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Re: Porting ToME2 to the T4 engine
Posted: Sat Aug 17, 2013 2:00 pm
by rexorcorum
ok, my mind is slowly deteriorating in the summer heat, so I have completely missed to post also the actual files. Sorry about that. They're free to use, GPL. CC, etc., say "rexorcorum" and huzzah!:
http://www.mediafire.com/folder/uy3mpcw ... ssic_Icons
Re: Porting ToME2 to the T4 engine
Posted: Tue Nov 05, 2013 7:59 am
by kestell
Is there something that is vaguely playable in terms of a Tome 2 port to T4 engine?
Re: Porting ToME2 to the T4 engine
Posted: Wed Nov 06, 2013 2:47 am
by Crim, The Red Thunder
Not yet, other then the early alpha tests up here. Zizzo was apparently occupied moving into a new home, and hasn't had much time recently to work on this, though I assume it has not gone forgotten. We're all waiting very patiently Zizzo! Keep up the good work with this!
Re: Porting ToME2 to the T4 engine
Posted: Thu Nov 07, 2013 2:04 am
by Zizzo
Crim, The Red Thunder wrote:Not yet, other then the early alpha tests up here. Zizzo was apparently occupied moving into a new home, and hasn't had much time recently to work on this, though I assume it has not gone forgotten. We're all waiting very patiently Zizzo! Keep up the good work with this!

I know, sorry, sorry... I'm gonna have to get all this paged back into main memory, and figure out where I was in the dungeon-generating code before I got interrupted, and I've got Yet Another T4 Addon(TM) banging on the inside of my skull trying to get out... I should at least be able to get back to it now. We Apologize for the Delay.(TM)
Re: Porting ToME2 to the T4 engine
Posted: Thu Nov 07, 2013 8:22 am
by darkgod
*whips Zizzo*
And do come hang out with us on #tome !!!!!
PS: Yes; five exclamation marks, the sure sign of an insane mind.
Re: Porting ToME2 to the T4 engine
Posted: Sat Nov 09, 2013 7:56 am
by Grillkick
I am *really* pumped about this!! I've been playing since the Pernangband days, and I logged countless hours in T2, and saved innumerable princesses lol
Go Zizzo!

Re: Porting ToME2 to the T4 engine
Posted: Wed Nov 20, 2013 4:02 am
by Zizzo
Okay, this is kind of rushed, but after all this time, I figured I should put
something out. And thus:
Release 0.0.7 "You Have a Superb Feeling About This Version"
The main new feature in this release is new map, actor and object generators that can produce at least a reasonable facsimile of a typical T2 dungeon level. In particular, this covers:
- Standard "rooms"-style level, suitable for the Downs.
- Basic rectangular rooms and circular rooms (which the Downs doesn't use, so you won't see them).
- Populating the level with monsters and floor objects.
- Rubble, (non-functional) fountains, (non-functional) void jumpgates and (non-functional) altars.
- Rudimentary fate processing. Most of them won't actually fire (it will make an attempt at placing a fated monster, I think, which may or may not work), but fates for your current level will at least get pulled off your fates list and you'll get a "You feel that you will meet your fate here." message.
- Level feeings. Currently only out-of-depth monsters and floor objects will affect these (since most of the other stuff that would isn't implemented yet...).
Not yet implemented are:
- Maze- and game-of-life-style levels.
- Fancy rooms and vaults.
- Traps.
- Secret doors. These use the 'mimic' field of T2's grid feature definition to make themselves look like walls, and I haven't figured out how to reproduce that effect in the T4 engine.
There are still some glitches in all this, like a weird blob of empty floor in the northwest corner and long corridors along the top and bottom edges where I would have expected vertical branches coming out of the stairs; clearly I'll be debugging this for a while.
Other changes of note, some you probably won't notice as they don't affect gameplay yet:
- Stubbed out a bunch of talents, coming from places like skills, race/class abilities, and wielded or carried equipment like demongear or spellbooks.
- Partial implementation of junkarts, as requested by CaptainTripa.
- Pin the tooltip to the southeast corner, as requested by DarkGod.
- The save dialog now includes entries for all combinations of save vs. abandon character and return to main menu vs. exit game.
- Assorted bug fixes.
As always, the
.team file for the release is available from my site, along with the
Subversion repo and
WebSVN front-end thereto.
And once again, I have to decide what to start working on next...
Re: Porting ToME2 to the T4 engine
Posted: Wed Nov 20, 2013 9:28 am
by Zireael
I played it a bit and it looks and plays great apart from a minor quibble: there's no starting equipment so the only playable class is warrior with lots of charisma to get lots of gold.
P.S. Does the level gen code depend on something apart from rooms? I have this itch to change T-Engine's level generator for Veins, since it keeps giving me one-room levels quite often, and I saw that the Angband/Tome2 code is working pretty well, so...
Re: Porting ToME2 to the T4 engine
Posted: Thu Nov 21, 2013 1:43 am
by Zizzo
Zireael wrote:I played it a bit and it looks and plays great apart from a minor quibble: there's no starting equipment so the only playable class is warrior with lots of charisma to get lots of gold.
?! That's one of the first things I ported, starting equipment from the birth descriptors. Check your inventory; your starting equipment should already be wielded (if it isn't, something's gone
seriously wrong...)
And as for "only warrior"...
(shrug) well, yeah, all the other classes require talents that I haven't implemented yet. Any particular classes you'd like me to prioritize for next version?
Zireael wrote:P.S. Does the level gen code depend on something apart from rooms?
It doesn't use any part of the engine's included map generator modules; T4's engine.generator.map.RoomsLoader doesn't have the concept of "inner wall type" that T2's room generation needs.
Zireael wrote:I have this itch to change T-Engine's level generator for Veins,
Veins!
[slaps forehead] I
knew I was forgetting something. That's something else that isn't currently handled in level generation: quartz/magma veins and water/lava/tree streamers. (Not that any of those are likely to show up in the Downs anyway, but still...)
Zireael wrote:since it keeps giving me one-room levels quite often, and I saw that the Angband/Tome2 code is working pretty well, so...
For sufficiently modest values of "pretty well", I suppose...

