Porting ToME2 to the T4 engine

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Zizzo
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Re: Porting ToME2 to the T4 engine

#616 Post by Zizzo »

Clatch wrote: Mon May 22, 2023 6:50 pm Okay. Newbie here. I downloaded this to check it out, and WOW! I was surprised to see the same interface.

I'm trying to decipher some of the comments here, though. There is mention of "sound F/X." What is that referring to? Are you referring to implementing sound and music?
(shrug) My comments have background noises. Don't yours? :wink:

Thorondor wrote: Wed May 24, 2023 8:57 pm Cheers Zizzo
Think a bug has crept in RE self-damage with spells ; - casting globe of light now damages player - the player is affected just as much as monsters.
What? [sound F/X: testing] Agh! dammit! I swear I thought I had this sorted out. Give me a little time on this one… :?
Thorondor wrote: Wed May 24, 2023 8:57 pm the thing I mentioned with arrows: if you try to buy a stack of arrows e.g. 23 arrows, it'll probably cost about 8gp. if you sell the 23 arrows you'll probably get 8gp back. If you sell 1 arrow at a time you'll get 1 GP so theoretically you could make a few gold pieces for free. Not that I would - too tedious.
See, that's what I can't reproduce. In my tests so far, buying 10 Arrows costs 12gp.
Thorondor wrote: Wed May 24, 2023 8:57 pm Couple of other things:
Have noticed that if you have a bad ring e.g. ring of stupidity, but it's not fully identified, then you can still sell it!
[sound F/X: source diving] Gah! Cursed items aren't supposed to get the minimum sale price of 1gp. Fixed for next release.
Thorondor wrote: Wed May 24, 2023 8:57 pm I think gloves of agility are hindering spellcasting; - i don't think this occurred in original T2
[sound F/X: source diving] Looking in the wrong place to check whether gloves increase DEX. Fixed for next release.
Thorondor wrote: Wed May 24, 2023 8:57 pm could you remind me how to get the addons e.g. gondolin bookstore into the game?
Download them from the links in my release notes, and copy them into the same directory where addons for the main game live. In the Addons dialog on the main screen, you can choose "T.o.M.E. Classic" to select the addons to enable for new T2 characters. If you mean retroactively adding an addon to an existing character, the method I describe for Negative Effect Timeout Cleanup should work the same way for T2 characters and addons; you'll need the ID for the addon you want to add, which you can find by unzipping the .teaa and looking in its init.lua file for the 'short_name' field.
Thorondor wrote: Wed May 24, 2023 8:57 pm In terms of features to come:
- is it possible to get a short term shortcut for going cowardly and changing speed?
Fair point, getting to the Tactic/Explor dialog via the <Esc> menu is a bit cumbersome. Any preferences for a keybinding for it?
Thorondor wrote: Wed May 24, 2023 8:57 pm - is mindcraft available yet? - that'd make priests etc more viable.
Yeah, that was one of the headline features for the 0.6.0 release, as requested by Atarlost. :wink:
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
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Re: Porting ToME2 to the T4 engine

#617 Post by Zizzo »

And that self-fire bug is probably going to be a show-stopper, so looks like it's time for an emergency bugfix release:

Release 0.7.1 "Kid Gloves"

This is mostly a bugfix release:
  • One of the possible side effects of being hit with PSI damage is paralysis; free action is supposed to protect from that, but due to a typo, it wasn't.
  • Was messing up the check for whether gloves increase Dexterity and thus shouldn't reduce mana when worn.
  • Stores set a minimum sale price of 1gp per item — which they really shouldn't be doing for items with a price of 0, because that's how we detect cursed items, among other things. :oops: While we're at it, we now filter unsellable items out of the player's inventory in store dialogs.
  • Have I mentioned how much I hate the self-fire code? :evil: After further digging, it turns out I was reading the code backward: selffire=true doesn't mean never hit the caster, it means always hit the caster. [sound F/X: forehead repeatedly striking desk] I've actually tested it this time, so I know it's doing the right thing (famous last words… :roll: ).
But I did add one requested feature:
  • Added a keybinding to access the Tactic/Explor dialog. For now it's bound to <Ctrl-C> by default; you can rebind it in the usual manner.
I've probably missed some reported bugs in the above; We Apologize for the Inconvenience.™ :oops: (Just report them again. :wink: ) Known bugs that are still under investigation include:
  • 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 tests aren't reproducing it.)
I'm actually slightly surprised to have no bug reports from the new Necromancy code; I guess no one is playing Necromancers? :wink: As always, here is a good place to report any bugs you find.

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 0.7.1 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. :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…).
So, back to bugfixing mode, then. Although I am still taking requests for new features or anything I haven't implemented yet.
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
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Re: Porting ToME2 to the T4 engine

#618 Post by Zizzo »

Guess I should have waited a day for the new engine release… :oops: :wink: But I've got a few things I can push out:

Release 0.7.2 "It's In the Walls!"

