Tomb Titivator
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Questions, Explanations, Howtos
Tomb Titivator
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Dungeon Master
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Tomb Titivator
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Joined: Saturday, 23rd February 2013, 22:25
mumra wrote:1) Nobody can help you if you don't provide enough detail, i.e. show all the code you have changed.
2) Have you even tried to find out anything else about those TILE_ROD_ID_LAST and TILE_ROD_ID_FIRST enums?
{ // Heat ray
SPELL_THROW_FLAME,
SPELL_NO_SPELL,
SPELL_NO_SPELL,
SPELL_NO_SPELL,
SPELL_NO_SPELL,
SPELL_NO_SPELL,
SPELL_NO_SPELL,
SPELL_NO_SPELL,
},
{ // freeze ray
SPELL_THROW_FROST,
SPELL_NO_SPELL,
SPELL_NO_SPELL,
SPELL_NO_SPELL,
SPELL_NO_SPELL,
SPELL_NO_SPELL,
SPELL_NO_SPELL,
SPELL_NO_SPELL,
},
{ // death ray
SPELL_BOLT_OF_DRAINING,
SPELL_NO_SPELL,
SPELL_NO_SPELL,
SPELL_NO_SPELL,
SPELL_NO_SPELL,
SPELL_NO_SPELL,
SPELL_NO_SPELL,
SPELL_NO_SPELL,
},
{ // ray gun
SPELL_MAGIC_DART,
SPELL_NO_SPELL,
SPELL_NO_SPELL,
SPELL_NO_SPELL,
SPELL_NO_SPELL,
SPELL_NO_SPELL,
SPELL_NO_SPELL,
SPELL_NO_SPELL,
},
Ziggurat Zagger
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Tomb Titivator
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BlackSheep wrote:Did you update the rod_type enum in itemprop-enum.h? If not, do that and see if it compiles.
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Tomb Titivator
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galehar wrote:TILE_ROD_ID_FIRST and TILE_ROD_ID_LAST are defined in rltiles/tiledef-main.h which is a generated file. You added rods but failed to give them tiles. You need to define it in rltiles/dc-item.txt. The syntax for this file is explained on the dev wiki.
Ziggurat Zagger
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khalil wrote:Yes. I went code diving in the hopes to find them, but they didn't seem to be in the item enum file, nor the regular enum file.
As far as being specific goes, I was just hopeing someone could tell me somethign about those Enums, at which point I could probably figure out what was wrong. Either way, here's the changes.
Tomb Titivator
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mumra wrote:
Well, people are more willing to tell you what they know if you actually show that you're willing to do some work yourself. Your very brief posts which usually give scant detail about anything you've done tend to give the impression that you want other people to do most of the work for you. (I would also strongly recommend discussing your ideas first, or picking things to implement that have already had a dev seal of approval; you are far more likely to get comprehensive help if you're implementing something that relevant people actively want to see in the game... You haven't told anyone what this wizlab is about but I don't have high hopes when I see things like "laser beams" and "death rays" that this is going to make it in. I'm not trying to be negative here, and if you're doing this just for your own entertainment then fair enough, but I wouldn't want someone being disappointed when their work doesn't get accepted into the game.)
Note: grep has already been recommended to you and this would have found the tile enums fine just like it will find anything in a file you don't know about.
Ziggurat Zagger
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Tomb Titivator
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BlackSheep wrote:Are you using msysgit under windows for your git stuff and compilation?
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khalil wrote:I tried grep and it refuses to work.
As far as the laser goes, I just thought 'space wizards, we need that.'
I don't expect it to ever get accepted. I'm modding with the same mindset as when I mod dwarf fortress. It'll never be official, but at least I'll enjoy it.
Tomb Titivator
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mumra wrote:khalil wrote:I tried grep and it refuses to work.
As far as the laser goes, I just thought 'space wizards, we need that.'
I don't expect it to ever get accepted. I'm modding with the same mindset as when I mod dwarf fortress. It'll never be official, but at least I'll enjoy it.
Crawl is open source; you can always make a public fork for other people to try out.
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