is it time?

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gammadragon
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Posts: 6
Joined: Sat Aug 22, 2009 11:14 pm

#16 Post by gammadragon »

I'm keen to help in the development, C code or lua.

I just managed to compile alpha19 on my windows machine, so I can actually start trying to understand and fix bugs.

I'm also going to try to fix your vista problem bigfoot - will see how far I can get.
EDIT: unfortunately, couldn't repeat you issue with my version of Vista :( . I recently updated to Vista SP2 though, so maybe that makes a difference.

bigfoot
Thalore
Posts: 120
Joined: Thu Aug 20, 2009 3:26 pm

#17 Post by bigfoot »

I'd upgrade to Vista SP2, but that's a big download for my internet. So no plans yet, besides, I'll be upgrading to Windows 7 in a few months.

Yeah, I'll try to get it to work on vista, then I'll try modding alpha3.
-The Bigfoot

I really do exist.

bigfoot
Thalore
Posts: 120
Joined: Thu Aug 20, 2009 3:26 pm

#18 Post by bigfoot »

@gammadragon, you said you compiled it on vista? If I pm you my e-mail address could you send me a copy? I really know very little if anything about C or C++.

And is anyone out there, or is the forum abandoned?
-The Bigfoot

I really do exist.

Nerdanel
Sher'Tul
Posts: 1461
Joined: Mon Jul 07, 2003 5:22 pm
Location: Finland

#19 Post by Nerdanel »

I'm here. It looks like the recent hacking incident might have discouraged posting, or maybe it's a quiet spell.
Zothiqband -- still an Angband variant.

gammadragon
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Posts: 6
Joined: Sat Aug 22, 2009 11:14 pm

#20 Post by gammadragon »

bigfoot wrote:@gammadragon, you said you compiled it on vista?
I managed to compile on WinXP, but haven't tried compiling on Vista (though tome3 seems to play fine on it). At the moment I only have access to Vista on somebody else's computer, so don't want to play around too much. In theory, compiling on XP should give an executable that can be run on Vista as well.

BTW, I thought I should post some instructions for those who want to compile on Windows. Bear in mind this is off the top of my head and is not a comprehensive list.
1. Download tome3 source code
2. Download and install mingw C compiler (see http://www.mingw.org/wiki/HOWTO_Install ... iler_Suite)
3. Download and install devc++ from http://www.bloodshed.net/devcpp.html
4. Extract tome3 source code, change to "src" directory (this is referred to as the "source directory" in the next steps)
5. copy .\windows\tome.* .\ (this copies the devc++ project file to the correct place)
6. edit .\makefile.devcpp
Change the DEVCPP_PATH to be the location where you installed devc++ (on my system DEVCPP_PATH = C:\Apps\Dev-Cpp )
7. In devc++, go to Tools -> Compiler Options -> Directories and add in some appropriate directories (create if necessary)
Binaries - C:\Apps\Dev-Cpp\Bin
Libraries - C:\Apps\Dev-Cpp\Lib
C Includes - C:\Apps\Dev-Cpp\Include
C Includes - C:\Apps\Dev-Cpp\Include\SDL (This will make sense later)

8. Download the source code and windows binary for every SDL library that the T-engine uses:
SDL - http://www.libsdl.org/download-1.2.php
SDL_mixer - http://www.libsdl.org/projects/SDL_mixer/
SDL_net - http://www.libsdl.org/projects/SDL_net/
SDL_ttf - http://www.libsdl.org/projects/SDL_ttf/
SDL_image - http://www.libsdl.org/projects/SDL_image/
(there may be more, I can't remember. Just google them if you get compile errors)

9. Copy all the .h files from the downloaded SDL source code into the "Include\SDL" directory that we created before
10. Copy the windows binaries (SDL.dll, SDL_mixer.dll etc.) into the mingw\lib directory. Alternatively, you can place them into the same location as the source code you are trying to compile.
11. Open the devc++ project (tome.dev in the source directory) and try to compile. If you get an error, google it. If you still have trouble, post it on the forum.
12. If all went well. you should have a newly compiled tome3.exe sitting in your source directory.