This is mostly a "mini-feature" release, covering some of what looked like the low-hanging fruit from my not-yet-implemented list:
  • Most of the new features are small bits that I didn't do at first because I thought they'd be hard, but now I've already built the infrastructure I need for them in the process of implementing something else:
    • The guts of Traps of Curse Armor and Curse Weapon can easily be reused to implement Scrolls of the same name. :twisted:
    • I'd already implemented the glyph of warding map feature for Runecraft's Rune [Protection], so it was easy to hook into that for Scrolls of Runes of Protection.
    • I already had Half-Ogre's Explosive Rune power implemented, but didn't have handling of the exploding rune map feature; turns out it's nearly identical to existing handling of glyphs of warding. [Actually, I'm not sure I've got explosive runes right; as I read the code, they don't actually explode unless the player is standing on them while a hostile actor attacks them, otherwise they act sort of like glyphs of warding. Can any T2 players confirm?]
    • The Invisibility temporary effect from Potions of Invisibility was obviously what I needed for Mimicry's Invisibility power.
    • Similarly, the handling of the PASS_TREE flag from the Elder Ent mimicry form was just what I needed with the PASS_WALL and ONLY_WALL flags to implement Wall Mimicry.
    • Actor:teleportRandom(), it turns out, already supports the sort of targeted teleporting that I needed to implement the Tracker spell. (Keeping track of teleportations on the level, on the other hand, was a bit trickier…)
  • On a lark, implemented the Create Boulders talent conferred by the Boulder-throwing skill. :mrgreen: We don't yet have any way of actually throwing those boulders, alas. In theory, of course, we're supposed to be able to throw pretty much anything, notably including potions that are supposed to shatter on impact; I may just punt that and implement a Throw Boulder talent.
  • And of course, bump up to the new v1.7.5 game engine. :wink:
But I did fix a few bugs:
  • Apparently when I broke out the jumpgate-creating code from Phase Door to its own function for reuse elsewhere, I forgot to actually take said code out of the Phase Door code, so we were creating the jumpgates twice. :oops: Generally harmless, I think, but still.
  • Apparently no one was using the Inertia Control spell, because I don't think that would have worked. While I was there, I reimplemented it as a sustained talent, since that seems like a better fit.
  • Now that we have sustained talents that cost mana, we should probably start treating them like sustained talents for mana purposes — i.e. reducing max mana instead of spending mana on activation. I've got the basic infrastructure implemented for that now, and so far I'm using it for Inertia Control (which has both an up-front activation cost and a sustain cost).
I've probably missed some reported bugs in the above; We Apologize for the Inconvenience.™ :oops: (Just report them again. :wink: ) Known bugs that are still under investigation include:
  • 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 tests aren't reproducing it.)
And of course, I've probably introduced some bugs in these new features, along with all the bugs that were already there and just haven't been tripped over yet… :oops: :wink: As always, here is a good place to report any bugs you find.

And while I'm here, a few notes and questions:
  • As I mentioned above, I'm so far using the new sustain-reduces-max-mana infrastructure for the Inertia Control spell. There are other talents that would potentially be affected, like Bear form or the various Mimicry sustains, which may not have been designed with that sort of long-term mana cost in mind. Wall Mimicry, for instance, costs 40 mana, and Spellbinder, another spell that looks like it really wants to be a sustained talent, can cost as much as 300 mana. How do people think we should go with this?
  • Has anyone used the Touch of Death ability in T2? That's something else on my not-yet-implemented list (not associated with Necromancy, to my surprise). Its description in the original data files reads: "Your melee blows can insta-kill, but you only receive 1/3 of the experience". Thing is, I can't find it actually implemented anywhere in the code.
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 0.7.2 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. :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…).
So I might putter around for a bit picking off more low-hanging fruit (and fixing whatever bugs you guys find, of course). Although I am still taking requests for new features or anything I haven't implemented yet.
"Blessed are the yeeks, for they shall inherit Arda..."

Thorondor
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Re: Porting ToME2 to the T4 engine

#619 Post by Thorondor »

Fab to see another release 😁
I try to play through methodically until character meets a sticky end, my current 0.71 char has quite a lot of promise, lots of good unique items fairly early on, of course I know the rng will smite me for saying it but still....
Main reason to mention is that when I added 0.71, but loaded a 0.63 character I think the spell error rates are the unchanged, I think the engine utilises the older version of the mod. When previously I've then deleted the module (e.g. 0.63 in this example), the 0.63 character won't load. It's a shame to retire a decent character, hence my occasional posts with old versions.
Will it be possible to look at whether backwards compatability is feasible (or indeed already implemented and I'm being inept - perfectly feasible!)

I saw a ring of stupidity on sale for 0gp(i hadn't sold it)

Features: fire golem (and summoning) would be very cool but might not be a low hanging fruit...

My other wishlists relate to continuing to integrate the graphics from te4, so it looks like te4 and maybe once this has completed alpha stage, seeing if theme could port as its a really cool map and feels more middle earthy 😊 again these probably aren't very easy.

If I can complete the game with current char will explore the other features

Thanks again

Zizzo
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Re: Porting ToME2 to the T4 engine

#620 Post by Zizzo »

