Porting ToME2 to the T4 engine

If you have a module that you'd like comments on or would like to know how to create your very own module, post here

Moderator: Moderator

What do you want to see in the next release?

Hey, why haven't you implemented my favorite race/subrace/class yet? (specify below)
1
17%
Hey, why haven't you implemented my favorite skill/talent/spell/ability yet? (specify below)
2
33%
Hey, why haven't you implemented my favorite scroll/potion/wand/staff/rod/other object yet? (specify below)
0
No votes
Hey, why haven't you implemented my favorite store/quest/event yet? (specify below)
0
No votes
Hey, that's not what that dungeon's supposed to look like! (specify below)
0
No votes
Hey, why haven't you implemented my favorite game mechanic/UI feature yet? (specify below)
2
33%
Hey, that's a bug! Go fix that bug! (specify below)
1
17%
Hey, you didn't list what I want to see! (specify below)
0
No votes
 
Total votes: 6

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

Re: Porting ToME2 to the T4 engine

#646 Post by Thorondor »

Cool, if you pm me with an email address I'll send file across.

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

Re: Porting ToME2 to the T4 engine

#647 Post by Thorondor »

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 :)

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

#648 Post by Zizzo »

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!
Odd; I'll investigate.

EDIT
Thorondor wrote: Fri Sep 29, 2023 10:17 pm 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
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..."

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

Re: Porting ToME2 to the T4 engine

#649 Post by Thorondor »

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

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

Re: Porting ToME2 to the T4 engine

#650 Post by Thorondor »

Just tried a *remove curse* scroll and it worked ok

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

Re: Porting ToME2 to the T4 engine

#651 Post by Thorondor »

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:1636: /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.

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

Re: Porting ToME2 to the T4 engine

#652 Post by Thorondor »

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

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

Re: Porting ToME2 to the T4 engine

#653 Post by Thorondor »

Sorry duplicate

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

#654 Post by Zizzo »

Thorondor wrote: Fri Oct 13, 2023 10:25 pm 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:1636: /engine/Level.lua:131: Entity 6680(SCRL_LIGHT) not present on the level\
[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.
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.
It's supposed to be taking stuff like that into account. I'll investigate.
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)\
[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… :shock: :oops:
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...
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 Bugs / errors
randarts still effectively fully ID'd (to the point when they show their actions with standard ID).
[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..."

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

Re: Porting ToME2 to the T4 engine

#655 Post by Thorondor »

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:1622: 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:1150: 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

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

#656 Post by Zizzo »

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:
  • 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. :oops: :oops:
  • 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. :oops:
  • 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. :oops:
There are a few trickier bugs that I haven't gotten to yet; I figured these bugfixes needed to be pushed out expeditiously. As always, here is a good place to report any bugs you find. 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().
  • Ring of Stupidity appearing in store stock.
Did manage a couple features, though:
  • 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. :wink:
  • New keybinding "Destroy item", bound to Ctrl-K by default.
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 0.7.8 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.
Been a bit distracted, so I'll need to go back and remind myself how far along I was on the Fire Golem/puppeting stuff; IIRC I was pretty close to done, but I wouldn't want to jynx it by saying so. :wink: Still taking feature requests, 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

#657 Post by Thorondor »

Cheers Zizzo
awesome work 8)

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.

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

Re: Porting ToME2 to the T4 engine

#658 Post by Thorondor »

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:1092: 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

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

#659 Post by Zizzo »

Thorondor wrote: Fri Nov 03, 2023 11:49 pm Anduril: - forged from the shards of Narsil which you found in the remains of an Algroth on L37 of Moria
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. :wink:
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.
[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 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.
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.)
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.
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 Managed to cast thunderstorm whilst blinded but can't cast disperse magic (which I thought was meant to be castable whilst blinded!)
[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.
Thorondor wrote: Fri Nov 03, 2023 11:49 pm - the dungeon towns would be a cool addition as / when it's feasible and other issues sorted.
Gyeep! :shock: :? Dungeon towns are one of the unimplemented bits that look to be really ugly…
Thorondor wrote: Sat Nov 04, 2023 11:24 pm Is the rangers guild operational yet? - don't seem to be able to improve arrows / bow
[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.
Thorondor wrote: Sat Nov 04, 2023 11:24 pm 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:1092: bad argument #1 to 'ipairs' (table expected, got nil)\
[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..."

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

Re: Porting ToME2 to the T4 engine

#660 Post by Thorondor »

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
Last edited by Thorondor on Tue Nov 07, 2023 9:59 pm, edited 1 time in total.

Post Reply