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Re: Porting ToME2 to the T4 engine
Posted: Fri Jun 06, 2014 8:01 pm
by Crim, The Red Thunder
These sound like good ideas. It never really made since that my loyal follower of Eru would be attacked by goodly monsters who would be allied with that cause, forcing conflicts for no reason. (Though you'll still have to be careful about letting them die, friendly firing them, etc.)
And at DarkGod's Behest, I remind you once again that you should really lurk on the IRC channel, so we can hear about status updates, and poke you to make you keep working. (Plus, you'll find some reliable testers to speed testing progress up!)
Re: Porting ToME2 to the T4 engine
Posted: Sun Jun 22, 2014 9:56 am
by LoneSilverWolf
OMG this is just an amazing idea! I was a huge fan of this when they had it in Angband Variants for Android. Incidentally I can't find the PC version anywhere, or haven't had any luck--I always find Tales of MajEyal instead of Troubled of Middle Earth

D:
But I did love that version on android, always wanted to try the PC version to see if the android port did it justice. I hope you finish this TomE2 to T4 engine in the near future

Re: Porting ToME2 to the T4 engine
Posted: Sun Jun 22, 2014 9:27 pm
by Crim, The Red Thunder
How can I hear that and not want to help? The more people interested in ToME2 the sooner Zizzo ports it.
However, to aid you in your moments of grief and loss...
Here. It's the version I have. Not sure if it was the last DG verison or from the folks who picked it up after he left. Enjoy.
Re: Porting ToME2 to the T4 engine
Posted: Mon Jul 07, 2014 3:19 pm
by Sradac
Crim, The Red Thunder wrote:How can I hear that and not want to help? The more people interested in ToME2 the sooner Zizzo ports it.
However, to aid you in your moments of grief and loss...
Here. It's the version I have. Not sure if it was the last DG verison or from the folks who picked it up after he left. Enjoy.
Whoa yay. I thought ToME2 was lost. All the links off angband.oook.cz are dead.
Now this makes me wish a Runemaster type class that isnt broke would be made for ToME4 even more. I want to make my own spells damnit.
Re: Porting ToME2 to the T4 engine
Posted: Mon Jul 07, 2014 5:14 pm
by Jurriaan
ToME is a Debian package, and as such, source is (of course) available:
http://ftp.de.debian.org/debian/pool/no ... rig.tar.gz
and many other mirrors.
Re: Porting ToME2 to the T4 engine
Posted: Thu Jul 10, 2014 2:51 am
by Zizzo
So I'm working on the Tidal Wave and Elemental Wave spells. It looks like Map:addEffect() and Map:processEffects() are the official way to do this sort of thing [that's what similar T4 spells use, at least], but that doesn't appear to give me the exact area of effect I need for these spells [for the former, a "hollow" circle with increasing radius over time and a fixed "thickness"; for the latter, a cone with increasing radius over time]. I was about to embark on a rewriting of those methods to add the necessary functionality, but I wanted to check first to see if I was missing anything.
Re: Porting ToME2 to the T4 engine
Posted: Thu Jul 10, 2014 6:03 pm
by darkgod
The growing cone you can do already, just use an update function (like tidal wave does) with a cone effect.
The "ring" effect is not possible indeed, though not hard to do.
I'd say for now jsut make it like t4's tidal wave, it's not important until the game is playable

Re: Porting ToME2 to the T4 engine
Posted: Tue Jul 22, 2014 3:23 pm
by Crim, The Red Thunder
Don't think it's been asked, but have you considered altering some old castable talents into sustains? Specifically, Mimicry talents, if nothing else, could benefit from being a sustain, rather then constantly recasting arms mimicry over and over again, followed by reequipping the new slots?
Also
IRC wrote:<DarkGod> btw AuraOfTheDawn how is your "zizzo get the frell on IRC" campaign going ?
<AuraOfTheDawn> I must nag harder my lord.
You should really join, for more active discussions and access to ToME 2 testers!
Re: Porting ToME2 to the T4 engine
Posted: Tue Jul 22, 2014 3:35 pm
by darkgod
Zizzo, consider yourself nagged then !

