NeilStevens: What I must do before 2.3.2:

This list is as done as it's going to get anytime soon, so we're ready to ship.

Chatter

ZasVid: May I suggest a few things? I don't know if following issues are fixed already, but they're really bad and I'd like to make sure they're not overlooked.

NeilStevens: I was going to edit and say Chatter is welcome, but you beat me to it, heh. I'll review all suggestions here and make sure to fix the critical ones. Please explain what you mean by no-save on recall bug, though.

NerdanelVampire: I'm not sure the princess or Fumblefingers need to be named. I personally think it's less ridiculous to imagine there is a pool of separate wimpy princesses and incompetent adventurers than there are just the two of them who get collectively into trouble every single dungeon level if you choose 98 quests. I would imagine someone learns to be more careful sooner than after being captured and tortured some 75 times by various unlikely creatures. Note also that it is currently possible to have multiple adventurer companions at once (not that people utilize that option, but still). If it's possible, randomly generated names for these characters might be nice.

NeilStevens: My plan was indeed to give each separate one a different, random name.

ZasVid: Ok, I looked up the original BugReport343 and wrote there what I found out. This seems pretty critical. I'll go and read some more bug reports to see if there're more urgent things like that. Later... bug list ain't so interesting as I thought it would be. Anyway, I've seen another pretty bad bug:

GreyCat: I'm going over the spelling and grammar in some of the files now. I've made several corrections already. We'll see how far I get before my eyes implode.

NeilStevens: Please mail DG about getting a CVS account. I don't relish the idea of applying a whole bunch of patches to two branches to tome2's tome_230_branch AND the mainline of tome (for ToME 3).

GreyCat: OK, I sent e-mail several hours ago, but haven't heard anything. I finished the lib/edit directory, then found a couple in lib/core, and I'm currently working on lib/help. A lot of the help text is obsolete, especially concerning the reworking of skills, so this is going to be a fairly heavy edit....

NeilStevens: Thank you. If you do get the account, just note the changes in changes.txt when you put them in, and make sure to put them in the tome_230_branch of tome2 if you want your changes to be included in ToME 2.3.2. The default branch of tome2 is the never-to-be-released ToME 2.4. I'm repeating this because it'd be an easy mistake to make, and the difference between the branches isn't obvious.

For ToME 3 you can just put them into the default branch of tome. That hasn't been branched, so there's no trickery there.

FeathinSilyar: Another player was just caught by the Mt Doom bug. Is 2.3.2 going to come out very very soon, or would it be worth posting a sticky in General Discussion until 2.3.2 is out, to warn players to save when they get to Mt Doom?

NeilStevens: This is an old bug, so there's no reason to give special warnings now. As for the release, it'll come when I get around to it, which won't be at least for another week or two, as I have more urgent projects to work on.

Besides, bugs belong here, not on the forum. If someone stickied a bug warning there and I saw it, I'd un-sticky it.

GreyCat: I've got CVS access now (which Neil already knew, but I'm bringing the rest of you up to speed). I've fixed the negative skill display (no more 00.-200), moved the display of mindcraft powers two columns left so the Info isn't truncated, and fixed quite a few documentation glitches. There are a lot more text files to go over, and I haven't even started on the grammar within the source code itself, which I know has lots of room for improvement. My traps patch needs to be withheld until I figure out a way to allow the player to trigger a trap intentionally. I'm thinking of expanding the "bash" command ('f' in roguelike) to also act as "step deliberately into the trap", once I figure out that part of the code. Comments?

NeilStevens: Could you please resolve the bugs you fix on the BugReports page as you fix them? I'm pretty sure the negative skill display was reported, as well as some grammar and spelling problems. Thanks

GreyCat: All right, I'll try to find such bugs and mark them... but I don't see an actual open bug for the negative skill display on that page. BugReport246 is pretty close, but only mentions it in an "aside", as if the negative skill display were simply an accepted fact of life.

GreyCat: Trying to extend the bash command turned out to be a stupid idea. Not only does it cause unnecessary confusion due to overloading, but there's already code that prevents all use of the bash command if your current body doesn't have the BASH_DOORS flag, so... I added a new extended command, "blunder", to permit movement without disarming and without stopping at known traps.


TheFury: Why can't the princess and ff be named in tome 2.3? Wouldn't it be just a matter of setting up a list of names and a random function, kind of like the flavours list?

