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[ann] T-Engine/ToME/ODE alpha11 aka "Lord of the Thunder" is released!

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Dark God

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Nov 11, 2006, 8:16:11 PM11/11/06
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Hullo,

A new alpha is available at http://t-o-m-e.net/ with quite a few changes.
Most notably the improved inventory system in ToME and ODE that lets
presents the player with a choice of actions to do with selected items,
and the luaified and subsystemified version of the inventory handling
commands(wield/takeoff/drop/destroy).

Bone to be Wild 1.0.4 has also been updated and should be available for
download from inside the engine.

T.o.M.E 3.0.0alpha11 aka "Lord of the Thunder" changes

Interface changes:
- SUPPORT_LIGHT flag changed to be color customizable. use
SUPPORT_LIGHTgetter.lit(bright_color, dark_color) This only takes effect
if view_lited_grid option is set (see tome/scripts/options.lua)
- Subsystemified(and luaified) all inventory commands(wield takeoff drop
destroy show inven/equip)
Use: load_subsystem("inventory")
- New easy mode inventory "system" in ToME - Deathface now shows which
score is yours when you die

Object changes:
- One can use getter.ego_allow{ sval, sval, sval, ... } to allow an
infinite list of specific sval/tvals for ego items - Object activations
have been subsystemified. Use it with load_subsystem("activations") The
way iot use it(the ACTIVATE flag) has not changed

Player changes:
- Mindcraft has been renewed
- Gods moved into a subsystem. The syntax of a few things changed. Most
notably player.grace() instead of player.grace and god[idx] instead of
god(idx)
- Removed RES_FEAR and RES_BLIND flags from the engine. If your module
needs them, jsut declare them.
- Removed RES_FEAR, RES_CONF and RES_BLIND from ToME, use valued resists
for dam.FEAR, dam.CONFUSION and dam.BLIND now.

Misc changes:
- All engine subsystems that bind a key can now take a parameter
"no_key_bind" which when set to true will prevent the binding so that
modules can bind in whatever way they desire.
- Fixed the foreachi lua core patch, which should have worked years ago..
Anyway on can now use the syntax:
for v in table do ... end
as a syntaxic sugar for:
for i 1, getn(table) do local v table[i] ... end Note that you dont
get the value of i inside the loop, so if you need it use the old style.
- Birth Auto Wield subsystem depends on inventory subsystem or equivalent
inventory.wield(item, silent) function

Bug fixes:
- Redraw monster health display during targetting -- Neil

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