Porting ToME2 to the T4 engine

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Zizzo
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Re: Porting ToME2 to the T4 engine

#511 Post by Zizzo »

Sissa Dreki wrote:When attempting to use Copy Spell, I ran into a lua error.
[sound F/X: source diving] *blink…* [sound F/X: forehead repeatedly striking desk] And that's probably going to come up enough to warrant an emergency bugfix release:

Release 0.4.1 "Message Repeats"

Handful of bugfixes this time out:
  • Small bug in tunneling that I think would only have cropped up in hex mode (which we don't support, but principle of the matter…).
  • So, y'know that fix for repeated log messages that I was so proud of in the last release? Yeahp, I botched it. :oops: Should be fixed now (famous last words…).
  • Waaay back in a pre-0.1.0 version, I papered over a small bug in the engine's inventory/equipment dialog that would crop up if inventory and equipment were both empty. I only just noticed that I didn't do the same for my variant of the dialog that includes items on the floor.
  • And bump us up to the latest engine version, as long as we're in the neighborhood.
And this doesn't bode well for the likelihood of more bugs cropping up in the near future… :oops: 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 SVN::Web front-end thereto. And for those of you following along on SVN, the 0.4.1 release branch will get bug fixes for all the aforementioned inevitable bugs.

And since having them scattered throughout the thread is sort of useless, here's a reference list of all the T2 addons I've released:
  • Alchemic Arcanorum (current release 1.0.0): Starts Alchemist characters with an Alchemic Arcanorum object from my old ToME:Arcanorum T2 module, which can be used to store and extract essences.
  • Gender Parity (current release 1.0.1): Modifies assorted NPCs that don't particularly have to be male or female so that they can be either randomly.
  • Go to Landmark (current release 1.0.1): A quickie port of my T4 addon of the same name; allows you to auto-travel to various landmarks like stores or up/down stairs via the "Show known landmarks" action on the <Esc> menu.
  • Neutral Townsfolk (current release 1.0.0): As requested by Thorondor above. :wink: Modifies a few of the more harmless town denizens into the "Neutral" faction so they don't pester you.
  • ZAngband Monsters (current release 1.0.1): Adds ZAngband monsters (hence the name). Untested.
  • Gondolin Book Store (current release 1.0.0): Also as requested by Thorondor. :wink: Adds a book store to Gondolin (hence the name…).
"Blessed are the yeeks, for they shall inherit Arda..."

Thorondor
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Posts: 105
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Re: Porting ToME2 to the T4 engine

#512 Post by Thorondor »

Cheers Zizzo
Well done on implementing item destruction. :D
Bravo sir!

A couple of bugs are below; and also the bug-report seems to now record all activities recently undertaken rather than just the error (127k file error reports which actually seem to be a diary of the character's activity.

I tried to explore the automatizer: - trying to exit the automatizer menu it got into a loop from which it couldn't escape - not sure I've captured the correct bit of the error log,

fail energy
[DEBUG] notice 238^3 = 13481272 vs. noise 67108864
[USE ITEM] name='Test automatizer rule' action=automat-test talent=nil
true


ERROR:
Game version: tome2-0.4.1
Addons: town_neutral-0.3.0, landmark-0.2.0

Lua Error: /mod/dialogs/UseItemDialog.lua:196: attempt to index local 'item' (a nil value)
At [C]:-1 __index
At /mod/dialogs/UseItemDialog.lua:196 fct
At /mod/ui-util.lua:63
At /engine/KeyBind.lua:265 triggerVirtual
At /engine/ui/Dialog.lua:506 fct
At /engine/Mouse.lua:71


Error 2: tried to drop a stack of something:

ERROR:
Game version: tome2-0.4.1
Addons: town_neutral-0.3.0, landmark-0.2.0

Lua Error: /mod/class/Player.lua:1453: attempt to index field 'object' (a nil value)
At [C]:-1 __index
At /mod/class/Player.lua:1453 action
At /engine/dialogs/ShowEquipInven.lua:127 use
At /engine/dialogs/ShowEquipInven.lua:78 on_input
At /engine/KeyCommand.lua:72 receiveKey
At /engine/ui/Dialog.lua:802 keyEvent
At /engine/ui/Dialog.lua:510

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

Re: Porting ToME2 to the T4 engine

#513 Post by Thorondor »

Just seen the Star of Elendil on sale in the black market!
Alas only L17 character. Best kill some hydras...

