I have been playing tome for a while, and would like to try the latest version. However I have not installed developer tools (or whatever the package that allows compilation of tome.) and isplaced the instal cds. So may I please request a compile of the latest version of tome for macintosh.

My copy has been compressed and posted at http://scat-he-g4.sunderland.ac.uk/~harryerw/pub/tome_232_for_mac.sitx. It may contain extraneous material.

CeiltiCahill Hi, I've been to your site, but what is there is an enormous text file. I have Mac OS X 4.4 with GCC compiler, but I've yet worked up the nerve to try it. Does the file on your site require a compile or simple instructions a new OS X user can follow? In any case thanks for compile, as someone who for all my adult life has depended on other kind souls for *band compiles, i really appreciate it.

NeilStevens: Go to the ToME webpage for the latest...

CeiltiCahill I already have your 3.3 compile! I am going to either message you here, or e-mail about it tomorrow. You're another one I should thank for a Mac compile! I haven't played it yet because I have to spend so much time editing the edit files in 2.3.1, files for my planned module (including the IMO 'neccessary' Pref files which your 3.3 doesn' t appear to have! Thanks again for the compile and advice. This week I plan on beginning to overcome my mental block and see what I can do with the GCC compiler!

NeilStevens: Er, what's missing you say?

CeiltiCahill there are no files! only the app. and 3 docs. There is not even a save file for my char. I assumed that DG had 'Luafied' things to such an extent that all the former edit, save, and user files were now bundled (if that is the right word) together. For my purposs this was very disconcerting as right now I need the foo files for my module, and I play by making generic pref files for my char.s!

ShrikeDeCil" Ceilti, right-click on the Tome.app, and choose 'Show Package Contents'. Half the files are stuffed in there. The others (save files, prefs) are in the ~/Library/ApplicationSupport directory.

CeiltiCahill Thank you, thank you, thank you! It took me awhile to find which library folder (it's now 'directory' isn't it?) which has the save/pref files, but I finally did it. Things are now much better, more complicated than they used to be, but better!

NeilStevens: Don't bother looking inside. There are no user-serviceable parts inside the bundle.

As changes.txt says for 2.3.3, user files all now in the ~/Library/Application Support/ToME directory. Note that ~ refers to your home directory, so go to your home directory, then Library, then Application Support. After the first time you run ToME, there will be a ToME directory there. automatizer data, saves, and everything else go in that hierarchy.

In the future, if you want to make edits to the game data, you should make your own module.

CeiltiCahill Neil, i did read the changes file, but OS X is so very different from my old OS that it might as well come from the moon. Don't get me wrong, it must be the best OS ever developed, and my brothers love the Unix core, but i've never been a power user, and even what used to be basic terminology has changed. It's just going to take me a while to adjust to it's rather steep learning curve. I've lived in a strictly Mac world all my life. I had to google search tonight to learn that 'directory' means what 'folder' used to mean in the Mac world! So it wasn't your directions, it was my ignorance.

I am going to make a module, (obviously I'm starting from a slightly different place than other module makers!), but why should I no longer play around with my edit files?

NeilStevens: I understand you have some adjustments to make; ask whatever questions you need.

As for playing around with the data files: the biggest reason not to mess with them is that the way I package up ToME isn't designed to allow you to do so. It'll just be easier on you in the long run to take ToME's data, make a module of it, then play with it to taste.

Another reason is the sharing of character sheets. If you make your own module and label it as such, then if you share your character sheets with others, there's no possible confusion between your module and the regular game.

Yet another reason is that it's a good habit to get into in case you play other people's modules, which might depend on the ToME data in part.

CeiltiCahill: All quite valid reasons. Now that I can find them, I can edit them, pretty soon I'm going to post some of my beginning concepts for my module, but right now I know it will mean heavy editing of the data files, and I do a lot of play-testing my changes. I'm actually glad these files are harder to find, at least on Macs. Once I discovered these files, years ago, I felt, and still do that they should be hard-coded to prevent cheating, first at RGRA, then on the ladder. I think Hengbnd remains the only variant which addresses this by having the game note any changes to the foo files and marking the character accordingly.

I do have a lot of adjustments to make, thank you for accomodating what will be some quite ignorant questions!

GeneralDiscussion/Latest version for mac (last edited 2006-02-14 22:24:51 by CeiltiCahill)