Shockbolt's tiles now in v4

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  • Magnate
    Angband Devteam member
    • May 2007
    • 5110

    Shockbolt's tiles now in v4

    Happy Christmas everybody - hope you all had a good one. After a long day which started with a 5am feed (not for me!), I finally got to port Blubaron's excellent implementation of Shockbolt's awesome tiles to v4. It's available from the usual place, and this time it does include the png file!

    As ever, please post in this thread if you are finding any oddities with the new tiles - especially with the special artifacts, as these are handled differently in v4. There is one issue I'll give you for free - V doesn't have bucklers, so they use the "small shield" tile. Next time Shockbolt asks if the tileset needs any extra tiles, someone please ask him to paint a buckler!

    Thanks again to both Shockbolt and Blubaron for enabling us to use these.
    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles
  • Blue Baron
    Adept
    • Apr 2011
    • 103

    #2
    Actually there is a buckler already in the png file. It is at 0x80:0xE6 (0,102).

    Comment

    • Clearshade
      Rookie
      • Dec 2011
      • 12

      #3
      Despite updating to 0420b1f and 0480b19, my tileset remains the same.

      Anyone know what I am doing wrong? Is the new tileset the default?

      This is on OSX, and I expected an additional option on the Graphics menu, but that hasn't changed. This is also true for me with v3.

      Comment

      • Magnate
        Angband Devteam member
        • May 2007
        • 5110

        #4
        Originally posted by Clearshade
        Despite updating to 0420b1f and 0480b19, my tileset remains the same.

        Anyone know what I am doing wrong? Is the new tileset the default?

        This is on OSX, and I expected an additional option on the Graphics menu, but that hasn't changed. This is also true for me with v3.
        Then I think you have concurrent version misery. Can you check the version number of the one you're actually starting, because it might be the old one, rather than the new one you have downloaded and unzipped somewhere. (Version string is on the splash screen, and available from shift-v.)

        There is definitely a "shockbolt's tiles" option on the graphics options menu in SDL.
        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

        Comment

        • Clearshade
          Rookie
          • Dec 2011
          • 12

          #5
          Currently Version v4-421-g0420b1f-dirty
          which I downloaded after 0480b19 when that one didn't work

          Comment

          • myshkin
            Angband Devteam member
            • Apr 2007
            • 334

            #6
            Originally posted by Clearshade
            Despite updating to 0420b1f and 0480b19, my tileset remains the same.

            Anyone know what I am doing wrong? Is the new tileset the default?

            This is on OSX, and I expected an additional option on the Graphics menu, but that hasn't changed. This is also true for me with v3.
            You were doing nothing wrong. No one had added OS X support for those tiles. I've pushed some changes to both v4-master (39a4701) and master (c49d636) to make this work. Let me know if everything's working as expected.

            Comment

            • Clearshade
              Rookie
              • Dec 2011
              • 12

              #7
              Seems to be working!

              Thanks.

              Comment

              • bio_hazard
                Knight
                • Dec 2008
                • 649

                #8
                I'm on OSX 10.7 with the second Dec 26 version. Tiles look fine (although it took me a while to get the menu options correct to display them.

                One issue and one possible issue:

                First- my first trip down on 50', I detect monsters and detect a white snake and a lizard both out of sight. The white snake is actually visible when I Map, and appears as a reduced size snake on the overhead Map (as it should). When I actually see the snake, it is still super small.

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                edit- this happened with ANOTHER white snake that I hadn't detected (i.e. the next white snake I saw was also tiny), and it happened again with an out-of-sight white harpy that showed up on the map when detecting monsters- it was also tiny when I actually encountered it. Definitely something wacky going on there.

                Second- and not sure if this is as intended, but since the tile size is big enough that I can't everything I normally would, I wanted to set up an additional term window with "Map View" (whatever this is), and put this on a different monitor. When this term window was active, the tiles in the main window shrunk to the small size I usually play although the window stayed almost full screen, and nothing appeared in the new window. I ended up disabling it for now until I feel like messing around with it more.

                I will also mention that the to hit and dam bonuses for weapons in the stores are CRAZY high- virtually everything is +10 or greater, some up to the + 30's. I haven't played for a few versions so not sure if this is intended or not.

                2nd edit- the stairs are not super easy to see on the map view. Also, thanks so much to everyone who helped bring these tiles to life!
                Last edited by bio_hazard; December 27, 2011, 23:23.