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

Re: Porting ToME2 to the T4 engine

#514 Post by Thorondor »

tried to destroy an average item

ERROR:
Game version: tome2-0.4.1
Addons: town_neutral-0.3.0, landmark-0.2.0

Lua Error: /mod/dialogs/UseItemDialog.lua:196: attempt to index local 'item' (a nil value)
At [C]:-1 __index
At /mod/dialogs/UseItemDialog.lua:196 fct
At /mod/ui-util.lua:63
At /engine/KeyBind.lua:231 receiveKey
At /engine/ui/Dialog.lua:802 keyEvent
At /engine/ui/Dialog.lua:510


Have noticed that currently trying to drop a stack of items doesn't work if your initial command is drop, but if you go to inventory first, select an item and then drop it's more tolerant :)

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

Re: Porting ToME2 to the T4 engine

#515 Post by Thorondor »

Bullywags generated on grass so can't move.
Is slowing of movement de to carrying too much loot meant to occur at 100% of capacity, or >100%? - it currently kicks in at 100%
Selling item stacks (e.g. arrows) doesn't multiply the number of items by the cost. e.g. arrow of venom - 237gp / item, try to sell a stack: 240 for entire stack.
Would you mind checking the bookstore in Gondolin is active?
Cheers :)

Zizzo
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Re: Porting ToME2 to the T4 engine

#516 Post by Zizzo »

Thorondor wrote:Well done on implementing item destruction. :D
Bravo sir!
*blush* (bows)
Thorondor wrote:A couple of bugs are below; and also the bug-report seems to now record all activities recently undertaken rather than just the error (127k file error reports which actually seem to be a diary of the character's activity.
[sound F/X: source diving] Interesting; it looks like there are two relevant directories now, error-reports/ and error-logs/. The latter appears to get populated with full copies of the game log file up to the point of the error, which would explain the file sizes you're seeing. If error-reports/ is still present and being populated, that'll probably have the shorter stack traces we're used to.
Thorondor wrote:I tried to explore the automatizer: - trying to exit the automatizer menu it got into a loop from which it couldn't escape - not sure I've captured the correct bit of the error log,
[sound F/X: source diving] Well, the bit you've got here is from trying to exit out of the automatizer rules list from the "Test automatizer rule" action in the use-item dialog. Ah, and I can see how exiting out of that dialog without selecting a rule to test would produce that error. Should be fixed in SVN.
Thorondor wrote:Error 2: tried to drop a stack of something:
[sound F/X: source diving] …okay, I have no idea what I was thinking there. Fixed in SVN.
Thorondor wrote:Just seen the Star of Elendil on sale in the black market!
?! I should be filtering artifacts out of store stock candidates. [sound F/X: source diving] Ah, I see where I should have been doing that. Should be fixed in SVN. We Apologize for the Oversight.™
Thorondor wrote:tried to destroy an average item
…This looks like the wrong stack trace; it's the same as the one from the automatizer error above.
Thorondor wrote:Have noticed that currently trying to drop a stack of items doesn't work if your initial command is drop, but if you go to inventory first, select an item and then drop it's more tolerant :)
[sound F/X: source diving] Ohhh, that's where I copy/pasted that code from. Unfortunately, I forgot to change some relevant bits after the copy, hence the error above. We Apologize for the Inconvenience.™ :oops:
Thorondor wrote:Bullywags generated on grass so can't move.
Yeah, bullywugs shouldn't be created on grass in the first place. I'll investigate.
Thorondor wrote:Is slowing of movement de to carrying too much loot meant to occur at 100% of capacity, or >100%? - it currently kicks in at 100%
[sound F/X: source diving] Should be >100%. What's your STR, and how much weight are you carrying?
Thorondor wrote:Selling item stacks (e.g. arrows) doesn't multiply the number of items by the cost. e.g. arrow of venom - 237gp / item, try to sell a stack: 240 for entire stack.
Dangit, I know I've fixed that before. I'll investigate.
Thorondor wrote:Would you mind checking the bookstore in Gondolin is active?
Well, from the error reports you've shown so far, you don't appear to have the Gondolin Book Store addon installed and enabled. :wink:
"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

