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#51 |
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Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,773
Donated: $8
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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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#52 | |
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Apprentice
Join Date: Apr 2011
Posts: 92
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Quote:
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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#53 | |
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Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,773
Donated: $8
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Quote:
I plan on keeping 128 columns and adding additional rows as needed.
__________________
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#54 | |
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Swordsman
Join Date: Apr 2008
Posts: 452
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Quote:
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#55 | |
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Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,773
Donated: $8
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Quote:
@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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#56 |
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Swordsman
Join Date: Apr 2008
Posts: 452
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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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#57 |
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Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,773
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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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#58 |
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Swordsman
Join Date: Apr 2008
Posts: 452
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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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#59 | |
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Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,773
Donated: $8
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Quote:
[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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#60 |
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Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,773
Donated: $8
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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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