Porting ToME2 to the T4 engine

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Thorondor
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Re: Porting ToME2 to the T4 engine

#436 Post by Thorondor »

Hi Zizzo

Porting TOME is a huge task, and I'm sure most of the bits that are mentioned here are not implemented yet rather than bugs per se: - I remain delighted you're working on it :D and wish I had the skill / opportunity to do something more practical to help with the port. :oops:

I've noticed that you can currently rest on jumpgates, which is useful (but not part of 'classic' TOME ;-) ).

It's hard to have no home at the start; - would you mind releasing an interim patch with the thieves quest fixed? it'd make play testing easier.

Does item weight matter at the moment? (thinking of the inventory)

Mice and Insects don't reproduce (which actually I hugely prefer as numerous levels become unplayable for low level characters until scrolls / staves of sterilise are available).

Spectral monsters in early levels of Barrow Downs seem to be frustratingly common and paralyse constantly. I don't recall spectral monsters causing this degree of deaths in the original game 2.35. (I have had a few winning characters over the years though not recently and have probably got sloppy in my old hermit-like age). I know it's probably the whinge of a bad player :oops: :cry: but several deemingly impossible to avoid demises due to paralysis at level 1 or 2 due to e.g. spectral cave spiders that move at high speed through walls (with no opportunity to get free action beforehand) somewhat limits my interest / ability to playtest.

I've found a leech and a pike on grass rather than water.

I've had quite a few levels fully lit on entering the level. Feature or bug?

using an unidentified wand of manathrust doesn't identify it. (although when you use the 'gold wand' it states you cast manathrust...)

Thaumaturgy:
Tried blast - destruction - no effect
Also on thaumaturgy; - wall creation spells don't currently cover lava which they did in 2.3x

Is it currently possible to close a door?

Is it currently possible to bash a closed door?

Should a shop *ID* an item when it is sold (currently not the case)

Novice mindcrafters are 'evil' and 'undead', even the non-zombie ones - is that correct?

When attempting to go to wilderness map I got a popup saying take off your light; but in wilderness mode I couldn't see anything without the wielding the light source....

A level 1 barrow downs level started with the stairs in the quest chamber - ouch!

Shallow Lava and deep lava don't do any damage

An eru following sorcerer with no equipment managed 171 mana at level 8 with level 12 sorcery and level 12 spell power and no equipment that modified mana. 45 life. I did a matched non-eru following sorcerer who had 66 mana, and 34 life. I'm sure that there's some variation but that's quite a difference...

The comment about 'seeing' invisible monsters previously: character was (is) human sorcerer, no infravision. When attacked by a green glutton ghost, intermittently you get told "The Green glutton ghost...", likewise you find out what you killed if you use e.g. globe of light on an invisible monster.
..."Something touches you, player misses clear icky thing"
..."Player hits something for 62 damage, player killed clear icky thing"

You'd asked about unique items: I have found holcolleth as a quest reward. Also Eriril (with a decent and now lamented character - murdered by a paralysis from a spectral ant or something at a low depth (Grr))

A couple of lua errors below:

used detect monsters; a large number appeared on map; mouseover the monster led to the following error.
error = "Lua Error: /mod/class/NPC.lua:349: attempt to concatenate local 's' (a nil value)\
At [C]:-1 __concat\
At /mod/class/NPC.lua:349 check\
At /engine/Map.lua:801 checkEntity\
At /engine/Tooltip.lua:313 check\
At /engine/Tooltip.lua:327 getTooltipAtMap\
At /engine/Tooltip.lua:284 displayAtMap\
At /engine/interface/GameTargeting.lua:66 targetDisplayTooltip\
At /mod/class/Game.lua:673 "
seen = true
reported = false


No idea what precipitated this error; - I'd just used a view spell successfully. Wierdly a snaga had previously been able to cast confusion as a spell; - is this normal? I put on a ring of invisibility to escape the ambush...

error = "Lua Error: /mod/class/NPC.lua:349: attempt to concatenate local 's' (a nil value)\
At [C]:-1 __concat\
At /mod/class/NPC.lua:349 check\
At /engine/Map.lua:801 checkEntity\
At /engine/Tooltip.lua:313 check\
At /engine/Tooltip.lua:327 getTooltipAtMap\
At /engine/Tooltip.lua:284 displayAtMap\
At /engine/interface/GameTargeting.lua:66 targetDisplayTooltip\
At /mod/class/Game.lua:673 "
seen = true
reported = false


I know I've put a few ideas into the thread which are probably more suitable for a variant, but I wondered what you thought about breathing animals e.g. dragons etc having a breath attack with a similar tile distribution to a breath attack in T4, i.e. rather than casting a ball spell on the player with an area of no-damage next to the creature's mouth. Great Wyrms could have a huge range, whereas young dragons could have a lesser range... Again it might not be very easy to code...