#517 Post by Thorondor »

Thorondor wrote:tried to destroy an average item
…This looks like the wrong stack trace; it's the same as the one from the automatizer error above.
Apologies :oops:
Thorondor wrote:Is slowing of movement de to carrying too much loot meant to occur at 100% of capacity, or >100%? - it currently kicks in at 100%
[sound F/X: source diving] Should be >100%. What's your STR, and how much weight are you carrying?

It looks like it's a crossing threshold issue:
- if you are at 80% capacity and go to 100% it's fine, no penalty.
- if you are at 120% capacity (and therefore have movement penalty), dropping to 100% doesn't remove the movement penalty, but if you go to 99% penalty removed, and then back up to 100% will still be fine.
Thorondor wrote:Would you mind checking the bookstore in Gondolin is active?
Well, from the error reports you've shown so far, you don't appear to have the Gondolin Book Store addon installed and enabled. :wink:[/quote]

:oops: :lol:
will investigate

Scroll of enchant armour (read from the floor / then subsequently tried from inventory)
error = "Game version: tome2-0.4.1\
Addons: town_neutral-0.3.0, landmark-0.2.0\
\
Lua Error: /mod/spell-util.lua:784: attempt to index global 'self' (a nil value)\
At [C]:-1 __index\
At /mod/spell-util.lua:784 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:71 receiveMouse\
At /engine/Mouse.lua:111 delegate\
At /engine/ui/Dialog.lua:793 mouseEvent\
At /engine/ui/Dialog.lua:508 fct\
At /engine/Mouse.lua:71 "
seen = true
reported = false


Activating the star of elendil:
error = "Game version: tome2-0.4.1\
Addons: town_neutral-0.3.0, landmark-0.2.0\
\
Lua Error: /mod/class/Player.lua:1511: /engine/interface/ActorTalents.lua:1019: attempt to index local 't' (a nil value)\
At [C]:-1 \
At [C]:-1 error\
At /mod/class/Player.lua:1511 playerUseItem\
At /mod/dialogs/UseItemDialog.lua:70 use\
At /mod/dialogs/UseItemDialog.lua:46 fct\
At /engine/ui/List.lua:155 onUse\
At /engine/ui/List.lua:81 fct\
At /engine/Mouse.lua:71 receiveMouse\
At /engine/Mouse.lua:111 delegate\
At /engine/ui/Dialog.lua:793 mouseEvent\
At /engine/ui/Dialog.lua:508 fct\
At /engine/Mouse.lua:71 "
seen = true
reported = false

Have just looked in the library in Gondolin; - it's a nice set of prices for identity staffs :) - all 1gp. :D

Zizzo
Sher'Tul Godslayer
Posts: 2512
Joined: Thu Jan 23, 2003 8:13 pm
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Re: Porting ToME2 to the T4 engine

#518 Post by Zizzo »

