FAangband 1.3

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  • Psi
    replied
    Originally posted by buzzkill
    8x8 v3.png is available. Pending approval of Psi, the only guy who seems to give a hoot, this will be the final version and I suggest that interested parties grab it, as it's home on my MediaFire page is indefinite (but it'll be there for a while at least).
    As that person who gives a hoot, it is much appreciated. However something really strange happened with the latest version. My light stopped identifying adjacent walls! I had to walk into them to discover them as if I was blind. I changed back to v2 and though I still couldn't see those particular walls automatically, if I walked down the corridor I could start seeing tiles again.

    If I was to guess I'd say that it is something to do with the new lighting code. Old tiles never used to have degrees of lighting - it was either lit or not.

    Seen some unrelated bugs too. I found a vault without any monsters - just the items! Also seen some vaults not connected to corridors. I have a ring with an ammo branding activation which doesn't have a recharge time so it works whenever. I just carry it in my pack.

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  • Nick
    replied
    Originally posted by buzzkill
    8x8 v3.png is available. Pending approval of Psi, the only guy who seems to give a hoot, this will be the final version and I suggest that interested parties grab it, as it's home on my MediaFire page is indefinite (but it'll be there for a while at least).
    Grabbed, thanks - in fact I grabbed all three.

    Psi, which of these is best?

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  • buzzkill
    replied
    8x8 v3.png is available. Pending approval of Psi, the only guy who seems to give a hoot, this will be the final version and I suggest that interested parties grab it, as it's home on my MediaFire page is indefinite (but it'll be there for a while at least).

    Leave a comment:


  • buzzkill
    replied
    Originally posted by Nick
    Awesome. I love it when other people do my work for me.
    Not so fast... There seem to be two versions of the 8x8 tileset, one probably older and one that has been expanded a bit (the one I've been working on), however I can't find a mask.bmp for either. I'm beginning to wonder if there ever was one.

    I did find an open ticket (by Tak) concerning the 8x8 tiles (1157 IIRC), and I did find some DCSS 32x32 tiles that I will probably nab for UT32 .

    Can someone point me to a mask.bmp for the 8x8 tileset? Since I don't foresee this happening, there's not a lot more I'm willing to do aside from just putting a dark background behind everything, meaning there would be no functional transparency for anything. Would this be a further improvement (over 8x8 v2)?

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  • Psi
    replied
    Originally posted by buzzkill
    What I did in 8x8 v2 is to add a dark grey background behind all the enemies, or at least most of the enemies, the ones that are aligned in large blocks, so it may be what you're looking for, though the color I chose may need tweaking.

    Actually, I'm just do a v3 if I can find the old bmp's. I'll just make the transparency exactly equivalent to the mask for exact 'old-school' results.
    That is loads better on the monsters - thanks! The objects still suffer but I assume you haven't made the change to them.

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  • Nick
    replied
    Originally posted by buzzkill
    Actually, I'm just do a v3 if I can find the old bmp's. I'll just make the transparency exactly equivalent to the mask for exact 'old-school' results.
    Awesome. I love it when other people do my work for me.

    Leave a comment:


  • buzzkill
    replied
    What I did in 8x8 v2 is to add a dark grey background behind all the enemies, or at least most of the enemies, the ones that are aligned in large blocks, so it may be what you're looking for, though the color I chose may need tweaking.

    Actually, I'm just do a v3 if I can find the old bmp's. I'll just make the transparency exactly equivalent to the mask for exact 'old-school' results.

    Leave a comment:


  • Psi
    replied
    Originally posted by Nick
    It's looking to me like this is the actual 8x8.png file.
    That will be it - it used to be a bmp.

    Leave a comment:


  • Nick
    replied
    Originally posted by Psi
    Each tile used to have a background the same colour as a lit square. In the update before this one (only just seen your post and I am now at work), stone trolls and dark hounds on unexplored squares just appear as a few dots as they are mainly black on black. The old tiles are not designed for any sort of transparency.

    I certainly did know which pref file it was, but not off the top of my head.
    It's looking to me like this is the actual 8x8.png file, which I stole from V and has the transparent background. My suggestion is to steal the NPP one...

    EDIT: Or not. The terrain is all wrong. I think the existing FA graf-xxx.prf is OK, though.
    Last edited by Nick; November 22, 2012, 09:02.

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  • Psi
    replied
    Originally posted by buzzkill
    Do you (anybody?) know which prf file is used? I could clean it up further, but it's not obvious which tiles are which from just looking at the png.

    ...or, are you saying that you would prefer that when an enemy is present, he is presented on a solid black background, rather than with the terrain behind him.

    Try this one instead (mediafire/buzzkill)... It's a reversion and then some. Again it's just a quick hack and could benefit from further clean up.
    Each tile used to have a background the same colour as a lit square. In the update before this one (only just seen your post and I am now at work), stone trolls and dark hounds on unexplored squares just appear as a few dots as they are mainly black on black. The old tiles are not designed for any sort of transparency.

    I certainly did know which pref file it was, but not off the top of my head.

    Leave a comment:


  • buzzkill
    replied
    Originally posted by Psi
    That does help - thanks! Admittedly it does work better if the terrain doesn't show through at all with such small tiles, but that is a definite improvement.
    Do you (anybody?) know which prf file is used? I could clean it up further, but it's not obvious which tiles are which from just looking at the png.

    ...or, are you saying that you would prefer that when an enemy is present, he is presented on a solid black background, rather than with the terrain behind him.

    Try this one instead (mediafire/buzzkill)... It's a reversion and then some. Again it's just a quick hack and could benefit from further clean up.

    Leave a comment:


  • APV
    replied
    Originally posted by Nick
    I'm afraid you can't - haggling was removed in FAangband 0.3.2.
    No problem, but you should remove "Bargaining" from town.txt in help file

    Leave a comment:


  • Psi
    replied
    Originally posted by buzzkill
    It's the 8x8 tiles right? They're the only set I could see a possible problem with. Try this and see if it helps, if not it could be cleaned up further. www.mediafire.com/buzzkill... root folder/8x8.
    That does help - thanks! Admittedly it does work better if the terrain doesn't show through at all with such small tiles, but that is a definite improvement.

    Leave a comment:


  • buzzkill
    replied
    Originally posted by Psi
    The tiles are mixing together in some way. Previously with old tiles you would only see the monster tile, but now you can see the terrain through it in some strange blend..
    It's the 8x8 tiles right? They're the only set I could see a possible problem with. Try this and see if it helps, if not it could be cleaned up further. www.mediafire.com/buzzkill... root folder/8x8.

    Leave a comment:


  • buzzkill
    replied
    Originally posted by Psi
    The tiles are mixing together in some way. Previously with old tiles you would only see the monster tile, but now you can see the terrain through it in some strange blend.
    The same thing will happen in a bmp tileset if the the tile isn't masked properly (if that helps).

    Leave a comment:

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