NeilStevens: Names are tied to whole races, and can't be changed, so having a random name for each princess or adventurer is doubly impossible.

TheFury: A small request. Would it be possible for some of the shopkeeper and monster text to be changed, such as removing the (monster) gives you the finger, removing the shopkeepers swearing when sold a cursed item, etc. etc.?

Actius: Couldn't the inscribe hack (#named Something) be made to work for princesses and fumblers?

NeilStevens: That stuff only works for items, which a symbiote is.

TheFury: Another question, how hard would it be to change the way the thauturmagy spells are handled? They would work better if they were organized by type, either bolt, ball, view, blast, etc, etc, or light, dark, chaos, etc. etc.

NeilStevens: ToME 3 will give modules great flexibility in that.

TheFury: I don't remember seeing this anywhere, but is the powers.c file going to be mainly luaed? Are the various powers in it going stay, or will some of them be pulled?

NeilStevens: It's all going to lua, and a lot of stuff is already moved over. Most anything that a module might want to change will be in lua, ideally. If you have specific needs, please let DG know, and he can tell you what's planned. Or if what you need isn't already planned, that's even better, because then he can figure out what needs to be done to get you what you need!

TheFury: About the only thing that I would want would be the various captions and flags to be luaed. That way, I or someone else can add new groups of monsters with their own specific flag and text.

JulesBean: I don't know what you mean by caption, but certainly you in ToME 3 you can add new monsters with new flags.

TheFury: By caption I mean when something is given the ORC flag, the game calls anything with that flag an orc. It would nice to be able to change the text for that to something else.

JulesBean: You mean presumably in the monster memory, and perhaps in the *ID* description? Hmm I'd have to check, but I'm almost 100% sure I recall the monster memory being lua-ified, so therefore you should be able to describe your flags. Last I looked the *ID* description code hadn't been updated but I'm sure that's the plan.

TheFury: I got the lost sword guy named in furyband, by doing this: Now I just to set up a variable to keep in consistent, and add more names.

if (is_randhero())
        {
                  switch(randint(5))
  {
                  case 1:
                          {
                                cmsg_format(TERM_YELLOW, "Frodo the Hobbit, wrapped in a dark cloak steps out of the shadows:");
                                cmsg_format(TERM_YELLOW, "'Ah please help me ! A group of %s stole my sword! I'm nothing without it'", r_info[random_quests[dun_level].r_idx].name + r_name);
                                break;
                          }
                  case 2:
                          {
                                  cmsg_format(TERM_YELLOW, "Bob the Adventurer, jumps from behind a rock:");
                                  cmsg_format(TERM_YELLOW, "'Ah please help me ! A group of %s stole my sword! I'm nothing without it'", r_info[random_quests[dun_level].r_idx].name + r_name);
                                  break;
                          }
                  case 3:
                          {
                                  cmsg_format(TERM_YELLOW, "Gandalf steps sheepishly out from a dead %s:");
                                  cmsg_format(TERM_YELLOW, "'Ah please help me ! A group of %s stole my sword! I'm nothing without it'", r_info[random_quests[dun_level].r_idx].name + r_name);
                                  break;
                          }
                  case 4:
                          {
                                  cmsg_format(TERM_YELLOW, "Galadriel greets you at the bottom of the stairs:");
                                  cmsg_format(TERM_YELLOW, "'Ah please help me ! A group of %s stole my sword! I'm nothing without it'", r_info[random_quests[dun_level].r_idx].name + r_name);
                                  break;
                          }
                  case 5:
                          {
                          {cmsg_format(TERM_YELLOW, "A voice appears from nowhere:");
                          cmsg_format(TERM_YELLOW, "'Ah please help me ! A group of %s stole my sword! I'm nothing without it'", r_info[random_quests[dun_level].r_idx].name + r_name);
                          break;
                          }
                          }
}
}

NeilStevens: Thanks, but that doesn't solve the problem of naming the actual companion you can get when you complete the quest, or the princess behind the glass on the map.

TheFury: Split the code into 5 sections, and set up a variable?

NeilStevens: This has nothing to do with messages printed on screen, and everything to do with the ability to create monster races at runtime. That's not possible in ToME 2.

TheFury: Why not just add more monsters to R_INFO, and build the adventurer based on what guy was randomly named in the message?

Developers Corner/ToME 2.3.2 Must Do List (last edited 2006-02-08 12:39:17 by cpe-72-225-141-66)