
Porting ToME2 to the T4 engine
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- Uruivellas
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Re: Porting ToME2 to the T4 engine
Hmm, weird question but is there a way to move or disable the map HUD? It blocks a large chunk of the view 

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- Sher'Tul Godslayer
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Re: Porting ToME2 to the T4 engine
Not currently, no. The current UI is about 90% duct tape and bailing wire by volume,Lord Estraven wrote:Hmm, weird question but is there a way to move or disable the map HUD? It blocks a large chunk of the view

Actually, now that you mention it, the UI would probably be a good thing for me to work on for the next release. Any suggestions or preferences? I could go with something closer to the Minimalist UI, with an icon-based buffs/debuffs area and actual resource bars. Or would that be too much?
"Blessed are the yeeks, for they shall inherit Arda..."
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- Uruivellas
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Re: Porting ToME2 to the T4 engine
Eh it's okay! I feel like it might be good for now to have a hotkey to enable/disable the map, and make it 100% opaque to avoid UI jumble.
(If it helps, jumble isn't a problem unique to your T2 port; I started playing T4 again today, and was quickly wishing for a way to disable popup alpha transparency. Guessing this is one of those things that works great for most people, but not for me and my weird sensory issues.)
(If it helps, jumble isn't a problem unique to your T2 port; I started playing T4 again today, and was quickly wishing for a way to disable popup alpha transparency. Guessing this is one of those things that works great for most people, but not for me and my weird sensory issues.)
Re: Porting ToME2 to the T4 engine
Thanks very much for the update.
We apologise for the delay in playtesting (TM!)
Am afraid there's a significant issue with auto-repeat commands; - e.g. resting, attempting to open doors etc.
Normally I'd post an error log but they seem not to be in the same place as usual.
Character is a eru-following human sorcerer; - should be easy to replicate.
I'll post a formal screenshot if you can't replicate it.
Stay safe
We apologise for the delay in playtesting (TM!)
Am afraid there's a significant issue with auto-repeat commands; - e.g. resting, attempting to open doors etc.
Normally I'd post an error log but they seem not to be in the same place as usual.
Character is a eru-following human sorcerer; - should be easy to replicate.
I'll post a formal screenshot if you can't replicate it.
Stay safe

