ToME 2.3.5(kind of) built for Windows - I think it's working
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Not for nothing, but we really should be changing the version number from 2.3.5 if any updates/changes are being made. Even if it's just to add another number at the end, or add some letters at the front/end, or something. Especially if any of the changes are big. -
Hi,
I have made some updates to Anonymous Hero's fork of ToME2.3.5 and released it as version 1.1. This version should build on Windows and the binary in the release is designed to work standalone. Please check it out at [this link](https://github.com/jnday/tome2/releases/tag/v1.1) and let me know if you encounter any issues or problems with pathnames. Your feedback would be greatly appreciated.
ThanksLeave a comment:
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I have Tome 2.3.5 Win32 build here too. Build using Mingw compiler so it should work from Win2000 to Win10. I guess only ASCII is working.Leave a comment:
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Yes I am aware of that, I use the F# keys for macros (and F for teleport other, typically the need for that comes after finding a permanent light source). I could use a keymap for F instead I guess.Leave a comment:
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If you use say "M" for the macro, it'l get substituted any time you type it--even if you're not at the command prompt. Use a keymap in that situation. There are some games that actually still need them, including ToME and Sil, but it's tricky to rely solely on macros.Leave a comment:
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Whats the detriment of using macro instead of keymap ?
Edit: Also, in tome I put <detect trap> + <detect monster> on one key, I thought that wouldnt work unless you use macro ?Leave a comment:
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I thought ToMe has keymaps as well as macros? Macros should be used *only* for status changes (like aggressive/cowardly, or fast/slow, or fire arrows/normal shooting.) Unless there are no keymaps. Then things get hairy.
Note: V has no status changes, so macros were removed some time after libcurses. (I only ever used them for color editing.)Leave a comment:
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First you want every macro to start with \e\e\e , so as to cancel anything that might be waiting for a prompt. Then in tome, unfortunately the letters for various activities such as casting spells or copying spells are variable and might change throughout the game. "m" accesses the menu where you can choose those activities; there is a way to choose an activity not by its letter, but by a different code (I forgot how exactly); but casting spells is the default, so what I do is use
m@\r
which picks "cast a spell" regardless of which letter is currently assigned to casting spells.
Assuming your spellbook is inscribed with @m1 and mana bolt is the first spell in it, denoted by "a", the macro would look like this:
\e\e\em@\r1a
I assume you know how to modify that to include targeting if needed.
That "@" can be given an argument (omitting of which here, as explained, will pick the default - cast spell), I forget how that works; if anyone knows, feel free to enlighten me.
Edit:
I read your op again; since you asked specifically to target the closest enemy, here goes:
Make sure the option "use old target by default" is set; the macro then is:
\e\e\e*tm@\r1aLast edited by Estie; January 21, 2023, 21:35.Leave a comment:
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can someone run me through how do i make a "shoot manabolt to nearest enemy" macro, please?Leave a comment:
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I'll put the log in case you or anyone is still here
--------------------------------------------------------------------
-- Found PkgConfig: C:/Strawberry/perl/bin/pkg-config.bat (found version "0.26")
-- Could NOT find Curses (missing: CURSES_LIBRARY CURSES_INCLUDE_PATH)
-- The following packages have not been found:
* X11
* GTK
* Curses
-- Configuring done
CMake Error at src/CMakeLists.txt:187 (ADD_EXECUTABLE):
Cannot find source file:
C:/Users/mous-/Desktop/MEGAsync/Jeux/PC/tome_2.4/vendor/CppQuickCheck/src/Arbitrary.cpp
Tried extensions .c .C .c++ .cc .cpp .cxx .cu .mpp .m .M .mm .ixx .cppm .h
.hh .h++ .hm .hpp .hxx .in .txx .f .F .for .f77 .f90 .f95 .f03 .hip .ispc
CMake Error at src/CMakeLists.txt:187 (ADD_EXECUTABLE):
No SOURCES given to target: harness
CMake Generate step failed. Build files cannot be regenerated correctly.Leave a comment:
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Got it! This was a great project to pick to learn about compilers, linkers, et al. Yours and AH's work is all in main, I want to take a look at some windowing bugs before I do another release.Leave a comment:
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@Grenoble
Good luck with the VS 2019 issues, sadly I can't help you there; I'm terrible with Windows stuff.
Removing Lua was all AnonymousHero. The C++ port and everything else of modernized ToME 2 has basically been his show; I've only contributed intermittently. My largest contribution IIRC was removing most of the trap code from the C++ port.Leave a comment:
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Okay, @Grenoble, try this: https://github.com/jkatzmewing/tome2/tree/pure-c
Thanks for giving me a shout.Leave a comment:
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@Grenoble so the commit you want is probably 2653d949a0008b44d4a41fb52d516a7766f55928. That's after Jansson was added and Lua removed, but before alchemy was removed. It's still all C (not C++) and should be a lot more stable than the Lua-including versions.
Might still need some fixes backported though. In particular there may be header issues on modern Linux systems.
Edit: yeah, linking is broken on modern Linux, and also there's a ton of warnings. But it should compile on modern Linux once I figure out the linking thing.,
Edit 2: no I was wrong, this issue was fixed later? Hang onLast edited by fiery_mews; August 12, 2021, 18:18.Leave a comment:
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