PWMAngband's long walk towards 1.3.0 has started...

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  • PowerWyrm
    Prophet
    • Apr 2008
    • 2986

    PWMAngband's long walk towards 1.3.0 has started...

    So with the release of 1.2.0 out of the way, it's time to resume porting stuff from Vanilla. Plan is to release two versions, 1.3.0 and 1.4.0, so in the end we will be aligned with MAngband's current version.

    Planned changes for 1.3.0: porting the class overhaul from the 4.1.3 tag (22/07/2018) to the "struct loc" rework (01/01/2019). I will probably port a very small portion of all the changes here, simply because PWMAngband has different classes and different mechanisms that I want to keep.

    This will include:

    - comparing spell lists with V, reducing number of books while keeping a mix of spells
    - switching ranger to nature realm
    - adding druid class (nature realm)
    - extra shot nerf
    - adding blackguard class (here I need to decide if I use the death realm or do something else)
    - struct loc rework
    - reduce frequency of non readable books

    This will exclude:

    - rogue using arcane realm (will keep shadow realm)
    - replace temple by bookseller (no need to "replace", there is already a bookseller in PWMAngband)
    - recolouring books (will just need to find a colour for the nature realm)
    - shapechanging (already in PWMAngband under a different form)
    - commanding and MvM (already in PWMAngband under a different form)

    Stuff that I may add or not depending on how much time I have and how hard it is to port:

    - SDL2 frontend

    Planned changes for 1.4.0: monster rework. Here again I don't like all the changes, so they won't all make it to PWMAngband. I'm particularly curious to see how monster shapes go before implementing that.

    At this point, with the possible huge change to monster list, I don't see how I will be able to maintain 3 tilesets, especially the pseudo-3d one which requires me to redraw pseudo-iso tiles by hand each time I need to add or modify a monster. And iso-ASCII can be attained by using the Necklace of the Eye frontend. So it will have to go...

    1) David Gervais Tileset (UT32 version)

    This tileset is quite nice, as it uses a 32x32 version of tiles which is detailed enough while not being too big so you can see a large part of the dungeon when you play. It has also a large variety of tiles for monsters, indoor features and outdoor features. His main drawback: a large part of mobs that don't match anything. For example: all the Easterlings who look like Dr Zoidberg from Futurama.

    2) Shockbolt Tileset

    Ok... this tileset is simply gorgeous. Huge respect for the guy that spent so much time hand drawing these tiles. I'd like to use this one exclusively, however there are so many drawbacks I don't think it will be possible.

    - tiles are 64x64, meaning most of the time you can see half the things in your visual range
    - there are SO MANY holes in the features and mobs you can map, especially there are absolutely no tiles for outdoor features, meaning you have to use the original 64x64 tileset based on Gervais' tileset made 10 years ago for 3.5 and remap the holes to some Gervais tiles, which gives an ugly mix of two styles
    - not 100% free to use

    For the first issue: there is now a 32x32 version of the tileset. The new version however doesn't include any Gervais tiles anymore, has moved a lot of tiles around and removed some. For the second issue, there have been gorgeous tiles added for NPPAngband that could be used here. And that brings the third issue: those tiles are copyrighted. We've reached a dead end here. The only way to be able to use the tileset would be to have access to a 32x32 version enriched with the NPPAngband tiles.
    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!
  • Antoine
    Ironband/Quickband Maintainer
    • Nov 2007
    • 1010

    #2
    > The only way to be able to use the tileset would be to have access to a 32x32 version enriched with the NPPAngband tiles.

    Could talking with the NPP guys help?

    A.
    Ironband - http://angband.oook.cz/ironband/

    Comment

    • tangar
      Veteran
      • Mar 2015
      • 1004

      #3
      Originally posted by PowerWyrm

      1) David Gervais Tileset (UT32 version)


      2) Shockbolt Tileset
      3) There is also my edition of Gervais tileset.. let's call it 'extended Gervais UT32 by Tangar'


      I'm quite close to finishing it's alpha version.. and afterwards I'll continue to support it and add new tiles from other 'good licenced' tilesets or by Shtukensia's art.

