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#11 |
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Swordsman
Join Date: Apr 2008
Posts: 450
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Concerning display problems, I'm currently trying to fix the issue for both Win and SDL clients for my variant and it should be easy to port that to V. This involves removing the calls to Term_mark and actually redraw the tile just above and just below the current tile when it's a double-height tile.
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PWMAngband variant maintainer - check http://www.mangband.org/forum/viewforum.php?f=9 to learn more about this new variant! Last edited by PowerWyrm; April 20, 2012 at 08:38. |
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#12 |
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Swordsman
Join Date: Apr 2008
Posts: 450
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Wow I'm actually struggling with this... There are a ton of side issues when using double-height tiles apart from redrawing tiles and cursor. You need to check if a tile has a picture, if it's double-height, which tiles above and below need to be redrawn... and most important if there is text to redraw instead of pictures (for example when a tile is not mapped in the corresponding prf file and needs to be drawn as an ASCII symbol).
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PWMAngband variant maintainer - check http://www.mangband.org/forum/viewforum.php?f=9 to learn more about this new variant! |
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#13 | |
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Angband Devteam member
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Quote:
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"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#14 | |
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Swordsman
Join Date: Apr 2008
Posts: 450
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Quote:
Anyway, I managed to fix all issues regarding double height tiles. I could post my resulting code (although it would be the code for my variant) if anyone is interested of fixing that for V...
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#15 |
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Swordsman
Join Date: Apr 2008
Posts: 450
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I discovered while trying the latest nightly build that the tiles for half-elves PCs and some spell effects are missing (they are still mapped to the old DG tiles). Planning to add them in the future?
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#16 |
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Knight
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I understood that half-elves were to be dropped from Angband when I made the tileset, so I didn't spend time on painting them. Instead, use either the elf or the human tiles, the only difference would be pointy ears or not. Besides that, all spell effects should be there.
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#17 | |
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Angband Devteam member
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Shockbolt is right that the plan was (and still is) to remove half-elves. This hasn't been mooted for 3.4, because the idea was to try more ambitious race changes in v4 first. Mapping to the Elf tiles sounds fine to me - after all, you don't play both in the same game.
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"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#18 |
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Veteran
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 2,297
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I agree that mapping to elves is fine.
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#19 |
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Swordsman
Join Date: Apr 2008
Posts: 450
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Looking at Tolkien's work, half elves only exist theoretically. Take for example Elrond and Elros. They were given the choice of rejoining either humans or elves, so Elrond can be considered as a full elf and Elros as a human. Then removing half elves sounds logical...
Concerning spell effects, every spell not mapped in the prf file is using the default mapping (0x81:0x80-3) which uses the old tiles. Same for light (0x81:0x9C-F), dark/nether (0x81:0xC7), water (0x81:0xBE + 0x81:0x94-7), plasma (0x81:0xC4 + 0x81:0xA8-B), cold (0x81:0xBF), shards (0x81:0xA8-B).
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