Floor pavement in dungeons is as usual, but the pavement of roads in plains, mountains, forests is missing.
Just checked and everything seems OK using FA131 and latest version of UT32.
Please be sure your using the latest version of the tileset. There are multiple identically named files available so you must choose the one with the most recent upload date. I've since made the choice obvious. Just in case, here's a direct link.
MediaFire is a simple to use free service that lets you put all your photos, documents, music, and video in a single place so you can access them anywhere and share them everywhere.
Aside, NICK, how does object.txt align itself with the objects in the prf file now that index numbers are absent form the objects (in the prf). Incidentally, the "version stamp" in object.txt reads "V:1.1.6".
I have some computer issues currently, but am hoping that when they're sorted I might actually get some FA bugfixes done. Stranger things have happened
It works quit well, but I found a cap which had a dark glove icon. Also, the roads have no pavements, just plain grass.
I haven't been active with playing any (oook) roguelike in quite a while and it's possible that Nick changed something between 1.27 and 1.3, or that it was never exactly right. I hadn't played any FA in a long long long while so most likely changes I made to keep up with Nick were never play tested.
Though I'm not really into working on the tileset at this particular point and time, if you can provide the proper names (as used by the game) of specific items that are mis-mapped I'll dust off the archive and make the corrections.
Thanks for using UT32. Comments and suggestions welcome.
Pav, would it be possible to post a link to the UT32 files under the "extra files" under the "download" tab (and/or somewhere under the variants tab).
MediaFire is a simple to use free service that lets you put all your photos, documents, music, and video in a single place so you can access them anywhere and share them everywhere.
This isn't a direct link, but as close as I can get while using a stable/unchanging address.
Thanks - looks like I just either reverted my inclusion of these, or never did it...
Now fixed in development, and will be in the next release. For those currently using the Gervais tiles, just download buzzkill's UT32, put the graf-dvg-fa127.prf in the lib\pref folder (renamed to graf-dvg.prf), and put his 32x32.png in the lib\xtra\graf folder.
Hm, I would give it a try, but I only see an empty page there ....
Never mind, had to use that internet exploder to get it .... ^^
Another buglet. When inspecting items for sale in shops (with 'x') the descriptions all start with:
Bought from a store in %s level %d.
edit: also, after zapping a rod of trap detection near the edge of a detected area (tiles marked green), the tiles remain green until the player moves or does something else to make the display update. Also the walls/doors are not green, making the edge of the detection area quite hard to see.
PS re my earlier post, a "mad" keymap now works to cast a spell after exiting and reloading the game... strange...
Also f[enter]*t works for firing missiles, while f0*t fails in the same way as m1a.
I want to confirm that the bug is indeed in FAAngband 1.3.1, and persists in all char dumps as well.
Another buglet. When inspecting items for sale in shops (with 'x') the descriptions all start with:
Bought from a store in %s level %d.
edit: also, after zapping a rod of trap detection near the edge of a detected area (tiles marked green), the tiles remain green until the player moves or does something else to make the display update. Also the walls/doors are not green, making the edge of the detection area quite hard to see.
PS re my earlier post, a "mad" keymap now works to cast a spell after exiting and reloading the game... strange...
Also f[enter]*t works for firing missiles, while f0*t fails in the same way as m1a.
Last edited by eeeickythump; December 3, 2012, 03:02.
This time fer sure, nothin up my sleeve, Presto!!! v2.1. All the awesomeness of v2 without any transparency.
Something odd happened with v3. I think I got confused and combined 2 partially identical but (upon closer inspection) different 8x8 tilesets. That's what I get for pushing out work completely untested.
Just had a quick go with this and once I started a new level, it seemed to function as I'd expect - it actually seemed quicker too somewhat strangely. Thanks for sorting this out.
Hey, I don't know if anyone has mentioned this...but the storage system is kinda buggy. When you have too much stuff in your backpack it sometimes gets stored in there anyway or...it just disappears into the ether.
Yes, there are some issues with inventory handling with a full pack.
Originally posted by Fendell Orcbane
Another bug I found...when you acid proof something it gives your items powers...weird. But it also makes it proof against all other elements.
This one is new, though. Thanks for the report - I'll check it out when I get the chance.
Hey, I don't know if anyone has mentioned this...but the storage system is kinda buggy. When you have too much stuff in your backpack it sometimes gets stored in there anyway or...it just disappears into the ether.
Leave a comment: