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Old June 19, 2011, 18:01   #211
Shockbolt
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Quote:
Originally Posted by d_m View Post
The legal status of the game is uncertain.

That said, I don't think your tiles would be a problem per se (unless you actually somehow use a picture from one of the movies or something). Rather the game itself may fall foul of copyright.
I trust there's no use in asking the copyright holders either
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Old June 19, 2011, 18:02   #212
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Quote:
Originally Posted by Shockbolt View Post
So here's what I'm suggesting: as you are adding the PNG support, do you think there is a way to add single tile support also to Angband and in doing so, I would be able to painstakingly paint each and every single tile in it's own way for the game? As a default, items that currently share the same tile could get the same reference to a tile, and I would manually rewrite that as I go along adding my tiles for Angband.
That sounds reasonable to me. I'll open a ticket about it.
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Old June 19, 2011, 21:33   #213
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Quote:
Originally Posted by Shockbolt View Post
I'm going through the text files with all the items, artifacts and npc's here now. It does confirm my thoughts that many items share the same tile ( I never really gave that any thoughts back in the days when I played Angband myself) , take cloaks and gauntlets for example: the artifact textfile has several references to unique gauntlets, yet the tilesheet does not have more than a few different gauntlet tiles.

So here's what I'm suggesting: as you are adding the PNG support, do you think there is a way to add single tile support also to Angband and in doing so, I would be able to painstakingly paint each and every single tile in it's own way for the game? As a default, items that currently share the same tile could get the same reference to a tile, and I would manually rewrite that as I go along adding my tiles for Angband.
I don't see what advantage single tile support gains us if I'm understanding it correctly. That is, each tile in it's own individual file.

Each item in the game having it's own unique tile can be accomplished now using our current format. Artifacts, except for the lights, have never had their own graphics else they would be obvious on sight/detection. Am I missing something? Generally once artifacts are ID'd they are in the pack/wielded/at home/sold/or destroyed, none of which require a graphic as they aren't seen.

I'm not at all opposed to this, I just don't see the need.

What I think would be cool is if individual enemies could have more than one tile (different weapons/poses). So a grouping of cave orcs wouldn't have to all be exactly identical, or even different tiles to reflect status effects (hasted/slowed/poisoned/sleeping).
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Old June 19, 2011, 21:41   #214
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Quote:
Originally Posted by buzzkill View Post
I don't see what advantage single tile support gains us if I'm understanding it correctly. That is, each tile in it's own individual file.

Each item in the game having it's own unique tile can be accomplished now using our current format. Artifacts, except for the lights, have never had their own graphics else they would be obvious on sight/detection. Am I missing something? Generally once artifacts are ID'd they are in the pack/wielded/at home/sold/or destroyed, none of which require a graphic as they aren't seen.

I'm not at all opposed to this, I just don't see the need.

What I think would be cool is if individual enemies could have more than one tile (different weapons/poses). So a grouping of cave orcs wouldn't have to all be exactly identical, or even different tiles to reflect status effects (hasted/slowed/poisoned/sleeping).
Diversity, and progress, that is why I suggested the improvements above. Single tile support would mean you would have no need for tile pickers, and changing a tile would be easier than anything if they were stored separately.

*added a few lost words, that's tiredness does to you *
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Old June 19, 2011, 21:55   #215
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Quote:
Originally Posted by Shockbolt View Post
Diversity, and progress, that is why I suggested the improvements above. Single tile support would mean you would have no need for tile pickers, and changing a tile would easier than anything if they were stored separately.
I see. It would make things easier. I often come up with a bunch of tiles and then it takes forever for me to muster up the will to actually add them to the tilesheet.

It could also render the graphic .prf files obsolete, save for flavored items (I think).
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Old June 20, 2011, 00:16   #216
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Personally, I prefer the tileset. It is more work up front to get the tiles into the game, but less work for the game itself. Only one file to load and worry if it is correct or not. Also, using the tileset will run faster than the method that I can think of for single tile support.

I looked through TOME4's code a bit, but I didn't see the part where it decides what image to use, so I can't estimate speed differences. (or try to implement)

(I am thinking of a list, hash table or LRU queue of bitmaps with their id and rectangle. The id might be the attr/char pair. However searching through the list, table, or queue for every tile, every time it is drawn, and setting it up to draw, might slow the game down too much.)

As long as everyone is asking for stuff, I would like to see something like the grid_data structure passed to term_pict_xxx, so a platform can see the raw data and do what it needs to. I would also like to see a pair of lines like "else if (streq(b+1, "GENDER"))\n v = p_ptr->sex->title;" around line 566 of prefs.c, for the possibility of gender specific player character tiles.

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Old June 20, 2011, 19:36   #217
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More tiles, vermin and whatnot encountered in the depths of Angband

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Old June 21, 2011, 09:39   #218
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Quote:
Originally Posted by Shockbolt View Post
Diversity, and progress, that is why I suggested the improvements above. Single tile support would mean you would have no need for tile pickers, and changing a tile would be easier than anything if they were stored separately.
Um. I don't see how single tiles per file stop you need a tile picker. You still have to say somewhere use this file for this monster...
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Old June 21, 2011, 10:32   #219
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Quote:
Originally Posted by andrewdoull View Post
Um. I don't see how single tiles per file stop you need a tile picker. You still have to say somewhere use this file for this monster...
Yes, in the monster definition file, you assign image names there so that shockbolt don't have to bother with them.
You can even make the image name be automatically made from the monster name, lowercase it, replace all non alphanumerics with _ and add .png at the end
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Old June 21, 2011, 20:43   #220
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Quote:
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Yes, in the monster definition file, you assign image names there so that shockbolt don't have to bother with them.
You can even make the image name be automatically made from the monster name, lowercase it, replace all non alphanumerics with _ and add .png at the end
I am working on support for Angband pref files in the tile picker I wrote for myself. After I do, I can extract the angband pref file support and write a program that uses the names from the edit files to build a filename like you suggest, load the file, and copy the contents of the file to a tileset file at the coordinates from the pref files. Someone will still have to assign the coordinates in the pref file, but it will only have to be done once per entry.

The directory of shockbolt's tiles from TOME beta 28, without the oversized terrain tiles, it about 8.3MB, the compilation of those tiles that I put together for shockbolt was "only" 6.2MB. I think the performance loss, in load time, execution, and downloading, outweigh the convenience of the individual tiles. Especially when I can write a tool that restores most of that convenience.

I will post the source of the above on this forum when it is ready (it might be a while). I will include with it the source to a tool I have already extracted from my tile picker that will pre-multiply the color with the transparency in a png file.

Shockbolt: In the meantime, if you want to, you can make the tiles available (with the names as above, so I know where they go and to test the above tool) and I will add them to a tileset for you.

If anyone is interested in my tile picker, you would be welcome to use/redistribute the (Win32) executable under the terms of the Angband dual liscence, but I am not going to release the source to it anytime soon. I am not going to release the source because of some utility functions I use in it, and no open source code is used in it. When I rewrite/replace those utility functions, I will release it's source, but it won't be anytime soon.

Edit: as always, great tiles

Last edited by Blue Baron; June 21, 2011 at 21:12.
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