Thorondor wrote:
Zizzo wrote:
Thorondor wrote:tried to destroy an average item
…This looks like the wrong stack trace; it's the same as the one from the automatizer error above.
Apologies :oops:
No worries, found it. :oops: Fixed in SVN.
Thorondor wrote:It looks like it's a crossing threshold issue:
- if you are at 80% capacity and go to 100% it's fine, no penalty.
- if you are at 120% capacity (and therefore have movement penalty), dropping to 100% doesn't remove the movement penalty, but if you go to 99% penalty removed, and then back up to 100% will still be fine.
Hmm, I wonder if it's a floating-point rounding issue. T2 stores object weights as integer tenths of a pound, but we use floating-point numbers for it, since we can — but that could mean that we're ending up with, say, 90.0001 load out of a 90 capacity. I'll try rewriting that code to clamp it down to integral handling.
Thorondor wrote:Scroll of enchant armour (read from the floor / then subsequently tried from inventory)
[sound F/X: source diving] Ah, assorted stupid typos in handling item enchantment, some in scroll handling, some in store handling. Fixed in SVN.
Thorondor wrote:Activating the star of elendil:
[sound F/X: source diving] Mm, sloppy; was re-using the code for ball damage with a talent to handle stuff like this, doing damage in a radius around the player not associated with a talent. That cropped up a lot of places. Lucky you caught it. :oops: :wink: Fixed in SVN.
Thorondor wrote:Selling item stacks (e.g. arrows) doesn't multiply the number of items by the cost. e.g. arrow of venom - 237gp / item, try to sell a stack: 240 for entire stack.
Do me a favor: the next time you see this, try dropping the arrows a few at a time (whichever way it was that wasn't bugged) to see if they're all Arrows of Venom. I've got a sinking feeling something's going wrong in the object creation in this area…
Thorondor wrote:Have just looked in the library in Gondolin; - it's a nice set of prices for identity staffs :) - all 1gp. :D
[sound F/X: testing]*blink* …Okay, that's clearly wrong. I'll investigate.
"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

#519 Post by Thorondor »

Thanks Zizzo.
It looks like dig isn't working - at least on granite rock.
- tried the skill, the spell, and a thaumaturgy spell. Nothing works :( Deathwatch
When you manually dig it says that you finish the tunnel but the granite remains. Alas for a set of leather gloves {special}!

<edit> - this also applies to rubble
<edit> - also trees

I think a pile of novice paladins spawned in Death watch; - is that allowed?

There's no major rush for another update unless I manage to break something good and proper...
- would you mind having a look at implementing recharge and dig skills for the next update?

The stacked items thing; - it's on identified arrows. I'll try and report back next time it comes up.

Also I have no idea how to implement the gondolin library addon!
- could you advise :)
Many thanks

<edit> managed to get the gloves via phase door :D

did a lot of shop recharges of a staff of identify:

error = "Game version: tome2-0.4.1\
Addons: town_neutral-0.3.0, landmark-0.2.0\
\
Lua Error: /mod/class/Actor.lua:1761: /data/general/objects/bases.lua:844: attempt to index local 'self' (a nil value)\
At [C]:-1 \
At [C]:-1 error\
At /mod/class/Actor.lua:1761 unload\
At /engine/Game.lua:467 unregisterDialog\
At /mod/dialogs/ShowEquipInvenFloor.lua:74 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:71 receiveMouse\
At /engine/Mouse.lua:111 delegate\
At /engine/ui/Dialog.lua:793 mouseEvent\
At /engine/ui/Dialog.lua:508 fct\
At /engine/Mouse.lua:71 "
seen = true
reported = false

<edit>
Tiger shark generated on land during a ridiculously complex battle with Boldor + minions He's a yeek - these shouldn't be tough fights, even if he spent most of it in civil war against his own kind!! :lol: :lol: :lol: ...
Swordfish generated on land ditto
Giant crayfish generated on land ditto
Hammerhead shark generated on land - ditto ...
@source@ concentrates on @source.pronoun.possessive@ body.

Zizzo
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Re: Porting ToME2 to the T4 engine

#520 Post by Zizzo »

