Page 3 of 46
Re: Porting ToME2 to the T4 engine
Posted: Tue Sep 11, 2012 12:37 am
by darkgod
Put it in data/font and just use it

Re: Porting ToME2 to the T4 engine
Posted: Tue Sep 11, 2012 8:17 am
by Grey
Yeah, it's very easy to use your own fonts. I have a couple of my own in Rogue Rage.
Re: Porting ToME2 to the T4 engine
Posted: Fri Sep 21, 2012 1:04 am
by Zizzo
Well, the font thing is shelved for now, after I realized that to do it properly, I'd need to implement a huge scrolling character table for the player to choose from (think "Interact with visuals" from T2, but with the entire Unicode character set to work with). For now, I decided to do something a little easier:
Release 0.0.4 "A Shopping Date with Destiny"
New in this release:
- Migrate to T-Engine v0.9.42.
- Expanded implementation of stores. All Bree stores are now present and (mostly) implemented.
- Partial implementation of fates; they can be received, learned via the Soothsayer, and listed via new game menu entry View Fates, but are not yet taken into account in level generation.
- Fixed some object bugs, notably display and stacking handling for some objects.
- Fixed some character creation bugs:
- Spent stat points could be irretrievably lost if you changed your selected race/class.
- Starting items for certain races/subraces were not being given to the player.
- Starting items were not being properly identified.
- Implement gameplay option 'Allow weapons and armor to stack'.
I've taken a few liberties with some of the stores, specifically ones like the Soothsayer and the Mayor's office that nominally sold stuff but were really there for other actions like gaining quests; those will use T4's chat system instead of the store interface.
As always, the
.team file for the release is available from my site, along with the
Subversion repo and
WebSVN frontend thereto. Now, I've got a couple other small projects that were kind of backed up behind this one, so don't be too worried if the next release takes a little longer than this one; as long as I'm still checking stuff into the repo, I'm still kicking.

Re: Porting ToME2 to the T4 engine
Posted: Fri Sep 21, 2012 1:11 pm
by darkgod
Yay!
But I realy dont believe you should port the options

Re: Porting ToME2 to the T4 engine
Posted: Sun Dec 02, 2012 4:52 am
by Zizzo
[We Apologize for the Delay;(TM) replacing three computers in rapid succession can be annoyingly time-consuming. Admittedly, only one of said computers needed to be replaced because it actually died, but that was my homebrew DVR box, and getting its successor properly set up and working was frustratingly difficult.]
Any-way:
Release 0.0.5 "Not Dead Yet"
New in this release:
- Migrate to T-Engine 0.9.43.
- Potions are mostly implemented, along with the 'q' command to quaff them.
- Implement object "flavors" for unidentified scrolls/potions/etc.
- Temporary effects are largely implemented, and what isn't implemented is at least stubbed out.
- Suppress the redundant character name dialog that was appearing before the usual birther dialog.
- Somewhat less clunky save/quit dialog.
- Assorted bug fixes and internal infrastructure rejiggering.
As always, the
.team file for the release is available from my site, along with the
Subversion repo and
WebSVN frontend thereto.
Re: Porting ToME2 to the T4 engine
Posted: Sun Dec 02, 2012 6:33 pm
by Parcae2
Yay!
Re: Porting ToME2 to the T4 engine
Posted: Tue Dec 04, 2012 12:00 am
by darkgod
YAY !
Re: Porting ToME2 to the T4 engine
Posted: Tue Apr 30, 2013 12:40 am
by madmonk
Any more?
Re: Porting ToME2 to the T4 engine
Posted: Thu May 02, 2013 12:41 am
by Zizzo
madmonk wrote:Any more?
Heh. You remember I was talking before about small changes mushrooming into big changes? Well, I figured implementing monster spells would be a nice, simple next step. (Poor Novice mage in the Bree house quest without his magic missile spell and all...) Of course, implementing that requires implementing damage types, which requires disentangling the difference between the RBE_* damage types and the GF_* damage types and all the things those affect, which leaves me pretty much where I am now, trying to implement floor grids turning to lava when hit by a fire attack. And on further examination of the T4 code, I'm beginning to suspect that I may have been doing that wrong up to this point.
And speaking of non sequiturs, is there documentation anywhere for the particle system? Because ironlcally, that might actually be less complicated than what I'm currently working on...

Re: Porting ToME2 to the T4 engine
Posted: Tue May 07, 2013 8:14 pm
by madmonk
My heart goes out to you! It sounds really hard.
Have a chatter to Lord Estraven and AnonymousHero. They have been working on T2... and may be able to assist.
Re: Porting ToME2 to the T4 engine
Posted: Wed May 29, 2013 3:13 am
by Lord Estraven
Umm *eep*
Unfortunately all of my experience is with T2, I have no idea how to implement anything for T4. Also I'm a fairly lousy programmer ATM, see for instance the mess that is Neoband.
That said, feel free to ask me stuff about T2; I'll see how much I can answer.
Re: Porting ToME2 to the T4 engine
Posted: Mon Jun 03, 2013 12:27 pm
by darkgod
Any news ?;)
Oh about the particle system, not really; but I urge you as before; particle system is nice and all but unimportant. Step1: get it playable; only then can you do step2: make it not suck gfx-wise

Re: Porting ToME2 to the T4 engine
Posted: Tue Jun 04, 2013 3:24 am
by Zizzo
darkgod wrote:Any news ?;)
Currently fighting my way through applying damage types to items on the floor, and debating whether I need to rip out the Grid:projected() method I've been using for floor damage up to this point and try to do that handling into the default damage projector instead.
[On that note, is there an easy way to make something happen at the end of the ActorProject:project() method or immediately thereafter? I figure trying to remove objects from the floor in the middle of a Map:checkAllEntities() call would pretty obviously be a Very Bad Idea(TM), so currently my Object:projected() method is marking floor objects that need to be destroyed, in anticipation of coming behind that with something to actually remove marked objects from the floor.]
darkgod wrote:Oh about the particle system, not really; but I urge you as before; particle system is nice and all but unimportant. Step1: get it playable; only then can you do step2: make it not suck gfx-wise

Well, yeah, but as I said, being able to draw pretty lines when that Novice mage shoots a magic missile at the player (which, recall, was got me into this mess in the first place) would at least make me feel like I'm accomplishing something...

Re: Porting ToME2 to the T4 engine
Posted: Tue Jun 04, 2013 7:56 am
by darkgod
Lol

Oh and come on now; join us up in #tome !
As for particles, well you probably found how to apply particles, as for how they work it's simple really, it just needs a different mindset to make them:
Each frame (for this purpose there is *always* 30FPS, even if it displays more or less) the emitter method is called (the one with ths emit() call inside).
A particle system lives as long as particles exist inside, if you keep on emitting it keeps on existing (that's why most particles systems have a limited number of emits).
When a particle must be emited the generator table or function is called which defines the parameters for that one particle. So if you tell it to emit 10 particles, the generator is called 10 times.
You could superload project(), but from your example it sounds more like a job for game:onTickEnd (look in tome's code)
Re: Porting ToME2 to the T4 engine
Posted: Tue Jun 18, 2013 7:25 pm
by Zireael
I tried to run the latest .team in T-Engine 0.9.34, and it first tells me it's incompatible before crashing.
Any ideas?