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#1 |
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Knight
Join Date: Jan 2008
Posts: 631
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TFork 0.2
Yeah, I decided not to kill it after all.
![]() 0.2 is rewritten from unmodified 2.3.8-ah. It makes a bunch of changes; the most important of those though is permadeath being made optional, about which there's a fairly long rant in the changelog. Suffice to say I got sick of the choice between permanent character death and no death at all. It's available here: http://users.norwoodlight.com/danlev/tfork-0.2.tar.bz2 Edit: Grr argh permadeath isn't being disabled properly. I'll have a fix up shortly.
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The Great Wyrm of Law breathes litigation... Last edited by Therem Harth; July 6, 2010 at 06:00. |
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#2 |
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Knight
Join Date: Jan 2008
Posts: 631
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Wow, this is really quite amazing... Even after I tell ToME to call quit(NULL) on anything that looks remotely like an interrupt/terminate/kill signal, it still autosaves the game when the window is closed. Congrats darkgod, you've made the game pretty much proof against scumming.
![]() Now if only it were also proof against common Angband vexations...
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The Great Wyrm of Law breathes litigation... |
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#3 |
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Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 32
Posts: 1,494
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I don't know anything about the ToME codebase, but it's worth noting that quit() isn't a normal C library function. In V, this function is built to run all the "clean up" stuff as well as hooks including saving the game.
You will probably need to read the implementation of quit() in order to get this working, or use something like exit() which should actually end the program immediately. |
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#4 |
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Knight
Join Date: Jan 2008
Posts: 631
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D'oh! Thank you, I did not think of that.
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The Great Wyrm of Law breathes litigation... |
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#5 |
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Knight
Join Date: Jan 2008
Posts: 631
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OMG that didn't work. It still saves the game even on exit(0). What is going on?
Edit: And FWIW quit(NULL) basically just invokes exit(0).
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The Great Wyrm of Law breathes litigation... |
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Swordsman
Join Date: Jun 2007
Posts: 339
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I'm guessing that it registers an exit handler with atexit().
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#7 |
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Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 32
Posts: 1,494
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So I went ahead and looked at the source because I was curious. Seems like it won't be that hard to change this, although I feel conflicted about helping you bypass permadeath.
I imagine you could do something like "bool bypass_save_player =FALSE" and then modify the save_player() function in loadsave.c with "if(bypass_save_player) return;" |
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#8 |
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Knight
Join Date: Jan 2008
Posts: 631
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Thanks.
FWIW I also intend to remove scores. If too many people are opposed to a non-permadeath variant though, I can take it down. Edit: on further review I've taken it down. If people here don't want a non-permadeath variant, I won't upload one.
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The Great Wyrm of Law breathes litigation... Last edited by Therem Harth; July 6, 2010 at 18:30. |
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