle user input. That won't work in this case; I need something that will wait for user input return it directly. Is there a trick for this?
"Blessed are the yeeks, for they shall inherit Arda..."
Re: Porting ToME2 to the T4 engine
Coroutines, you can check how items use & talents use in tome use them; it's rather hard to describe :/
[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
Revision 666
Congratulations Zizzo!
East or West, ToME is best. - Netzakh
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Zizzo
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Re: Porting ToME2 to the T4 engine
I knew I shouldn't have said that...Zizzo wrote: Should be able to push something out before too long (famous last words...).
And it turned out to be something entirely mundane and boring, too. I was most disappointed.netzakh wrote:Revision 666Congratulations Zizzo!
Urk. I think I looked into that at one point and couldn't make head or tail of it. I'm gonna punt that to the next release, then; this one has taken too long as it is:darkgod wrote:Coroutines, you can check how items use & talents use in tome use them; it's rather hard to describe :/
Release 0.0.9 "The Sincerest Form of Flattery"
Notable changes in this release:
- Partial implementation of object egos. More specifically, objects can now be generated terrible/cursed/average/good/excellent and with corresponding egos, and those egos add appropriate flags to the object, some of which are even implemented.

- Lots of object-specific initializations that T2 does in-code.
- As a side effect of the preceding, implement mimicry cloaks, morphic oils and Beornings' Bearform racial talent. [Further implementation of Mimicry talents will require deep black magic in the inventory stuff, so that waits til later.]
- Improvements to object names and descriptions.
- Fixes and improvements to stores. The Black Market, for instance, should now stock at least reasonably high-level stuff.
- Fix leveling up, which was taking more exp than it should have.
- Can no longer wield two-handed weapons with shields.

[Edit 2014-03-13 3:10pm: Link fixed. We Apologize for the Inconvenience.™]
Last edited by Zizzo on Thu Mar 13, 2014 7:11 pm, edited 1 time in total.
"Blessed are the yeeks, for they shall inherit Arda..."
Re: Porting ToME2 to the T4 engine
Uh, Zizzo, the link leads to 0.0.8 not 0.0.9...
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Zizzo
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Re: Porting ToME2 to the T4 engine
[checks link] [sound F/X: forehead repeatedly striking desk] I knew it was too late at night to be doing heavy thinking like that. Link fixed. We Apologize for the Confusion.™Zireael wrote:Uh, Zizzo, the link leads to 0.0.8 not 0.0.9...
"Blessed are the yeeks, for they shall inherit Arda..."
Re: Porting ToME2 to the T4 engine
Zizzo, I've had the game freeze up several times on level gen when I wanted to play... once on descending to barrowdowns, something about junkarts, and once even before Bree genned.
Also, trying to fix T-Engine's tunnel code since it's really buggy.. :/
Also, trying to fix T-Engine's tunnel code since it's really buggy.. :/
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Zizzo
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Re: Porting ToME2 to the T4 engine
Yeah, so, sorry for going incommunicado there for a while; was kind of in "deep-dev" mode. And it's been a while, so I think it's time for:
Release 0.0.10 "The Gods Must Be Lazy"
Notable bug fixes in this release:
Release 0.0.10 "The Gods Must Be Lazy"
Notable bug fixes in this release:
- So, at some point I changed how to-hit/to-dam bonuses are stored in equipment items, and didn't change all the code to reflect that change. Oops...

- Similarly, not all of the code was of the same mind on where junkart data now lives...

- *blink ...Okay, I'm not sure how some of that level-generation code was supposed to have worked.

- Fix some screwups in creating starting equipment.
- Trying to wield a stack of items (like torches) now properly unstacks one and wields it.
- Fix stacking checks for weapons and armor (and incidentally probably rings and amulets too).
- Non-artifact ammo now properly created a stack at a time rather then one at a time.
- Bandit's dagger in the Thieves quest wasn't getting properly upgraded to {good}.
- Assorted fixes in ego item generation.
- Implement large chunks of the gods/prayer/piety infrastructure. Praying is implemented as a sustained talent; most of the effects of praying should work, and most of the things that can increase or decrease your piety should also work.
- Mostly implement T2's actor-can-enter-grid logic, mainly so that Yavanna prayer can confer tree-walking.
- Implement brand/slay damage boosts for ego weapons.
- New game options "ASCII tile size" and "Hit point warning threshold".
- Implement T2-style hit point regeneration, restoring a percent of an actor's maximum life each turn, as modified by things like regeneration and resting.
- Display sustained talents in the same area as temporary effects, and add descriptive tooltips to both.
- Implement dropping part of a stack of objects, resting for a specified number of turns, and searching, including the "auto-search" mode, implemented as a sustained talent.
- Implement some more temporary effects.
"Blessed are the yeeks, for they shall inherit Arda..."
Re: Porting ToME2 to the T4 engine
I think there's either a superfluous line in load.lua or you missed a file when packaging.
It wants /mod/util.lua but there's no such file, so it chokes up.
It wants /mod/util.lua but there's no such file, so it chokes up.
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Zizzo
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Re: Porting ToME2 to the T4 engine
[checks .team file] [sound F/X: forehead repeatedly striking desk] Uploaded a fixed version. We Apologize for the Inconvenience.™Zireael wrote:I think there's either a superfluous line in load.lua or you missed a file when packaging.
It wants /mod/util.lua but there's no such file, so it chokes up.
"Blessed are the yeeks, for they shall inherit Arda..."