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#62 | |
Adept
Join Date: Aug 2010
Posts: 142
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I've started to edit a number of monsters, and saw that I cannot just copy entries from my old config file, since they all just use 16 colors. I'll also have to check my code to work properly with colors 16-27 which I haven't tested yet.
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#63 |
Adept
Join Date: Aug 2010
Posts: 142
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All colors in the past UnAngband screenshots had been calculated modulo 16. With the new 28 colors they look much better.
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I have a project problem? I have no project problem. I start a project, I work on it, it fails. No problem ![]() |
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#64 |
Adept
Join Date: Aug 2010
Posts: 142
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This is really a very early work in progress release. It is full of quirks and things that need to be polished and improved, but it is "playable" to some extend.
Download => http://www.funkelwerk.de/data/iso-an...4-iso-wip1.zip (5.2 MB) I have tried to get as much of the terrain mappings in place, that one can walk around Hobbiton, The East Road, Bree and parts of the first sewers level. There are really a lot of quirks in the display, particularly near or past the level borders, but the basics are in place and work. Looking and targeting does not work very well, because the screen is only partially updated. I'll look into that, how this can be improved. I had no crashes, but I'd not be surprised if the one or other of my changes turns out to be buggy. I haven't tested shooting or casting spells yet, so that may or may not work. Also there are a whole lot of missing images and/or wrongly assigned images. Missing images just show up as big colored ASCII letters. Wrongly assigned images show up as whatever they have accidentally been assigned to, and in the worst case will be invisible. Images and sources are included. A windows executable is supplied, and two start scripts "start_large.bat" and "start_small.bat", as known from the last Iso-Angband releases. I have no idea if it compiles with anything newer than my stone age compiler, and/or on systems like Linux. This should get better though as I make progress with the code. This is just a development snapshot to give an idea what is there, what works and what is left to do (plenty ![]()
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I have a project problem? I have no project problem. I start a project, I work on it, it fails. No problem ![]() Last edited by Hajo; September 14, 2010 at 10:04. |
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#65 |
Adept
Join Date: Aug 2010
Posts: 142
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Hi Andrew, while working with Iso-UnAngband, a few ideas came to my mind. How about placing doors in the east and west walls of the the cities, and make those invoke the travel command? I think new players will find this more intuitive than traveling out of a totally wall enclosed town by '<'.
The next idea is just for the looks. Hobbitoon and Bree could use some bushes in town. Usually people like some green in town, too. I like the room types that I came across and the multitude of floor and wall sorts. Will keep me busy painting for a long while; most impressed I am because I totally lack the right sort of imagination to come up with such ideas by myself. Maybe some day I can even help with some coding of UnAngband or so.
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#66 | |||
Unangband maintainer
Join Date: Apr 2007
Location: Sydney, Australia
Age: 48
Posts: 872
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I'm pretty generous with SVN access... it won't be worth giving you access until I've finished up the major patch overhaul I'm doing at the moment. Andrew
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The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more- In UnAngband, the level dives you. ASCII Dreams: http://roguelikedeveloper.blogspot.com Unangband: http://unangband.blogspot.com |
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#67 |
Adept
Join Date: Aug 2010
Posts: 142
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At the moment SVN access is not needed since I haven't changed any of the UnAngband functions yet. And before I do I'll try to ask you how to do it, to be sure it fits to the other UnAngband code and your ideas.
I found a small point that made me a bit sad. Wall paintings disappear after my character has searched the wall and found "nothing interesting". Is this required? It makes interesting rooms look more and more dull after searching the place. I haven't checked the effect with graffity, vines, moss, web and other wall covering things yet. The graveyards on the early levels have broken bones and broken skulls. I haven't checked deeper in the game yet, but visually bone piles, urns, small altars, tombstones and such would spice up these places ![]()
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#68 |
Adept
Join Date: Aug 2010
Posts: 142
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I've added a small trick, the iso-view can now show item stacks. An example with 3 oil flasks - I had nothing else at hand for the test.
![]() At the moment it shows only stacks, not piles of different items. If there are really many items they will be displayed in a grid instead of just a row. I think this will be handy for quickly guessing the count of ammunition or other items that usually come in stacks.
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#69 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Neat! What you might consider doing for ammo is making each visual stack be 5 units of ammo, so a stack of 30 arrows would look like 6 quivers, say. Or if you felt particularly clever, have quivers for sets of 5 and arrows for individuals, so 27 arrows would be 5 quivers and 2 arrows.
Just food for thought. ![]() |
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#70 |
Adept
Join Date: Aug 2010
Posts: 142
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Some sort of grouping will be good. Thanks for the suggestion
![]() So 26 pebbles look like this, which is not very compelling: ![]() Edit: I changed the display to 6x6 tiles for stacks, instead of 8x8. If stacks contain more then 36 items, the code will paint several layers.
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I have a project problem? I have no project problem. I start a project, I work on it, it fails. No problem ![]() Last edited by Hajo; September 15, 2010 at 11:15. |
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