Congrats on making progress with this. We have a ticket to use UT32 over graf-dvg in 3.4 ... could you recap what we'd need to do to achieve that? Can we just drop in UT32's 32x32.png (or .bmp or whatever it is) and the associated graf-, flvr- and xtra- files, or is there more to it than that? Sorry if this is a dumb and/or irritating question - I am not good with tiles.
32x32 Universal Tileset
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Congrats on making progress with this. We have a ticket to use UT32 over graf-dvg in 3.4 ... could you recap what we'd need to do to achieve that? Can we just drop in UT32's 32x32.png (or .bmp or whatever it is) and the associated graf-, flvr- and xtra- files, or is there more to it than that? Sorry if this is a dumb and/or irritating question - I am not good with tiles.www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
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UT32's vanilla files are based on Vanilla 3.2. There's a png currently available (bmps also) that exactly match and also supersede the older UT32-Vanilla images. Unfortunately, the format of the prf files changed after 3.2, I think, don't quote me on that. While the prf file for 3.2 (at mediafire.com/buzzkill) is correct, I don't believe that prf will work in 3.4. Someone will need to manually port the values from one to the other, or write a script that will do the same. I won't make any guarantees about this, but I'd bet that 98% of the prf changes were to the terrains, and very little else has been altered.
I'll have to grab 3.4 and take a look. Changes to the Vanilla portion of the tileset requires changes to the prf's of every variant that uses vanilla terrains. That's means all of them. I gotta nip this in the bud before it gets out of hand.www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
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OK, there might be a bit more to it. I forgot about the lighting changes. I haven't played 3.4 so I'm unaware of exactly what has changed but I think it just a matter of shading a few tiles (that previously didn't require shading) and adding them to the set. Easier than it sounds, but inserting them will alter the addresses of everything that follows them (and that's almost everything). But what I said above remains true and IMO is the larger task.
I'll have to grab 3.4 and take a look. Changes to the Vanilla portion of the tileset requires changes to the prf's of every variant that uses vanilla terrains. That's means all of them. I gotta nip this in the bud before it gets out of hand."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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As long as I'm harping on UT32 and Sil is the flavor of the month...
I do believe that Sil does support 32x32 tiles in some capacity. Just drop in some UT32 bmp's and you're off. Obviously without a properly mapped graf-dvg.prf most everything will display incorrectly. But if any ambitious soul wanted to try to start working out the prf for Sil, it would certainly hasten Sil's inclusion.
My casual method of the above is to simply play the game and correct display errors as you encounter them. Lots at first, then fewer and fewer. Not as much fun as just playing, but certainly more fun than the alternative.www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
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What's the latest stable Vanilla release? Replhial is hosting 3.3.2 but I hear talk of 3.4. Will 3.3.2 suit my purposes?www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
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This AFAIK is how it's always been. However previously, rather than pointing to distinct tiles to specify a lighter or darker shade, determining which tile was a shaded version of another was accomplished by assuming it's placement (+1 or -1 horizontally) in the tileset relative to the original.
I though that doors and stairs were included in the new lighting scheme too, but apparently not. Will someone please correct me on this if my assumption is wrong, or if there is a pending change coming in 3.4.www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
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UT32 is now fully compatible with Vanilla Angband 3.3.2. UT32 should display exactly the same as the standard David Gervais tileset. I tested it and everything looked OK, but please notify me if you notice anything unusual. New version is available at www.mediafire.com/buzzkill. As always, be sure to grab the latest, most recently posted version.www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
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Thanks Buzzkill, that's v helpful. I'm afraid I don't know if any changes have been made to tiles handling in 3.4-dev, but I'm sure somebody will be able to tell us."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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New version of UT32 is available. It may correct the problem discussed in this thread, at least so far as UT32 is concerned.
The last of the NPP tiles are in, at least I hope that that's the last of them.
I've started to incorporate DAJ tiles into UT32. This in no way means that DAJ is ready to play with UT32. AAMOF it's probably completely unplayable with UT32 at this time. It may be weeks or even months before DAJ-UT32 reaches a playable state.