Thorondor wrote:It looks like dig isn't working - at least on granite rock.
- tried the skill, the spell, and a thaumaturgy spell. Nothing works :( Deathwatch
When you manually dig it says that you finish the tunnel but the granite remains.
[sound F/X: source diving] …wow, that was a rat's nest of errors. Every time I fixed one bug, there turned out to be another behind it. That should be fixed in SVN now, though. I hope. :?
Thorondor wrote:I think a pile of novice paladins spawned in Death watch; - is that allowed?
…? Nothing's supposed to spawn in Deathwatch except for the orcs specifically placed on the map. [sound F/X: source diving] Oh, of course, Yet Another Stupid Typo™. That was affecting all special levels. Should be fixed in SVN.
Thorondor wrote:The stacked items thing; - it's on identified arrows. I'll try and report back next time it comes up.
Hmm, that's another possibility: if the "identified" flag isn't being propagated to everything in the stack, we could be getting the un-ID'd price of some of the stack items.
Thorondor wrote:Also I have no idea how to implement the gondolin library addon!
- could you advise :)
Many thanks
I'm… not sure I understand the question. It's an addon. You copy it into the addons folder and make sure it's enabled when you create your character. I mean, I can see in your error reports that you have some addons enabled; this one works the same way.
Thorondor wrote:did a lot of shop recharges of a staff of identify:
[sound F/X: source diving] Lucky you; your staff was about to explode from overcharging. Should be fixed in SVN.
Thorondor wrote:@source@ concentrates on @source.pronoun.possessive@ body.
[sound F/X: source diving] Some NPC cast Haste Self. Turns out I forgot to do the internal magic that replaces those "@Source@" annotations with the actual caster's names. Fixed in SVN.
Thorondor wrote:Tiger shark generated on land during a ridiculously complex battle with Boldor + minions
…Wait, do you mean the shark was generated as one of Boldor's minions?
Thorondor wrote:There's no major rush for another update unless I manage to break something good and proper...
- would you mind having a look at implementing recharge and dig skills for the next update?
Meh, I'm starting to stack up a fair amount of errors here; I'll probably push something out soon. (By "implementing recharge", do you mean errors other then the staff-of-ID one you reported above?)
"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

#521 Post by Thorondor »

Thorondor wrote:Also I have no idea how to implement the gondolin library addon!
- could you advise :)
Many thanks
I'm… not sure I understand the question. It's an addon. You copy it into the addons folder and make sure it's enabled when you create your character. I mean, I can see in your error reports that you have some addons enabled; this one works the same way.

Sorry - didn't phrase right. I hadn't worked out where addons were well...added on, have now found out :oops: Though it's on by default I think, and I just can't find where the actual shop is!

Thorondor wrote:Tiger shark generated on land during a ridiculously complex battle with Boldor + minions
…Wait, do you mean the shark was generated as one of Boldor's minions?

Master yeeks summoned them.
Thorondor wrote:There's no major rush for another update unless I manage to break something good and proper...
- would you mind having a look at implementing recharge and dig skills for the next update?
Meh, I'm starting to stack up a fair amount of errors here; I'll probably push something out soon. (By "implementing recharge", do you mean errors other then the staff-of-ID one you reported above?)[/quote]

If possible Spell from spellbooks (+ I guess scrolls...) so can use identity staffs more easily.

Also wondered what the changeover rate of stores is currently running at; - doesn't seem like stuff changes. (around L28 character now).

Cheers :)

<edit> Shields of reflection (i.e. reflect ego) - is this implemented yet? (Doesn't seem to be with Uruk arrows at least)
<edit> Small trees: - at the moment, they seem to not block anything. My understanding from 2.35 was that when standing in one you can see adjacent squares, and if it's a clear line of sight then you can see outwards, but you couldn't see through 2 adjacent ones. This seems to work to some degree, however it's possible (I think) for a creature to fire an arrow / spell through lots of trees, and likewise I think that spells can pass through them as if they weren't disrupting LOS. Not a criticism; - it may be the way that you intend the game to work (2.35 was brill but there's a few things that could be improved on and you have free reign in your version :) )

<edit>Princess quest L19 Mirkwood: Ugluk the Uruk. looks like a quest monster wasn't generated; - I didn't take him out in Orc Caves (abandonded looking on L22, I think that's where he hangs out normally)

