3.1 - Tiles bug?

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  • pndrev
    Scout
    • Sep 2008
    • 38

    3.1 - Tiles bug?

    I tried out the tilesets with 3.1, to see what they look like. I noticed that when using David Gervais tiles, the unexplored 'void' of the dungeon gets filled with the 'cloak' icon (brown cape-like shape). This does not happen with other tilesets, that correctly display empty blackness.
  • takkaria
    Veteran
    • Apr 2007
    • 1951

    #2
    Originally posted by pndrev
    I tried out the tilesets with 3.1, to see what they look like. I noticed that when using David Gervais tiles, the unexplored 'void' of the dungeon gets filled with the 'cloak' icon (brown cape-like shape). This does not happen with other tilesets, that correctly display empty blackness.
    What OS and version are you using?
    takkaria whispers something about options. -more-

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    • Mondkalb
      Knight
      • Apr 2007
      • 982

      #3
      Same bug occured with an earlier version of Angband, 2.9 or so, I think.
      My Angband winners so far

      My FAangband efforts so far

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      • pndrev
        Scout
        • Sep 2008
        • 38

        #4
        Vista 32, all updates / SP. German locale.

        Angband 3.1.0 rc1099, edited win-prf for # as walls.

        Comment

        • andrewdoull
          Unangband maintainer
          • Apr 2007
          • 872

          #5
          Originally posted by pndrev
          I tried out the tilesets with 3.1, to see what they look like. I noticed that when using David Gervais tiles, the unexplored 'void' of the dungeon gets filled with the 'cloak' icon (brown cape-like shape). This does not happen with other tilesets, that correctly display empty blackness.
          Ah. One of my favourite bugs. This occurs because the Windows port (and perhaps the underlying Angband code IIRC) makes the assumption that graphics tile (0,0) is the blank tile in various parts of the code. However the Gervais 32x32 tile set violates this assumption.

          Historically this manifested itself as transparent graphics tiles ended up having the cloak as the background.

          I just fixed it by moving the cloak to a new position, and setting the (0,0) tile to the background. I was never able to convince Robert Ruehlmann of the necessity of doing this...

          Andrew
          The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
          In UnAngband, the level dives you.
          ASCII Dreams: http://roguelikedeveloper.blogspot.com
          Unangband: http://unangband.blogspot.com

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          • takkaria
            Veteran
            • Apr 2007
            • 1951

            #6
            Originally posted by andrewdoull
            Ah. One of my favourite bugs. This occurs because the Windows port (and perhaps the underlying Angband code IIRC) makes the assumption that graphics tile (0,0) is the blank tile in various parts of the code. However the Gervais 32x32 tile set violates this assumption.

            Historically this manifested itself as transparent graphics tiles ended up having the cloak as the background.

            I just fixed it by moving the cloak to a new position, and setting the (0,0) tile to the background. I was never able to convince Robert Ruehlmann of the necessity of doing this...
            Does this mean I could just steal the UnAngband 32x32 tiles to avoid doing the work myself?
            takkaria whispers something about options. -more-

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            • Lebannen
              Apprentice
              • Apr 2008
              • 61

              #7
              While I've replicated this in 3.1.0beta on Crossover, I've taken a look at 32x32.bmp and the top-left tile is still black. Even weirder - it looks like 3.0.9b uses the exact same bitmap, and that doesn't exhibit the issue...

              Comment

              • pndrev
                Scout
                • Sep 2008
                • 38

                #8
                Yep, 3.0.9 worked fine.

                Comment

                • andrewdoull
                  Unangband maintainer
                  • Apr 2007
                  • 872

                  #9
                  Originally posted by pndrev
                  Yep, 3.0.9 worked fine.
                  Is it a possibility that the tile masks for PNG graphics included the original cloak mask on the blank tile?

