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#1 |
Knight
Join Date: Jan 2009
Posts: 657
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Noob's development journal
See also the thread in the ToMEnet forum http://forum.t-o-m-e.net/viewtopic.php?t=20976.
Aim: Implement new town and option of choosing starting position in ToME 3.0 with the current ToME module. Umbar (the new town) is more suitable for evil races and characters. Done: City of Umbar map. Set start position to Umbar. To Do: Set start position within Umbar. Make deep water impassable to players in Umbar. Make deep water impassable to land-bound monsters in Umbar. Set entry position when going to Umbar from the wilderness. Extend world map downwards a few characters. Bugs: When entering Bree the player is trapped in trees. Terrain generator creates trees far too often. Roundtuit and wishlist: (e.g. not going to happen any time soon). Implement alignment system Implement 'evil story questline' ToME engine feature requests: Ability to delete characters while in load screen. B1. When entering Bree the player is trapped in trees. I think this is a feature of ToME, not anything I've done. It only shows up when you enter a town for the first time. Usually people start in Bree so it wouldn't be obvious. There should be a method of setting default entrance points for town maps. B2. Terrain generator creates trees far too often. Code:
generator= { FEAT_DIRT, FEAT_DIRT, FEAT_DIRT, FEAT_DIRT, FEAT_DIRT, FEAT_DIRT, FEAT_GRASS, FEAT_GRASS, FEAT_GRASS, FEAT_GRASS, FEAT_GRASS, FEAT_GRASS, FEAT_GRASS, FEAT_GRASS, FEAT_GRASS, FEAT_TREES, FEAT_TREES, FEAT_TREES, } T2 Make deep water impassable to players in Umbar. T3 Make deep water impassable to land-bound monsters in Umbar. I think I need to do something with the flag NO_WALK. Possibly create a new feature FEAT_OCEAN There's also the ALLOW_IN_OCEAN flag - but that only seems to be used on a map-wide basis. (e.g. for ocean wilderness areas, etc.) Last edited by PaulBlay; February 8, 2009 at 18:27. |
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#2 |
Knight
Join Date: Jan 2009
Posts: 657
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Successfully(?) compiled the CVS, but I seem to be having some 'issues'.
I don't know if it's because there's something wrong with the way I've compiled it or if it's because of bugs in the engine. ![]() 1. Movement on 'overland' map is incredibly slow. |
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#3 |
Knight
Join Date: Jan 2009
Posts: 657
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That's been fixed (not by me!). Also (finally) got the CVS tome module working (made a silly mistake in copying files).
I've extended the world map down - but when your character walks past where the world _used_ to end the terrain becomes invisible. ![]() I've looked at the load map stuff but can't figure it out yet. Code:
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[[X===================EE........._.........ffMMM.......~~.........................^^^^. .......jX]], [[X===================E==......._..........ffMMMttttt._..~~~~;;....................^^^. ... .......jX]], [[X===================E==......_...........f&MMMMtttt_s_.....~;;..................^^^^^. ... ........jX]], [[X=====================......_.jjj........f&MMMtttttt..__s~~;;...................^^^^^^.............jX]], [[X=====================.....=_.jj.........&&MMMttttt.....~...........................^^.............jX]], [[X======================...==..jjj........&&_&&&.._.......~~........................................jX]], [[X=======================.===..............^_^....._........~.......................................jX]], [[X===========================..............._........_.....~........................................jX]], [[X==========================.jj......._._.._........_....h=hh...SSS.................................jX]], 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[[X============================.f^_..._....hh.._&&&^^.._&&&&.&...~.DDD""A"A""""""""=="""_""""""""""...X]], [[X============================.f^._.hhhhhhhh...__...._^&^&&&&&.~..DD""""""""""""======_"""""""""""AAAX]], [[X===========================.^^._...h.h........._.._.^&^^._^3.~..DD"""_"_"""""=====""""""""""""AAAddX]], [[X==========================..^^.._.....===.=====_._&^...._...^.~.DD"__"_"__======"""""AA""""AAAAddddX]], [[X==========================.h...._...===========_&&^...._._...~~.DD_""""""""""""_""A"AAAAAAAAdddddddX]], [[X========================.hhh=...