Porting ToME2 to the T4 engine (2024)

Oh man, what have I gotten myself into here? Porting ToME2 to the T4 engine (1)

Lord Estraven wrote:First, a correction: I never maintained ToME. I maintained a fork of it for a while (on and off) in which I tested out some ideas of mine, many of them rather silly. Porting ToME2 to the T4 engine (2)

Ah. [bows] We Apologize for the Error.(TM)

Lord Estraven wrote:(Though I must also admit some bias. T2 is a relatively tiny text based game, even if it's gigantic by *band standards; code quality and faux modularity not withstanding, I would hate to see it turn into a RAM-gobbling effects-laden behemoth like T4.)

Hey, I can sympathize; I was playing Angband on systems with no graphics at all, and I advocated for keeping ASCII mode back in ToME 3. That proverbial ship has apparently sailed, though. For myself, I got T4 built on my Debian box without much hassle; my only problem is that the X driver for my Intel graphics chip apparently doesn't support whatever SDL or OpenGL stuff the game is using, so the CPU is apparently doing all the work. My poor laptop's fan kicks into high gear just sitting in the level-up dialog...

Grey wrote:I think you shouldn't underestimate the amount of work involved though. Only DarkGod has made a game of that scale in the T-Engine. It's not as simple as just porting.

Now he tells me... Porting ToME2 to the T4 engine (3) Porting ToME2 to the T4 engine (4)

darkgod wrote:- please oh please: get rid of the 18/xxx notation, it is silly, stupid, old, undescriptive, annoying, and many other things ..

That's configurable as a birth option. [checks code] Okay, it's not a birth option, it's a gameplay option, which will be configurable as soon as I implement the options dialog. Porting ToME2 to the T4 engine (5) Or maybe I'll just promote it to birth option for now. At any rate, it's how I learned Angband and ToME, so it's gonna be there in some form one way or another.

darkgod wrote:- you dont have to do "Vampire Dunadan" you could have the race mod be separate, birth descriptors are not fixed at all Porting ToME2 to the T4 engine (6)

Oh, race and subrace are separate birth descriptors internally; I only display them in a single tree because I didn't think I had room in the Birther dialog for separate race and subrace lists.

darkgod wrote:- I see you have got all terrains & objects already imported, you made a convert script I imagine ? that's very nice

Perl FTW. I can't imagine doing all that by hand...

darkgod wrote:My best advice would be that you aim to get something playable ASAP. Implement combat, implement the few skills needed to make a basic class work (a warrior probably), fill up the barrow downs. Once you can play & clear the barrows you're on the right track, from then on it's "just" adding more (a lot)

Oh, is that all? Porting ToME2 to the T4 engine (7) And here I was despairing of how much I was going to have to do to get even that far. After all, if I want my !oCCW's back, I have to (a) implement !oCCW's, (b) implement all the temporary status effects that !oCCW's fix, (c) implement stores from which my character can buy !oCCW's, and (d) implement the gold my character will need to buy !oCCW's from said stores. I don't think I'd want to walk the Downs without some ?oWoR's in my pocket either.

Goblinz wrote:I don't think Te4 has macro support so spell casters may need to be rethought in some minor way

Oh gods, I am dreading trying to figure out how to handle that. I mean, you've seen my macros file, right? I eventually had to go to two-character macros to cover all the spells. I don't think T4 has that many hotkeys...

Goblinz wrote:you may want to create a birth screen where the user can change the name

Hm? Oh, that's right, you can change the character's name from the 'c' screen. I may try to wedge that into the Character Sheet dialog somewhere.

MasterShizzle wrote:Thaumaturgy and other things had a fubar'd interface to begin with, so I won't feel bad to see macros die in favor of the TE4 system.

Urk, it's been far too long since I played my Thaumaturge character. That will probably be done much later.

Lord Estraven wrote:BTW Zizzo, what are your plans re the Automizer? It would be nice IMO to replace it with something like the auto-squelch system in Vanilla - less powerful but absurdly more convenient.

Dude, you've seen my automatizer file, right? I use all that power. I'm actually sorely tempted to make the automatizer a fully scriptable Lua file, to overcome some of the shortcomings of the current automatizer (when my weapon gets cursed, for instance, the automatizer stops recognizing it as {excellent} or {special} and doesn't know it supposed to keep destroying {good} weapons).

I can understand the appeal of something simpler, though. I'll probably do it via addons, so you can go with whichever solution you prefer. I don't remember how Vanilla autosquelch works, though.

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On a side question, should discussion of this whole thing be happening here, or in T-Engine 4 | Modules?

Porting ToME2 to the T4 engine (2024)
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