Keep up the good work :)

Zizzo
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Re: Porting ToME2 to the T4 engine

#437 Post by Zizzo »

Thorondor wrote:I've noticed that you can currently rest on jumpgates, which is useful (but not part of 'classic' TOME ;-) ).
It isn't? [sound F/X: source diving] Huh. Easy enough to implement; that should be fixed in SVN.
Thorondor wrote:It's hard to have no home at the start; - would you mind releasing an interim patch with the thieves quest fixed? it'd make play testing easier.
Huh? [tests] That should be fixed in the SVN release branch. Is it not working for you? [Don't forget you have to chase down and kill any thieves that steal your gold and teleport away; that tripped me up during testing.] Or do you need me to publish a .team release?
Thorondor wrote:Does item weight matter at the moment? (thinking of the inventory)
[sound F/X: source diving] Not yet.
Thorondor wrote:Mice and Insects don't reproduce (which actually I hugely prefer as numerous levels become unplayable for low level characters until scrolls / staves of sterilise are available).
Hmm. I would not be at all surprised to learn that I was doing that handling wrong in the AI code… [sound F/X: source diving] oh! Turns out that's not implemented yet. *whew* :wink: For reference, though, the Sterilize spell is implemented and should be available on staffs.
Thorondor wrote:Spectral monsters in early levels of Barrow Downs seem to be frustratingly common and paralyse constantly. I don't recall spectral monsters causing this degree of deaths in the original game 2.35. (I have had a few winning characters over the years though not recently and have probably got sloppy in my old hermit-like age). I know it's probably the whinge of a bad player :oops: :cry: but several deemingly impossible to avoid demises due to paralysis at level 1 or 2 due to e.g. spectral cave spiders that move at high speed through walls (with no opportunity to get free action beforehand) somewhat limits my interest / ability to playtest.
Again, it's certainly possible I've got NPC generation wrong here, generating ego NPCs too frequently. I'll investigate.
Thorondor wrote:I've found a leech and a pike on grass rather than water.
There again, botched NPC generation. I'll investigate.
Thorondor wrote:I've had quite a few levels fully lit on entering the level. Feature or bug?
Are they "arena" levels, empty except for rooms? If so, feature. In v2.2.x, those were lit 80% of the time; in v2.3.x, they're always unlit (IIRC, an accident of implementation that was retconned as officially intended behavior). I decided to go with the v2.2.x behavior, as I prefered it.
Thorondor wrote:using an unidentified wand of manathrust doesn't identify it. (although when you use the 'gold wand' it states you cast manathrust...)
[sound F/X: source diving] Hmm, I'd have to disentangle how the T2 spell code tells its caller whether to ID the wand/staff, and work out how to pass that information back from our spell code to its caller. And now that you point it out, we might need to make an effort to prevent it from announcing the stick spell being cast from an un-ID'd stick; Staffs of Remove Curse, for instance, aren't supposed to get ID'd on use AFAICT if they don't actually uncurse anything. Give me a little time on that one.
Thorondor wrote:Thaumaturgy:
Tried blast - destruction - no effect
[sound F/X: source diving] Ah, that damage type isn't implemented yet. We Apologize for the Inconvenience.™
Thorondor wrote:Also on thaumaturgy; - wall creation spells don't currently cover lava which they did in 2.3x
[sound F/X: source diving] Urk. That was buried in the old code that handled effects of spells on terrain; some floor-type grids weren't properly passing through to the general floor-damage code where wall creation does its stuff. In addition to lava, this affected shallow/deep water, open/broken doors, and… small trees? Do wall creation spells cover small trees in T2 proper? Anyway, that should be fixed in SVN.
Thorondor wrote:Is it currently possible to close a door?
[sound F/X: source diving] Apparently not.
Thorondor wrote:Is it currently possible to bash a closed door?
[sound F/X: source diving] Apparently not.
Thorondor wrote:Should a shop *ID* an item when it is sold (currently not the case)
[sound F/X: source diving] Ah, I see it is supposed to do that. Fixed in SVN.
Thorondor wrote:Novice mindcrafters are 'evil' and 'undead', even the non-zombie ones - is that correct?
:shock: :shock: What, all of them? [sound F/X: source diving] They're certainly not flagged that way. I cannot even conceive how that could happen…
Thorondor wrote:When attempting to go to wilderness map I got a popup saying take off your light; but in wilderness mode I couldn't see anything without the wielding the light source....
[sound F/X: source diving] Ah, I broke that when I was fiddling with FOV handling to implement ESP. Should be fixed in SVN.
Thorondor wrote:A level 1 barrow downs level started with the stairs in the quest chamber - ouch!
Yikes. That sounds vaguely familiar, actually; I think it's happened to me before in T2 proper. At least I don't think it's disallowed; anyone have memories otherwise? Preventing it would be tricky to implement, I think…
Thorondor wrote:Shallow Lava and deep lava don't do any damage
[sound F/X: source diving] Oops, was using the wrong name for floor effects internally ('ON_SHALLOW_LAVA' vs. 'EFF_ON_SHALLOW_LAVA'). Should be fixed in SVN.
Thorondor wrote:An eru following sorcerer with no equipment managed 171 mana at level 8 with level 12 sorcery and level 12 spell power and no equipment that modified mana. 45 life. I did a matched non-eru following sorcerer who had 66 mana, and 34 life. I'm sure that there's some variation but that's quite a difference...
Well, following Eru does increase your max mana proportionately with your piety… [sound F/X: source diving] …aaand I was badly miscalculating that. Fixed in SVN.
Thorondor wrote:The comment about 'seeing' invisible monsters previously: character was (is) human sorcerer, no infravision. When attacked by a green glutton ghost, intermittently you get told "The Green glutton ghost...", likewise you find out what you killed if you use e.g. globe of light on an invisible monster.
..."Something touches you, player misses clear icky thing"
..."Player hits something for 62 damage, player killed clear icky thing"
That's what I needed to know; that tells me that there are still places where I need to pass the "check-whether-player-can-actually-see-us" flag to Actor:getName().
Thorondor wrote:You'd asked about unique items: I have found holcolleth as a quest reward. Also Eriril (with a decent and now lamented character - murdered by a paralysis from a spectral ant or something at a low depth (Grr))
Those weren't the ones I was worried about; those artifacts are built on base object types that are already generated normally (Cloak, Quarterstaff) and can get "promoted" to an artifact during generation. I was worried about the "special" artifacts like the Phial and some of the artifact rings and amulets; their base type doesn't get generated in normal operation, so they only get generated by special handling in the code — which I think I've got right… :?
Thorondor wrote:A couple of lua errors below:

