The Veins of the Earth
Moderator: Moderator
Re: The Veins of the Earth
I narrowed the log down a bit, still no change.
More hunting for the source of the problem after the match (in 1,5h)
I've fixed bard spells and ranger/paladin spellbook.
More hunting for the source of the problem after the match (in 1,5h)
I've fixed bard spells and ranger/paladin spellbook.
Re: The Veins of the Earth
Looks like I was sloppy; the problem is with logdisplay, but not quite as I said. The call to registerZone for logdisplay uses self.w and self.h, so it extends to the right and bottom edges of the screen, regardless of the dimensions of logdisplay itself. (For an easy way to test this, just scroll the mouse wheel at different spots of the screen; if the log display scrolls, then clicking on the map won't work.)Zireael wrote:I narrowed the log down a bit, still no change.
More hunting for the source of the problem after the match (in 1,5h)
Moving logdisplay from the bottom to the left made the problem worse, since it now blocks the lower half or so of the screen instead of just the bottom.
Re: The Veins of the Earth
A new beta is out!
Grab it from GitHub or Bitbucket or wait for ModDB.
CHANGELOG:
* bug fix - naming box not accepting keypresses [kudos to Castler]
* bug fix - bonus feats button now available only to fighters
* bug fix - no more lua error due to a typo in one of the poison defs
* bug fix - play button being unclickable in some resolutions
* bug fix - charges not shown for some spells in spellbook [Castler]
* bug fix - using Diplomacy/Animal Empathy on invalid target no longer wastes a turn [Castler]
* bug fix - using Diplomacy on yourself no longer leads to amusing stuff [Castler]
* bug fix - bards not receiving spells
* bug fix - paladins and rangers missing the spellbook button
* bug fix - club not being listed as simple weapon; dual-wielding quarterstaves
* bug fix - two last entries not clickable in stat increase dialog
* bug fix - typo in water elemental description
* bug fix - fireball and light spells working as intended
* bug fix - no more spellbooks for NPCs; clarified raven familiar description
* bug fix - give specific magic items unided names
* bug fix - correct lantern tile
* bug fix - make prestige class levels show up in character sheet
* update to T-Engine 1.2.2
* new spell: mount, haste
* new spell icons: mage armor, ghoul touch, alter self
* make player tiles change depending on player equipment ("moddable" as in ToME 4)
* add stack number display
* add settings
* integrate parts of Marson's UI addon
* add full framebuffer shaders
* rearrange the UI a bit; add log fade
* add equipdoll to inventory screen
* add information pop-ups to char creation screen
* enable right clicking when manually selecting attributes [Castler]
* add tutorial level
* shuffle events stuff to GameState.lua
* shuffle item perks stuff to Player.lua
* remove the flasher (top message bar) since it wouldn't clear properly
* clicking spell name in spellbook now has the same effect as clicking spell icon [Castler]
* display fractional CR as fractions not decimals [Castler]
* add spell level tabs to spellbook
* add tooltips to store interface
There are a few remaining issues I'm aware of but I'm leaving for holidays for a month. Keep that sweet feedback coming!
Grab it from GitHub or Bitbucket or wait for ModDB.
CHANGELOG:
* bug fix - naming box not accepting keypresses [kudos to Castler]
* bug fix - bonus feats button now available only to fighters
* bug fix - no more lua error due to a typo in one of the poison defs
* bug fix - play button being unclickable in some resolutions
* bug fix - charges not shown for some spells in spellbook [Castler]
* bug fix - using Diplomacy/Animal Empathy on invalid target no longer wastes a turn [Castler]
* bug fix - using Diplomacy on yourself no longer leads to amusing stuff [Castler]
* bug fix - bards not receiving spells
* bug fix - paladins and rangers missing the spellbook button
* bug fix - club not being listed as simple weapon; dual-wielding quarterstaves
* bug fix - two last entries not clickable in stat increase dialog
* bug fix - typo in water elemental description
* bug fix - fireball and light spells working as intended
* bug fix - no more spellbooks for NPCs; clarified raven familiar description
* bug fix - give specific magic items unided names
* bug fix - correct lantern tile
* bug fix - make prestige class levels show up in character sheet
* update to T-Engine 1.2.2
* new spell: mount, haste
* new spell icons: mage armor, ghoul touch, alter self
* make player tiles change depending on player equipment ("moddable" as in ToME 4)
* add stack number display
* add settings
* integrate parts of Marson's UI addon
* add full framebuffer shaders
* rearrange the UI a bit; add log fade
* add equipdoll to inventory screen
* add information pop-ups to char creation screen
* enable right clicking when manually selecting attributes [Castler]
* add tutorial level
* shuffle events stuff to GameState.lua
* shuffle item perks stuff to Player.lua
* remove the flasher (top message bar) since it wouldn't clear properly
* clicking spell name in spellbook now has the same effect as clicking spell icon [Castler]
* display fractional CR as fractions not decimals [Castler]
* add spell level tabs to spellbook
* add tooltips to store interface
There are a few remaining issues I'm aware of but I'm leaving for holidays for a month. Keep that sweet feedback coming!
Re: The Veins of the Earth
Hey, I took a look at Summon Creature today as Sebsebeleb told me there was some code there I could use for an effect I was working on. And I saw that the comment said that it was kinda buggy so I wanted to pass this on to you guys.
This is from Contingency. Basically I spent all day trying to figure it out and then talked to Darkgod. Apparently we can store data on the dialog itself.
This is from the talent.
And this is a snippit of my dialog.
Here's the code from Veins.
I think if that was changed too..
and line 316 changed from
too
and finally from the summon dialog
too
That it might work better.
Anyway I hope that's useful to you guys
This is from Contingency. Basically I spent all day trying to figure it out and then talked to Darkgod. Apparently we can store data on the dialog itself.
This is from the talent.
Code: Select all
local d = require("mod.dialogs.talents.ChronomancyContingency").new(self)
game:registerDialog(d)
local co = coroutine.running()
d.unload = function() coroutine.resume(co, d.contingecy_talent) end
if not coroutine.yield() then return nil end
local talent = d.contingecy_talent
Code: Select all
function _M:use(item)
if not item or not item.talent then return end
self.contingecy_talent = item.talent
game:unregisterDialog(self)
end
Code: Select all
d.unload = function() coroutine.resume(co, t.creature) end --This is currently bugged, only works if the player has already summoned,
Code: Select all
d.unload = function() coroutine.resume(co, d.creature) end
Code: Select all
if t.creature then
Code: Select all
if d.creature then
Code: Select all
function _M:use(item)
if self.talent then self.talent.creature = item.name end
game:unregisterDialog(self)
end
Code: Select all
function _M:use(item)
if self.talent then self.creature = item.name end
game:unregisterDialog(self)
end
Anyway I hope that's useful to you guys