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- Sher'Tul Godslayer
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- Location: A shallow water area south of Bree
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Re: Porting ToME2 to the T4 engine
…well, I'll at least need to know what it's actually doing that it's not supposed to be doing (or vice versa).Thorondor wrote:Am afraid there's a significant issue with auto-repeat commands; - e.g. resting, attempting to open doors etc.
Normally I'd post an error log but they seem not to be in the same place as usual.
Character is a eru-following human sorcerer; - should be easy to replicate.
I'll post a formal screenshot if you can't replicate it.
"Blessed are the yeeks, for they shall inherit Arda..."
Re: Porting ToME2 to the T4 engine
Sorry - have found the error reports now.
One was whilst resting the other attempting to open a locked door.
error = "Game version: tome2-0.5.0\
Addons: gond_book-0.3.0, landmark-0.2.0, town_neutral-0.3.0\
\
Lua Error: /mod/class/Player.lua:819: attempt to call global '_t' (a nil value)\
At [C]:-1 _t\
At /mod/class/Player.lua:819 restCheck\
At /engine/interface/PlayerRest.lua:47 restInit\
At /mod/class/Game.lua:1175 \
At /engine/KeyBind.lua:237 "
seen = true
reported = false
error = "Game version: tome2-0.5.0\
Addons: gond_book-0.3.0, landmark-0.2.0, town_neutral-0.3.0\
\
Lua Error: /mod/class/Game.lua:965: /mod/class/Player.lua:819: attempt to call global '_t' (a nil value)\
At [C]:-1 \
At [C]:-1 error\
At /mod/class/Game.lua:965 do_in_coroutine\
At /mod/class/Game.lua:1064 \
At /engine/KeyBind.lua:237 "
seen = true
reported = true
One was whilst resting the other attempting to open a locked door.
error = "Game version: tome2-0.5.0\
Addons: gond_book-0.3.0, landmark-0.2.0, town_neutral-0.3.0\
\
Lua Error: /mod/class/Player.lua:819: attempt to call global '_t' (a nil value)\
At [C]:-1 _t\
At /mod/class/Player.lua:819 restCheck\
At /engine/interface/PlayerRest.lua:47 restInit\
At /mod/class/Game.lua:1175 \
At /engine/KeyBind.lua:237 "
seen = true
reported = false
error = "Game version: tome2-0.5.0\
Addons: gond_book-0.3.0, landmark-0.2.0, town_neutral-0.3.0\
\
Lua Error: /mod/class/Game.lua:965: /mod/class/Player.lua:819: attempt to call global '_t' (a nil value)\
At [C]:-1 \
At [C]:-1 error\
At /mod/class/Game.lua:965 do_in_coroutine\
At /mod/class/Game.lua:1064 \
At /engine/KeyBind.lua:237 "
seen = true
reported = true
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- Sher'Tul Godslayer
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Re: Porting ToME2 to the T4 engine
Huh. '_t' is the guts of 1.7's localization handling. [sound F/X: source diving] And that's the one spot where it's leaked into the module from the engine. I wonder if that has to be enabled explicitly… [sound F/X: further source diving] ah, yes, the 'i18n_support' flag in init.lua.Thorondor wrote: Lua Error: /mod/class/Player.lua:819: attempt to call global '_t' (a nil value)\
[…]
Lua Error: /mod/class/Game.lua:965: /mod/class/Player.lua:819: attempt to call global '_t' (a nil value)\
This should be a quick fix, I think. Give me a day or so to test it, and to check whether there's any other bugfixes that need to be merged from trunk.
"Blessed are the yeeks, for they shall inherit Arda..."
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- Sher'Tul Godslayer
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- Joined: Thu Jan 23, 2003 8:13 pm
- Location: A shallow water area south of Bree
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Re: Porting ToME2 to the T4 engine
…Hmm, actually, what engine version are you using? I'm no longer convinced that the absence of the 'i18n_support' flag should lead to the error you're seeing (and thus neither convinced that adding the flag will fix it), and I can't reproduce the bug at my end without said flag.Zizzo wrote:I wonder if that has to be enabled explicitly… [sound F/X: further source diving] ah, yes, the 'i18n_support' flag in init.lua.
"Blessed are the yeeks, for they shall inherit Arda..."
Re: Porting ToME2 to the T4 engine
Thanks Zizzo - was on old version of engine; - problem has gone now I updated to 1.7. Apologies! 

