Porting ToME2 to the T4 engine
Moderator: Moderator
Re: Porting ToME2 to the T4 engine
Cool, if you pm me with an email address I'll send file across.
Re: Porting ToME2 to the T4 engine
Hi
Just tried to read a scroll of remove curse, to get a non heavily cursed ring removed. The game freezes for 10 seconds before eventually resuming, and doesn't remove the curse. It's not a *remove curse* scroll, the ranger character concerned can't afford one yet!
EDIT
also as a feature request I wondered if it'd be possible to have food status of hungry, weak from hunger etc have a screen colour change similar to hit point warning, so often I end up fainting b4 realising that food status is critical
Chee9
Just tried to read a scroll of remove curse, to get a non heavily cursed ring removed. The game freezes for 10 seconds before eventually resuming, and doesn't remove the curse. It's not a *remove curse* scroll, the ranger character concerned can't afford one yet!
EDIT
also as a feature request I wondered if it'd be possible to have food status of hungry, weak from hunger etc have a screen colour change similar to hit point warning, so often I end up fainting b4 realising that food status is critical
Chee9

-
- 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
Odd; I'll investigate.Thorondor wrote: ↑Fri Sep 29, 2023 10:17 pm Hi
Just tried to read a scroll of remove curse, to get a non heavily cursed ring removed. The game freezes for 10 seconds before eventually resuming, and doesn't remove the curse. It's not a *remove curse* scroll, the ranger character concerned can't afford one yet!
EDIT
Sounds feasible. [sound F/X: source diving] We're borrowing T4's main FBO, so we could probably poach its solipsism_warning or air_warning variables for that purpose.
"Blessed are the yeeks, for they shall inherit Arda..."
Re: Porting ToME2 to the T4 engine
cheers 
Just exploring Moria with the sorcerer at the moment.
all of the Lothlorien quests work fine
one oddity I've just noticed; - i'm not sure if reflection is working quite properly yet; - arrows bounce and the character doesn't take any damage but with spell bolts, e.g. mana, fire, sometimes even when it says e.g. the fire bolt bounces, there isn't an obvious rebound and my character still takes damage.
Will keep plugging away as time allows

Just exploring Moria with the sorcerer at the moment.
all of the Lothlorien quests work fine

one oddity I've just noticed; - i'm not sure if reflection is working quite properly yet; - arrows bounce and the character doesn't take any damage but with spell bolts, e.g. mana, fire, sometimes even when it says e.g. the fire bolt bounces, there isn't an obvious rebound and my character still takes damage.
Will keep plugging away as time allows
Re: Porting ToME2 to the T4 engine
Just tried a *remove curse* scroll and it worked ok
Re: Porting ToME2 to the T4 engine
Tried a rand-art that looks like it's destruction spell:
error = "Game version: tome2-0.7.7\
Addons: gond_book-0.3.0, town_neutral-0.3.0\
\
Lua Error: /mod/class/Player.lua
/engine/Level.lua:131: Entity 6680(SCRL_LIGHT) not present on the level\
At [C]:-1 \
At [C]:-1 error\
At /mod/class/Player.lua:1636 action\
At /mod/dialogs/ShowEquipInvenFloor.lua:77 use\
At /engine/dialogs/ShowEquipInven.lua:49 fct\
At /engine/ui/ListColumns.lua:463 onUse\
At /engine/ui/ListColumns.lua:145 \
At /engine/KeyBind.lua:231 receiveKey\
At /engine/ui/Dialog.lua:825 keyEvent\
At /engine/ui/Dialog.lua:512 "
seen = true
reported = false
Also doesn't look like it used up any of it's energy. It's a 100/100, uses 100 points to cast but when the item was on the floor it didn't use up any of it's charge so was able to be used again immediately.
One other thing I've noticed: rand-art e.g. small leather shield, 2+0, with resist fire / acid / cold / electricity + 2 sustains sold for 30gp; - not sure if for resistances etc it's calculating the price in shops appropriately. (looks like it's a similar cost to a non-enchanted shield.
error = "Game version: tome2-0.7.7\
Addons: gond_book-0.3.0, town_neutral-0.3.0\
\
Lua Error: /mod/class/Player.lua
At [C]:-1 \
At [C]:-1 error\
At /mod/class/Player.lua:1636 action\
At /mod/dialogs/ShowEquipInvenFloor.lua:77 use\
At /engine/dialogs/ShowEquipInven.lua:49 fct\
At /engine/ui/ListColumns.lua:463 onUse\
At /engine/ui/ListColumns.lua:145 \
At /engine/KeyBind.lua:231 receiveKey\
At /engine/ui/Dialog.lua:825 keyEvent\
At /engine/ui/Dialog.lua:512 "
seen = true
reported = false
Also doesn't look like it used up any of it's energy. It's a 100/100, uses 100 points to cast but when the item was on the floor it didn't use up any of it's charge so was able to be used again immediately.