Thorondor wrote: Sun Jun 04, 2023 12:01 pm Fab to see another release 😁
I try to play through methodically until character meets a sticky end, my current 0.71 char has quite a lot of promise, lots of good unique items fairly early on, of course I know the rng will smite me for saying it but still....
Hey, I can sympathize. I've mentioned how many active characters I have going at any given point, right? :oops: :wink:
Thorondor wrote: Sun Jun 04, 2023 12:01 pm Main reason to mention is that when I added 0.71, but loaded a 0.63 character I think the spell error rates are the unchanged, I think the engine utilises the older version of the mod. When previously I've then deleted the module (e.g. 0.63 in this example), the 0.63 character won't load. It's a shame to retire a decent character, hence my occasional posts with old versions.
Will it be possible to look at whether backwards compatability is feasible (or indeed already implemented and I'm being inept - perfectly feasible!)
That's odd. Running an 0.6.x character in 0.7.x should get the fixed spell failure rates, unless it really is using the 0.6.x module, as you suggest. If that's the case, it's not the module's doing; it must be the engine code or the boot module deciding what module version to run.
Thorondor wrote: Sun Jun 04, 2023 12:01 pm I saw a ring of stupidity on sale for 0gp(i hadn't sold it)
? I'll investigate.
Thorondor wrote: Sun Jun 04, 2023 12:01 pm Features: fire golem (and summoning) would be very cool but might not be a low hanging fruit...
*shudder* Yeah, the Fire Golem spell, and the conceptually related Melkor prayer Mind Steal, are not things I've been looking forward to trying to implement. I'll have to do some digging into how the T4 module handles things like taking control of the Alchemist's golem. If by "summoning" you mean the Summoner class, that was added back in 0.6.0.
Thorondor wrote: Sun Jun 04, 2023 12:01 pm My other wishlists relate to continuing to integrate the graphics from te4, so it looks like te4
People keep asking for this, and even apart from the licensing issues, I'm not entirely sure it's even feasible. What T4 monster tile would I use for a Quylthulg, for instance, or a Kobold, or Morgoth, or Smeagol, or the Icky Queen? What object tile would I use for a Glaive, or a Crossbow, or a Trap Set, or an Alchemist's essence, or one of the relic pieces from the relic quests? What terrain tile would I use for a fountain, or an empty fountain?
Thorondor wrote: Sun Jun 04, 2023 12:01 pm and maybe once this has completed alpha stage, seeing if theme could port as its a really cool map and feels more middle earthy 😊 again these probably aren't very easy.
Theme would be interesting, yes. I haven't played it, so I have no idea whether it would work as a T2 module addon (would it be too pretentious to call it a DLC? :mrgreen: ) or whether it would need to be a module in its own right.
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
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Re: Porting ToME2 to the T4 engine

#621 Post by Zizzo »

Got some more low-hanging features ready for an 0.7.3 release, but I gather there's a 1.7.6 engine release imminent to fix the much-lamented items vault bug, and that would be a good excuse to bump the module up to the latest engine version. We Apologize for the Delay.™ :wink:

In the meantime, by request, I've started working on the infrastructure for the Fire Golem and Mind Steal spells, which I've dubbed "puppeting" internally. Turns out what I was expecting to be the hard part was stuff I'd already mostly done (party juggling), and the real stumper is something that the main module doesn't have to worry about: here in T2 land, NPCs and players are very different entities, and using the former as the latter is a lot trickier than I was expecting. :shock: (This will definitely be an 0.8.x thing, because among other things, it's going to require non-backward-compatible changes to NPCs.) Still, I'm making progress.

Now, since I've never actually used either of these two spells in T2, I have some questions:
  • What actually happens to the puppeted creature when you release control of it? For fire golems, it would make sense for them to disappear, but for Mind Steal, I think you'd expect the no-longer-controlled creature to stick around (and be pissed… :twisted: ).
  • And speaking of releasing control, what's a good UI for that? Original T2 AFAICT wedges it into the 'm'agic-power command, asking "Do you want to release control?" before actually letting you use any powers. Based on that, I'm leaning toward the player-controlled NPC gaining some sort of release-control talent, kind of like the Alchemist golem's Self-destruction talent.
  • I gather that if the uninhabited and inactive player body dies while you're puppeting, it's a game-ender; if the puppeted body dies, does control revert to the player?
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
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Re: Porting ToME2 to the T4 engine

#622 Post by Zizzo »

Zizzo wrote: Tue Jun 27, 2023 8:16 pm Got some more low-hanging features ready for an 0.7.3 release, but I gather there's a 1.7.6 engine release imminent to fix the much-lamented items vault bug, and that would be a good excuse to bump the module up to the latest engine version. We Apologize for the Delay.™ :wink:
And now that that's happened, we can release:

Release 0.7.3 "You Feel This Version Is Excellent"

Much like the last release, this is mostly a "mini-feature" release with some more low-hanging unimplemented features:
  • First off the bat for unimplemented features were the talents conferred by the ablities Far reaching Attack and Touch of Death. Notes:
    • If I'm reading the T2 code right, the Touch of Death attack straight up fails 95% of the time. Does that track with T2 players' experience?
    • The targeting visuals for Far-Reaching Attack are less than ideal. I'm re-using the select-adjacent-grid code used for opening doors and the like, with some extra checks that there's actually a grid two squares away that we can get to, but that leaves us with visuals like:
      polearm-far.png
      polearm-far.png (16.37 KiB) Viewed 796473 times
      I'm not sure there exists a targeting mode that would let the player target things exactly and only two squares away and only in the eight cardinal directions.
  • Should've done the Ring of Durin's Midas touch power long ago; it wasn't nearly as hard as I was expecting.
  • Related to the above, it turns out that you can't Midas artifacts, and if you try on an un-ID'd artifact, it'll be pseudo-ID'd as {special} (or {terrible}, as appropriate). Getting that to happen led to some beefing up of pseudo-ID handling, which in turn gave me the infrastructure I needed to implement the missing low-level pseudo-ID part of Mindcraft's Psychometry power.
  • Also while testing the Ring of Durin, I discovered to my astonishment that I hadn't implemented a replacement-candidates popup dialog for wielding items (like replacing one of two rings), like I have with the Enhanced Wield/Replace addon for the main game module. That travesty, of course, could not be allowed to stand. :mrgreen:
  • The Weigh Magic talent on the Robe of Incanus was not at all what I was expecting it to be, and turned out to be fairly easy to implement (if somewhat superfluous… :| ).
  • Fun fact: the player's base HP at each level is precomputed at character creation (presumably to avoid save scumming?). Potions of New Life basically re-run that precomputation — which made them surprisingly easy to implement. :wink:
  • Not a game feature per se, but I noticed that I'd accidentally dropped the link for our Gervais Tiles addon from the addons list in my release notes, :oops: and it occurred to me that since we're using David Gervais' tiles under a Creative Commons license, we probably need to mention that in the actual game credits dialog (accessible via 'Credits' from the <Esc> menu). So I added a new hook T2:Credits:text, so that the addon can hook in and add appropriate credits to the dialog's text. Yet another thing that no one but me will use, but hey. :wink:
  • On a loosely related note, Thorondor's mention of Theme earlier made me think that we should probably be bundling our accumulated developer documention in the .team file for the benefit of any downstream modders.
  • And of course, bump up to the new v1.7.6 game engine. :wink:
But I did fix a few bugs:
  • Small corner-case bug that I think would have screwed up some occasional talents whose usage speed can vary according to circumstances.
  • Yet Another Stupid Typo™ :oops: that would have choked the Bleeding effect description, the talent description for Lights of Illumination, and the descriptions of various ambient-damage zone-wide effects in zones like The Helcaraxë or Mount Doom.
  • And speaking of stupid typos… :oops: If you use the 'o'pen-door command while standing next to multiple doors, you will, of course, be prompted to choose which door to open; if you choose a direction that isn't a door, the log is supposed to say something like "That isn't a door" rather than "There are no doors here to open".
I've probably missed some reported bugs in the above; We Apologize for the Inconvenience.™ :oops: (Just report them again. :wink: ) Known bugs that are still under investigation include:
  • 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 tests aren't reproducing it.)
  • Ring of Stupidity appearing in store stock.
And of course, I've probably introduced some bugs in these new features, along with all the bugs that were already there and just haven't been tripped over yet… :oops: :wink: As always, here is a good place to report any bugs you find.