Re: Porting ToME2 to the T4 engine
Hi Zizzo
Thanks again for the new patch:
Here's a couple of things I've found so far:
Shops:
buying multiple stacked items seems like there's an issue with adding up.
1 scroll of town portal = 179
2 scrolls of town portal = 202
3 scrolls of town portal = 226
4 scrolls of town portal = 250
1 potion of ccw 119
2 potions of ccw 143
3 potions of ccw 262
4 potions of ccw 286
1 potion of cure light wounds 18
2 potions of cure light wounds 42
3 potions of cure light wounds 65
4 potions of cure light wounds 89
Scroll of word of recall: error code at end of countdown...
error = "Game version: tome2-0.5.0\
Addons: gond_book-0.3.0, landmark-0.2.0, town_neutral-0.3.0\
\
Lua Error: /mod/util.lua
attempt to index global 'data' (a nil value)\
At [C]:-1 __index\
At /mod/util.lua:1044 is_quest_level\
At /data/timed_effects.lua:1817 \
At /engine/Game.lua:327 onTickEndExecute\
At /engine/Game.lua:314 tick\
At /mod/class/GameEnergyBasedEvilHack.lua:28 tick\
At /engine/GameTurnBased.lua:51 tick\
At /mod/class/Game.lua:654 "
seen = true
reported = false
Thanks again for the new patch:
Here's a couple of things I've found so far:
Shops:
buying multiple stacked items seems like there's an issue with adding up.
1 scroll of town portal = 179
2 scrolls of town portal = 202
3 scrolls of town portal = 226
4 scrolls of town portal = 250
1 potion of ccw 119
2 potions of ccw 143
3 potions of ccw 262
4 potions of ccw 286
1 potion of cure light wounds 18
2 potions of cure light wounds 42
3 potions of cure light wounds 65
4 potions of cure light wounds 89
Scroll of word of recall: error code at end of countdown...
error = "Game version: tome2-0.5.0\
Addons: gond_book-0.3.0, landmark-0.2.0, town_neutral-0.3.0\
\
Lua Error: /mod/util.lua
At [C]:-1 __index\
At /mod/util.lua:1044 is_quest_level\
At /data/timed_effects.lua:1817 \
At /engine/Game.lua:327 onTickEndExecute\
At /engine/Game.lua:314 tick\
At /mod/class/GameEnergyBasedEvilHack.lua:28 tick\
At /engine/GameTurnBased.lua:51 tick\
At /mod/class/Game.lua:654 "
seen = true
reported = false
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- Sher'Tul Godslayer
- Posts: 2512
- Joined: Thu Jan 23, 2003 8:13 pm
- Location: A shallow water area south of Bree
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Re: Porting ToME2 to the T4 engine
[sound F/X: source diving] Hmm, yeah, I think that recall breakage merits an emergy bugfix release:
Release 0.5.1 "Price Check"
A few bugfixes in this release:
(Don't hesitate to report them again.
) Known bugs that are still under investigation include:
As always, here is a good place to report said bugs.
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 0.5.1 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:
If there's some other unimplemented feature you particularly miss, don't hesitate to ask for it.
Release 0.5.1 "Price Check"
A few bugfixes in this release:
- Stupid copy/paste typo in the is_quest_level() function we added in the last release, which would probably have broken several things but most notably broke recall.
- In fact, on closer examination, I don't think I was doing this quest-level thing quite right. T2 appears to have two indicators for this: the 'inside_quest' player flag and the 'is_quest()' function, only the latter of which reports princess/lost-sword quest levels. I think my previous handling would have made it impossible to recall out of incomplete princess quest levels, which I'm pretty sure T2 allows. We Apologize for the Inconvenience.™
- Small typo in the identify code that was preventing a full *Identify* from propagating down into a stack of objects. Surprisingly, this was screwing up store prices — see, despite appearances, not all of the Scrolls of Identify you were trying to buy from the Alchemy shop were actually identified, so some were selling for the un-ID'd price.


- Odd jumpgate destinations in Wights quest.
- Travak appearing multiple times (and apparently other artifacts…).
- Randarts reporting *ID*'d info when just ID'd? Maybe some sloppiness in Object:getDesc().
- Maze edge walls not visible.

- To my astonishment, we were only setting up keybindings for three pages worth of hotkeys…
We now use the engine's PlayerHotkeys:bindAllHotkeys() handling, which gives us all seven pages currently supported by the engine and should keep us up-to-date with potential future changes.


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 0.5.1 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.
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.
Adds a book store to Gondolin (hence the name…).