One other thing I've noticed: rand-art e.g. small leather shield, 2+0, with resist fire / acid / cold / electricity + 2 sustains sold for 30gp; - not sure if for resistances etc it's calculating the price in shops appropriately. (looks like it's a similar cost to a non-enchanted shield.
Re: Porting ToME2 to the T4 engine
Hi Zizzo
odd error message popped up whilst shooting arrows at phantom warriors
error = "Game version: tome2-0.7.7\
Addons: gond_book-0.3.0, gervais_tiles-0.5.2, town_neutral-0.3.0\
\
Lua Error: /engine/interface/GameTargeting.lua:137: /mod/class/LogDisplay.lua:38: bad argument #1 to 'format' (no value)\
At [C]:-1 \
At [C]:-1 error\
At /engine/interface/GameTargeting.lua:137 fct\
At /engine/interface/GameTargeting.lua:143 targetMode\
At /engine/interface/GameTargeting.lua:214 plain\
At /engine/KeyCommand.lua:85 "
seen = true
reported = true
have put the log in too if that helps.
[LOG] Aragorn uses Fire Arrow.
[PLAYER] recalcEverything(0)
[PLAYER] recalcEverything: done
[LOG] You have 2 Arrows of Wounding (1d4) (+7,+10) {cursed,90% off}.
[COMBAT] archery: 85 + 3*(-7 + 0 + 7 + 7) - 1 -> 105
[COMBAT] checkHit(105)
[COMBAT] checkHit: attacker is player
[COMBAT] check_hit: target AC 10, luck adj 0
[COMBAT] checkHit: 0-104 -> 23 >= 7 -> hit
[LOG] Aragorn's Arrow of Wounding (1d4) hits the Phantom warrior for 84 damage.
[LOG] #{bold}#Aragorn killed the Phantom warrior!#{normal}#
stack traceback:
[C]: in function 'format'
/mod/class/LogDisplay.lua:38: in function 'logdisplay'
/mod/class/Game.lua:112: in function 'log'
/mod/class/Automatizer.lua:414: in function 'checkFloor'
/mod/class/Player.lua:825: in function 'postUseTalent'
/engine/interface/ActorTalents.lua:197: in function </engine/interface/ActorTalents.lua:173>
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
ERROR:
Game version: tome2-0.7.7
Addons: gond_book-0.3.0, gervais_tiles-0.5.2, town_neutral-0.3.0
Lua Error: /engine/interface/GameTargeting.lua:137: /mod/class/LogDisplay.lua:38: bad argument #1 to 'format' (no value)
At [C]:-1
At [C]:-1 error
At /engine/interface/GameTargeting.lua:137 fct
At /engine/interface/GameTargeting.lua:143 targetMode
At /engine/interface/GameTargeting.lua:214 plain
At /engine/KeyCommand.lua:85
odd error message popped up whilst shooting arrows at phantom warriors
error = "Game version: tome2-0.7.7\
Addons: gond_book-0.3.0, gervais_tiles-0.5.2, town_neutral-0.3.0\
\
Lua Error: /engine/interface/GameTargeting.lua:137: /mod/class/LogDisplay.lua:38: bad argument #1 to 'format' (no value)\
At [C]:-1 \
At [C]:-1 error\
At /engine/interface/GameTargeting.lua:137 fct\
At /engine/interface/GameTargeting.lua:143 targetMode\
At /engine/interface/GameTargeting.lua:214 plain\
At /engine/KeyCommand.lua:85 "
seen = true
reported = true
have put the log in too if that helps.
[LOG] Aragorn uses Fire Arrow.
[PLAYER] recalcEverything(0)
[PLAYER] recalcEverything: done
[LOG] You have 2 Arrows of Wounding (1d4) (+7,+10) {cursed,90% off}.
[COMBAT] archery: 85 + 3*(-7 + 0 + 7 + 7) - 1 -> 105
[COMBAT] checkHit(105)
[COMBAT] checkHit: attacker is player
[COMBAT] check_hit: target AC 10, luck adj 0
[COMBAT] checkHit: 0-104 -> 23 >= 7 -> hit
[LOG] Aragorn's Arrow of Wounding (1d4) hits the Phantom warrior for 84 damage.