used detect monsters; a large number appeared on map; mouseover the monster led to the following error.
error = "Lua Error: /mod/class/NPC.lua:349: attempt to concatenate local 's' (a nil value)\
[sound F/X: source diving] …? It shouldn't be possible for 's' to be nil at that point. I was messing up the tooltip description of actor drops in that general vicinity, though; should be fixed in SVN.
Thorondor wrote:No idea what precipitated this error; - I'd just used a view spell successfully. Wierdly a snaga had previously been able to cast confusion as a spell; - is this normal? I put on a ring of invisibility to escape the ambush...

error = "Lua Error: /mod/class/NPC.lua:349: attempt to concatenate local 's' (a nil value)\
Was this supposed to be the same error as the previous one? The stack traces match. [And no, a Snaga shouldn't have been able to cast spells if it wasn't an ego type…]
Thorondor wrote:I know I've put a few ideas into the thread which are probably more suitable for a variant, but I wondered what you thought about breathing animals e.g. dragons etc having a breath attack with a similar tile distribution to a breath attack in T4, i.e. rather than casting a ball spell on the player with an area of no-damage next to the creature's mouth. Great Wyrms could have a huge range, whereas young dragons could have a lesser range... Again it might not be very easy to code...
You mean a cone effect? The engine has the corresponding targeting mode, obviously, but the module doesn't currently support using it (outside of special handling in Elemental Wave), and I'm not sure the NPC AI would know how to deal with it.
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
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Re: Porting ToME2 to the T4 engine

#438 Post by Zizzo »

Thorondor wrote:Spectral monsters in early levels of Barrow Downs seem to be frustratingly common and paralyse constantly.
[sound F/X: source diving] …Okay, I've found a typo in the monster generation code that I think would have resulted in monster egos like "Spectral" passing their out-of-depth checks a lot more frequently then they should have. I've checked the fix into SVN; let me know if this fixes the problem.
Thorondor wrote:Novice mindcrafters are 'evil' and 'undead', even the non-zombie ones - is that correct?
Thorondor wrote:Wierdly a snaga had previously been able to cast confusion as a spell; - is this normal?
I'm beginning to suspect that these are the monster generation code applying part of an ego but not all of it. A Snaga Shaman, for instance, could have cast Confusion at you.
"Blessed are the yeeks, for they shall inherit Arda..."

