New Temple+ Available

Discussion in 'General Modification' started by _doug_, May 6, 2020.

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  1. dolio

    dolio Established Member Supporter

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    I fixed widen. It's just not in a release yet.

    I'm not exactly sure how much of the race stuff in python is set up to override what was previously hard coded in the engine. I would expect that the information was mostly copied to python and then everything was made to point at the relevant python files. But that isn't always the case.

    I'm not sure what you mean about the proto files. `protos.tab` never contains the names of things in it. At least, not as strings. It contains numbers that are used in one of the mes files to look up the name. Maybe you're using an editor that does that cross referencing and displays the actual name. But it doesn't know that `protos/subraces.tab` is supposed to act like `protos.tab`.
     
  2. Basil the Timid

    Basil the Timid Dont Mention the War

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    Wow! I'm amazed you could fix Widen.

    I use Phalzyr's ProtoEd. Before I got Temple+ working a few months ago, I remember seeing in the left-most column things like "Meleny" or "dagger +1" and it was very easy to find NPCs in particular. That column seems to not be there anymore.

    I remember reading posts by @Sitra, I believe, that we can now extract the relevant section of the protos.tab, put it into overrides (same way as the subraces.tab is), and then mod that small section. Since I don't know how to make that kind of mini protos.tab, I have to copy the entire thing into my override folder.

    The issue with the original races I mentioned pertains specifically to Gnome. I tried to change it into a kind of Tinker with an additional +2 Int, -2 Wis. The character generator accepted it, and I could put in the full skill point allotment for the higher intelligence. However, after Begin Adventure, those two scores reverted to vanilla, but the gnome still had all the skill points. Not a big deal for me personally, for I used the console to put them back.

    Just curious, how would I give Half-elves the same additional skill points that humans get without changing intelligence?
     
  3. dolio

    dolio Established Member Supporter

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    Most things can be fixed, it's just a question of how much work it is.

    I think your proto situation is what I said. I assume ProtoEd cross references `protos.tab` with `description.mes` to show you the actual names of things. It would need to be updated to support the broken-out style of file that Temple+ uses. There are many .tab files, and they aren't all for object prototypes, so it probably just displays a generic interface for `subraces.tab` and such. Also, there are broken-out extension files for `description.mes`, so it'd need to know to look in those, as well (at least in general).

    I think I know what's going on with your race example. I assume the python file stuff is used during character creation. However, for each original race, there is a condition added to the character that gives them most/all of their special qualities, and that includes their racial ability bonuses/penalties. So, a Gnome character actually has whatever point buy/roll you got as basic stats, and the `Gnome` condition modifies Con by +2 and Str by -2. Since you have no way of replacing the `Gnome` condition, it takes over in the actual game.

    I think the Temple+ subraces have their own conditions implemented in python, so those are easy to override in a mod. But for the core races it is not, because the conditions are implemented in the engine code.

    Bonus skill points is still hard coded to (ordinary) humans. There's a "TODO" to add other ways to trigger it, but it hasn't been implemented yet.
     
  4. Basil the Timid

    Basil the Timid Dont Mention the War

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    Unusual things are happening while playing SGoS. I upgraded Temple plus to v 1.0.98
    1. My halfling swashbuckler spicked chain with finess and exotic weapons proficiency is SOMETIMES treated as non-proficient and sometimes proficient. I'm trying to figure out if it is caused by the direct shortcut or through the one that goes through T+ settings.
    2. Speaking of which, I can't seem to get the full HP for both PCs and monsters to work. Is this a module thing, perhaps?
     
  5. dolio

    dolio Established Member Supporter

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    What do people think about this?

     
  6. Basil the Timid

    Basil the Timid Dont Mention the War

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  7. zertzax

    zertzax Established Member

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    looks really cool.
     
  8. rojay

    rojay Member

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    I love it.
     
  9. Endarire

    Endarire Ronald Rynnwrathi

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    I like it, but I like it as a toggle. Seeing that stuff move around as it did felt disorienting and a bit dizzying, but I would likely forgive it if I had to.
     
  10. dolio

    dolio Established Member Supporter

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    I could just make the images stand still, too. I was mainly thinking that I like the 'cluster of images' like the Infinity Engine better than the big line of images rotating.

    The idea behind the moving was that in theory the images actually are doing that, so that your opponents aren't sure which image is real. And I was trying to come up with a visual where you might believe that. But if it's too noisy I could get rid of it.
     
  11. FDR4PREZ

    FDR4PREZ Established Member

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    I like this new version. The line of rotating images is not so good and doesn't really follow the spell description: "remain in a cluster"

    upload_2025-10-28_14-13-52.png

    Sure, the "each within 5 feet of at least one figment or you" can mean that they can nicely dance in a straight line of each other, but that isn't what was implied by the spell.
     
  12. dolio

    dolio Established Member Supporter

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    Yeah, there's that, too.

    Here are some additional clips. I've improved my technique on the movement so that things don't bounce quite as much (stopped using Fourier approximations of a square wave). This is an empowered greater mirror image, so 12 images.


    Also, here's a static version going up to 8 images.
     
  13. FDR4PREZ

    FDR4PREZ Established Member

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    I like the upper one with the movements.

    How does this look with other PC and monsters next to you?

    Or if you have your back against a wall?
     
  14. dolio

    dolio Established Member Supporter

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    It looks okay. Sometimes stuff can clip into objects. It's hard to get two characters close enough that the images clip into the other character. It'd probably be worse with, like, vrocks, because they're pretty big.

    I mean, in any case it's probably going to be better in that respect than the line, which gets very wide with that many images.
     
  15. FDR4PREZ

    FDR4PREZ Established Member

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    Thanks.

    For comparison, you can show the silliness of the single inline 12 images rotating around compared to your new clustered effect.

    Even if you only have 1 image, this new effect will look better then the one inline rotating around you
     
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