[LOG] #{bold}#Aragorn killed the Phantom warrior!#{normal}#
stack traceback:
[C]: in function 'format'
/mod/class/LogDisplay.lua:38: in function 'logdisplay'
/mod/class/Game.lua:112: in function 'log'
/mod/class/Automatizer.lua:414: in function 'checkFloor'
/mod/class/Player.lua:825: in function 'postUseTalent'
/engine/interface/ActorTalents.lua:197: in function </engine/interface/ActorTalents.lua:173>
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
ERROR:
Game version: tome2-0.7.7
Addons: gond_book-0.3.0, gervais_tiles-0.5.2, town_neutral-0.3.0
Lua Error: /engine/interface/GameTargeting.lua:137: /mod/class/LogDisplay.lua:38: bad argument #1 to 'format' (no value)
At [C]:-1
At [C]:-1 error
At /engine/interface/GameTargeting.lua:137 fct
At /engine/interface/GameTargeting.lua:143 targetMode
At /engine/interface/GameTargeting.lua:214 plain
At /engine/KeyCommand.lua:85
Re: Porting ToME2 to the T4 engine
Sorry duplicate
-
- 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
[sound F/X: source diving] Hmm, for a randart, that would probably be using the earthquake infrastructure, like the Shake spell. Looks like it was trying to remove the same floor object twice. The code in that general area looks a bit sloppy; I think I can tidy that up a bit.
It's supposed to be taking stuff like that into account. I'll investigate.Thorondor wrote: ↑Fri Oct 13, 2023 10:25 pm One other thing I've noticed: rand-art e.g. small leather shield, 2+0, with resist fire / acid / cold / electricity + 2 sustains sold for 30gp; - not sure if for resistances etc it's calculating the price in shops appropriately. (looks like it's a similar cost to a non-enchanted shield.
[sound F/X: source diving] From the extra log information you provided, it looks like it's choking trying to log the name of an object. It looks like the name must have a '%' character in it somewhere, because it's trying to do printf()-style formatting with it. But where… oh crap. Discounts. The "(90% off)" suffix would obviously be read by the game's loggging code as a "%o" format field, expecting a number, which probably won't be there. This is probably the cause of some other errors we've seen before. I'm going to have to sweep the entire code looking for cases of this…Thorondor wrote: ↑Tue Oct 31, 2023 9:55 pm odd error message popped up whilst shooting arrows at phantom warriors
error = "Game version: tome2-0.7.7\
Addons: gond_book-0.3.0, gervais_tiles-0.5.2, town_neutral-0.3.0\
\
Lua Error: /engine/interface/GameTargeting.lua:137: /mod/class/LogDisplay.lua:38: bad argument #1 to 'format' (no value)\


Oh! Air hounds, of course. The summoning code only gets the original one back to fiddle its faction; the rest are added by the actor generation code because of the FRIENDS flag, and the summoning code never sees them to fix their faction. That might require some trickiness…Thorondor wrote: ↑Mon Sep 04, 2023 10:42 pm Edit (2)
Just noticed Beorn the shape changer summoned some air hounds; - the majority of them were hostile on creation; - just wondered if there was a code that would force summons (by a friendly character e.g. Beorn etc) to be friendly? - seems a shame for Beorn (and potentially hazardous for players) if a 'friendly' summons a room full of hostile air hounds...
[sound F/X: source diving] Hmm, looks like there's some hinkiness in the T2 code to determine whether an object needs to be *ID*'d or just ID'd to show its activation. Do things like an Amulet of the Serpents or a Dragon Scale Mail need to be *ID*'d to show their activation? How about a Rod with a rod tip on it (or a rod tip itself, for that matter)?
"Blessed are the yeeks, for they shall inherit Arda..."
Re: Porting ToME2 to the T4 engine
Hi Zizzo
Thanks for looking at those error logs:
just tried giving Narsil to Aragorn - the following error occurred
error = "Game version: tome2-0.7.7\
Addons: gond_book-0.3.0, town_neutral-0.3.0\
\
Lua Error: /data/chats/aragorn.lua:143: attempt to call method 'clone' (a nil value)\
At [C]:-1 clone\
At /data/chats/aragorn.lua:143 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 = true
Also noticed that every time you cast identify the quest seems to re-trigger, i.e. you get the popup that says you've found Narsil etc.
