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-   -   PWMAngband's long walk towards 1.3.0 has started... (http://angband.oook.cz/forum/showthread.php?t=9303)

PowerWyrm March 6, 2019 16:53

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.

Antoine March 7, 2019 00:51

> 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.

tangar March 7, 2019 11:27

Quote:

Originally Posted by PowerWyrm (Post 136521)

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'
http://angband.oook.cz/forum/showthr...newpost&t=9288

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).

PowerWyrm March 8, 2019 16:01

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...

tangar March 15, 2019 13:43

1) Considering problem in previous topic:

Quote:

Originally Posted by PowerWyrm (Post 136430)
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)
Quote:

Originally Posted by PowerWyrm (Post 136438)
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).

PowerWyrm March 21, 2019 11:05

Quote:

Originally Posted by tangar (Post 136656)
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

tangar March 21, 2019 13:03

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

Quote:

Originally Posted by PowerWyrm (Post 136841)
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

PowerWyrm March 21, 2019 13:15

Quote:

Originally Posted by PowerWyrm (Post 136841)
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"

PowerWyrm March 21, 2019 13:29

Quote:

Originally Posted by tangar (Post 136844)
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"

tangar March 21, 2019 17:05

1 Attachment(s)
This sounds awesome :D But I'm still pretty silly to comprehend it :o

Quote:

- 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?


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