And one quick question while I'm here:
  • Has anyone ever gotten a randart armor or weapon that conferred a power, in original T2 or in this module? Because what I'm seeing in the randart code suggests it should be possible, but I can't remember ever seeing it happen. In fact, it looks like it's supposed to be possible for a randart to confer powers like the Ring of Durin's Midas touch power.
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 0.7.3 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. :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…).
  • Gervais Tiles for ToME Classic (new release 1.0.1): Repurposes David Gervais' TomeTik tiles (reused here pursuant to the Creative Commons CC-BY-3.0 license) for use with our T2 module.
As I mentioned above, I've started working on the Fire Golem spell and related infrastructure for 0.8.0. Still taking requests for features, of course.
"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

#623 Post by Thorondor »

Fab - thanks for another release :)

Spellbinder didn't take away from maximum mana in the way that inertia control did.
the spell itself did cost the sum of spellbinder + the bound spells, and took a long time to cast (i.e. needed to hide away before doing the spell)
Fire golem: if inactive player died whilst golem being controlled, = game end.
I can't remember what happened if you stop controlling the fire golem; - I'll check as I have an archive of L50 T2.35 characters (mainly on theme)

Fair enough comment with the tiles; and some things not registered in T4 e.g. kobold. Wondered if a couple of the spell effects could be ported at some point :)

A few other bits / bobs / bugs from the previous release:


Entering Deathwatch sometimes caused crash, no error log at all, it just jammed on attempting to load x3 from one attempt. Recalled to town then back to L20 and got in fine. No idea why / what happened.

Do things like armour of vulnerability need a {very bad} flag? - they currently have a worthless flag
On automiser front, i think that 'good' ammo e.g. having at least +1 in either to hit or to dam are currently counted as 'average' - at least as per the automiser
Potions of slowness and naivity are currently 'average' as per automiser, as are cursed bolts / ammo

Is it possible to add a graphic when identify spell is cast that has a radius 1 (or 2) effect? i think this was present in the original game.

I think spell / arrow casting monsters will continue to cast even if the player isn't in line of sight; - this means that a room of spell casters / breathers / shooters may kill themselves if you just move around outside of the room.

Aquatic hounds created on land and couldn't move

Attempted to use the thunderlords to get into deathwatch:
error = "Game version: tome2-0.7.2\
Addons: gond_book-0.3.0, town_neutral-0.3.0\
\
Lua Error: /mod/class/generator/actor/T2LevelFilteredActors.lua:304: attempt to perform arithmetic on local 'max' (a table value)\
At [C]:-1 __mul\
At /mod/class/generator/actor/T2LevelFilteredActors.lua:304 regenFrom\
At /engine/generator/actor/Random.lua:49 generate\
At /mod/class/generator/actor/T2LevelFilteredActors.lua:86 generate\
At /engine/Zone.lua:1135 newLevel\
At /engine/Zone.lua:991 getLevel\
At /mod/class/Game.lua:563 changeLevel\
At /mod/class/Game.lua:1245 \
At /engine/KeyBind.lua:243 "
seen = true
reported = false


Cast magelock.
this caused an error every time i walked over the square I'd cast it on.

error = "Game version: tome2-0.7.2\
Addons: gond_book-0.3.0, town_neutral-0.3.0\
\
Lua Error: /mod/class/Grid.lua:65: attempt to index local 'e' (a nil value)\
At [C]:-1 __index\
At /mod/class/Grid.lua:65 check\
At /engine/Grid.lua:43 setupMinimapInfo\
At /mod/class/Map.lua:456 updateMap\
At /engine/Map.lua:566 map\
At /engine/Actor.lua:252 move\
At /mod/class/Actor.lua:493 move\
At /mod/class/Player.lua:313 moveDir\
At /mod/class/Player.lua:305 moveDir\
At /mod/class/Game.lua:1068 move_or_scroll\
At /mod/class/Game.lua:1093 \
At /engine/KeyBind.lua:231 "
seen = true
reported = false


i think this was that i'd set automiser to destroy cursed / demonology kit and a demonsword 7d6 was on the ground.

