Graphic errors in gd08de4a build

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  • CyclopsSlayer
    Swordsman
    • Feb 2009
    • 389

    Graphic errors in gd08de4a build

    When I go to use a tile set Ang v4 generates the following error message;

    "Parse error in C:\Users\xxxxxxxx\Downloads\angband-win-v4-1025-gd08de4a\angband-v4-1025-gd08de4a\lib\pref\graf-nmd.prf line 225 column 5: : unrecognized sval"

    The tile set then seems to work normally.

    -=-=-=
    Turning nice Graphics on sets the Tile multiplier, turning Tile multiplier off doesn't rest it to a default, it remains at the last setting.

    -=-=-=
    Being rather old school I like the tile-less char graphics play, but the current builds seem to have changed some of the graphics such that in town buildings and in dungeon terrains now look like crap with tiles off.
  • Magnate
    Angband Devteam member
    • May 2007
    • 5110

    #2
    Originally posted by CyclopsSlayer
    When I go to use a tile set Ang v4 generates the following error message;

    "Parse error in C:\Users\xxxxxxxx\Downloads\angband-win-v4-1025-gd08de4a\angband-v4-1025-gd08de4a\lib\pref\graf-nmd.prf line 225 column 5: : unrecognized sval"

    The tile set then seems to work normally.

    -=-=-=
    Turning nice Graphics on sets the Tile multiplier, turning Tile multiplier off doesn't rest it to a default, it remains at the last setting.

    -=-=-=
    Being rather old school I like the tile-less char graphics play, but the current builds seem to have changed some of the graphics such that in town buildings and in dungeon terrains now look like crap with tiles off.
    Can you elaborate? You're playing on Windows without tiles and you don't like ... walls? Doors? floor? Treasure veins?

    Working backwards, the tile multiplier stuff is clunky at best - I think we're moving towards a better way of handling tiles. Apols for the inconvenience.

    Thanks for pointing out the parse error - there are loads of them, because v4 now has commented out all the base items which are generated using affixes (mithril armour and ammo, elven cloaks, lead-filled maces etc. etc.). I'll fix this by commenting them all out in the tiles pref files, and hope that the next set of tiles changes to V can be merged without having to do it all over again.
    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

    Comment

    • CyclopsSlayer
      Swordsman
      • Feb 2009
      • 389

      #3
      Originally posted by Magnate
      Can you elaborate? You're playing on Windows without tiles and you don't like ... walls? Doors? floor? Treasure veins?

      Working backwards, the tile multiplier stuff is clunky at best - I think we're moving towards a better way of handling tiles. Apols for the inconvenience.

      Thanks for pointing out the parse error - there are loads of them, because v4 now has commented out all the base items which are generated using affixes (mithril armour and ammo, elven cloaks, lead-filled maces etc. etc.). I'll fix this by commenting them all out in the tiles pref files, and hope that the next set of tiles changes to V can be merged without having to do it all over again.
      Ok both screens are done under the 8x12 font, the older build looks like this;



      The recent build at the same font, but note the main window cannot be resized vertically.



      The dungeons, vaults etc, all have the same spacing between lines.
      Last edited by CyclopsSlayer; May 13, 2012, 15:20.

      Comment

      • Magnate
        Angband Devteam member
        • May 2007
        • 5110

        #4
        I'm pretty sure that's a regression - I'm sure d_m or Blubaron or somebody fixed this problem a while ago!

        In other news, I sorted the parse errors for all the tilesets, and Blubaron has pushed another load of fixes which I'm just porting over to v4.
        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

        Comment

        • CyclopsSlayer
          Swordsman
          • Feb 2009
          • 389

          #5
          Originally posted by Magnate
          I'm pretty sure that's a regression - I'm sure d_m or Blubaron or somebody fixed this problem a while ago!

          In other news, I sorted the parse errors for all the tilesets, and Blubaron has pushed another load of fixes which I'm just porting over to v4.
          Cool! Will head over and DL the newest version asap, thanks!

          Comment

          • Magnate
            Angband Devteam member
            • May 2007
            • 5110

            #6
            Originally posted by CyclopsSlayer
            Cool! Will head over and DL the newest version asap, thanks!
            Blubaron tells me that the fixes in the latest version should have fixed the gaps between characters - let me know.
            "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

            Comment

            • CyclopsSlayer
              Swordsman
              • Feb 2009
              • 389

              #7
              Originally posted by Magnate
              Blubaron tells me that the fixes in the latest version should have fixed the gaps between characters - let me know.
              Fixed indeed!
              Term 0 window is now resizeable as well!
              Thanks

              Comment

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