[Announce] PosChengband 4.0.0 Released

Collapse
X
 
  • Time
  • Show
Clear All
new posts

  • Pete Mack
    replied
    It can be made to work fairly easily. Things like tile graphics are easy to port from one variant to another.

    Originally posted by Tulip
    Alright, I'll do that then. Though if 32x32 doesnt work theres no point.

    Leave a comment:


  • Tulip
    replied
    Originally posted by nikheizen
    Because 16x16.bmp is already in the code as a tileset.
    The 32x32.bmp needs some kind of fixing to work properly.
    This is just to test to make sure that the preference stuff works.
    Alright, I'll do that then. Though if 32x32 doesnt work theres no point.

    Leave a comment:


  • nikheizen
    replied
    Originally posted by Tulip
    Sorry, I'm confused why I have to downsize to 16x16. With the ridiculous amount of mobs in poscheng, I dont think that's really an option, as at that size, it will be difficult to distinguish what is what.
    Because 16x16.bmp is already in the code as a tileset.
    The 32x32.bmp needs some kind of fixing to work properly.
    This is just to test to make sure that the preference stuff works.

    Leave a comment:


  • Tulip
    replied
    Originally posted by nikheizen

    For the time being, scale down your tiles to 16x16 (512x1584 total size) after you are done working on them. Name your tileset 16x16.bmp and place it in the lib/xtra/graf directory. You should be able to select it using Options>Graphics>Adam Bolt's tiles. Once you've done this everything should turn black. Press %7v and set the glutton ghost and hell wyrm to their tiles using the tilepicker like I am doing in this image. I think that should work.
    Sorry, I'm confused why I have to downsize to 16x16. With the ridiculous amount of mobs in poscheng, I dont think that's really an option, as at that size, it will be difficult to distinguish what is what.
    Last edited by Tulip; July 8, 2016, 04:56.

    Leave a comment:


  • wobbly
    replied
    Speaking of pseudo-id, tried the weaponsmith out & it was a major annoyance not having instant pseudo-id when I could just id the pluses through the smithing menu. I assume it's less annoying later on when all your gear is already enchanted to max (+,+) but it certainly slowed down the start as I stopped for each item. Not sure why you didn't give them instant pseudo-id.

    Leave a comment:


  • HugoVirtuoso
    replied
    Warrior-Mage pseudo-ID capabilities suck compared to their Chaos-Warrior and Paladin counterparts.

    Leave a comment:


  • nikheizen
    replied
    The dimensions would be 1024x3168 for 32x32 tiles. Divide by 2 for 16x16 and by 4 for 8x8.

    I think what Pete was asserting is that in tiles mode you can choose which tile corresponds to which monster using the visual editor (accessed by %7v for monsters, for example, or %8v or %9v for features/items).

    For the time being, scale down your tiles to 16x16 (512x1584 total size) after you are done working on them. Name your tileset 16x16.bmp and place it in the lib/xtra/graf directory. You should be able to select it using Options>Graphics>Adam Bolt's tiles. Once you've done this everything should turn black. Press %7v and set the glutton ghost and hell wyrm to their tiles using the tilepicker like I am doing in this image. I think that should work.



    Later on we can probably make it so that it will recognize a 32x32.bmp as "Tulip's Tiles" or whatever you would like them to be called.

    EDIT:
    You can put the tiles for any monster wherever the hell you want by the way.
    I recommend sorting by default glyph or something equally sensible, like monster number (this is not as easy to see and probably not as obvious for most players, so probably just sort it by glyph).
    Last edited by nikheizen; July 6, 2016, 22:46.

    Leave a comment:


  • Tulip
    replied
    I would be willing to start making a texture pack if someone other than the technologically-inept me could handle the coding aspects.

    What dimensions do I make the file, how many sprites do I need, what space corresponds to what monster, etc

    Obviously, this endeavor would take a long time, but there's no rush.

    Here's an example of a tile. Gluttonous ghost, or some other undead horror if you recolor it.


    Quick hell wyrm, because why not. I'll make a better one if this project becomes a thing.
    Last edited by Tulip; July 6, 2016, 16:39.

    Leave a comment:


  • Pete Mack
    replied
    For starters just replace an existing tileset with yours. (It's one big file of 32x32 icons in a grid. background should be transparent (alpha=0) black.
    Most of the remaining work (beyond the massive effort of making a tileset) is generating or writing the associated preference file. I don't know if Pos/Chen has the knowledge menus adopted. If so, you can do it from there and save the preference file. If not, you will have to write a new one by hand.


    Originally posted by Tulip
    How would I go about making a tileset for this?

    Leave a comment:


  • wobbly
    replied
    The entrance guardian AI might need some work. I just scummed a bazooker who was sitting on the stairs. It was in reach of the ball at the end of my breathe weapon & just sat on the stairs while I breathed at it.

    Edit: & again with an etheral dragon. It's breathe weapon should reach me but it's not firing back
    Last edited by wobbly; July 5, 2016, 08:49.

    Leave a comment:


  • Tulip
    replied
    How would I go about making a tileset for this?

    edit:
    i'd like to make the tiles 32x32
    I'm fine with making the tiles themselves, but actually incorporating them into the game seems like it involves some knowledge of coding, which I lack in its entirety.
    I also do not know which slot on a tilesheet would correspond to which monster
    Last edited by Tulip; July 4, 2016, 06:34.

    Leave a comment:


  • HugoVirtuoso
    replied
    Bug in 5.0.0:
    When doppelganger character mimic into another form (AND also from other form to doppelganger), the screen doesn't properly display status unless refreshed (Ctrl-R).

    e.g., Doppleganger character mimics Snotling, but the main screen doesn't show [Snotling] until I press Ctrl-R.

    Leave a comment:


  • wobbly
    replied
    I'm hallucinating yet my monster list is in a sub window is showing the correct monsters.

    Leave a comment:


  • Cold_Heart
    replied
    On the topic of useless brandings: I think polish shield at CL 34 falls in this category as well... Either should be available much earlier, or should be able to polish any shield, not just nameless.

    EDIT: also bump to this bug from 3.4.5, still present in 5.0.0 (and still not 100% reproducible but Blacks and the beaming gravity bolt still cause it sometimes).

    EDIT2:

    Originally posted by wobbly
    My defender blade keeps glowing red but has not revealed warning
    Same here with ego shield of reflection: magic missile was reflected but shield is still {?}
    Last edited by Cold_Heart; July 1, 2016, 14:59.

    Leave a comment:


  • Pete Mack
    replied
    Is the monster lore different from V player knowledge? (In V you can get all lore by opening a player in cheat-knowledge mode, since lore is shared across save files. V also has a player knowledge"database" first introduced in UnAngband and made trivially portable by yours truly.)

    Leave a comment:

Working...
😀
😂
🥰
😘
🤢
😎
😞
😡
👍
👎