And here it goes: http://sdrv.ms/Mw2LCw
This is the full lib files for my variant (I've removed the previous link), so the 32x32 png file should be in /lib/xtra/graf and the graf-dvg.prf file should be in /lib/pref.
32x32 Universal Tileset
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My additions:So, it's the two bottom rows and the 8 additional arrows types? I like some of the your new tiles (I need a few assassins for DAJ), and the new dragon colors.
Is your tileset relatively stable now? If so, if you point me to the graf-dvg.prf, I could keep that updated that as well. It will make things easier for you should I start shifting tiles around again.
- 8 tiles on the third row for effects when shooting mithril/seeker bolts
- 2 tiles (0x96:0xAF + 0x96:0xB0) for the missing lit/dark permanent walls (this is a bug in the current Vanilla tileset -- they are mapped to 0x96:0xA2/0x96:0xA3 which are shop tiles)
- 1 row (0x9E) for terrain features with lighting (traps/runes... I don't understand why they don't have lighting in V) and extra terrain features (fountains, doors, mountains, crops...)
- 1 row (0x9F) for extra monsters (my variant has a Dragon race, so I needed a tile for baby/young/mature/ancient dragons and wyrms of all kinds)
My tileset should be stable now. Since I'm planning to make an update for my variant tonight, I'll post a link as soon as the update is done.Leave a comment:
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So, it's the two bottom rows and the 8 additional arrows types? I like some of the your new tiles (I need a few assassins for DAJ), and the new dragon colors.
Is your tileset relatively stable now? If so, if you point me to the graf-dvg.prf, I could keep that updated that as well. It will make things easier for you should I start shifting tiles around again.Leave a comment:
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Alright. I updated my current 32x32 tileset with the latest additions you made, so it should be easy for you to make a diff.
The file can be found here: http://sdrv.ms/MwjqUyLeave a comment:
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I was actually thinking of this a few weeks back and then it slipped my mind. It must drive you nuts when I start shifting the original tiles around... it does me. I'll take a look at your link and your tiles and then probably get it done.Leave a comment:
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Would you be interested in merging the additions I've made to the UT32 tileset for my variant? It would save me the hassle of merging everything again on every update
Basically I've added some tiles for missiles (8 tiles on the third row), terrain features with lighting effect (runes, traps, rubble), some wilderness terrain features (one extra row at the end of the file) and missing monster tiles (one extra row at the end of the file) so that every monster in the game gets its own tile.Leave a comment:
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Updated once again. Only changes and additions to DAJ this time round. Enjoy.Leave a comment:
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I just posted another update to UT32. It's the first in quite a while. I keep putting it off as I always seem to have a few more WIP tiles that I'll be adding in the next day or two, and today is no exception, but if I keep waiting I'll never post an update.
The major changes are centered on DAJ. The old DAJ tiles, incomplete as they were, are fully assimilated and more than a few new ones were added. Many mis-mappings have been corrected.
I've been lax in keeping track of the changes I make, so the included readme text files are out of date and I may discontinue including them in future releases. Hopefully I didn't screw anything up, but if I did please let me know. As usual, this release is almost completely untested except for the DAJ stuff.
@will asher: Do lurkers and trappers need tiles in DAJ? Are they un-visible until discovered, then represented by a tile afterward? Should they be mapped to a visible tile?Leave a comment:
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I recently tried playing with 32x32 tiles sized down to (via the INI) 24x24 and I really like it. You get a lot more real estate on screen while maintaining the 32x32 feel. And for variants that don't support double tile mode, it makes the text spacing look that much better.Leave a comment:
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I just posted another update to UT32. Changes include...
... a few more DAJ tiles added.
... corrections made to the DAJ prf.
... the move of a few Vanilla tiles in order to make room for some additional mushroom patches (the shambling mound and the 3 or 4 tiles to the right of it were slid over 3 grids).
... changes to all supported variants PRFs (NPP, FA, V, DAJ) to accommodate the above mentioned tile movement.
DAJ is closer to being fully playable, though there are still a few mis-maps and certainly some missing graphics (mostly deeper, shown as ASCII), and maybe still an un-visible enemy or two.Leave a comment:
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This was done so that versions of Angband and variants that use hard coded lighting (like Vanilla 3.2) can set the nothing terrain to the middle tile and show the black tile in blank areas. (the discussion is on the previous page.)
yeah the 2 permanent wall tiles are missing, in the 3.4 file I added them back in, though they are on the other side of the store doors.Leave a comment:
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Oh and a small error: tiles for lit/dark permanent walls don't exist (0x96:0xA2 and 0x96:0xA3).Leave a comment:
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Is there a reason why all tiles on the first row have been shifted by 2 tiles?Leave a comment:
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