The source is on GitHub here: https://github.com/tome2/tome2
Do not that I'm using CMake, there is a basic command line in the README.md on how to compile using MinGW. (AFAIK it's been a while since anyone's tried it, but it should basically work. It's not there's loads of changes to the build system...)
If you can manage to build it, feel free to send the executable as an attachment to bardur@scientician.net
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Priest (hasn't been one of those forever), maybe Dwarf? Standard artifacts - there's already plenty of talk about randarts going on, and the aim here is to find all the issues that need resolution before release. So a very vanilla Vanilla game.Leave a comment:
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That actually sounds really interesting! It's not a combo I've ever played, but... {fires up a game} Ah, yes, they have Necromancy at 0.800... The Necromancy spells aren't that great but the abilities (press 'N') includes a thing called "Touch of death"...
I'm not sure if it actually works, but if it does, it's pretty amazing, especially if you're going to the dungeons of super-leveled monsters. (At a lesser level of Necromancy you can also get 'Undead Form' to let you avoid death... maybe.)Leave a comment:
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The character I was actually going to post as the comp character was a Thunderlord Dark-Priest serving Melkor. I have no idea what gameplay that translates into, but it sounded cool! I named it after the gryphon rider hero in Warcraft 2.[2] My favorite was to use Morgoth as a god (piety < 0 at the start, IIRC) and to have a character with several negative skills (Stealth is a good one, but Magic Device or similar would also do). Start game, do nothing, save, reload. You now have 300000 piety and your "negative" skills are now maxed at 50.Leave a comment:
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AH--if you are using the Angband build and main--xxx.c system, a windows port is easy. I'd be happy to make one, given a link to the source, and a place to drop the excutable.Leave a comment:
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(Not responding to you specifically, but...)
Let's be clear: The old versions are broken in numerous ways related to various overflows[1] and don't you even try to compile for 64-bit[2]. Most or all of these problems have been fixed in my fork.
If someone can give me, or link to, basic instructions for getting a Windows compilation setup using e.g. MinGW (or similar), I can try to do the Windows compile myself. (Caveat: I have no Windows licenses at the moment[3] and I'm not going to buy any. Call it "political reasons".). I'm assuming that most Linux players would be capable of compiling the thing themselves.
[1] Which means that if your OS does any kind of hardening, you'll end up with crashes. Frequently.
[2] My favorite was to use Morgoth as a god (piety < 0 at the start, IIRC) and to have a character with several negative skills (Stealth is a good one, but Magic Device or similar would also do). Start game, do nothing, save, reload. You now have 300000 piety and your "negative" skills are now maxed at 50.
[3] Well, I happen to have a volume license for WinXP that's still legal, but I don't think that's of much use to anyone. I do still use it for playing Baldur's Gate once in a while
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I had a vague plan to add in automatic support for competition entry on the webserver (after spectating and recording are done) with the hope I could get it done in time for a 4.1 release/competition.. I'll have my work cut out to get that done in time for this. But I'll give it a go.Leave a comment:
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One of the reasons why 2.3.4 may be preferable over 2.3.5 is because 2.3.5 has the dreaded chardump CTD bug whereas 2.3.4 doesn't: If you have 10(?) or greater completed princess quests more than the completed Lost Sword quests (aka Fumblefinger) quests, the game will crash when you save the chardump. Thus, after that point, you won't be able to use the chardump function until you complete more Lost Swords quests.I managed to build 2.3.4 but I'm getting aborts when I try to save+quit, which makes it hard to make a savefile. I'll try again later. Does anyone know why we would have preferred 2.3.4 to 2.3.5 in the previous comp we did for this game? Is 2.3.5 broken or something?
[Edit: I can't save properly in 2.3.5 either. It's generating files in ~/.tome/2.3/, but I can't load them. Can't tell if the savefiles or bad or not because of it.)Leave a comment:
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ARGH! I didn't realize it was past the 11th. Well, anxiously awaiting this one. :-)Leave a comment:
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How about a V master comp while you're working out the ToME issues? It's in no-more-features final-bugfixing mode before releasing 4.1.Leave a comment:
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Are you building for 64-bit? I know that that is at least very broken for 2.3.4 and 2.3.5 (was there ever a 2.3.5 release?). I also believe there's quite a few overflows which will cause e.g. AppArmor to crash the executable. (I'm not familiar with Windows, they probably have something similar at this point.)I managed to build 2.3.4 but I'm getting aborts when I try to save+quit, which makes it hard to make a savefile. I'll try again later. Does anyone know why we would have preferred 2.3.4 to 2.3.5 in the previous comp we did for this game? Is 2.3.5 broken or something?
[Edit: I can't save properly in 2.3.5 either. It's generating files in ~/.tome/2.3/, but I can't load them. Can't tell if the savefiles or bad or not because of it.)
Did you try building the GitHub "master" version? If so, what problems did you encounter? (I think you should probably post a new thread to avoid cluttering up this one.)Leave a comment:
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