Thorondor
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Posts: 105
Joined: Wed Apr 15, 2015 11:59 am

Re: Porting ToME2 to the T4 engine

#439 Post by Thorondor »

Hi Zizzo,

How do you get the svn? I only know how to get the formal releases :oops:

I can't remember offhand about the fully lit maps; will update when I next get time to do some testing.

Thaumaturgy wall creation: As far as I'm aware it covered water and lava but not big trees and (as far as I remember, not pits). I have a feeling wall creation covered bushes though.
On the subject of pits I have a feeling that e.g. globe of light and view spells worked across the pit but projectiles didn't. I haven't had chance to test this in your port but if you got chance to implement arrows / spells working across pit's it'd be a nice improvement on 2.35 :D

Monster breaths: I did mean a cone effect - (just didn't know the technical term). It seems to me that if a dragon breathed fire in a particular direction then if you're standing in front of it's nostrils you should *burn* rather than watch the dragon launch a fireball. Just my opinion but I think it'd be better. The range of breath of a GWOP breath should be greater than that of a dragon bat (or water hound........

Thanks for looking at the spectral monsters issue... :D

Zizzo
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Re: Porting ToME2 to the T4 engine

#440 Post by Zizzo »

Thorondor wrote:How do you get the svn? I only know how to get the formal releases :oops:
Each release has a corresponding release branch in my Subversion repository; this, for instance, is the release branch for the 0.2.7 release. You can use Subversion to check out a copy of the release branch directly into your game/modules/ directory and use it in place of the .team file. I merge bugfixes onto the release branch as bugs are reported and fixed (which is what I mean when I describe something as "fixed in SVN"), so you can use 'svn update' on your checked-out copy to get bug fixes as I commit them.
Thorondor wrote:Thaumaturgy wall creation: As far as I'm aware it covered water and lava but not big trees and (as far as I remember, not pits). I have a feeling wall creation covered bushes though.
That would track with what I found in the code.
Thorondor wrote:On the subject of pits I have a feeling that e.g. globe of light and view spells worked across the pit but projectiles didn't. I haven't had chance to test this in your port but if you got chance to implement arrows / spells working across pit's it'd be a nice improvement on 2.35 :D
That sounds vaguely familiar, actually… [checks notes] oh, right, Trilogy ran into that problem while fighting Feagwath.

"Ah, yes. Good times." :roll:

Oh, you know you had fun. :wink: But yes, I do remember that as being vaguely annoying. As for changing it, I'd have to go diving in the targeting code to see how that blocking happens and whether it could be altered. I suppose in theory a projectile in flight could perforce be treated as having the FLY flag, which would allow it to pass over dark pits with their CAN_FLY flag…
Thorondor wrote:Monster breaths: I did mean a cone effect - (just didn't know the technical term). It seems to me that if a dragon breathed fire in a particular direction then if you're standing in front of it's nostrils you should *burn* rather than watch the dragon launch a fireball. Just my opinion but I think it'd be better. The range of breath of a GWOP breath should be greater than that of a dragon bat (or water hound........
(shrug) There again, I don't dispute the desirability of it; I'm just uncertain of the feasibility of actually implementing it.
Thorondor wrote:Thanks for looking at the spectral monsters issue... :D
Actually, on that note:
Thorondor wrote:I've found a leech and a pike on grass rather than water.
[sound F/X: source diving] …wait a minute, Actor:canMove() checks the map of the level we're on now; we need to check the map of the level we're building. We Apologize for the Error.™ :oops: Should be fixed in SVN; let me know if you still see any oddly-placed monsters.
"Blessed are the yeeks, for they shall inherit Arda..."

darkgod
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Re: Porting ToME2 to the T4 engine

#441 Post by darkgod »

About dragon breaths, what do you mean not sure if possible? Projecting in cones works jut fine in the engine; or did I not understand the issue ? :)
[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 ;)

Zizzo
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Re: Porting ToME2 to the T4 engine