      Also my tileset would be used by MAngband soon I suppose (Flambard said about it).
      https://tangaria.com - Angband multiplayer variant
      tangaria.com/variants - Angband variants table
      tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
      youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

      Comment

      • PowerWyrm
        Prophet
        • Apr 2008
        • 2986

        #4
        I would gladly use Gervais if I can manage to remap mobs to something meaningful, not having to figure out which unique is the guy with a green head or which is the one with a lobster head.

        Anyway, classes first. I think I've a good idea where this is going now. Vanilla has 8 spellcasting classes, divided in four realms with two classes per realm. PWMAngband has 13 spellcasting classes, with one that is so different (Elementalist) that it has to be in its own realm. So this leaves 12 spellcasting classes, which could be divided in four realms with three classes per realm. I tried to do that, but it wouldn't fit. So here's what I've come with:

        - Mage: arcane realm (same as V)
        - Druid: nature realm (same as V)
        - Priest: divine realm (same as V)
        - Necromancer: shadow realm (from death realm --> same as V)
        - Paladin: divine realm (same as V)
        - Rogue: shadow realm (V uses arcane realm, but I think shadow fits better)
        - Ranger: nature realm (from arcane realm --> same as V)
        - Blackguard: shadow realm (same as V)
        - Sorceror: arcane realm (from sorcery realm)
        - Archer: nature realm (from hunting realm)
        - Telepath: psi realm (unchanged)
        - Elementalist: elemental realm (unchanged)
        - Summoner: divine realm (from summon realm)

        This will reduce the number of realms from 9 to 6 while adding 2 more classes. At the same time, the number of books will be reduced from 56 to probably 30. Now to redo the list of spells for all the classes...
        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

        • tangar
          Veteran
          • Mar 2015
          • 1004

          #5
          1) Considering problem in previous topic:

          Originally posted by PowerWyrm
          From the code:
          LIGHTING_DARK:

          For this to work, the tile has to be completely unknown. Trees are "interesting" features, so as soon as you are aware of them, they appear as LIGHTING_LIT as per the above rule.

          Trees does not have 'INTERESTING' flag (as other stuff as doors, web etc):

          name:tree
          graphics:*:g
          priority:4
          flags:TREE | PREFIXED | NO_SCENT | NO_FLOW
          info:0:1
          desc:A tree.

          2)
          Originally posted by PowerWyrm
          You can use 255 characters from character table, more than enough. It's PWMAngband, not Sim City.
          I've came to the limit with my tileset: http://angband.oook.cz/forum/showthr...631#post136631

          No space left to add objects on snow, sand and other gounds. Also I have to cut a lot of objects from adding them to grass and house floors.

          --

          Considering changing mobs from lobsters to real ones - it's could be done pretty easely. After I'll finish terrain part, I'll do it in my tileset and you are welcome to use it (tileset or just mobs pictures, whatever you like).
          https://tangaria.com - Angband multiplayer variant
          tangaria.com/variants - Angband variants table
          tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
          youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

          Comment

          • PowerWyrm
            Prophet
            • Apr 2008
            • 2986

            #6
            Originally posted by tangar
            I've came to the limit with my tileset: http://angband.oook.cz/forum/showthr...631#post136631

            No space left to add objects on snow, sand and other gounds. Also I have to cut a lot of objects from adding them to grass and house floors.
            Ok... BIG change of plans for 1.3

            Goodbye town_feat.txt, all info concerning town features will be put directly into the town_xxx.txt files. These files will be rearranged, so that it will map directly to the features in terrain.txt

            So the file will be split in two, instead of a map of "D" lines referring to symbols in town_feat.txt, you will have a map of "map" lines referring to symbols in terrain.txt + a map of "mask" lines referring to colors in terrain.txt.

