Reviving Iso-Angband, an isometric view addon for Angband

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  • d_m
    replied
    Commenting out those two lines got me past that error. Here's the new one:

    Code:
    Making all in src
    make[1]: Entering directory `/home/erik/iso-angband-0_2_8_3/src'
    gcc -DHAVE_CONFIG_H -I. -I. -I.     -g -O2 -fno-strength-reduce  -c main-x11.c
    main-x11.c:2294:39: error: ../hajo_src/world_adaptor.h: No such file or directory
    make[1]: *** [main-x11.o] Error 1
    make[1]: Leaving directory `/home/erik/iso-angband-0_2_8_3/src'
    It looks like this directory didn't get added to the zipfile.

    I tried commenting it out but then the linking stage crashed (which may or may not be related).

    Thanks for your help.

    Leave a comment:


  • Hajo
    replied
    I'll look into this.

    The code definitely has a problem there, although my compiler accepted it. The Term_text_sdl needs a proper declaration and there is also a mistake in the parameter list as it seems.

    Thanks for letting me know about it! I'll try to clean that up.

    Edit:

    At the moment it appears to me that one can just comment these two lines. I think this this code is never executed, but I'm not sure.
    main-sdl.c, line 1574f:

    Code:
        errr static Term_text_sdl(int x, int y, int n, const byte *ap, const char *cp);
        Term_text_sdl(x, y, n, ap, cp);
    My impression that it would fail anyways if executed because there are done bad things with pointers.

    Once I have more time I'll look into this some more.

    Leave a comment:


  • d_m
    replied
    Originally posted by Hajo
    Sources and images are included as well, and I think it should compile for Linux, too, but I had no chance to test that yet (try Makefile.isov-sdl for the SDL based code).
    Currently it doesn't compile correctly on Linux for me:

    Code:
    gcc -Wall -O1 -pipe -g -D"USE_ISOV_SDL" -D"USE_ISOV" -D"USE_TRANSPARENCY"   -c -o main-sdl.o main-sdl.c
    main-sdl.c: In function ‘Term_pict_sdl’:
    main-sdl.c:1574: error: invalid storage class for function ‘Term_text_sdl’
    main-sdl.c:1575: warning: implicit declaration of function ‘Term_text_sdl’
    main-sdl.c: At top level:
    main-sdl.c:1654: error: conflicting types for ‘Term_text_sdl’
    main-sdl.c:1655: note: an argument type that has a default promotion can’t match an empty parameter name list declaration
    main-sdl.c:1575: note: previous implicit declaration of ‘Term_text_sdl’ was here
    make: *** [main-sdl.o] Error 1

    Leave a comment:


  • Hajo
    replied
    Indeed. Thanks for the link to this forum, getter77

    I hope I could track down the crash problem with the (l)ook function. It happened only very randomly before, so I can't be sure - but I've played for about an hour, looked at many things and it didn't crash anymore.

    Also there are some image changes:

    - Improved yeek image.
    - Orc image + config.
    - Orc captain image + config.
    - Street urchins use old yeek image.

    Now we really face the problem of the orc captain visibility that was mentioned earlier in the thread. Right now orc captains are just more buff and have a different helm and a slightly different blade. If they do not stand out enough from the crowd, I'll rework them further. I might also have made mistakes in the config, and I have no character to check the levels where orcs usually are found. So I have no idea yet if they will show alright or not.

    For Windows users, there is a precompiled executable included. Also two starting batch files, "start_small.bat" and "start_large.bat" which choose a smaller or larger font, and therefore start with a smaller or larger window.

    Download:


    Sources and images are included as well, and I think it should compile for Linux, too, but I had no chance to test that yet (try Makefile.isov-sdl for the SDL based code).

    Known bugs and problems:


    If you find a new problem, please let me know. Particularly wrongly configured images.

    Leave a comment:


  • getter77
    replied
    See Hajo---helpful folks to ferret things indeed!

    Support for that Gervais offering would be pretty swell too, especially in conjunction with all else.

    Lots of interesting steps ahead in the future of Angband-land I reckon.

    Leave a comment:


  • Hajo
    replied
    The code is very old, and when I recently looked at it, I noticed that my ways of coding have changed a lot over the past 10 years. I see no magic though, that would limit it to powers of two, but there are hard coded 64 and 32 values, which must be tracked and adapted. Nowadays I'd code an isometric map display differently and more modular.

    I'm currently trying to clean the code up, also to track down a bug that causes occasional crashes with the (l)ook function. I think I could fix that now, but I must do more testing.

    Problem is, I have coded only very little C in the past 5 years, and I have no working debugger for Windows (which I'm currently using). So C coding and debugging is a bit difficult these days for me.

    The nine part walls were nice, but a lot of work to paint the tiles. I think I can reactivate the code if needed; I was just lazy and decided that the block walls are good enough for Iso-Angband. But it's something that itches me now and then, since the nine part walls indeed gave the dungeon a better look.

    Honestly, I think until it can be an official Angband display module there will be a lot of cleaning up needed.

    Leave a comment:


  • andrewdoull
    replied
    Hajo: As always, I really like the isometric Angband display - if only for it to make sense to non-Angbanders what it is we're doing.

    But...

    I know you've historically only been able to support 64x64 size tile sets. David Gervais has created an excellent 52x52 size isometric tileset (54x54 with a 1 pixel overlap). Is there any chance your isometric display code will be able to support this size tileset?

    I'm not interested in dynamic recolouring or anything else: just the ability to support non power of 2 tileset sizes...

    And, BTW, I've got what I hope will be an acceptable iso wall solution for the main Angband code, if you ever want to go down the path of having the old isometric wall designs you started with.