Re: Porting ToME2 to the T4 engine
Posted: Wed Jul 23, 2014 2:13 am
by Zizzo
Crim, The Red Thunder wrote:Don't think it's been asked, but have you considered altering some old castable talents into sustains? Specifically, Mimicry talents, if nothing else, could benefit from being a sustain, rather then constantly recasting arms mimicry over and over again, followed by reequipping the new slots?
Hmm, that had not occurred to me, no. It would be a bit of a deviation from the source material, but I can certainly see the appeal. What does everyone else think?
Crim, The Red Thunder wrote:You should really join, for more active discussions and access to ToME 2 testers!
Urk... I am
really not good at thinking on my feet in a live chat...

Re: Porting ToME2 to the T4 engine
Posted: Wed Jul 23, 2014 7:40 am
by Crim, The Red Thunder
Then lurk. Hell, half the IRC channel does that anyway. And it still gives you on-demand access to willing testers, with instant feedback.
And no one expects you to participate in every conversation. But it'd be the perfect way to instantly get answers to questions like 'what are opinions on changing this aspect of things', like you asked above.
Re: Porting ToME2 to the T4 engine
Posted: Wed Jul 23, 2014 7:56 am
by darkgod
Consider it a direct request from your God !
As for mimicry, I concur. It most probably would have been a sustain in T2 if T2 had supported sustains

Re: Porting ToME2 to the T4 engine
Posted: Wed Jul 23, 2014 10:56 pm
by getter77
I also agree that moving forward to sustains is better when applicable---always improve when possible on the original whose aims surpassed the tech of the time.

Re: Porting ToME2 to the T4 engine
Posted: Sun Aug 17, 2014 9:32 pm
by Crim, The Red Thunder
As DarkGod's Puny minion...
*whips Zizzo*
Any progress? And persistent reminder to join IRC!
Re: Porting ToME2 to the T4 engine
Posted: Sun Aug 31, 2014 10:37 pm
by Zizzo
I swear, every time I think I've got this thing nailed down, I trip over another bug. I know better than to think I've got them all this time; keep your fingers crossed, folks:
Release 0.0.11 "Insufficiently Advanced Technology"
New in this release.
- Mainly, of course, spells. I'd estimate I've got roughly two-thirds of spells implemented; most of the rest involve currently unimplemented game mechanics (like Ent's Potion or Recall) or threaten to have vastly complicated dialog interaction for which I have yet to figure out the right coroutine incantation (Identify, Spellbinder).
- As previously mentioned, new option "Graphics mode" to selecte between ASCII and Adam Bolt's Angand tile set. Tiles can be sized to 16x16, 32x32, 48x48 or 64x64; ASCII mode can be sized to 16x16, 20x20, 24x24, 32x32, 40x40 or 48x48 (if you've got one of the old Small/Medium/Large settings there, it should get automatically converted to, respectively, 16x16, 20x20 or 24x24).
- For ASCII mode, new option "Use special ASCII symbols for player", which will replace that white '@' with something more suited to your race and subrace. [This is basically a rehash of my T2 font.prf tweaks, now made official. It's good to be in charge sometimes.
]
- Faction markers and health bars. I couldn't use your faction markers, rexorcorum, as the marker image apparently has to be the same size as the tile image, so I faked up something simple with roughly the same shape and color scheme. These are controlled by new game options "Show faction markers" and "Show health bars", and can be separately enabled for the player, hostiles, uniques, friendlies and neutral NPCs; also, the pre-existig 'T'actical display command apparently also toggles them.
- Preliminary implementation of auto-explore. Very minimally tested, so there are probably bugs.
- In-game chat is now enabled.
- Mimicry cloak activation and Beornings' Bear Form talent are now sustained.
- Void jumpgates are now functional (just in time, since Phase Door now creates them).
- The "Auto-use Bearform Combat" option is now implemented.

As always, the
.team file for the release is available from my site, along with the
Subversion repo and
WebSVN front-end thereto.