#442 Post by Zizzo »

darkgod wrote:About dragon breaths, what do you mean not sure if possible? Projecting in cones works jut fine in the engine; or did I not understand the issue ? :)
Well, yes, obviously it can be done; I just don't know how. I'm assuming I'll need to do something special in the NPC AI for NPCs to know how to use a talent with cone targeting.
"Blessed are the yeeks, for they shall inherit Arda..."

darkgod
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Re: Porting ToME2 to the T4 engine

#443 Post by darkgod »

I cant look at your code right now but the dumb AI can handle cones just fine; it's a normal talent, the only special casing you could want to do for it is to avoid allies but then it'st he same as for any AOE, balls included
[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 ;)

Zizzo
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Re: Porting ToME2 to the T4 engine

#444 Post by Zizzo »

It's been too long since I did a release, but I'm not really ready for a "real" release yet (I'm mostly done with what I'm working on, but what's left is the hard stuff), so I figured I ought to push this out in the interim:

Release 0.2.8 "Loose Ends"

This is a bugfix release, accumulating fixes for the bugs found so far by our intrepid team of bug finders :wink: that I've been merging into the 0.2.7 release branch:
  • Lots of small stupid typos in multiple talent descriptions, notably RohanKnights' Flash Aura talent.
  • Fixed the Bree house quest.
  • I think I may have been placing the relic piece in the relic quests wrong.
  • Forgot to set a 'cost' field for corpses and related objects. Which probably wouldn't have come up, unless you tried to sell them or something…
  • Assorted stupid typos in NPC tooltips.
  • Remember I mentioned in the last release that we were remembering the last home visited for use by the Rod Tip of Home Summoning? Well, that was badly broken. :oops:
  • T2 doesn't allow resting on void jumpgates. We were. We don't anymore. :wink:
  • Fixed the monster memory description of what an NPC can drop.
  • Somewhere in juggling of ESP handling, the radius-2 "light" effect on the worldmap got lost.
  • Terrain types that are supposed to confer effects when standing on them (notably damage effects of standing on lava) now do so.
  • Was badly overinflating the effect of Eru piety on max mana. :oops:
  • Some terrain types weren't properly handling the effects of certain terrain-modifying spells, notably wall creation on water/lava grids.
  • Stores now properly *ID* items that you sell to them before placing them in stock.
  • Was getting a bit too aggressive about showing bonuses for an object that we should only be showing on an ID'd object. After ID'ing a Ring of Slaying, for instance, you'll be able to recognize other Rings of Slaying, but you won't know their +to-hit/dam bonuses until you've ID'd them.
  • Also botching some other naming issues related to egos and randarts based on "flavored" objects. A Fireproof Staff of Identify, after all, is not supposed to be named a Staff of Fireproof Identify. :oops:
  • Scrolls of Artifact Creation weren't closing their object selection dialog after you select the base object. That and they weren't filtering selection properly, offering up objects with no associated randart recipes (including the very same Scroll of Artifact Creation you just read… :o )
  • A small innocuous typo in the moster ego generation code was basically short-circuiting the out-of-depth check that are supposed to prevent, say, Spectral Cave spiders from spawning all over the Downs. (Poor Thorondor… :oops: )
  • Checking whether an actor can be placed at a particular location on the current map (so as to avoid, for instance, placing an aquatic creature on dry land) turns out not to be particularly helpful when you're in the middle of generating a new map on which to place said actor. :oops:
  • A few places where I wasn't signaling Actor:getName() to check whether the player could actually see the (possibly invisible, for instance) actor and return "something" if not. [And a couple spots in very old code where I was actually using the bare actor.name… :oops: ]
Since this is purely a bugfix release, I don't think I've introduced any new bugs, but I know better than to count on that, :? and naturally there are always more bugs to find; as always, here is a good place to report them.

And as always, the .team file for the release is available from my site, along with the Subversion repo and WebSVN front-end thereto. And for those of you following along on SVN, the 0.2.8 release branch will get bug fixes for all the aforementioned inevitable bugs.

Now, going forward, it's come to my attention that not all of our would-be beta testers have access to Subversion, and so merely publishing bugfixes on the SVN release branch may be inadequate. As a stopgap, we could try going to a more regular release schedule — say, a cumulative bugfix release every month or so, occasionally interrupted by feature releases as I actually finish new features. What do people think?
"Blessed are the yeeks, for they shall inherit Arda..."