"Blessed are the yeeks, for they shall inherit Arda..."
Re: Porting ToME2 to the T4 engine
Is there any way to increase the font size? The menu item setting the font size doesn't seem to work with this mod, and there's no Big Font option.
Also, even the Big Font is probably not quite large for us old-timers, so I'd encourage an even bigger font option
, if you get around to this issue.
Otherwise, the module is very cool. Although it's harder than I remember it. I could use an adventurer mode too
Also, even the Big Font is probably not quite large for us old-timers, so I'd encourage an even bigger font option

Otherwise, the module is very cool. Although it's harder than I remember it. I could use an adventurer mode too

Last edited by phills on Mon May 17, 2021 4:40 pm, edited 2 times in total.
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- Sher'Tul Godslayer
- Posts: 2512
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Re: Porting ToME2 to the T4 engine
Hmm, true, we're not currently doing anything in that area. I'll need to dig into the T4 module and see how it handles that.
[sound F/X: source diving] I'm not sure that's supported by FontPackage. Actually, that sounds vaguely like something Marson did in one of his UI addons; I should check there.phills wrote: Also, even the Big Font is probably not quite large for us old-timers, so I'd encourage an even bigger font option, if you get around to this issue.
That might be feasible. I'd probably implement it as an addon, though.phills wrote: Otherwise, the module is very cool. Although it's harder than I remember it. I could use an adventurer mode too![]()

"Blessed are the yeeks, for they shall inherit Arda..."
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- Sher'Tul Godslayer
- Posts: 2512
- Joined: Thu Jan 23, 2003 8:13 pm
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Re: Porting ToME2 to the T4 engine
And I think I've got this bashed together ready to release:
Release 0.5.2 "Large Print Version"
Not many bugfixes in this release:
(Don't hesitate to report them again.
) Known bugs that are still under investigation include:
Since this is a fairly small release, I don't think I had room to introduce any new bugs, so any bugs you find were probably already present and just hadn't been found yet…
As always, here is a good place to report said bugs.
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 0.5.2 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:
If there's some other unimplemented feature you particularly miss, don't hesitate to ask for it.
Release 0.5.2 "Large Print Version"
Not many bugfixes in this release:
- Some bug fixes related to mimicry cloaks:
- Some mimicry forms confer talents (invisibility for mice, web spinning for spiders, and so on), and my talent juggling in Player:recalcEverything() wasn't expecting that.
- Also, it turns out that those talents are supposed to be conferred based on player level rather than Mimicry skill level.
- As a minor tweak, the description in the mimicry talent tooltip of what powers/resists/etc. it confers based on your current skill level now also includes stuff you aren't getting yet, grayed out and with a note about what skill level you'll need to start getting it. So you'll have something to look forward to.
- Some mimicry forms confer talents (invisibility for mice, web spinning for spiders, and so on), and my talent juggling in Player:recalcEverything() wasn't expecting that.


- Odd jumpgate destinations in Wights quest.
- Travak appearing multiple times (and apparently other artifacts…).
- Randarts reporting *ID*'d info when just ID'd? Maybe some sloppiness in Object:getDesc().
- Maze edge walls not visible. (Actually, is this still a problem? My recent tests aren't reproducing it.)
- As requested, a new game option "Display | UI font style/size". Currently we use this font setting in tooltips, the log scroller and the stats display on the left, as well in dialogs as usual.
- Some internal tweaks to game option handling, to make it possible for addons to add values to an option. A tileset addon, for instance, would need to be able to add itself to the "Display | Graphics mode" option.
- Speaking of which, as a fallback, if the "Display | Graphics mode" option is set to a tileset that doesn't exist (maybe you forgot to enable your favorite tileset addon for the character?), we default back to the standard Angband tiles.
Since this is a fairly small release, I don't think I had room to introduce any new bugs, so any bugs you find were probably already present and just hadn't been found yet…


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 0.5.2 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.
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.
Adds a book store to Gondolin (hence the name…).
- Gervais Tiles for ToME Classic (NEW, current release 1.0.0): Repurposes David Gervais' TomeTik tiles (reused here pursuant to the Creative Commons CC-BY-3.0 license) for use with our T2 module.


"Blessed are the yeeks, for they shall inherit Arda..."
Re: Porting ToME2 to the T4 engine
Nice! Thanks for the big fonts, and glad you liked the new tile idea. Eager to try out the new version.