Trying to get items into the Mathom house also led to a bug:
error = "Game version: tome2-0.7.7\
Addons: gond_book-0.3.0, town_neutral-0.3.0\
\
Lua Error: /mod/class/Object.lua:343: attempt to compare number with boolean\
At [C]:-1 __lt\
At /mod/class/Object.lua:343 getName\
At /mod/class/MathomHouse.lua:110 doSell\
At /mod/class/MathomHouse.lua:66 action\
At /mod/dialogs/ShowStore.lua:83 use\
At /engine/dialogs/ShowStore.lua:49 fct\
At /engine/ui/ListColumns.lua:463 onUse\
At /engine/ui/ListColumns.lua:145 \
At /engine/KeyBind.lua:231 receiveKey\
At /engine/ui/Dialog.lua:825 keyEvent\
At /engine/ui/Dialog.lua:512 "
seen = true
reported = false
very minor thing but when the Wight grave quest is awarded you have to go out of the town and then return to see the quest entrance, it doesn't change the map immediately
last one for now: in orc caves a significant crash occurred; - error log is below
[PLAYER] recalcEverything(0)
[PLAYER] recalcEverything: done
[PLAYER] recalcEverything(0)
[PLAYER] recalcEverything: done
[LOG] Aragorn picks up (quiver): a Flight Arrow of Acid (1d3) (+3,+4).
[LOG] Ice hits Aragorn for 0 #C__W#ice#LAST# damage.
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
[LOG] There is nothing to pick up here.
[PLAYER] recalcEverything(0)
[PLAYER] recalcEverything: done
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
[PLAYER] recalcEverything(0)
[PLAYER] recalcEverything: done
[LOG] There are 2 objects here.
Loading tile object/corpse.png
[LOG] Aragorn has no room for: a Red Mushroom.
[LOG] You failed to concentrate hard enough!
[useTalent] TALENT FAILED: T_IDENTIFY for Aragorn 9413 true
[LOG] You are no longer bright.
[PLAYER] recalcEverything(0)
[PLAYER] recalcEverything: done
[LOG] You feel less righteous.
[PLAYER] recalcEverything(0)
[PLAYER] recalcEverything: done
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
[LOG] Aragorn casts Identify.
[IDENTIFY] checkpoint 1: level=1
##Use Talent Lua Error## T_IDENTIFY Actor: 9413 Aragorn
[TALENT] talent failed: T_IDENTIFY /engine/interface/ActorTalents.lua:351: /engine/interface/ActorTalents.lua:324: /engine/interface/ActorTalents.lua:190: /engine/interface/ActorTalents.lua:85: bad argument #2 to 'info' (number expected, got string)
stack traceback:
[C]: in function 'info'
/engine/interface/ActorTalents.lua:85: in function 'getval'
/mod/class/Actor.lua
in function 'getTalentFullDescription'
/mod/class/Object.lua:914: in function 'getDesc'
/mod/dialogs/ShowEquipInvenFloor.lua:193: in function 'generateList'
/engine/dialogs/ShowEquipInven.lua:59: in function 'init'
/mod/dialogs/ShowEquipInvenFloor.lua:49: in function 'init'
/engine/class.lua:147: in function 'new'
/mod/spell-util.lua
in function 'identify_dialog'
/data/talents/spell/divination.lua:176: in function </data/talents/spell/divination.lua:161>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:186: in function </engine/interface/ActorTalents.lua:173>
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
[LOG] There are 2 objects here.
ERROR:
Game version: tome2-0.7.7
Addons: gond_book-0.3.0, gervais_tiles-0.5.2, town_neutral-0.3.0
Lua Error: /engine/interface/ActorTalents.lua:85: bad argument #2 to 'info' (number expected, got string)
At [C]:-1
At [C]:-1 info
At /engine/interface/ActorTalents.lua:85 getval
At /mod/class/Actor.lua:1622 getTalentFullDescription
At /mod/class/Object.lua:914 getDesc
At /mod/dialogs/ShowEquipInvenFloor.lua:193 generateList
At /engine/dialogs/ShowEquipInven.lua:59 init
At /mod/dialogs/ShowEquipInvenFloor.lua:49 init
At /engine/class.lua:147 new
At /mod/class/Player.lua:1411 showEquipInvenFloor
At /mod/class/Game.lua:1192
At /engine/KeyBind.lua:237
+ the error report is here
error = "Game version: tome2-0.7.7\
Addons: gond_book-0.3.0, gervais_tiles-0.5.2, town_neutral-0.3.0\
\
Lua Error: /engine/interface/ActorTalents.lua:85: bad argument #2 to 'info' (number expected, got string)\
At [C]:-1 \
At [C]:-1 info\
At /engine/interface/ActorTalents.lua:85 getval\
At /mod/class/Actor.lua:1622 getTalentFullDescription\
At /mod/class/Object.lua:914 getDesc\
At /mod/dialogs/ShowEquipInvenFloor.lua:193 generateList\
At /engine/dialogs/ShowEquipInven.lua:59 init\
At /mod/dialogs/ShowEquipInvenFloor.lua:49 init\
At /engine/class.lua:147 new\
At /mod/class/Player.lua:1411 showEquipInvenFloor\
At /mod/class/Game.lua:1192 \
At /engine/KeyBind.lua:237 "
seen = true
reported = false
Thanks for looking at those error logs:
just tried giving Narsil to Aragorn - the following error occurred
error = "Game version: tome2-0.7.7\
Addons: gond_book-0.3.0, town_neutral-0.3.0\
\
Lua Error: /data/chats/aragorn.lua:143: attempt to call method 'clone' (a nil value)\
At [C]:-1 clone\
At /data/chats/aragorn.lua:143 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 = true
Also noticed that every time you cast identify the quest seems to re-trigger, i.e. you get the popup that says you've found Narsil etc.