<edit> Dropping something when home is full:
error = "Game version: tome2-0.4.1\
Addons: town_neutral-0.3.0, landmark-0.2.0\
\
Lua Error: /mod/class/Home.lua:101: attempt to index global 'Dialog' (a nil value)\
At [C]:-1 __index\
At /mod/class/Home.lua:101 trySell\
At /mod/class/Home.lua:117 doSell\
At /mod/class/Home.lua:68 action\
At /mod/dialogs/ShowStore.lua:83 use\
At /engine/dialogs/ShowStore.lua:76 on_input\
At /engine/KeyCommand.lua:72 receiveKey\
At /engine/ui/Dialog.lua:802 keyEvent\
At /engine/ui/Dialog.lua:510 "
seen = true
reported = false

It's possible for the thunderlords nest (at least in Gondor) to be created surrounded by trees and therefore inaccessible if not flying. - it's not insurmountable, and might not be an easy fix but thought I should mention it.

Zizzo
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Joined: Thu Jan 23, 2003 8:13 pm
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Re: Porting ToME2 to the T4 engine

#522 Post by Zizzo »

Thorondor wrote:Sorry - didn't phrase right. I hadn't worked out where addons were well...added on, have now found out :oops:
See, that's where I'm confused; you already had addons installed and enabled, so I figured you knew where they lived. Or did you mean enabling them in the Addons dialog?
Thorondor wrote: Though it's on by default I think, and I just can't find where the actual shop is!
If you created the character before you installed the addon, it won't take effect. (There is a way to "retroactively" add an addon to an existing character by editing the savefile — which might even work in this case, since we're not using persistent levels…) As for location, the book store is on the north side of the building to the west of the Alchemy shop.
Thorondor wrote:
Zizzo wrote:…Wait, do you mean the shark was generated as one of Boldor's minions?
Master yeeks summoned them.
Okay, so it's just another manifestation of the same bug.
Thorondor wrote:If possible Spell from spellbooks (+ I guess scrolls...) so can use identity staffs more easily.
Those should already be implemented.
Thorondor wrote:Also wondered what the changeover rate of stores is currently running at; - doesn't seem like stuff changes. (around L28 character now).
[sound F/X: source diving] Should be 10,000 game turns, or 1000 player turns. [sound F/X: further source diving] …actually, I think I'm screwing something up in that area. Give me a little time on that.
Thorondor wrote:Shields of reflection (i.e. reflect ego) - is this implemented yet? (Doesn't seem to be with Uruk arrows at least)
[sound F/X: source diving] Doesn't look like it. We Apologize for the Inconvenience.™
Thorondor wrote:Small trees: - at the moment, they seem to not block anything. My understanding from 2.35 was that when standing in one you can see adjacent squares, and if it's a clear line of sight then you can see outwards, but you couldn't see through 2 adjacent ones. This seems to work to some degree, however it's possible (I think) for a creature to fire an arrow / spell through lots of trees, and likewise I think that spells can pass through them as if they weren't disrupting LOS. Not a criticism; - it may be the way that you intend the game to work (2.35 was brill but there's a few things that could be improved on and you have free reign in your version :) )
[sound F/X: source diving] Well, they're flagged as blocking vision, but also as a floor grid (both in the original code and in the module code), which would normally allow arrows and spells to pas through them. It seems odd that hostiles would be targeting you through them, though. I'll have to investigate.
Thorondor wrote:Princess quest L19 Mirkwood: Ugluk the Uruk. looks like a quest monster wasn't generated; - I didn't take him out in Orc Caves (abandonded looking on L22, I think that's where he hangs out normally)
No, Azog lives at the bottom of Orc Cave, and Lagduf, Grishnakh and Golfimbul live in Deathwatch. It's possible you ran into Ugluk before getting to the princess quest level, though… [sound F/X: source diving] ah, the T2 princess quest code flags unique quest monsters as "already generated" while pre-populating its quest monster list, precisely so that can't happen. Which we obviously weren't doing. :oops: Should be fixed in SVN. I hope.
Thorondor wrote: Dropping something when home is full:
[sound F/X: source diving][sound F/X: forehead repeatedly striking desk] Well, at least the one-liners are easy to fix. :oops: Fixed in SVN.
Thorondor wrote:It's possible for the thunderlords nest (at least in Gondor) to be created surrounded by trees and therefore inaccessible if not flying. - it's not insurmountable, and might not be an easy fix but thought I should mention it.
[sound F/X: source diving] True, neither the Gondolin map nor the Minas Anor map specifies a fixed trail of walkable grids to the Thunderlord nest, so the underlying PlasmaWilderness map generator could fill that area with trees. Let me play around with that and see if I can come up with something.
"Blessed are the yeeks, for they shall inherit Arda..."