error = "Game version: tome2-0.7.2\
Addons: gond_book-0.3.0, town_neutral-0.3.0\
\
Lua Error: /mod/class/Automatizer.lua:380: attempt to index global 'o' (a nil value)\
At [C]:-1 __index\
At /mod/class/Automatizer.lua:380 checkInventory\
At /mod/class/Player.lua:2033 check\
At /mod/class/Player.lua:1539 pickupFloor\
At /mod/class/Player.lua:1498 playerPickup\
At /mod/class/Game.lua:1195 \
At /engine/KeyBind.lua:237 "
seen = true
reported = false


***********
identified a potion of detect invisible
error = "Game version: tome2-0.7.2\
Addons: gond_book-0.3.0, town_neutral-0.3.0\
\
Lua Error: /mod/class/Actor.lua:1866: /mod/class/Automatizer.lua:380: attempt to index global 'o' (a nil value)\
At [C]:-1 \
At [C]:-1 error\
At /mod/class/Actor.lua:1866 unload\
At /engine/Game.lua:467 unregisterDialog\
At /mod/dialogs/ShowEquipInvenFloor.lua:78 use\
At /engine/dialogs/ShowEquipInven.lua:78 on_input\
At /engine/KeyCommand.lua:72 receiveKey\
At /engine/ui/Dialog.lua:826 keyEvent\
At /engine/ui/Dialog.lua:512 "
seen = true
reported = false


had just killed old man willow, - this occurred moving over the loot. - looks like a cursed unique dagger
error = "Game version: tome2-0.7.2\
Addons: gond_book-0.3.0, town_neutral-0.3.0\
\
Lua Error: /mod/class/Automatizer.lua:380: attempt to index global 'o' (a nil value)\
At [C]:-1 __index\
At /mod/class/Automatizer.lua:380 checkInventory\
At /mod/class/Player.lua:2033 check\
At /mod/class/Player.lua:1539 pickupFloor\
At /mod/class/Player.lua:1492 action\
At /engine/dialogs/ShowPickupFloor.lua:107 use\
At /engine/dialogs/ShowPickupFloor.lua:66 on_input\
At /engine/KeyCommand.lua:72 receiveKey\
At /engine/ui/Dialog.lua:826 keyEvent\
At /engine/ui/Dialog.lua:512 "
seen = true
reported = false



whilst on ice
error = "Game version: tome2-0.7.2\
Addons: gond_book-0.3.0, town_neutral-0.3.0\
\
Lua Error: /mod/project-util.lua:178: attempt to call method 'project' (a nil value)\
At [C]:-1 project\
At /mod/project-util.lua:178 ball_spell\
At /data/general/objects/bases.lua:1253 on_destroy\
At /data/damage_types.lua:506 try_damage_player_inven\
At /data/damage_types.lua:1440 side_effects_pre\
At /data/damage_types.lua:365 projector\
At /data/timed_effects.lua:2033 on_timeout\
At /engine/interface/ActorTemporaryEffects.lua:97 timedEffects\
At /mod/class/Actor.lua:269 actBase\
At /engine/GameEnergyBased.lua:119 tickLevel\
At /mod/class/GameEnergyBasedEvilHack.lua:32 tick\
At /engine/GameTurnBased.lua:51 tick\
At /mod/class/Game.lua:745 "
seen = true
reported = false


entered one of the shops in Gondolin
error = "Game version: tome2-0.7.2\
Addons: gond_book-0.3.0, town_neutral-0.3.0\
\
Lua Error: /mod/class/Store.lua:541: attempt to call field 'actor_filter' (a nil value)\
At [C]:-1 actor_filter\
At /mod/class/Store.lua:541 actor_filter\
At /engine/dialogs/ShowStore.lua:141 generateList\
At /mod/dialogs/ShowStore.lua:90 generateList\
At /engine/dialogs/ShowStore.lua:59 init\
At /mod/dialogs/ShowStore.lua:45 init\
At /engine/class.lua:147 new\
At /mod/class/Store.lua:545 interact\
At /data/chats/inn.lua:44 action\
At /engine/dialogs/Chat.lua:104 use\
At /engine/dialogs/Chat.lua:62 fct\
At /engine/ui/VariableList.lua:143 onUse\
At /engine/ui/VariableList.lua:121 \
At /engine/KeyBind.lua:231 receiveKey\
At /engine/ui/Dialog.lua:825 keyEvent\
At /engine/ui/Dialog.lua:512 "
seen = true
reported = false

Zizzo
Sher'Tul Godslayer
Posts: 2512
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

Re: Porting ToME2 to the T4 engine

#624 Post by Zizzo »

Thorondor wrote: Sat Jul 01, 2023 11:58 am Fab - thanks for another release :)
[bows] :wink:
Thorondor wrote: Sat Jul 01, 2023 11:58 am Spellbinder didn't take away from maximum mana in the way that inertia control did.
the spell itself did cost the sum of spellbinder + the bound spells, and took a long time to cast (i.e. needed to hide away before doing the spell)
Hmm, yeah, and T2 didn't really have the concept of a "sustained" talent per se. Fortunately, the engine supports both ways of doing it, so I think we'll stick with what we've got for now.