Trying to get items into the Mathom house also led to a bug:
error = "Game version: tome2-0.7.7\
Addons: gond_book-0.3.0, town_neutral-0.3.0\
\
Lua Error: /mod/class/Object.lua:343: attempt to compare number with boolean\
At [C]:-1 __lt\
At /mod/class/Object.lua:343 getName\
At /mod/class/MathomHouse.lua:110 doSell\
At /mod/class/MathomHouse.lua:66 action\
At /mod/dialogs/ShowStore.lua:83 use\
At /engine/dialogs/ShowStore.lua:49 fct\
At /engine/ui/ListColumns.lua:463 onUse\
At /engine/ui/ListColumns.lua:145 \
At /engine/KeyBind.lua:231 receiveKey\
At /engine/ui/Dialog.lua:825 keyEvent\
At /engine/ui/Dialog.lua:512 "
seen = true
reported = false
very minor thing but when the Wight grave quest is awarded you have to go out of the town and then return to see the quest entrance, it doesn't change the map immediately
last one for now: in orc caves a significant crash occurred; - error log is below
[PLAYER] recalcEverything(0)
[PLAYER] recalcEverything: done
[PLAYER] recalcEverything(0)
[PLAYER] recalcEverything: done
[LOG] Aragorn picks up (quiver): a Flight Arrow of Acid (1d3) (+3,+4).
[LOG] Ice hits Aragorn for 0 #C__W#ice#LAST# damage.
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
[LOG] There is nothing to pick up here.
[PLAYER] recalcEverything(0)
[PLAYER] recalcEverything: done
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
[PLAYER] recalcEverything(0)
[PLAYER] recalcEverything: done
[LOG] There are 2 objects here.
Loading tile object/corpse.png
[LOG] Aragorn has no room for: a Red Mushroom.
[LOG] You failed to concentrate hard enough!
[useTalent] TALENT FAILED: T_IDENTIFY for Aragorn 9413 true
[LOG] You are no longer bright.
[PLAYER] recalcEverything(0)
[PLAYER] recalcEverything: done
[LOG] You feel less righteous.
[PLAYER] recalcEverything(0)
[PLAYER] recalcEverything: done
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
[LOG] Aragorn casts Identify.
[IDENTIFY] checkpoint 1: level=1
##Use Talent Lua Error## T_IDENTIFY Actor: 9413 Aragorn
[TALENT] talent failed: T_IDENTIFY /engine/interface/ActorTalents.lua:351: /engine/interface/ActorTalents.lua:324: /engine/interface/ActorTalents.lua:190: /engine/interface/ActorTalents.lua:85: bad argument #2 to 'info' (number expected, got string)
stack traceback:
[C]: in function 'info'
/engine/interface/ActorTalents.lua:85: in function 'getval'
/mod/class/Actor.lua
/mod/class/Object.lua:914: in function 'getDesc'
/mod/dialogs/ShowEquipInvenFloor.lua:193: in function 'generateList'
/engine/dialogs/ShowEquipInven.lua:59: in function 'init'
/mod/dialogs/ShowEquipInvenFloor.lua:49: in function 'init'
/engine/class.lua:147: in function 'new'
/mod/spell-util.lua
/data/talents/spell/divination.lua:176: in function </data/talents/spell/divination.lua:161>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:186: in function </engine/interface/ActorTalents.lua:173>
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
fail energy
[LOG] There are 2 objects here.