            Example: you want to put a tree in a town

            Old system:

            - town_feat.txt: "feat:T:tree"
            - town_xxx.txt: "D:T"

            New system:

            - terrain.txt: "graphics:*:g"
            - town_xxx.txt: "map:*"
            - town_xxx.txt: "mask:g"

            I'll redo the basic maps of PWMAngband, feel free to start working on your own maps for angband.online
            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

            • tangar
              Veteran
              • Mar 2015
              • 1004

              #7
              Hm.. I don't understand how it works, sorry.

              Originally posted by PowerWyrm
              you will have a map of "map" lines referring to symbols in terrain.txt + a map of "mask" lines referring to colors in terrain.txt.
              So each object would have different types, which are differ by color?

              Eg: I now if got 4 different green trees in town_feat.txt::

              feat:T:tree
              feat:t:tree1
              feat:Z:tree2
              feat:z:tree3

              in town_xxx.txt I use to show all this trees:

              "D:T-----t---Z---z"

              How to show this trees in new system at town_xxx.txt?.. Hm, I'll try to figure out it right now 'on-fly':

              - terrain.txt:
              t1
              "graphics:*:g"
              t2
              "graphics:*:g"
              t3
              "graphics:*:g"
              t4
              "graphics:*:g"

              #as in ascii mode we don't need to make trees different as they all are green

              town_test.txt: "map:*"
              town_test.txt: "mask:g"

              hm... at this point I don't comprehend how to map properly 4 different trees at town map :E
              https://tangaria.com - Angband multiplayer variant
              tangaria.com/variants - Angband variants table
              tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
              youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

              Comment

              • PowerWyrm
                Prophet
                • Apr 2008
                • 2986

                #8
                Originally posted by PowerWyrm
                Ok... BIG change of plans for 1.3

                Goodbye town_feat.txt, all info concerning town features will be put directly into the town_xxx.txt files. These files will be rearranged, so that it will map directly to the features in terrain.txt

                So the file will be split in two, instead of a map of "D" lines referring to symbols in town_feat.txt, you will have a map of "map" lines referring to symbols in terrain.txt + a map of "mask" lines referring to colors in terrain.txt.

                Example: you want to put a tree in a town

                Old system:

                - town_feat.txt: "feat:T:tree"
                - town_xxx.txt: "D:T"

                New system:

                - terrain.txt: "graphics:*:g"
                - town_xxx.txt: "map:*"
                - town_xxx.txt: "mask:g"

                I'll redo the basic maps of PWMAngband, feel free to start working on your own maps for angband.online
                Of course this won't work... the symbol/color pairing isn't unique in terrain.txt, so I cannot do this because I would have no way to tell which feature to pick. So I'll do a mix of the two above systems:

                - town_xxx.txt: map of "map" lines referring to symbols in town_feat.txt + map of "mask" lines referring to "special" symbols in town_feat.txt
                - town_feat.txt: lines of symbol+special symbol mapped to entries in terrain.txt, with symbol=special symbol for normal entries

                Basically what I will do:

                - duplicate "D" entries from town_xxx.txt into "map" and "mask" maps
                - duplicate the symbol in town_feat.txt
                - add special symbols

                For example:

                Old system (three trees):

                - town_feat.txt: "feat:T:tree"
                - town_xxx.txt: "D:TTT"

                New system (tree + dark tree + tree):

                - town_feat.txt: "feat:T:T:tree"
                - town_feat.txt: "feat:T:1:dark tree"
                - town_xxx.txt: "map:TTT"
                - town_xxx.txt: "mask:T1T"
                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

                • PowerWyrm
                  Prophet
                  • Apr 2008
                  • 2986

                  #9
                  Originally posted by tangar
                  hm... at this point I don't comprehend how to map properly 4 different trees at town map :E
                  Yes, won't work anyway. With the new system, it's gonna be easier, because if you don't need more than 255 characters, you don't have much to do. But if you do more than 255 characters... now you can use 255x255 characters!

                  Now suppose you have 4 type of trees.