Thorondor
Halfling
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Re: Porting ToME2 to the T4 engine

#523 Post by Thorondor »

Thorondor wrote:Princess quest L19 Mirkwood: Ugluk the Uruk. looks like a quest monster wasn't generated; - I didn't take him out in Orc Caves (abandonded looking on L22, I think that's where he hangs out normally)
No, Azog lives at the bottom of Orc Cave, and Lagduf, Grishnakh and Golfimbul live in Deathwatch. It's possible you ran into Ugluk before getting to the princess quest level, though… [sound F/X: source diving] ah, the T2 princess quest code flags unique quest monsters as "already generated" while pre-populating its quest monster list, precisely so that can't happen. Which we obviously weren't doing. :oops: Should be fixed in SVN. I hope.

:oops:
I guess all orcs look alike when they've been toasted by magic missiles :)


Just noticed I get attacked by young spirits. I don't think I've attacked this one; - are they default friendly?

Other random thought:
is it worth having e.g. tiger sharks only generatable in deep water? - seems odd that one could exist in a puddle in the old forest. Think that this kind of monster generation would have been in keeping with the 2.3x but wonder if it's easy to do whether it'd be more in 'theme' with only generation in deep water.

Zizzo
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Re: Porting ToME2 to the T4 engine

#524 Post by Zizzo »

Thorondor wrote:Just noticed I get attacked by young spirits. I don't think I've attacked this one; - are they default friendly?
[sound F/X: source diving] Should be; they're in the "friendlies" faction. Did you see what the "Faction" listing in the tooltip said?
Thorondor wrote:is it worth having e.g. tiger sharks only generatable in deep water? - seems odd that one could exist in a puddle in the old forest.
Let me figure out how to stop them from spawning on dry land first. :? :wink:

Speking of which, I think we've racked up more than enough bugs for an emergency bugfix release:

Release 0.4.2 "Can You Dig It?"

Lots of bugfixes this time out:
  • Let the player exit out of the "Test automatizer rule" use-item-dialog action without selecting a rule. Which seems obvious in retrospect… :oops:
  • Fix dropping stacks of objects or portions thereof.
  • Filter out artifacts when generating store stock.
  • Assorted stupid typos in enchanting items, both via scrolls and via stores.
  • Other stupid typos in destroying items via the use-item dialog.
  • Fix various places where we do a ball of damage around the player (including "utility" damage types like making/destroying traps). Notably includes the Phial of Galadriel, the Star of Elendil, the Chain Mail of Caspanion, weapons of Spinning, Scrolls of Trap Creation and Trap/Door Destruction, and light-room/darken-room junkarts. (Note that this won't fix objects that have already been generated in your game; We Apologize for the Inconvenience.™)
  • Fix wands/staffs exploding if you overcharge them. (By which I don't mean "fix them so they don't explode", but rather "fix them so they don't throw an error when they explode". We Apologize Again for the Inconvenience.™ :twisted: )
  • Multiple interlocking errors that messed up effects that change map grids. Most notably this includes digging with a shovel, but it would also have screwed up things like Call the Elements, or Fireflash turning floor grids into lava.
  • Small message fix to the NPC Haste Self spell.
  • Special levels in various dungeons are supposed to be flagged not to generate any NPCs other than the ones specified on the level map. Due to a stupid typo, they weren't. :oops:
  • Small dialog bug when trying to put something in a full home.
  • Unique NPCs that have been pre-selected as princess quest monsters should be flagged as "already generated" so that they won't pop up somewhere else and block their quest appearance. (This is vaguely hacky; let me know if unique quest monsters stop showing up.)
  • I think stores should restock now… :oops:
  • And bump the required engine version to the current version, as long as we're in the neighborhood. :wink:
And a couple features:
  • As suggested by Thorondor, we tweak the Minas Anor and Gondolin town maps slightly in the area of their respective Thunderlords nests, to ensure they won't be completely surrounded by trees.
  • Small tweaks to NPC tooltips: we add "Summoned by" for summoned NPCs, "Target" to see who the NPC is attacking, and "Personal reaction" if the NPC's friendliness/hostility to the player is different from its faction default (dunno if that's currently possible, but if it is, we should know about it).
Now, this is an emergency bugfix release, so it only includes the bugs that could be fixed easily. Some bugs are still outstanding, to wit:
  • AQUATIC-flagged NPCs spawning on dry ground.
  • NPCs possibly targeting player through small trees, which should block sight.
  • Stacks of items not selling for the proper price.
  • Ridiculously underpriced Staffs of Identify in Gondolin library.
  • Possible rounding errors around maximum unencumbered carrying capacity.
Any other bugs you find (and any outstanding bugs I forgot :oops: ) should be reported here.