(Oh, crap, if people are actually going to be
using my code, I'm gonna have to go back and make it readable...)
Re: Porting ToME2 to the T4 engine
Posted: Thu Nov 21, 2013 3:05 am
by HousePet
I thought the downs did have tree streams.
Re: Porting ToME2 to the T4 engine
Posted: Thu Nov 21, 2013 4:34 am
by Zizzo
HousePet wrote:I thought the downs did have tree streams.
[sound F/X: source diving] Oh. Right. I don't know why I had it in my head that tree streamers were made of full-size trees that blocked movememt, instead of small trees that you can wander around in. Well, then that's just one more imcomplete part of this release...

Re: Porting ToME2 to the T4 engine
Posted: Thu Nov 21, 2013 7:36 am
by Zireael
?! That's one of the first things I ported, starting equipment from the birth descriptors. Check your inventory; your starting equipment should already be wielded (if it isn't, something's gone seriously wrong...)
The inventory was the first thing I checked

And I just started another game just to confirm, and yes, the inventory is empty (regardless of whether you press i or e). I looked in the code and well, I have no idea why it doesn't work, but it doesn't.
Re: Porting ToME2 to the T4 engine
Posted: Mon Dec 02, 2013 1:24 pm
by namad
downloaded file, put in module folder.
started tome 1.0.5 new character warrior created with a god and all points assigned human base type as bland as I could.
get in game hit i and e and my inventory is empty. I explore the map and find that there appears to be no exit. Not sure if this is intentional there are a few places I can walk past the trees all the way to the walls surrounding the entire map #.
Head back into town, talk to mayor, enter quest site (home quest), fail to pick lock 100 times then step back and do something that manages to crash the game entirely with a lua error.
Not sure how helpful this feedback is, but the game appears to be unplayable, although it definitely looks quite authentic in terms of what it is showing off so far, oh I killed a drooling idiot successfully, so that's good!
Re: Porting ToME2 to the T4 engine
Posted: Tue Dec 03, 2013 3:13 am
by Zizzo
namad wrote:downloaded file, put in module folder.
started tome 1.0.5 new character warrior created with a god and all points assigned human base type as bland as I could.
get in game hit i and e and my inventory is empty.
Yeah, finally found that bug. Fixed in SVN.
namad wrote:I explore the map and find that there appears to be no exit. Not sure if this is intentional there are a few places I can walk past the trees all the way to the walls surrounding the entire map #.
Yeah, walking off the edge of the map into wilderness areas will require wilderness map support, which will happen
much later.
namad wrote:Head back into town, talk to mayor, enter quest site (home quest), fail to pick lock 100 times
Not uncommon in T2, alas. The usual approach is to crank Tactic down to 'coward' (that lives on the <Esc> menu here), which should increase your disarming ability enough to successfully pick the lock.
named wrote:then step back and do something that manages to crash the game entirely with a lua error.
Do you have the error log for that by any chance?
Re: Porting ToME2 to the T4 engine
Posted: Tue Dec 03, 2013 12:28 pm
by namad
okay so i held down arrow into door, and the error just appears after a bunch of spammy failure messages. I'm aware this might be a typical issue in the real t2, but in the real t2 I just go to the wilderness first so I can't play as normal. This play style is just ... button mashing for testing purposes.