=_.==========&^^^^.._._..._.~~..DDD""DDD""D"""DD_DDAAddddddddddddddX]], [[X======================....=====.==============^.^._=._.....~~...DDDDDDDDDDDDDDDDDDDddddddddddddddddX]], [[X==============================================.^^^==....~~~~..............~.....dddddddddddddddddddX]], [[X===============================================..====~~~p................~dddddddddddddddddddddddddX]], [[X===============================================.==^==_............dddddd~ddddddddddddddddddddddddddX]], [[X=================================================^^===........dddddd~~~~dddddddddddddddddddddddddddX]], [[X======================================================.....~~~~~~~~~dddddddddddddddddddddddddddddddX]], [[X======================================================..~~~.....dddddddddddddddddddddddddddddddddddX]], [[X=======================================================~.......ddddddddddddddddddddddddddddddddddddX]], [[X======================================================.........ddddddddddddddddddddddddddddddddddddX]], [[X====================================================.........ddddddddddddddddddddddddddddddddddddddX]], [[X===================================================..=0....ddddddddddddddddddddddddddddddddddddddddX]], [[X======================================================..dddddddddddddddddddddddddddddddddddddddddddX]], [[X================================================dddddddddddddddddddddddddddddddddddddddddddddddddddX]], [[XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX]], |
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#4 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,592
Donated: $60
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That sounds like there's a limit to downward extent coded somewhere. The tricky bit will be finding where.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#5 | |
Knight
Join Date: Jan 2009
Posts: 657
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Quote:
It isn't obviously hardcoded - in engine\variable.c we have Code:
/* * Maximum size of the wilderness map */ u16b max_wild_x; u16b max_wild_y; Code:
map.cur_map.hgt = getn(m) |
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#6 |
Knight
Join Date: Jan 2009
Posts: 657
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General thoughts on ToME3 (CVS)
- Overland travel is a pain in the butt. There is no warning before going weak from lack of food. Suggestions: a) Decrease food usage during wilderness travel. b) Instead of dropping to local map when you go weak give a chance to eat first. c) Have inns where you can pay for travel in stage coaches / wagons / caravans to nearby towns. - Lighting in overland travel is inconsistent. I suggest "Night time = No light radius" / "Daytime = Radius of 1" At present lanterns provide an extra light radius which, when you consider the scale involved, is very silly. Last edited by PaulBlay; February 12, 2009 at 15:15. |
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#7 | |
Knight
Join Date: Jan 2009
Posts: 657
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Quote:
[EDIT]It looks like it may be from here ... Code:
/* * Maximum dungeon height in grids, must be a multiple of SCREEN_HGT, * probably hard-coded to SCREEN_HGT * 3. */ #define MAX_HGT 253 Edit - that didn't work, so I guess they were right about the ' * 3' ? Last edited by PaulBlay; February 12, 2009 at 18:38. |
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#8 | |
Knight
Join Date: Dec 2008
Posts: 625
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Quote:
Of course, it would be ideal if you auto-ate (or auto-magiked your food), with some kind of warning when you drop below a certain amount of food or exceeded some distance from a known town based on your current food supply. About lighting, I would totally support a standard light radius, along with not burning fuel (making the assumption that you are resting at night and traveling during the day). Zero light radius would be pretty useless in overland, and I don't think that level of realism would add much to gameplay (imho). |
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#9 | ||||
Knight
Join Date: Jan 2009
Posts: 657
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Standard. No bonus, no penalty.
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Quote:
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![]() Still no luck resizing the map though - I'm giving up for today. ![]() |
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