And as always, the .team file for the release is available from my site, along with the Subversion repo and SVN::Web front-end thereto. And for those of you following along on SVN, the 0.4.2 release branch will get bug fixes for all the aforementioned inevitable bugs.

And since having them scattered throughout the thread is sort of useless, here's a reference list of all the T2 addons I've released:
  • Alchemic Arcanorum (current release 1.0.0): Starts Alchemist characters with an Alchemic Arcanorum object from my old ToME:Arcanorum T2 module, which can be used to store and extract essences.
  • Gender Parity (current release 1.0.1): Modifies assorted NPCs that don't particularly have to be male or female so that they can be either randomly.
  • Go to Landmark (current release 1.0.1): A quickie port of my T4 addon of the same name; allows you to auto-travel to various landmarks like stores or up/down stairs via the "Show known landmarks" action on the <Esc> menu.
  • Neutral Townsfolk (current release 1.0.0): As requested by Thorondor above. :wink: Modifies a few of the more harmless town denizens into the "Neutral" faction so they don't pester you.
  • ZAngband Monsters (current release 1.0.1): Adds ZAngband monsters (hence the name). Untested.
  • Gondolin Book Store (current release 1.0.0): Also as requested by Thorondor. :wink: Adds a book store to Gondolin (hence the name…).
"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

#525 Post by Thorondor »

The automizer is sweet! Amazing work; - sorry it was such a load of work. It's brilliant :D
Zizzo wrote:
Thorondor wrote:Just noticed I get attacked by young spirits. I don't think I've attacked this one; - are they default friendly?
[sound F/X: source diving] Should be; they're in the "friendlies" faction. Did you see what the "Faction" listing in the tooltip said?

Had a friendly spirit which didn't attack; - I guess the previous one got damaged either by me or by another creature which turned it hostile.

[*] Multiple interlocking errors that messed up effects that change map grids. Most notably this includes digging with a shovel, but it would also have screwed up things like Call the Elements, or Fireflash turning floor grids into lava.

- spell Dig doesn't work on rubble or granite, though wall destruction from Thaumaturgy does. Forgot to buy a shovel so haven't checked that yet.

[*] I think stores should restock now… :oops:

Sorry; - found this one again.
something misses <my character>
<my character> misses clear icky thing

strangely phosphorescent potion - display ! rather than a potion.

Interesting allies can now kill quest monsters. (novice priest vs water spirit) I actually think this is a good thing; it doesn't seem right that a quest monster could survive with 1hp forever vs some high elf rangers, grinding them all down to dust. Am not sure it happened in 2.3x but I'd keep it :)

Just checked the selling of good ammo:
- worked fine with arrows of flame. 137 go per arrow, 4118 for 30. (there's some non-rounding but more or less ok).
- will keep an eye out in case it's just one type of ego.

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