ERROR:
Game version: tome2-0.7.7
Addons: gond_book-0.3.0, gervais_tiles-0.5.2, town_neutral-0.3.0
Lua Error: /engine/interface/ActorTalents.lua:85: bad argument #2 to 'info' (number expected, got string)
At [C]:-1
At [C]:-1 info
At /engine/interface/ActorTalents.lua:85 getval
At /mod/class/Actor.lua:1622 getTalentFullDescription
At /mod/class/Object.lua:914 getDesc
At /mod/dialogs/ShowEquipInvenFloor.lua:193 generateList
At /engine/dialogs/ShowEquipInven.lua:59 init
At /mod/dialogs/ShowEquipInvenFloor.lua:49 init
At /engine/class.lua:147 new
At /mod/class/Player.lua:1411 showEquipInvenFloor
At /mod/class/Game.lua:1192
At /engine/KeyBind.lua:237
+ the error report is here
error = "Game version: tome2-0.7.7\
Addons: gond_book-0.3.0, gervais_tiles-0.5.2, town_neutral-0.3.0\
\
Lua Error: /engine/interface/ActorTalents.lua:85: bad argument #2 to 'info' (number expected, got string)\
At [C]:-1 \
At [C]:-1 info\
At /engine/interface/ActorTalents.lua:85 getval\
At /mod/class/Actor.lua:1622 getTalentFullDescription\
At /mod/class/Object.lua:914 getDesc\
At /mod/dialogs/ShowEquipInvenFloor.lua:193 generateList\
At /engine/dialogs/ShowEquipInven.lua:59 init\
At /mod/dialogs/ShowEquipInvenFloor.lua:49 init\
At /engine/class.lua:147 new\
At /mod/class/Player.lua:1411 showEquipInvenFloor\
At /mod/class/Game.lua:1192 \
At /engine/KeyBind.lua:237 "
seen = true
reported = false
-
- 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
Yeah, I think we've piled up enough show-stopper bugs that we need to push out an emergency bugfix release. We Apologize for the Delay™:
Release 0.7.8 "What's In a Name"
Some really nasty bugs in this release:
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:
Still taking feature requests, of course.
Release 0.7.8 "What's In a Name"
Some really nasty bugs in this release:
- For that error Thorondor was having at the general store (and I think that's the same bug as some of the more recent errors you posted), I think we can safely paper over that for now by wrapping the talent description in a pcall() so that it doesn't break everything. (Prob'ly should have been doing that all along, but, well…).
- Tightened up the earthquake and destroy-area code a bit. I'm not sure how it was managing to try to destroy an object twice, but we at least check for that now.
- I don't think I was correctly applying stun resistance or free action as protection from the NPC Paralyze spell.
- Our summoning code makes sure to adjust the faction of the monster it just summoned to one that's friendly to the summoner. If said monster has the FRIENDS flag, though (like, say, an Air hound), then creating the monster will also create a bunch of additional monsters — and those monsters' factions weren't being adjusted.
- Stupid bug in the automatizer and some store handling that could potentially choke on the name of any object that has e.g. a "(90% off)" discount.
- As it turns out, I was wrong; we hadn't yet implemented object price computation based on object flags, which in T2 is apparently only used for randarts. I might not have it exactly the same, since some of the computation depends on internal implementation details like T2's LITE1/LITE2/LITE3 flags.
- Tightened up handling of on-identify effects; notably, we should only show the "you just found Narsil" dialog once. Any Narsils you may have found in existing games may still have the problem; We Apologize for the Inconvenience.™
- Fixed quest The Sword That Was Broken. Fortunately, the bug was in the chat definition rather than the quest data already attached to your character, so the quest should work for you now (famous last words…). [Do me a favor and check the "You found it in" text at the end of Anduril's object description; that's where the bug was, and if I'm lucky, it'll show what it was choking on.]
- Spectacularly Stupid Bug™ trying to log the ID'd name of an object you just donated to a Mathom-house. While we're in the neighborhood, we also streamline the handling of donating a stack of items, similar to what we previously did for stores.
- Yet Another Stupid Typo™ trying to place the Bree Wights quest on the map when it's granted, of the sort that I so regularly lament that Lua can't catch for me at the compile stage.
- Travak appearing multiple times (and apparently other artifacts…).
- Randarts reporting *ID*'d info when just ID'd? Maybe some sloppiness in Object:getDesc().
- Ring of Stupidity appearing in store stock.
- New game option "UI | Food warning threshold", which adds a full-screen shader effect like the low-HP warning effect if your food falls below a selected threshold ('Hungry', 'Weak', 'Fainting' or 'Starving'). I went with T4's "air_warning" shader, so it will come out looking blue-ish; that can be adjusted as needed. Disabled by default, so be sure to turn it on if you're interested.
