New module approach

Discussion in 'General Modification' started by marc1967, Jul 17, 2014.

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  1. Endarire

    Endarire Ronald Rynnwrathi

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    I don't think you're old, but thankee for releasing this! Alleluia!
     
  2. sigofmugmort

    sigofmugmort Established Member Supporter

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    If you get more then a handful of bug reports, a separate report thread would be useful .
     
  3. Pygmy

    Pygmy Established Member Supporter

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    Are any of your 3 computers 64 bit x64 based machines please?
     
  4. marc1967

    marc1967 Established Member

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    System Type x64-based PC
    Yes, my newest computer is.

    OS Name Microsoft Windows 11 Home
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    System Manufacturer LENOVO
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  5. marc1967

    marc1967 Established Member

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    I'm sure I will get much more than a handful, :) for two reason.
    One, it's the first release.
    Secondly, it's very big.
    We'll see what happens.
     
  6. Pygmy

    Pygmy Established Member Supporter

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    I get blocks of bright white text that look like word processor font character lists that appear the game starts. The game goes from what is the moving scenery stage in normal ToEE to a partially formed scene containing a paladin? I cannot move and a lot of bright white gibberish text blocks. The escape key did not function.
     
  7. OLLY613

    OLLY613 Member

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    Marc thats wonderful news! So happy to get to play a new module.

    I read the other thread and it says to install via front end which is excellent. But it mentiona no temple plus? Is that just for initial install or will temple plus not work with this mod?

    Just hoping to have access to additional feats, etc ive grown accustomed to.

    Thanks in advance for your reply
     
  8. marc1967

    marc1967 Established Member

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    It is not compatible with temple plus right now, sorry. :(

    I'll re-post what I've written in the ReadMe file:

    Code:
       Paladin's Cove is NOT compatible with Temple+ yet.
    
       My work on this mod began about a year before Temple+ started, and hence
       grew in divergent paths from it for a few years. Right now, there is just
       too much that I changed in contrast to Temple+, especially early on before
       Temple+ started, that developing concurrently would mean undoing or revising
       much of what was already developed, and create a programming nightmare.
      
       Once, and if, multiple releases of this mod have been tested, and an
       acceptable stability has been achieved, I will at that point hope to fold
       in most of Temple+, and incorporate those tremendous improvements.
      
       All of the Co8 changes, however, ARE implemented, since they were already
       completed when I started this mod, and have not changed since 2014.
     
    
     
  9. marc1967

    marc1967 Established Member

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    I'm going to assume you were able to download, unzip, and activate from Temple Front end. So at least we got that far.

    Before moving on to what may be system incompatibility problems, which I also had with my newest computer, did you install it as suggested in the ReadMe file?

    That is, did you use a clean build of Temple Circle of Eight 8.1 with Temple Front-End, with NO Temple Plus?
     
  10. Pygmy

    Pygmy Established Member Supporter

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    Oh I see what you mean. I was assuming that an activation of Paladin's Cove was sufficient as it removes such things as Rudy's Mod every time (much to my consternation). Should I have perhaps activated ToEE then activated Co8 then activated Paladin's Cove?

    Temple plus is just a set of programmes for an application that overrides rather than overwrites files in ToEE when in use so I fail to see how that is involved when I start via the Front-End

    Incidentally I removed all the non-pre-generated characters from the players file before starting not that that can have made any difference.....
     
  11. Sitra Achara

    Sitra Achara Senior Member

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    Temple+ runs a different executable, it's not just file overrides. The Co8 Front End launches the regular toee.exe, which bypasses Temple+.
     
  12. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Great work Marc.

    Folks, just install as suggested, I don't doubt a Temple+ version is in the near future. Thanks for the prompt feedback Pygmy.

    I'll get to playing this tomorrow Marc. Seperate bug and feedback threads are my suggestion.
     
  13. marc1967

    marc1967 Established Member

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    Thanks, Ted. I'll make a seperate feedback thread. Which area should I put it in to?

    Also, should I move the main post with the link to the release into the "Mod Submissions" areas, instead of in the general thread area? I think it belongs there instead. I hate to delete the original thread with the release, but it's in the wrong place.

    Don't feel the need to rush into playing it, just because I put it there. I'll take testing and feedback whenever it comes, and whoever has the time or interest to play it. But if you DO want to jump right in, go for it!

    About Temple+, yes, I really need to get the mod itself stable and working on it's own before I can even think about merging with Temple+ in any way.

    One more thing, I will be checking in here every day, a few times each day, unlike before when I would post and run for many months at a time. I'm committed to this for the near future.
     
  14. marc1967

    marc1967 Established Member

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