Re: Porting ToME2 to the T4 engine
Posted: Sat Sep 23, 2023 8:13 pm
Cool, if you pm me with an email address I'll send file across.
Everything about ToME
https://forums.te4.org/
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!
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.
[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)?
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.