oldRPG Revival 3.0

A place to post your add ons and ideas for them

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mori
Wayist
Posts: 19
Joined: Wed May 07, 2014 3:05 am

Re: oldRPG Revival 3.0

#46 Post by mori »

krazycure wrote:You extracted the music wrong. The top level folder (tome-oldrpgmusicrev) should be in addons, with the overload and init.lua within it. Nothing will happen if you extract the overload and init.lua themselves to the addons folder.
D'oh. Knew I was making a boneheaded mistake somewhere. Thanks for the clarification, and for your work in putting this all together!

Einzbern
Higher
Posts: 52
Joined: Mon Aug 04, 2014 10:27 pm

Re: oldRPG Revival 3.0

#47 Post by Einzbern »

It seems the OldRPG talents module mixes up all the icons for our talents. Think one of the Anorithil talents had the icon for slumber, Archer talents had icons for 1 or 2 prodigies, etc.

Haven't played in a few weeks, so I'm not sure if this is something new in 1.4/1.41, or something persisting from when the new modules were added.

Edit:
Also it seems like the Sanguine Experiment(and a 1 or 2 other new mobs) found in the Blighted Ruins do not have a tile to go with them. They just show up as 'h' to me, as if I was playing in ascii.

hyprformnce
Yeek
Posts: 12
Joined: Fri Mar 07, 2014 6:06 am

Re: oldRPG Revival 3.0

#48 Post by hyprformnce »

Forgive my ignorance, but placing the .teaa files in the addon folder doesn't cause the tileset to appear in the tileset menu.
Is this due to the recent patches to tome?

I downloaded and installed the steam addons manually because my game is not on steam and the subscribe button doesnt install the addon for me.

Edit: Forgive my ignorance, again: the website that allowed me to get to mod files from the steam workshop appended a string to the beginning of each .teaa file name. I've removed then and all is well.

urpokarhu
Posts: 4
Joined: Thu Jan 10, 2013 10:03 am

Re: oldRPG Revival 3.0

#49 Post by urpokarhu »

You sir are a hero :) Hopefully you will update the pack in the future too, thank you so very much !

Dracos
Archmage
Posts: 405
Joined: Sun Jul 13, 2014 4:09 pm

Re: oldRPG Revival 3.0

#50 Post by Dracos »

This looks super neat and I'm tempted but I got to admit seeing a 9-12 addon pack plus in game turn-on is a bit intimidating to get it going.
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.

highpingplayer
Posts: 1
Joined: Mon Mar 20, 2017 3:31 am

Re: oldRPG Revival 3.0

#51 Post by highpingplayer »

Is there anywhere to download this for those of us who don't use the steam version ? Also another question, is there any chance that this will be updated to the new content?

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