                  Andrew
                  The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
                  In UnAngband, the level dives you.
                  ASCII Dreams: http://roguelikedeveloper.blogspot.com
                  Unangband: http://unangband.blogspot.com

                  Comment

                  • Jungle_Boy
                    Swordsman
                    • Nov 2008
                    • 434

                    #10
                    My thought is that there was a fix made for the fact that the darkness was not at position one. Then the darkness was moved to position one and there was something in 3.09 that accounted for this. Then 3.1 came out with the original fix but not whatever they had in 3.09 so maybe the fix is fixing a problem that is not there and unfixes it
                    My first winner: http://angband.oook.cz/ladder-show.php?id=10138

                    Comment

                    • pndrev
                      Scout
                      • Sep 2008
                      • 38

                      #11
                      Interesting: Copying the [Un] graphic set leads to the same problem, just with the blue cloak. Both blue and brown cloaks are in the 0,1 position in their respective tilesets, while 0,0 is the (correct) blank tile.

                      ([Un] itself shows solid walls where blank space should be, btw.)

                      Comment

                      • Jungle_Boy
                        Swordsman
                        • Nov 2008
                        • 434

                        #12
                        I altered the graf-dvg.prf file so that the darkness line is:

                        # <darkness>
                        F:0:0x80:0x79

                        This seems to fix it as long as you are not using bigtile mode. If you are it only redraws half the tile.
                        My first winner: http://angband.oook.cz/ladder-show.php?id=10138

                        Comment

                        • buzzkill
                          Prophet
                          • May 2008
                          • 2939

                          #13
                          Originally posted by Jungle_Boy
                          This seems to fix it as long as you are not using bigtile mode. If you are it only redraws half the tile.
                          I do use bigtile, so I came up with another solution. I simple edited the 32x32.bmp and erased the cloak (colored it black). Cloaks still appear in the game as a black silhouette of themselves thanks to the mask32.bmp.

                          To take it one step further. Reassign the 'standard' cloak to another cloak graphic. You have 4 to choose from that aren't being used, 85, 86, 87 and 88.
                          Find graf-dvg.prf in your angband/lib/pref directory and change the following line. In this exapmle, I changed it to from 81 to 85.

                          Code:
                          ### The Cloaks ###
                          
                          [SIZE="3"][COLOR="Yellow"]K:cloak:Cloak~:0x80:0x[COLOR="Red"][B]85[/B][/COLOR][/COLOR][/SIZE]
                          K:cloak:Fur Cloak~:0x80:0x82
                          K:cloak:Elven Cloak~:0x80:0x83
                          K:cloak:Ethereal Cloak~:0x80:0x84
                          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

                          • buzzkill
                            Prophet
                            • May 2008
                            • 2939

                            #14
                            Edge of trap detection area bug (maybe)

                            Using Vista, DVG, Bigtile, 16x32, 12x20.fon

                            The edge of trap detection area appears as blackness. Whenever myself an enemy or an object is upon it, a dark elf (0x8d:0x81) appears behind our graphic (somewhat obscured by our graphic being place on top).

                            Even without the additional graphic bug, complete blackness is a bit much for the edge of trap detection area. May I suggest a simple black (or green) dot in the center of the tile.
                            Last edited by buzzkill; January 13, 2009, 04:43.
                            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

                            • Jungle_Boy
                              Swordsman
                              • Nov 2008
                              • 434

                              #15
                              Originally posted by buzzkill
                              I do use bigtile, so I came up with another solution. I simple edited the 32x32.bmp and erased the cloak (colored it black). Cloaks still appear in the game as a black silhouette of themselves thanks to the mask32.bmp.

                              To take it one step further. Reassign the 'standard' cloak to another cloak graphic. You have 4 to choose from that aren't being used, 85, 86, 87 and 88.
                              Find graf-dvg.prf in your angband/lib/pref directory and change the following line. In this exapmle, I changed it to from 81 to 85.

                              Code:
                              ### The Cloaks ###
                              
                              [SIZE="3"][COLOR="Yellow"]K:cloak:Cloak~:0x80:0x[COLOR="Red"][B]85[/B][/COLOR][/COLOR][/SIZE]
                              K:cloak:Fur Cloak~:0x80:0x82
                              K:cloak:Elven Cloak~:0x80:0x83
                              K:cloak:Ethereal Cloak~:0x80:0x84
                              Very good idea, I ended up copying the coak tile over the tile at position 85 and then doing this.
                              My first winner: http://angband.oook.cz/ladder-show.php?id=10138

                              Comment

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