                  - terrain.txt: "name:tree" "name:tree2" "name:tree3" "name:tree4"

                  Old system: you can only display one type of tree (because you have remapped everything else and you don't have room for more)

                  - town_feat.txt: "feat:T:tree"
                  - town_xxx.txt: "D:TTTT"

                  New system: you have nothing much to do if you still have only one type of tree to display

                  - town_feat.txt: "feat:T:T:tree"
                  - town_xxx.txt: "map:TTTT" "mask:TTTT"

                  But if you have 4 types of trees, you can do so now:

                  - town_feat.txt: "feat:T:T:tree" "feat:T:2:tree2" "feat:T:3:tree3" "feat:T:4:tree4"
                  - town_xxx.txt: "map:TTTT" "mask:T234"
                  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

                  • tangar
                    Veteran
                    • Mar 2015
                    • 1004

                    #10
                    This sounds awesome But I'm still pretty silly to comprehend it

                    - town_feat.txt: "feat:T:T:tree" "feat:T:2:tree2" "feat:T:3:tree3" "feat:T:4:tree4"
                    - town_xxx.txt: "map:TTTT" "mask:T234"
                    What if I've already got 234 as shop entrances?

                    I've attached 'town_test.txt' to this post, please could you show an example there?
                    Attached Files
                    https://tangaria.com - Angband multiplayer variant
                    tangaria.com/variants - Angband variants table
                    tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
                    youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

                    Comment

                    • PowerWyrm
                      Prophet
                      • Apr 2008
                      • 2986

                      #11
                      You can put anything in the "mask" parameter. Basically you have 255 types of terrain with 255 different flavors. If you have less than 10 flavors, you can simply put 1,2...9 as parameter for easier comprehension.

                      Old system:

                      - terrain.txt

                      name : generic tree

                      - town_feat.txt

                      feat : T : generic tree

                      - town_test.txt

                      D:####
                      D:#TTT#
                      D:#TTT#
                      D:#TTT#
                      D:####

                      Here you can display 9 generic trees. But you cannot distinguish them.

                      New system:

                      - terrain.txt

                      name : pine
                      name : larch
                      name : oak
                      name : cypress
                      name : cedar
                      name : maple
                      name : elm
                      name : eucalyptus
                      name : aspen

                      - town_feat.txt

                      feat : T : 1 : pine
                      feat : T : 2 : larch
                      feat : T : 3 : oak
                      feat : T : 4 : cypress
                      feat : T : 5 : cedar
                      feat : T : 6 : maple
                      feat : T : 7 : elm
                      feat : T : 8 : eucalyptus
                      feat : T : 9 : aspen

                      - town_test.txt

                      map:####
                      map:#TTT#
                      map:#TTT#
                      map:#TTT#
                      map:####

                      mask:####
                      mask:#123#
                      mask:#456#
                      mask:#789#
                      mask:####

                      Here you can display 9 different trees.
                      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

                      • tangar
                        Veteran
                        • Mar 2015
                        • 1004

                        #12
                        Oh I see now! YAY! DDDDD

                        This is really revolutionary idea GREAT!

                        Then we would be able to create proper rivers and brooks, roads and ravines! AWESOME DD
                        https://tangaria.com - Angband multiplayer variant
                        tangaria.com/variants - Angband variants table
                        tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
                        youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

                        Comment

                        • tangar
                          Veteran
                          • Mar 2015
                          • 1004

                          #13
                          MAngband got new awesome feature - macro by item name DD

                          Currently players have to inscribe items again and again at every death to be able to use them via macroses. EX: I got a new char and bought 'phase door scrolls'. Now to use it with my macro \er9 I...


                          I wonder could this feature work in PWMA?
                          https://tangaria.com - Angband multiplayer variant
                          tangaria.com/variants - Angband variants table
                          tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
                          youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

                          Comment

                          • PowerWyrm
                            Prophet
                            • Apr 2008
                            • 2986

                            #14
                            This is definitely going to be added rest assured...
                            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

                            • PowerWyrm
                              Prophet
                              • Apr 2008
                              • 2986

                              #15
                              First release of PWMAngband 1.3.0 beta 0!

                              List of changes since last version:

                              - Allow more than 255 terrain types
                              - Fix some spell level errors

                              See http://powerwyrm.monsite-orange.fr for the download (only binaries for now).
                              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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