(And for the record, we already do [at least attempt to] handle Spellbinder's long casting time. Now that you mention it, though, I don't remember if I handled the added mana cost of the bound spells; I'd better check that.)
Thorondor wrote: Sat Jul 01, 2023 11:58 am Fire golem: if inactive player died whilst golem being controlled, = game end.
I can't remember what happened if you stop controlling the fire golem; - I'll check as I have an archive of L50 T2.35 characters (mainly on theme)
Awesome. Thanks.
Thorondor wrote: Sat Jul 01, 2023 11:58 am Fair enough comment with the tiles; and some things not registered in T4 e.g. kobold. Wondered if a couple of the spell effects could be ported at some point :)
That would certainly be more feasible, and I think the licensing would be kosher. Any in particular you're interested in?
Thorondor wrote: Sat Jul 01, 2023 11:58 am Entering Deathwatch sometimes caused crash, no error log at all, it just jammed on attempting to load x3 from one attempt. Recalled to town then back to L20 and got in fine. No idea why / what happened.
[sound F/X: testing] Hmm, can't reproduce so far. Was this your first time vising the level, or returning?
Thorondor wrote: Sat Jul 01, 2023 11:58 am Do things like armour of vulnerability need a {very bad} flag? - they currently have a worthless flag
Well, {worthless} is the original T2 pseudo-ID tag for cursed ego items. If you're thinking of cursed artifacts, their pseudo-ID tag is {terrible}.
Thorondor wrote: Sat Jul 01, 2023 11:58 am On automiser front, i think that 'good' ammo e.g. having at least +1 in either to hit or to dam are currently counted as 'average' - at least as per the automiser
Potions of slowness and naivity are currently 'average' as per automiser, as are cursed bolts / ammo
Hmm, I remember there being some funky rules in the automatizer to decide stuff like that. I'll investigate.
Thorondor wrote: Sat Jul 01, 2023 11:58 am Is it possible to add a graphic when identify spell is cast that has a radius 1 (or 2) effect? i think this was present in the original game.
What, for floor identify? Sure, that's easy. That'll be in the next release.
Thorondor wrote: Sat Jul 01, 2023 11:58 am I think spell / arrow casting monsters will continue to cast even if the player isn't in line of sight; - this means that a room of spell casters / breathers / shooters may kill themselves if you just move around outside of the room.
Ooh, that could be tricky; I'm not extensively familiar with the inner workings of the engine's NPC AI system. I'll have to do some digging on that one.
Thorondor wrote: Sat Jul 01, 2023 11:58 am Aquatic hounds created on land and couldn't move
[sound F/X: forehead repeatedly striking desk] Agh, where is it sneaking through this time? I'll go digging for it…
Thorondor wrote: Sat Jul 01, 2023 11:58 am Attempted to use the thunderlords to get into deathwatch:
error = "Game version: tome2-0.7.2\
Addons: gond_book-0.3.0, town_neutral-0.3.0\
\
Lua Error: /mod/class/generator/actor/T2LevelFilteredActors.lua:304: attempt to perform arithmetic on local 'max' (a table value)\
You mean the Thunderlords' nest in Gondolin (or Lothlorien, I suppose)? [sound F/X: testing] …are you sure? `Coz it turns out that's badly broken. I'll fix that for the next release.

As for the error you're seeing… [sound F/X: source diving] …odd, that shouldn't be possible; it would suggest something going wrong in table.merge(). Was this the first time or a later time you'd visited the level? I can probably put in a stopgap to catch that particular case, but I worry that something worse might be happening under the hood.
Thorondor wrote: Sat Jul 01, 2023 11:58 am Cast magelock.
this caused an error every time i walked over the square I'd cast it on.

error = "Game version: tome2-0.7.2\
Addons: gond_book-0.3.0, town_neutral-0.3.0\
\
Lua Error: /mod/class/Grid.lua:65: attempt to index local 'e' (a nil value)\
[sound F/X: source diving] Ah, okay, the minimap is testing for block_move() to draw its map, and our handling for glyphs of warding was only considering the case of an actual NPC trying to get through it. I can fix that for next release.
Thorondor wrote: Sat Jul 01, 2023 11:58 am i think this was that i'd set automiser to destroy cursed / demonology kit and a demonsword 7d6 was on the ground.

error = "Game version: tome2-0.7.2\
Addons: gond_book-0.3.0, town_neutral-0.3.0\
\
Lua Error: /mod/class/Automatizer.lua:380: attempt to index global 'o' (a nil value)\
Thorondor wrote: Sat Jul 01, 2023 11:58 am identified a potion of detect invisible
error = "Game version: tome2-0.7.2\
Addons: gond_book-0.3.0, town_neutral-0.3.0\
\
Lua Error: /mod/class/Actor.lua:1866: /mod/class/Automatizer.lua:380: attempt to index global 'o' (a nil value)\
Thorondor wrote: Sat Jul 01, 2023 11:58 am had just killed old man willow, - this occurred moving over the loot. - looks like a cursed unique dagger
error = "Game version: tome2-0.7.2\
Addons: gond_book-0.3.0, town_neutral-0.3.0\
\
Lua Error: /mod/class/Automatizer.lua:380: attempt to index global 'o' (a nil value)\
[sound F/X: source diving] Yeah, these are all the same error: it's supposed to be telling you that it can't destroy a cursed artifact in your inventory, and it's choking. I can fix that for next release.
Thorondor wrote: Sat Jul 01, 2023 11:58 am whilst on ice
error = "Game version: tome2-0.7.2\
Addons: gond_book-0.3.0, town_neutral-0.3.0\
\
Lua Error: /mod/project-util.lua:178: attempt to call method 'project' (a nil value)\
[sound F/X: source diving] Ooh, interesting. That's one of your potions being shattered by the ice; apparently the game isn't expecting an object to be dealing damage instead of an actor. I'll have to think about how to fix this one…
Thorondor wrote: Sat Jul 01, 2023 11:58 am entered one of the shops in Gondolin
error = "Game version: tome2-0.7.2\
Addons: gond_book-0.3.0, town_neutral-0.3.0\
\
Lua Error: /mod/class/Store.lua:541: attempt to call field 'actor_filter' (a nil value)\
[sound F/X: testing] Hmm, looks like the problem shops are the ones with a main building chat and a sub-store accessible via one of the chat options. Let me dig around and see what's happening.
"Blessed are the yeeks, for they shall inherit Arda..."