Thorondor
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Re: Porting ToME2 to the T4 engine

#445 Post by Thorondor »

Yay! Bug fix update!
Bravo Zizzo :D
I'm too obtuse to have managed branches and trees so had stuck with the 0.27 version. I haven't tried the update yet but looking forward to having house quests again :)
I think a bugfix update on a monthly basis (if there's significant bugs identified) would make playtesting a bit easier. If there's no major bugs then probably no need.
The Spirit of Thorondor XXI has smiled at the demise of the spectral cave spiders :twisted:
The Trinity read was entertaining :)

I tend to gather up a few bugs prior to posting; sorry these are potentially out of date now (as collected on 0.27)
I'll put them in anyway in case they're relevant...
There's also a couple of suggestions; - which can be left / ignored / adopted as you see fit.
Keep up the good work.

Bugs / suggestions:
Something strange happened when my lantern ran out of oil; even though I refilled it, there was no ongoing light radius provided by the lantern after this, but I was still able to cast spells. This effect reversed when I changed the explore option to slug-like then reversed it.

There's an odd display bug with at least one spectral monster - see screenshot - a beam of evil red light projects

Is there a possibility of putting in some sort of basic graphic to denote a projectile / ball spell / breath being cast? It'd be nice to see that there's something attacking from distance, and vaguely which direction it was coming from.

Is it possible for some sort of colour change of the background screen of the UI to denote that the character is unhappy in some way (e.g. very hungry / poisoned / confused etc, in a similar way to occurs in T4 main game (when you're hurt the screen background fill is red). I've frequently fainted as the UI didn't make it clear I was hungry! (now I've found a food counter display it's less of an issue)

Staff of nothing currently described as [good]

I read a couple of un-ID'd scroll:
error = "Lua Error: /mod/class/Player.lua:1344: /data/general/objects/scrolls.lua:262: attempt to index global 'DamageType' (a nil value)\
At [C]:-1 \
At [C]:-1 error\
At /mod/class/Player.lua:1344 action\
At /mod/dialogs/ShowEquipInvenFloor.lua:73 use\
At /engine/dialogs/ShowEquipInven.lua:49 fct\
At /engine/ui/ListColumns.lua:463 onUse\
At /engine/ui/ListColumns.lua:135 fct\
At /engine/Mouse.lua:58 receiveMouse\
At /engine/Mouse.lua:98 delegate\
At /engine/ui/Dialog.lua:765 mouseEvent\
At /engine/ui/Dialog.lua:485 fct\
At /engine/Mouse.lua:58 "
seen = true
reported = false


error = "Lua Error: /mod/class/Player.lua:1344: /data/general/objects/scrolls.lua:262: attempt to index global 'DamageType' (a nil value)\
At [C]:-1 \
At [C]:-1 error\
At /mod/class/Player.lua:1344 playerUseItem\
At /mod/dialogs/UseItemDialog.lua:69 use\
At /mod/dialogs/UseItemDialog.lua:45 fct\
At /engine/ui/List.lua:155 onUse\
At /engine/ui/List.lua:81 fct\
At /engine/Mouse.lua:58 receiveMouse\
At /engine/Mouse.lua:98 delegate\
At /engine/ui/Dialog.lua:765 mouseEvent\
At /engine/ui/Dialog.lua:485 fct\
At /engine/Mouse.lua:58 "
seen = true
reported = false


Activated the cloak Holcolleth...
error = "Lua Error: /mod/class/Player.lua:1344: /data/general/objects/artifacts.lua:1735: attempt to index global 'DamageType' (a nil value)\
At [C]:-1 \
At [C]:-1 error\
At /mod/class/Player.lua:1344 action\
At /mod/dialogs/ShowEquipInvenFloor.lua:73 use\
At /engine/dialogs/ShowEquipInven.lua:57 fct\
At /engine/ui/ListColumns.lua:463 onUse\
At /engine/ui/ListColumns.lua:135 fct\
At /engine/Mouse.lua:58 receiveMouse\
At /engine/Mouse.lua:98 delegate\
At /engine/ui/Dialog.lua:765 mouseEvent\
At /engine/ui/Dialog.lua:485 fct\
At /engine/Mouse.lua:58 "
seen = true
reported = false


