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Old March 9, 2012, 19:17   #51
buzzkill
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Quote:
Originally Posted by nppangband View Post
Did you move the whole set? I just started using those.
No. If you look at row 0x81, you'll see that the last 4 tiles are a set of 4 rather than a set of 8. I just added the 4 missing tiles and moved the entire set of 8 down and to the left a bit, to 0x82:0xF4 thru 0xFA.

There will be a new version out later today. Mostly just new DAJ tiles being slowly added. My old work needs a lot of re-work .
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Old March 10, 2012, 01:36   #52
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Originally Posted by PowerWyrm View Post
Unfortunately, this won't work. There seems to be a problem with displaying tiles having their char set to 0xFF, which seems to explain why there are no tiles in that column (except on the second line, which is not used).

Why did you put a dark tile at 0x80:0x80? It's not required, as the code puts a dark background anyway when drawing tiles. Reverting to a transparent tile and leaving lurkers/trappers at 0x80:0x80 should be ok...
Was this with a terrain feature or a monster/object tile? if it was a terrain feature and the program used hard codes lighting offsets, one of the tiles would be off of the tile sheet.

When I was looking at the tile coordinates in 3.2, and I set the coordinates to 0x80:0x80 the first cloak (at 0x80:0x81) was drawn in the blank areas, so I set it to 0x80:0xFE, so the spot at 0x80:0xFF would be drawn in the blank areas.

buzzkill: as long as tiles are being moved around anyways, how about moving the whole first row to the right two spots? If the first three spots were made transparent,opaque,transparent (all black in the color bits), then variants that use hard coded lighting could use 0x80:0x81, and others could use whichever spot they wanted. Spots in the front of a row are less likely to be changed in the future. I also like the idea of the first pixel in the image being the "transparent color key".

Also, I would prefer (all else being equal) if the number of tiles in a row stayed at 128 (whether or not the last column is used). In the future when the image is loaded as a texture, perhaps for OpenGL, it will be easier to load if the width was a power of 2. If so padding would only possibly be needed at the end of the file, and not in the middle as well.

npp: you might want to create holder objects for the first of each arrow group and use a hard coded offset from that so graphics can be moved around without changing the code. For instance in V 3.3 there is tval 0, sval 0 for the pile graphic. In V 3.4-dev there are two more, tval 0, sval 1 for the graphic for unknown object/pile and tval 0, sval 2 for an unknown treasure graphic (which is not yet used).

You might even want to use a spell effect or high svals (like 50-70 or something), and create a holder object for each arrow graphic or text character.
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Old March 10, 2012, 15:17   #53
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Originally Posted by Blue Baron View Post
buzzkill: as long as tiles are being moved around anyways, how about moving the whole first row to the right two spots? If the first three spots were made transparent,opaque,transparent (all black in the color bits), then variants that use hard coded lighting could use 0x80:0x81, and others could use whichever spot they wanted. Spots in the front of a row are less likely to be changed in the future. I also like the idea of the first pixel in the image being the "transparent color key".
I would love to be able to easily do stuff like this., but adding additional blank space at the beginning of a row requires re-assigning every object in that row, in each dvg.prf, for each variant. That's why I requested that a generous programmer write a script that would somewhat simplify the process.

I plan on keeping 128 columns and adding additional rows as needed.
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Old March 12, 2012, 13:02   #54
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Originally Posted by nppangband View Post
I lobbied for that change. I thought the old-morgoth tile looked more like a court jester than a lord of darkness. Maybe you have to have a large screen to notice it, but the new morgoth tile even has the two remaining silmarils in his massive iron crown. I have no delusions that I am a real artist like shockbolt, but every once in a while I did a tile that I thought looked somewhat decent. Morgoth was one of those.
Agreed. Your new Morgoth tile is great. The old tile would probably fit Sauron more...
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Old March 13, 2012, 00:11   #55
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Quote:
Originally Posted by Blue Baron View Post
buzzkill: as long as tiles are being moved around anyways, how about moving the whole first row to the right two spots? If the first three spots were made transparent,opaque,transparent (all black in the color bits), then variants that use hard coded lighting could use 0x80:0x81, and others could use whichever spot they wanted. Spots in the front of a row are less likely to be changed in the future. I also like the idea of the first pixel in the image being the "transparent color key".
I've shifted the first row over and added these first three tiles on my end. I'm not exactly sure what you meant by opaque. I went with transparent, pure white, pure black. Transparent will appear as pure black in bmp's.

@PowerWyrm: I've yet to consider the changes you suggested to the undead and hounds. My work on UT32 is likely to slow considerably in the near future, and I'm devoting what time I do have mainly to finishing the integration of DAJ and expanding the tileset.

I've not updated mediafire in the past few days and future updates will occur less frequently, but I have no intention of abandoning this project.
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Old March 13, 2012, 12:28   #56
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@PowerWyrm: I've yet to consider the changes you suggested to the undead and hounds. My work on UT32 is likely to slow considerably in the near future, and I'm devoting what time I do have mainly to finishing the integration of DAJ and expanding the tileset.
For my variant, I will probably remap half of the tiles with the new ones from the UT32 tileset. Some are clearly an improvement over the original tileset (for example, there were no real tiles for cat-like creatures whereas the UT32 tileset has some), and I want to remove as many duplicate mappings as possible, just like in NPP. And add some missing tiles if possible (mummified/zombified monsters come to mind here). Don't bother looking at the changes I suggested if you don't have time, I will post a complete set of changes once I'm done remapping stuff.
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Old April 12, 2012, 14:11   #57
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Just posted an update that includes my DAJ works up to this point. I've been improving the quality of the DAJ tiles as I've been moving them, which is part of the reason it's taking so long. The move is still incomplete.
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Old April 12, 2012, 16:16   #58
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Where is the update? The png file from 06/04 seem to have less tiles than the one from 09/03... is that normal?

By the way, I'm done with my remapping/redrawing for my variant. If you're interested, I could post the resulting 32x32.png and graf-dvg.prf files.
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Old April 13, 2012, 02:15   #59
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Originally Posted by PowerWyrm View Post
Where is the update? The png file from 06/04 seem to have less tiles than the one from 09/03... is that normal?
The png in the BlueBaron folder is for V exclusively (some DAJ tiles are of questionable license). There should a a new zip file, dated today 4/12/12.

[checking] The zips were just ordered strangely. The new one should be at the top of the list now, but double check the date just to be sure.
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Old April 28, 2012, 18:39   #60
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I just posted a 'newer' version of UT32. There's really no reason to download it unless you want to take a peek at some of the newish DAJ tiles. I believe that DAJ is currently unplayable with UT32, or at the very least you'll run into some problems with mismaps and/or 'unvisible' enemies.

I don't believe that I changed anything with respect to the other supported variants.

This post is just to let it be know that UT32 is still progressing... slowly.
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