Raelik
Low Yeek
Posts: 5
Joined: Fri Jun 22, 2012 3:46 pm

Re: Porting ToME2 to the T4 engine

#625 Post by Raelik »

Trying to figure out how to toggle the minimap. <TAB> doesn't work, and there doesn't even appear to be a keybind option for it.

Zizzo
Sher'Tul Godslayer
Posts: 2512
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

Re: Porting ToME2 to the T4 engine

#626 Post by Zizzo »

Raelik wrote: Thu Jul 06, 2023 11:27 pm Trying to figure out how to toggle the minimap. <TAB> doesn't work, and there doesn't even appear to be a keybind option for it.
Yeah, sorry, the UI is kind of bare-bones. A minimap toggle should be simple enough; I can probably have that ready for the next release. Did you just want an on/off toggle, or did you also want the zoomed-minimap-dialog mode like the main module?
"Blessed are the yeeks, for they shall inherit Arda..."

Raelik
Low Yeek
Posts: 5
Joined: Fri Jun 22, 2012 3:46 pm

Re: Porting ToME2 to the T4 engine

#627 Post by Raelik »

Zizzo wrote: Fri Jul 07, 2023 1:17 am Yeah, sorry, the UI is kind of bare-bones. A minimap toggle should be simple enough; I can probably have that ready for the next release. Did you just want an on/off toggle, or did you also want the zoomed-minimap-dialog mode like the main module?
Just the ability to turn it on and off would be great, though if copying the main module is easier and gets you the zoomed mode also, so be it :lol:

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

Re: Porting ToME2 to the T4 engine

#628 Post by Thorondor »

RE spell effects: lightning might be one to integrate; and the fireball could have a bolt seen to project from the player, before having an explosion effect. I guess if that could be done, then the explosion and bolt colour could be switched to pale blue for cold balls etc, including on thaumaurgy spells. Also thunderstorm effect?

Just as an extra thought when you modify the identity spell fpr a visual effect; - when identify spell had radius 1 or more in 2.35, it'd find out how many hit points any creature within it's radius had - probing effect.

Whilst I've never used a boomerang (so not a priority for me), don't think throw boomerang is integrated yet.

I've enabled the Gervais tiles but don't know how to use them as the display option; - might be on the Bolt tiles. am still on 0.72 as I've got a very good char (for me); - just completed Mirkwood.

Tried to give commands to a pet; -
How do you ask a pet to follow you? I tried putting a number in, and this happened.

error = "Game version: tome2-0.7.2\
Addons: gond_book-0.3.0, town_neutral-0.3.0\
\
Lua Error: /mod/dialogs/PetCommand.lua:50: attempt to index field 'chars' (a nil value)\
At [C]:-1 __index\
At /mod/dialogs/PetCommand.lua:50 on_input\
At /engine/KeyCommand.lua:72 receiveKey\
At /engine/ui/Dialog.lua:826 keyEvent\
At /engine/ui/Dialog.lua:512 "
seen = true
reported = false

Sorry haven't got to my old characters on 2.35 yet; - it's on the list :)

Zizzo
Sher'Tul Godslayer
Posts: 2512
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

Re: Porting ToME2 to the T4 engine

#629 Post by Zizzo »

Thorondor wrote: Sat Jul 08, 2023 6:34 am RE spell effects: lightning might be one to integrate; and the fireball could have a bolt seen to project from the player, before having an explosion effect. I guess if that could be done, then the explosion and bolt colour could be switched to pale blue for cold balls etc, including on thaumaurgy spells. Also thunderstorm effect?
Ooh, that's right, we do have a Thunderstorm spell, don't we? :twisted: I'll start looking into those.
Thorondor wrote: Sat Jul 08, 2023 6:34 am Just as an extra thought when you modify the identity spell fpr a visual effect; - when identify spell had radius 1 or more in 2.35, it'd find out how many hit points any creature within it's radius had - probing effect.
Mm, yes, rod of probing is on my not-yet-implemented list. Let me see how much work that would be.
Thorondor wrote: Sat Jul 08, 2023 6:34 am Whilst I've never used a boomerang (so not a priority for me), don't think throw boomerang is integrated yet.
As you say.
Thorondor wrote: Sat Jul 08, 2023 6:34 am I've enabled the Gervais tiles but don't know how to use them as the display option; - might be on the Bolt tiles. am still on 0.72 as I've got a very good char (for me); - just completed Mirkwood.
It's in the game options dialog, under "Display | Graphics mode"; "Gervais tiles" should be one of the options to choose from.
Thorondor wrote: Sat Jul 08, 2023 6:34 am Tried to give commands to a pet; -
How do you ask a pet to follow you? I tried putting a number in, and this happened.

error = "Game version: tome2-0.7.2\
Addons: gond_book-0.3.0, town_neutral-0.3.0\
\
Lua Error: /mod/dialogs/PetCommand.lua:50: attempt to index field 'chars' (a nil value)\
[sound F/X: testing] Gah! that's broken. I'll have that dialog fixed for the next release. For reference, you're supposed to be able to right-click on the pet, choose "Give command to <pet name>", and on the resulting dialog choose "Set leash distance" and you will be prompted for how closely you want your pet to follow you (for the T2 pet commands, "follow me" corresponds to a leash distance of 6, "call pets" corresponds to a leash distance of 1, and "seek and destroy" corresponds to a leash distance of 255). That'll be fixed for the next release; We Apologize for the Inconvenience.™ :oops:
Thorondor wrote: Sat Jul 08, 2023 6:34 am Sorry haven't got to my old characters on 2.35 yet; - it's on the list :)
`S cool, no rush.