                Comment

                • Derakon
                  Prophet
                  • Dec 2009
                  • 9022

                  #9
                  The high weapon bonuses are because of the new finesse/prowess combat system -- pluses have all been multiplied by 10 as a first attempt at roughly balancing them. Though this can result in prices and power calculations being off.

                  Comment

                  • bio_hazard
                    Knight
                    • Dec 2008
                    • 649

                    #10
                    ^^^ Cool- thanks! Just noticed that the finesse/prowess were in the game now.

                    I just found a trap that had the same shrunken graphics as the monsters. The trap was in a lit room, and for a couple of turns the rest of the tile was black instead of "floor" colored.

                    Comment

                    • Valorfel
                      Rookie
                      • Dec 2011
                      • 3

                      #11
                      First off, this is my first time getting back into Angband in any form for over 7 years (yay me )....

                      I came across this thread and love Shockbolt's tiles.

                      I wanted to report something I found odd and after looking through the different posts, it looks like it's something that's on your radar, but I'm not sure to what degree. I have a level 20 mage and have killed numerous named uniques (Smeagol, Wormtongue, Bullroarer, Lagduf, etc.), and ALL of them have dropped very basic items. Smeagol for example dropped 1 potion and the money he stole from me. Wormtongue dropped a Bastard Sword of Slaying (+10, +10). The rest have been the same way. Then on level 13, I received a "superb" feeling level message and find: "the Rapier 'Forasgil' (1d6) (+120, +190) <+1>. It was laying on the ground, in a tunnel. No monsters around, no vaults, no treasure chests. Just chillen' there by itself.

                      My question is, does this sound odd? Or how the game should be acting when it generates items? Game Version is V4.0 build: ed6024c.

                      Comment

                      • Derakon
                        Prophet
                        • Dec 2009
                        • 9022

                        #12
                        It's hard to say if that's unusual or not because Angband is, at its core, very random. You could easily just have gotten unlucky with the drops from uniques (though Smeagol's drop is typically terrible) and then gotten lucky with a floor item.

                        Though, you should remember to 'I'nspect the items you get. That bastard sword that Wormtongue dropped might have had other properties. The names of ego items are no longer useful indicators of what the items actually do except in a very broad sense.

                        Comment

                        • Valorfel
                          Rookie
                          • Dec 2011
                          • 3

                          #13
                          Yeah, that makes sense. Just seemed odd because I've killed about 9 uniques so far all with the same (or similar) result. I'll keep my eye on it though, if every single unique follows this pattern I either have absolutely terrible luck, or something fishy is going on

                          I inspect most things I get, trying to figure out the runes and affixes and such, but I don't remember if I ever inspected that bastard sword that Wormtongue dropped, so I'll keep my eye out for that in the future!

                          Thanks

                          Comment

                          • buzzkill
                            Prophet
                            • May 2008
                            • 2939

                            #14
                            Originally posted by Valorfel
                            Yeah, that makes sense. Just seemed odd because I've killed about 9 uniques so far all with the same (or similar) result. I'll keep my eye on it though, if every single unique follows this pattern I either have absolutely terrible luck, or something fishy is going on
                            Unfortunately, your experience sounds typical, much like many of the games I've played. As Derakon explained, in a game with as many random elements as Angband, there isn't much you can do about it. I've found that not expecting much from uniques in the first place helps to buffer the disappointment. (aside, the early uniques you're describing shouldn't drop artifacts with any frequency. Sadly, the situation doesn't improve much as you move deeper.)
                            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

                            • Valorfel
                              Rookie
                              • Dec 2011
                              • 3

                              #15
                              Originally posted by buzzkill
                              Unfortunately, your experience sounds typical, much like many of the games I've played. As Derakon explained, in a game with as many random elements as Angband, there isn't much you can do about it. I've found that not expecting much from uniques in the first place helps to buffer the disappointment. (aside, the early uniques you're describing shouldn't drop artifacts with any frequency. Sadly, the situation doesn't improve much as you move deeper.)
                              Yeah, for some reason I remember playing and always getting something pretty special from a unique named monster. Maybe I was just always lucky haha! I killed a Hill Troll unique last night (forgot the name) and he did the same, dropped a basic magical weapon of Slaying with like +10, +12 to finesse and prowness - but this time I inspected it and it was also branded with venom. So not as bad as I originally thought. Now I know

                              Comment

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