LCC
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Joined: Thu Aug 27, 2009 1:14 pm
Location: Arlington TN U.S.A.
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#21 Post by LCC »

http://angband.oook.cz/forum/showthread.php?t=33

See July 22 posts for discussion of my background. I am an unemployed "crazy" software engineer. I intend to start coding again in the next year or two. I am still deciding which public domain game to invest my time in. I thought it was Angband, but I like TOME even better. If I do decide on TOME, it will take 6 months to a year for me to audit the C language code. I do not even know what you mean by LUA - Language Utility Application? I really like C language and detest C++. I last programmed on the Amiga between 1986 and 1993, writing over 70000 lines of code. So I have good experience in that language. But first I need to play the game enough so that I know what the heck is going on when I audit the source...
Live long and prosper, and for any vampires out there I have a cure for your condition to start living...
http://www.youtube.com/watch?v=GowMI4wvmU4
Lonnie Courtney Clay

Nerdanel
Sher'Tul
Posts: 1461
Joined: Mon Jul 07, 2003 5:22 pm
Location: Finland

#22 Post by Nerdanel »

Lua is a script language. It's very readable and easy to learn. ToME uses a modified version of Lua 4. Modules are written entirely in Lua, which means that they don't need compiling and are cross-platform compatible.

It would be nice to get some more developers on the project. :)
Zothiqband -- still an Angband variant.

LCC
Wayist
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Joined: Thu Aug 27, 2009 1:14 pm
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#23 Post by LCC »

http://www.lua.org/about.html
Looks interesting. But the last work that I did with a scripting language was in 1984, writing about 12k lines of CHAIN in 7 weeks. I was writing a package called Manufacturing Automated Test System 2 (MATS2) at Datapoint. When it hit over 100 DASL source files I started having problems with configuration control using Make. So I wrote a package to do CC, and every day before going home started the master CHAIN file "I am going home". By the time I left in 1986 there were over 500 source files and IAGH took 9 hours to run. I also had a special master chain called "It is Friday" which created all of the other maintenance chains like backup and printout etc etc which took 14 hours to run. This was back in the days of the Z80 when processor speeds were measured in MHz rather than GHz...

It is possible that I might decide to create a rogue-like of my own using a game engine which runs off of user modifiable text files such as are used in the game "Space Empires V". But that is about four or five years away. First I must flex my mental muscles on something easy like doing bug fixes and enhancements on an existing game. TOME might be that game...
Live long and prosper, and for any vampires out there I have a cure for your condition to start living...
http://www.youtube.com/watch?v=GowMI4wvmU4
Lonnie Courtney Clay

Nerdanel
Sher'Tul
Posts: 1461
Joined: Mon Jul 07, 2003 5:22 pm
Location: Finland

#24 Post by Nerdanel »

If you're familiar with a procedural language it shouldn't be hard to learn another. ToME compiles its Lua files into bytecode when the program is first started (keeping the old cache is turned off for now for reasons of easier testing) and I've heard that in comparisons Lua is actually rather fast. It's not as fast as C, but it's about as good as script languages get. The hard part is that in the absence of compiling, bugs must be found by running the program.

I'd never heard of Lua before ToME and I've learned it by doing.
Zothiqband -- still an Angband variant.

bigfoot
Thalore
Posts: 120
Joined: Thu Aug 20, 2009 3:26 pm

#25 Post by bigfoot »

Wow. Thanks for the short tutorial man. I'll have to try that sometime.

@LCC, I hope you do help with tome. It is worth the effort I think.

I managed to go find a Pentium 4 XP computer to go play Tome3 on. The Tome mod is unfinished, but it's looking pretty sweet. Unfortunately I won't have access to that computer again for a while, so I have two options. Wait until October when I'll get my old P4 back, or I can wait until I get the Windows 7 upgrade and use the XP emulation.... I'm gonna try and get my P4 back sooner.
-The Bigfoot

I really do exist.

bigfoot
Thalore
Posts: 120
Joined: Thu Aug 20, 2009 3:26 pm

#26 Post by bigfoot »

I didn't get my P4 back, but by playing around with my vista settings, I can get it to work. Tome3alpha mod is bug-ridden and crashes often, though strangely enough, it saves the game when it crashes. I don't know lua, but I know a bit of rudimentary C# and vb.net which is helping in general knowledge. I don't have much time right now, but I've been slowly getting accustomed to it to try and fix some mod bugs. No promises (nor reason that you should believe an over-confident mythical creature).
-The Bigfoot

I really do exist.

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