Re: The Veins of the Earth
used to be unable to play because the game did not render properly on my 27 inch monitor. That is fixed. Issues
1. moved onto ice and could never ever get off. game over. Clicked myself for balance check. I would 'pass', but could not move off.
2. doesn't seem to be a pass turn key. in most games its 5.
3. get hunger constantly. I played a cleric. so i can make food.
4. need a way to move hotbar. I can't see. I tried using transparency, but didnt work.
5. with cleric in spell screen. you have images for spells and list. When got to level 2, I could see spells in list (from m screen), but could not highlight. I could still memorize, but had to go back to hotbar to get tooltip to see what spells did.
6. i used a cleric and 'rolled' stats. i started with -1.5 skills. is that supposed to happen?
7. cleric starts with sling but no bullets. druid starts with crossbow with no bolts. does not make alot of sense...
Stuck on ice is game ender. no way off. Passed balance check when click on self and try to mvoe and get 'reason can't move'.
about making characters. I don't know D&D very well. Seems to be the same standard as Neverwinter nights. can i build a character based on tips from there? Its hard to tell from just readng in game.
1. moved onto ice and could never ever get off. game over. Clicked myself for balance check. I would 'pass', but could not move off.
2. doesn't seem to be a pass turn key. in most games its 5.
3. get hunger constantly. I played a cleric. so i can make food.
4. need a way to move hotbar. I can't see. I tried using transparency, but didnt work.
5. with cleric in spell screen. you have images for spells and list. When got to level 2, I could see spells in list (from m screen), but could not highlight. I could still memorize, but had to go back to hotbar to get tooltip to see what spells did.
6. i used a cleric and 'rolled' stats. i started with -1.5 skills. is that supposed to happen?
7. cleric starts with sling but no bullets. druid starts with crossbow with no bolts. does not make alot of sense...
Stuck on ice is game ender. no way off. Passed balance check when click on self and try to mvoe and get 'reason can't move'.
about making characters. I don't know D&D very well. Seems to be the same standard as Neverwinter nights. can i build a character based on tips from there? Its hard to tell from just readng in game.
Re: The Veins of the Earth
is this basically the same game as incursion?
Re: The Veins of the Earth
If Incursion is basically 3rd edition DnD I suspect they have a lot of similarities yes.youtoo wrote:is this basically the same game as incursion?
Re: The Veins of the Earth
And since the stated motivation for creating this is "it sucks that Incursion is abandonware, so lets make a D&D roguelike for the t-engine instead" I guess similarities are even intended.
Ghoul never existed, this never happened!
Re: The Veins of the Earth
Youtoo - the key to pass a turn is . (dot) or whatever your t-engine one is (lately the t-engine one overrode the dot)
And I've been trying to fix the "require 2 successes in a row" bug for ages now. No success.
And yeah, it's pretty much the same rules as Neverwinter Nights 1/2 or Incursion.
And I've been trying to fix the "require 2 successes in a row" bug for ages now. No success.
And yeah, it's pretty much the same rules as Neverwinter Nights 1/2 or Incursion.
Re: The Veins of the Earth
Back from hols for a few days, started working on a randomized worldmap.

It doesn't do anything yet, but it generates pretty for different characters.

It doesn't do anything yet, but it generates pretty for different characters.
Re: The Veins of the Earth
Randomized worldmap isn't done yet, but I fixed the ASCII/tiles switch by copying the ToME code and removing all tilesets not used by Veins (i.e. shockbolt).
Re: The Veins of the Earth
Have access to computer and GitHub, so I'm slowly adding new egos. I'll probably work on new monsters, too.
Further work on worldmap and refining the moddable tiles will happen in roughly a week.
Further work on worldmap and refining the moddable tiles will happen in roughly a week.
Re: The Veins of the Earth
Is there a downside to making all (or nearly all) monsters use tactical AI?
-
- Uruivellas
- Posts: 708
- Joined: Wed Apr 30, 2008 5:55 pm
Re: The Veins of the Earth
I'd imagine it's not really worth it, speed wise, if they only have a single talent.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.

Re: The Veins of the Earth
I guess you're right, I forgot that tactical AI only deals with talents.grayswandir wrote:I'd imagine it's not really worth it, speed wise, if they only have a single talent.
I've improved the AI so that the humanoid opponents use A* and I've entered the code for ranged opponents.
Next step is to come up with some function which would make them switch weapons intelligently (depending on range to the player). The range part isn't a problem, switching weapons (equip/inventory) is. Help?