- I mentioned the "Configure…" dialog earlier, but it turns out that it doesn't have an "ask before selling" setting, which Thorondor expressed particular interest in. Let me correct that: it didn't have that setting.
- New keybinding "Destroy item", bound to Ctrl-K by default.
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 (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.

"Blessed are the yeeks, for they shall inherit Arda..."
Re: Porting ToME2 to the T4 engine
Cheers Zizzo
awesome work
Narsil:
ID spell repeatedly triggering quest - fixed
quest dialogue - fixed
Anduril: - forged from the shards of Narsil which you found in the remains of an Algroth on L37 of Moria
- one query - can you add a resists shattering by Morgul beings flag to Anduril? - it kind of feels like it should have it given the description that it can never be broken in combat. I haven't had a close range encounter with Nazgul yet so don't know if their destructive influence on weapons is incorporated yet.
Managed 2 copies of Arvedui on the same level, one of which had a resist disenchantment flag, one didn't.
Think i've also got a couple of copies of Orchast.
Mathom house - fixed.
slight oddity with the Gondor house quest; - it didn't close after I thought I'd cleared the level (L39 Sorcerer with good monster detect and see invisible), however i went back in and the quest finished normally. Not sure what happened there. Assuming I get another character that far I'll monitor it.
Managed to cast thunderstorm whilst blinded but can't cast disperse magic (which I thought was meant to be castable whilst blinded!)
RE Features: - you've done amazing with this so far
- feels like it's close to being a beta.
- the dungeon towns would be a cool addition as / when it's feasible and other issues sorted.
awesome work

Narsil:
ID spell repeatedly triggering quest - fixed
quest dialogue - fixed
Anduril: - forged from the shards of Narsil which you found in the remains of an Algroth on L37 of Moria
- one query - can you add a resists shattering by Morgul beings flag to Anduril? - it kind of feels like it should have it given the description that it can never be broken in combat. I haven't had a close range encounter with Nazgul yet so don't know if their destructive influence on weapons is incorporated yet.
Managed 2 copies of Arvedui on the same level, one of which had a resist disenchantment flag, one didn't.
Think i've also got a couple of copies of Orchast.
Mathom house - fixed.
slight oddity with the Gondor house quest; - it didn't close after I thought I'd cleared the level (L39 Sorcerer with good monster detect and see invisible), however i went back in and the quest finished normally. Not sure what happened there. Assuming I get another character that far I'll monitor it.
Managed to cast thunderstorm whilst blinded but can't cast disperse magic (which I thought was meant to be castable whilst blinded!)
RE Features: - you've done amazing with this so far

- the dungeon towns would be a cool addition as / when it's feasible and other issues sorted.
Re: Porting ToME2 to the T4 engine
Is the rangers guild operational yet? - don't seem to be able to improve arrows / bow
One error report on triggering a trap.
error = "Game version: tome2-0.7.8\
Addons: gond_book-0.3.0, gervais_tiles-0.5.2, town_neutral-0.3.0\
\
Lua Error: /data/general/traps/all.lua
bad argument #1 to 'ipairs' (table expected, got nil)\
At [C]:-1 \
At [C]:-1 ipairs\
At /data/general/traps/all.lua:1092 triggered\
At /mod/class/Trap.lua:274 trigger\
At /engine/Trap.lua:156 check\
At [string \"return function(self, x, y, what, ...) local ...\"]:1 checkAllEntities\
At /engine/Actor.lua:264 move\
At /mod/class/Actor.lua:513 move\
At /mod/class/Player.lua:313 moveDir\
At /mod/class/Player.lua:305 moveDir\
At /mod/class/Game.lua:1096 move_or_scroll\
At /mod/class/Game.lua:1123 \
At /engine/KeyBind.lua:231 "
seen = true
reported = false
One error report on triggering a trap.
error = "Game version: tome2-0.7.8\
Addons: gond_book-0.3.0, gervais_tiles-0.5.2, town_neutral-0.3.0\
\
Lua Error: /data/general/traps/all.lua
At [C]:-1 \
At [C]:-1 ipairs\
At /data/general/traps/all.lua:1092 triggered\
At /mod/class/Trap.lua:274 trigger\
At /engine/Trap.lua:156 check\
At [string \"return function(self, x, y, what, ...) local ...\"]:1 checkAllEntities\
At /engine/Actor.lua:264 move\
At /mod/class/Actor.lua:513 move\
At /mod/class/Player.lua:313 moveDir\
At /mod/class/Player.lua:305 moveDir\
At /mod/class/Game.lua:1096 move_or_scroll\
At /mod/class/Game.lua:1123 \
At /engine/KeyBind.lua:231 "
seen = true
reported = false
-
- 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
Huh. So apparently it really was just a case of having to use table.clone(t) instead of t:clone(). Mildly inconvenient, but I was worried that Narsil's found-here info was getting clobbered somewhere, so net win, I guess.