And I think we've got enough serious bugs piled up at this point to merit an emergency bugfix release:

Release 0.7.4 "Some Breakage May Occur"

This doesn't cover all the recently reported bugs, but it should fix the show-stoppers:
  • The minimap does a block_move() check on each grid to decide how to display it, and our block_move() handling for glyphs of warding and explosive runes was more focused on whether a hostile actor succeeds in breaking through it and less on the minimap case, which doesn't involve any actors at all. :oops:
  • Ye gods, did I have the Thunderlord nest and the reset-recall dialog screwed up… :oops: :oops:
  • Yet Another Stupid Typo™ in the automatizer, particularly when reporting that the automatizer cannot destroy an item because it's an artifact or a quest item.
  • That store fix from 0.7.1 to prevent stores from selling cursed items ended up breaking stores that don't buy things, like the sub-stores at the Inn or the Soothsayer. We also now actually enforce the no-buying policy for those stores.
  • The engine's damage projection code generally assumes that damage is being dealt by an actor (player or NPC). When it's being dealt by, say, an exploding potion that was shattered by ice damage, you have to get a bit creative. :wink: (Fair warning: any existing potions you might be carrying around may still be bugged, since the T4 engine encodes this stuff at the object level; We Apologize for the Inconvenience.™)
  • I'm not sure what that bug was in generating Deathwatch, but I've put in a spot check to at leaast paper over it. That may well expose another bug behind it, but we'll burn that bridge behind us when we come to it. :|
  • I have no idea how we could still be generating AQUATIC-flagged NPCS on dry land, but I've convinced myself that it can't be going through any path other than our zone-level actor generator, so at least I can check for it. If you see any more aquatic creatures on dry land, check the log file for lines labeled '[ACTOR_GEN]'; with any luck, they'll contain the information I'll need to track this down.
  • Totems of creatures that are generated in groups (specifically, creatures flagged with FRIENDS or ESCORTS) are only supposed to generate the one summon when used, without friends or escorts. I was specifying that in the wrong place. :oops: And since I wasn't expecting the friends/escorts to be generated, I wasn't fixing their faction, so they were all being generated hostile. :shock:
  • Couple bugs in the give-command-to-pet dialog:
    • The mnemonic handling was broken.
    • The set-leash-distance sub-dialog wasn't popping up.
Known bugs that are still under investigation include:
  • 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 tests aren't reproducing it.)
  • Ring of Stupidity appearing in store stock.
I did manage to sneak in a few requested features, though:
  • High-level Identify now displays a simple ball particle to show the affected area when it identifies items on the floor.
  • We now implement the "Show map" key binding to toggle the minimap. The actual bound key should be the same as in the main game module, and we reproduce the main module's on/off/"zoomed" cycle. (This involves a copied and slightly modified version of the main module's ShowMap dialog, which I believe is kosher license-wise.)
  • Starting to look at fancier particles for some of our spell talents. Slightly trickier than I expected, since a lot of T4's spells are based on projectiles, whereas T2 spells are comparatively "instant-hit". So far I've got a Fireflash effect (copied wholesale from the T4 module, which, again, I think is okay license-wise); I may need to retool and consolidate code as I add more particles.
That particles change is actually where I'm expecting the most new bugs, surprisingly; it touches several places in the code. As always, here is a good place to report any bugs you find.

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 0.7.4 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. :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…).
  • Gervais Tiles for ToME Classic (current release 1.0.1): Repurposes David Gervais' TomeTik tiles (reused here pursuant to the Creative Commons CC-BY-3.0 license) for use with our T2 module.
For ongoing development, continuing with the Fire Golem/puppeting stuff, and maybe picking up some more fancy talent particles. Still taking feature requests, of course. :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

#630 Post by Thorondor »

Hi Zizzo
have had a brief run this evening, liking the particle effects for fireflash :) very nice!

A couple of possible bugs:
identify spell L33 is now radius 0; - i.e. it only identifies objects under the character rather than a radius 1.
Globe of light; - i think the game is now forgetting there's two forms of light and only using ? the weaker light.
(and on that spell, - is there a version of globe of light from T4 engine that could be directly used?)

Future spell / visual effects:
Maybe a green cloud effect for noxious cloud.
Also I wonder if the firewall effect could be ported; - I think there is something similar in T4 for when the ground is burning.
Ice storm has a direct version in T4 that could maybe be copied?
Pulverising auger for dig?

Finally got a character to the maze; - it looks like the top border fully displays, - the left / right borders and bottom border don't always display. (Tested using area wall destruction); - sometimes the wall tiles are visible, but sometimes the map stops without a permanent rock border. If permanent rock is a thing in T4, should the maze just have permanent rock border?

The error RE deathwatch occurred again, but before i did the update to current version, and not on deathwatch level so I wonder if there's some object / character that it tried to generate and couldn't hence a hangup? It hasn't occurred so far (but only very limited testing so far); - will let you know if it occurs again.

Just a question; - are dungeon towns incorporated yet?

thanks again :)

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