All in all, not many visible changes.
Your feedback is appreciated. Please contact me if you notice any mis-mapped graphics or have specific thoughts for improvement. I spend a lot of time working on UT32 and very little time playing so I'm unlikely to notice errors in the short term. Vanilla Angband 3.3.2, FA 1.2.7, and NPP 0.5.4 beta 2 should display perfectly.www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
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New version of UT32 is available. It may correct the problem discussed in this thread, at least so far as UT32 is concerned.
The last of the NPP tiles are in, at least I hope that that's the last of them.
I've started to incorporate DAJ tiles into UT32. This in no way means that DAJ is ready to play with UT32. AAMOF it's probably completely unplayable with UT32 at this time. It may be weeks or even months before DAJ-UT32 reaches a playable state.
All in all, not many visible changes.
Your feedback is appreciated. Please contact me if you notice any mis-mapped graphics or have specific thoughts for improvement. I spend a lot of time working on UT32 and very little time playing so I'm unlikely to notice errors in the short term. Vanilla Angband 3.3.2, FA 1.2.7, and NPP 0.5.4 beta 2 should display perfectly.PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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Hmm... I've remapped a LOT of tiles in the 32x32 tileset for my variant, as I found some tiles were more appropriate (IIRC, for example, Sauron was mapped to a djinn coming out from a bottle in the original graf-dvg.prf). I'll check the changes you made and compare with my files to see if there isn't room for improvement.www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
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Ok here are my changes for items, feel free to compare to the original mapping:
- K:sword:Bastard Sword:0x8A:0xC2 (remove duplicate with katana)
- K:sword:Executioner's Sword:0x8A:0x90 (remove duplicate with zweihander)
- K:hafted:Maul:0x8A:0x93 (duplicates war hammer -- missing a tile)
- K:hafted:Great Hammer:0x8A:0xBF (remove duplicate with mighty hammer)
- K:digger:Mattock:0x87:0xC6 (hmm wasn't that the original tile?)
- K:boots:Pair of Ethereal Slippers:0x80:0xCA
- K:helm:Hard Leather Cap:0x80:0x8A
- K:cloak:Fur Cloak:0x80:0x83
- K:cloak:Elven Cloak:0x80:0x82
- K:cloak:Ethereal Cloak:0x80:0x86
- K:gloves:Set of Alchemist's Gloves:0x80:0xCB
For the monsters, could it be possible to reorder graf-dvg so that monsters appear in the same order as in monster.txt? From what I've seen, there have been many changes (spiders, ghosts...) and I'll have to take a closer look at all theses changes.PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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Ok here are my changes for items, feel free to compare to the original mapping: ...<snip>...
For the monsters, could it be possible to reorder graf-dvg so that monsters appear in the same order as in monster.txt? From what I've seen, there have been many changes (spiders, ghosts...) and I'll have to take a closer look at all theses changes.
I'm really behind the curve with Vanilla 3.3.2 and the new prf format. I don't know much about it.www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
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- K:sword:Executioner's Sword:0x8A:0x90 (changed)
- K:hafted:Maul:0x8A:0x93 (changed)
- K:hafted:Great Hammer:0x8A:0xBF (changed, but I'm still not happy with the gold tile)
- K:digger:Mattock:0x87:0xC6 (unchanged - IMO current tile is OK)
- K:boots:Pair of Ethereal Slippers:0x80:0xCA (unchanged - though a poor tile, suggested tile is no better)
- K:helm:Hard Leather Cap:0x80:0x8A (changed- long needed change)
- K:cloak:Fur Cloak:0x80:0x83 (changed - better)
- K:cloak:Elven Cloak:0x80:0x82 (changed - but still the wrong color)
- K:cloak:Ethereal Cloak:0x80:0x86 (changed - much better)
- K:gloves:Set of Alchemist's Gloves:0x80:0xCB (changed - the gold actually works here)
I worked in most of your suggestions. I though you went a little heavy on the golden items for no discernible reason.www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
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