I presume summoning isn't functional yet... (though can't remember which of these errors relates to it...)
error = "Lua Error: /mod/class/NPC.lua:349: attempt to concatenate local 's' (a nil value)\
At [C]:-1 __concat\
At /mod/class/NPC.lua:349 check\
At /engine/Map.lua:801 checkEntity\
At /engine/Tooltip.lua:313 check\
At /engine/Tooltip.lua:327 getTooltipAtMap\
At /engine/Tooltip.lua:284 displayAtMap\
At /engine/interface/GameTargeting.lua:66 targetDisplayTooltip\
At /mod/class/Game.lua:673 "
seen = true
reported = false

error = "Lua Error: /mod/class/Actor.lua:1347: bad argument #1 to 'format' (number expected, got nil)\
At [C]:-1 \
At [C]:-1 format\
At /mod/class/Actor.lua:1347 getTalentFullDescription\
At /data/hotkey-icons.lua:86 tooltipText\
At /mod/class/HotkeysIconsDisplay.lua:189 onMouse\
At /mod/class/Game.lua:1293 fct\
At /engine/Mouse.lua:78 "
seen = true
reported = false
Attachments
tome2-0.2.7-1511130341.png
tome2-0.2.7-1511130341.png (76.28 KiB) Viewed 12076 times

Thorondor
Halfling
Posts: 105
Joined: Wed Apr 15, 2015 11:59 am

Re: Porting ToME2 to the T4 engine

#446 Post by Thorondor »

Just tried a mage - it doesn't look like elemental skills (fire water air earth) are available as skills to increase.
It's nice to see that apprentice priests are happy to launch into attacking other creatures, however futile it seems! One interesting thing was that when the spectral novice priest cast a terrify spell on a black mamba, my character was the one who was terrified :)
Thanks for fixing the home quests

Zizzo
Sher'Tul Godslayer
Posts: 2512
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

Re: Porting ToME2 to the T4 engine

#447 Post by Zizzo »

Thorondor wrote:Staff of nothing currently described as [good]
[sound F/X: source diving] AFAICT that tracks T2 behavior. For stuff that senses based on your Magic skill, including Staffs, anything with base cost >=100gp and <10Kgp registers as {good}, and Staffs of Nothing come in right at the bottom edge of that.
Thorondor wrote:I read a couple of un-ID'd scroll:
error = "Lua Error: /mod/class/Player.lua:1344: /data/general/objects/scrolls.lua:262: attempt to index global 'DamageType' (a nil value)
[sound F/X: source diving] Scrolls of Light, looks like. Odd; Entity:loadList() is supposed to set up DamageType for us while it's loading the definition file. I guess that doesn't survive a save/reload, at least not when access from inside an object's use() method.
Thorondor wrote:Activated the cloak Holcolleth...
error = "Lua Error: /mod/class/Player.lua:1344: /data/general/objects/artifacts.lua:1735: attempt to index global 'DamageType' (a nil value)
Yeah, same bug. This would probably have cropped up on almost any object that activated in any manner to do some kind of damage attack. :oops: I've done a sweep of all the object definitions, and I think I've got all of them fixed (famous last words…). That's now in SVN.
Thorondor wrote:I presume summoning isn't functional yet... (though can't remember which of these errors relates to it...)
error = "Lua Error: /mod/class/NPC.lua:349: attempt to concatenate local 's' (a nil value)
[sound F/X: source diving] Ah, I remember this one; a bug in the tooltip description for what kinds of treasures an NPC could drop. Should be fixed in the 0.2.8 release.
Thorondor wrote:error = "Lua Error: /mod/class/Actor.lua:1347: bad argument #1 to 'format' (number expected, got nil)
[sound F/X: source diving] This is the one that's connected to summoning. It's a bug in the tooltip for totem-related talents; they're flagged as spells internally, since antimagic blocks them, but they don't have minimum skills levels or effects that change with skill level, so the tooltip code didn't know what to do with them. That would also have popped up for the Deincarnate/Possess talents under Possession, and a lot of NPC talents obtained via possession or symbiosis. That should be fixed in SVN. (Oh, and no, summoning isn't implemented yet; We Apologize for the Inconvenience.™)
Thorondor wrote:There's an odd display bug with at least one spectral monster - see screenshot - a beam of evil red light projects
:shock: …oh, I see what's happening: the health bar under the NPC is stretched out too far to the left. I'll have to do some digging on that one…
Thorondor wrote:Something strange happened when my lantern ran out of oil; even though I refilled it, there was no ongoing light radius provided by the lantern after this, but I was still able to cast spells. This effect reversed when I changed the explore option to slug-like then reversed it.
Hmm, I probably need to update the map when the light radius changes like that… maybe FOV stuff? I'll bang on it some.
Thorondor wrote:Is there a possibility of putting in some sort of basic graphic to denote a projectile / ball spell / breath being cast? It'd be nice to see that there's something attacking from distance, and vaguely which direction it was coming from.
In theory, certainly, though I have very little experience with the particle system. In particular, we don't actually use the engine's projectile infrastructure internally, as T2's spell effects don't generally behave that way. I'll look into it.
Thorondor wrote:Is it possible for some sort of colour change of the background screen of the UI to denote that the character is unhappy in some way (e.g. very hungry / poisoned / confused etc, in a similar way to occurs in T4 main game (when you're hurt the screen background fill is red). I've frequently fainted as the UI didn't make it clear I was hungry! (now I've found a food counter display it's less of an issue)
That's more likely to be feasible, certainly, though we'd definitely want to make it a game option (considering that people have gone to the effort of writing addons to disable stuff like that in T4). What kind of status effects would we want display changes for, and what kind of changes would we want for them?
Thorondor wrote:Just tried a mage - it doesn't look like elemental skills (fire water air earth) are available as skills to increase.
[sound F/X: source diving] Stupid typo in the level-up dialog; it was trying to catch that case, but got it wrong. Fixed in SVN.
Thorondor wrote:It's nice to see that apprentice priests are happy to launch into attacking other creatures, however futile it seems! One interesting thing was that when the spectral novice priest cast a terrify spell on a black mamba, my character was the one who was terrified :)
[sound F/X: source diving] Ah, no, the "Afraid" effect messages are just poorly phrased and assume that the player is the target (unless you had an "Afraid" status marker on the left side of the screen?). I tweaked that and a couple other timed effects with poorly phrased messages; that's fixed in SVN. [Actually, now that you point it out, the Spectral ego adds the EVIL flag and removes the GOOD flag, which really should move the modified NPC into the "Enemies" faction. I'll have to see if I can get that working… :twisted: ]
"Blessed are the yeeks, for they shall inherit Arda..."