[sound F/X: source diving] Artifacts only have a 1-in-1000 chance of being destroyed, with or without the RES_MORGUL flag, but it will get disenchanted, with or without the RES_MORGUL flag. That's T2 behavior, at least, and it should all be implemented in the module. (Standard procedure for this case IIRC is to keep a spare Westernesse weapon for fighting Nazgul.)Thorondor wrote: ↑Fri Nov 03, 2023 11:49 pm - one query - can you add a resists shattering by Morgul beings flag to Anduril? - it kind of feels like it should have it given the description that it can never be broken in combat. I haven't had a close range encounter with Nazgul yet so don't know if their destructive influence on weapons is incorporated yet.
I think I've tracked down the problem there; it's a bit involved, but I think I can have that fixed for next release. (And for reference, Arvedui is one of the artifacts that gets a couple random flags when it's generated, apparently just to mix things up a bit.)
Just to clarify, do you mean Gondolin or Minas Anor (aka Gondor)? I'll investigate either way.Thorondor wrote: ↑Fri Nov 03, 2023 11:49 pm slight oddity with the Gondor house quest; - it didn't close after I thought I'd cleared the level (L39 Sorcerer with good monster detect and see invisible), however i went back in and the quest finished normally. Not sure what happened there. Assuming I get another character that far I'll monitor it.
[sound F/X: source diving] Hmm, the code that checks for that does look a bit sloppy; I might try to tighten that up for next release.
Gyeep!


[sound F/X: source diving] Ah, yeah, was handling arrows wrong; I'll have that fixed for next release. Bows should work, but it only checks your wielded bow.
[sound F/X: source diving] Trap of Silent Switching. Yeah, that's a bit of a mess; I'll have that fixed for next release.
"Blessed are the yeeks, for they shall inherit Arda..."
Re: Porting ToME2 to the T4 engine
Hi Zizzo
Cheers for advice on Nazgul, tbh i'm not very good with warrior types - usually prefer to incinerate Nazgul with fireflash and similar
you asked something about rods; - need to ID both components to attach as far as I can see.
haven't booted up the old 2.35 to check RE dragon armour activation; - I've a feeling that you needed to *ID* to confirm resistance to elements but the way you've got it (i.e. obviously a red dragon armour resists fire) seems sensible
Just did first god quest without a hitch
House quest - minas anor
just had an error in beastmaster shop:
error = "Game version: tome2-0.7.8\
Addons: gond_book-0.3.0, gervais_tiles-0.5.2, town_neutral-0.3.0\
\
Lua Error: /loader/init.lua:156: Error while loading base '/mod/dialogs/BeastmasterResearch.lua':\
/mod/dialogs/BeastmasterResearch.lua:116: '}' expected (to close '{' at line 109) near 'list'\
At [C]:-1 \
At [C]:-1 error\
At /loader/init.lua:156 \
At [C]:-1 require\
At /data/chats/beastmaster-shanty.lua:57 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
Cheers for advice on Nazgul, tbh i'm not very good with warrior types - usually prefer to incinerate Nazgul with fireflash and similar

you asked something about rods; - need to ID both components to attach as far as I can see.
haven't booted up the old 2.35 to check RE dragon armour activation; - I've a feeling that you needed to *ID* to confirm resistance to elements but the way you've got it (i.e. obviously a red dragon armour resists fire) seems sensible

Just did first god quest without a hitch
House quest - minas anor
just had an error in beastmaster shop:
error = "Game version: tome2-0.7.8\
Addons: gond_book-0.3.0, gervais_tiles-0.5.2, town_neutral-0.3.0\
\
Lua Error: /loader/init.lua:156: Error while loading base '/mod/dialogs/BeastmasterResearch.lua':\
/mod/dialogs/BeastmasterResearch.lua:116: '}' expected (to close '{' at line 109) near 'list'\
At [C]:-1 \
At [C]:-1 error\
At /loader/init.lua:156 \
At [C]:-1 require\
At /data/chats/beastmaster-shanty.lua:57 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
Last edited by Thorondor on Tue Nov 07, 2023 9:59 pm, edited 1 time in total.