    Andrew

    Andrew

    Leave a comment:


  • HallucinationMushroom
    replied
    Wow, thank you very much! I'll get a chance to play with that in a few hours and I'll let you know how it goes.

    Leave a comment:


  • Hajo
    replied
    Originally posted by HallucinationMushroom
    Not to miss the point of all your hard work visualizing the depths of angband mind you... I really like the way you've portrayed the mushrooms, snakes, townspeople and all the other denizens I've seen.
    Thanks, I'm happy to read this

    Originally posted by HallucinationMushroom
    After looking at the screenshots with visual monsters against the one with the Isometric U's, I got to hoping that there would be an option to use iso-ascii characters for all the denizens and items if one wanted to. I think it would be a very interesting novelty, and I'd probably use it from time to time.
    If you delete the whole "lib/pref" folder and replace it with the original files from Angband 2.9.3, you have ASCII-Iso view, unfortunately also for the walls and floors. Not sure about doors, might be that I hardcoded those ...

    But it should be fairly easy to create a pref file that only maps terrain to images and displays the rest as ASCII characters. I've kept a full ASCII set of characters in their "native" positions, so it should be fairly straightforward.

    If I have a bit of extra time I'll see if I can make an example pref file.

    Edit:

    That was easy I just had to remove all the monster and item definitions from the iso pref file, and it already looked rather well.

    http://www.funkelwerk.de/data/iso-an...c/font-iso.prf (4kb)

    Just get this file, put it into the lib/pref folder of your Iso-Angband installation and it should do the trick. Maybe you want to backup the former version of the file, in case you want to revert to the more graphical version.
    Last edited by Hajo; August 20, 2010, 17:28.

    Leave a comment:


  • HallucinationMushroom
    replied
    I remember looking at your Isometric screenshots years ago and really liking them. I'm glad you're back on the case! After looking at the screenshots with visual monsters against the one with the Isometric U's, I got to hoping that there would be an option to use iso-ascii characters for all the denizens and items if one wanted to. I think it would be a very interesting novelty, and I'd probably use it from time to time. Not to miss the point of all your hard work visualizing the depths of angband mind you... I really like the way you've portrayed the mushrooms, snakes, townspeople and all the other denizens I've seen.

    Oh yes, please forgive if this is mentioned in your mission statement/development journal. I only glanced.

    Leave a comment:


  • ekolis
    replied
    Oh no, it's some sort of conflict brewing between Xavier University and Miami University!

    Leave a comment:


  • Timo Pietilä
    replied
    Originally posted by Hajo
    Timo, I'll happily provide screenshots if you can tell me how to arrange such situations. Maybe there are problems indeed, which need to be fixed, by changing the perspective or the image sizes. But I don't know how I could provide views of the situations that you ask for

    Edit:

    Timeo, I've have made a mockup of these situations, at least I understood your concerns. The colors are not the ones as they would be in the game, but it should give an idea how much the characters overlap. Color differences will even help further:



    I have no images for such high level creatures yet. I focused on the early game so far.
    That looks better than I expected. Maybe you should make @ a bit smaller, it looks like it blocks the view much more than those "M" or "U". (think that snake in block directly behind @).

    Leave a comment:


  • Hajo
    replied
    Timo, I'll happily provide screenshots if you can tell me how to arrange such situations. Maybe there are problems indeed, which need to be fixed, by changing the perspective or the image sizes. But I don't know how I could provide views of the situations that you ask for

    Edit: Look at the end of this message, I tried to stage such situations.


    Meanwhile I've tried to clean up some of the images and did more testing. At least for me, this version seems to run fairly well.

    For Windows users, there is a precompiled executable included. Also two starting batch files, "start_small.bat" and "start_large.bat" which choose a smaller or larger font, and therefore start with a smaller or larger window.

    Download:


    Sources and images are included as well, and I think it should compile for Linux, too, but I had no chance to test that yet (try Makefile.isov-sdl for the SDL based code).

    No code changes this time, but some new and changed images:

    - Food ration
    - Mean looking mercenary
    - Stairs up/stairs down
    - Mold
    - Permanent wall
    - Normal floor
    - Kobolds got weapons
    - Scruffy little dog

    A preview of the town and one of the first level in this version (taken with the "large" font):


    Click for full size.


    Click for full size.

    Edit:

    Timeo, I've have made a mockup of these situations, at least I understood your concerns. The colors are not the ones as they would be in the game, but it should give an idea how much the characters overlap. Color differences will even help further:



    I have no images for such high level creatures yet. I focused on the early game so far.
    Last edited by Hajo; August 20, 2010, 11:54.

    Leave a comment:


  • Timo Pietilä
    replied
    Originally posted by Hajo
    The X shold be clearly visible. A floating eye pictogram is not much smaller than the average other pictogram. So even those are easy to spot.
    Can you post a screenshot of that situation. @ in those pictures is quite big, extending to block above it and if that applies to other things too those two U:s in right and left + one at diagonal should block the X-spot so much that you can see only very top of it properly.

    Maybe "U" is a bad example. Try "M" instead (like fighting medusa which is "n").

    Leave a comment:


  • Hajo
    replied
    The tiles are 64x64, but since they are isometric some of the area is not usable for pictograms.

    The floor tile has roughly these dimensions:



    A small canine would be like this:



    And the kobolds look like this currently:



    I haven't given them weapons yet ...

    The blue hue appears in the proper monster or item color in the game. I have kept the images to outlines, since I don't want to go for realistic images.

    There are plenty of options to give orc captains winged or bushed helms, or flags/standards/war banners to make them stand out from the other orcs. It will take some time to find good ideas for everything, but I'm positive that it will work out.

    At the moment I'm reworking a number of images, and hope to have a better version to present in a few days.

    Leave a comment:

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