Thorondor
Halfling
Posts: 105
Joined: Wed Apr 15, 2015 11:59 am

Re: Porting ToME2 to the T4 engine

#448 Post by Thorondor »

Hi Zizzo,

Just a couple of quick ones since 0.28 (probably not implemented yet rather than 'bug'):

I tried to copy a spell to an amulet; - it didn't work as I couldn't choose a spell to copy

I tried to visit Galadriel:

error = "Lua Error: /data/chats/galadriel.lua:29: attempt to call method 'hasUnknowFates' (a nil value)\
At [C]:-1 hasUnknowFates\
At /data/chats/galadriel.lua:29 cond\
At /engine/dialogs/Chat.lua:139 generateList\
At /engine/dialogs/Chat.lua:47 init\
At /engine/class.lua:147 new\
At /engine/Chat.lua:103 invoke\
At /mod/resolvers.lua:92 check\
At [string \"return function(self, x, y, what, ...) local ...\"]:1 checkAllEntities\
At /engine/Actor.lua:209 move\
At /mod/class/Actor.lua:460 move\
At /mod/class/Player.lua:289 moveDir\
At /mod/class/Player.lua:282 moveDir\
At /mod/class/Game.lua:829 move_or_scroll\
At /mod/class/Game.lua:847 \
At /engine/KeyBind.lua:230 "
seen = true
reported = false

Zizzo
Sher'Tul Godslayer
Posts: 2512
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

Re: Porting ToME2 to the T4 engine

#449 Post by Zizzo »

Thorondor wrote:I tried to copy a spell to an amulet; - it didn't work as I couldn't choose a spell to copy
[sound F/X: source diving] Man, I can never remember whether you have to return true or false from the inventory dialog's action callback to get it to close the dialog. Should be fixed in SVN. Also fixed the description of Amulets of Spell and similar objects so that they actually say in their description that you can copy a spell onto them.
Thorondor wrote:I tried to visit Galadriel:

error = "Lua Error: /data/chats/galadriel.lua:29: attempt to call method 'hasUnknowFates' (a nil value)\
[sound F/X: source diving] Guh, I wish Lua had some kind of "compile-time" checking for stupid typos like this. Fixed in SVN.
"Blessed are the yeeks, for they shall inherit Arda..."

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: Porting ToME2 to the T4 engine

#450 Post by darkgod »

Just a silly question zizzo, do you have a macro/keybind/something to quickly insert "[sound F/X: source diving]" where you want ? ;)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

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