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#31 |
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Join Date: Apr 2008
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I've taken a first look at the monster mappings for V.
- seems like all undead were swapped around, probably to fix one duplicate; I'll have a closer look - changing the mapping for spiders doesn't feel "right"; the original mapping was preserving the colors from the txt file (cave spider - black, mirkwood spider - green...) - gold dragons were remapped to the bronze tiles... feels strange - with the darkness tile being black and not transparent, lurkers and trappers appear as a black tile; this probably needs to be reverted to transparent tile - hounds have been swapped around too; again I'll have to look at that more closely - Sauron uses the silly "djinn in a lamp" tile... please change that ![]()
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#32 | ||||||
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You're looking at V right, cause you're suggestions are eerily similar to changes already made to NPP.
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@ Magnate.. If you have an opinion on any of this please chime in. Vanilla is your baby, and since it seems that my changes will be adopted into the Vanilla distro, they're your changes too.
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#33 |
Prophet
Join Date: Apr 2008
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Cncerning Sauron, the NPP tile (if it's the one I'm thinking of) is great. Please use that. For Morgoth, the original tile is ok.
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#34 |
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Review of monster tiles, part I: spiders
Here you should really keep the original mapping, which corresponds to the colors in the txt file: Elder aranea (r) 0x8F:0xB3 Mirkwood spider (g) 0x8F:0xB8 Aranea (R) 0x8F:0xB6 Phase spider (B) 0x8F:0xB4 Wood spider (U) 0x8F:0xB5 Cave spider (D) 0x8F:0xB7 Giant spider (V) 0x8F:0xB2 Considering the Giant spider, I've filed a bug report IIRC about monsters using the light purple color, which is now used for the special "Display uniques in purple" option. But it shouldn't affect the tile... The only problem concerns the Giant tarantula (o). In UT32, there's a new tile that isn't used for anything in V and could match: 0x99:0xD3
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#35 | |
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#36 |
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In fact, I fear the current tile for Morgoth is the one that was supposed to be used by Sauron. So basically the mapping for V could use the old Morgoth tile for Sauron and the new Morgoth tile for Morgoth.
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#37 |
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Review of monster tiles, part II: undead
As hard as I tried, I couldn't come with something completely acceptable. There are clearly tiles missing for the zombified/mummified creatures, and a lot of useless skeleton tiles. Here's how I would see the mapping for V (with the associated comments): Vampires (changed mostly to match color in the txt file) Master vampire 0x94:0xC7 Vampire lord 0x94:0xB3 Elder vampire 0x94:0xB4 Wights & liches (the original mapping simply doesn't match the description of the creatures -- corpse-like undead; using same tile family, with tile matching color in txt file) Forest wight 0x94:0x90 Grave wight 0x94:0x8E Barrow wight 0x94:0x91 Emperor wight 0x94:0x8F Lich 0x94:0x99 Master lich 0x94:0x9B Demilich 0x94:0xC5 Archlich 0x94:0xCA Black reaver 0x94:0x93 Wraiths (the original mapping simply doesn't match the description of the creatures -- skeletal ghosts; seems like the person who did the mapping inverted wights and wraiths; using same tile family, with tile matching color in txt file; for Nightcrawler, its description mentions a giant wormlike creature, the tile was simply inappropriate; for Nightwalker, its description mentions a giant black figure, the tile was changed accordingly) White wraith 0x94:0xCC Grey wraith 0x94:0x8C Black wraith 0x94:0x8D Nether wraith 0x94:0x89 Nightwing 0x94:0x8A Nightcrawler 0x91:0x99 Nightwalker 0x99:0xDC Ghosts (changed mostly to match color in the txt file) Poltergeist 0x94:0x94 Green glutton ghost 0x94:0x82 Lost soul 0x94:0x97 Moaning spirit 0x94:0x95 Banshee 0x94:0x80 Ghost 0x94:0x96 Shade 0x94:0xC3 Spectre 0x94:0x86 Dread 0x94:0x84 Shadow 0x94:0xC8 Phantom 0x94:0x98 Dreadmaster 0x94:0x81 Dreadlord 0x94:0xCB Skeletons (just changed these two tiles to keep the proportions to human/troll size) Skeleton human 0x94:0xAA Skeleton troll 0x94:0xB8 Zombies (remapped to the "mummy"-like tiles instead of the original "skeleton"-like tiles; "zombified" and "mummified" creatures have been remapped to the same tile, since no distinct tile currently exists in the tileset; other tiles changed mostly to match color in the txt file) Zombified kobold 0x91:0xB1 Zombified orc 0x91:0xB1 Zombified human 0x91:0xB1 Mummified orc 0x91:0xB7 Mummified human 0x91:0xB7 Ghoul 0x91:0xB6 Ghast 0x91:0xB0 Greater mummy 0x91:0xB3 Mummified troll 0x91:0xB7
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#38 | |
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If old Morgoth goes anywhere, he'll probably go away. I not a big fan of the tile itself. The multi-colored robes don't do anything for me. I'm content to leave him as he is now in Vanilla, but other variants will get the new Morgoth. I'll post the latest version of everythnig later today.
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#39 |
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Join Date: Apr 2008
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Review of monster tiles, part III: hounds
This is mainly a remap to match colors in the txt file. The only problem I have with this one concerns clear hounds, which would probably need a more "transparent" tile. Light hound 0x90:0xC6 Dark hound 0x90:0xC3 Clear hound 0x90:0xBB Fire hound 0x90:0xC5 Energy hound 0x90:0xC7 Acid hound 0x90:0xC2 Vibration hound 0x90:0xBD Nexus hound 0x90:0xBE Gravity hound 0x90:0xBA Inertia hound 0x90:0xC9 Impact hound 0x90:0xC0 Nether hound 0x90:0xC8 Time hound 0x90:0xCB Plasma hound 0x90:0xCC Ethereal hound 0x90:0xBC Chaos hound 0x90:0xC1 Aether hound 0x99:0xDB
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#40 |
Prophet
Join Date: Apr 2008
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Hmm I've just looked at the updated 32x32 graphics for NPP Angband... Many tiles have been redrawn/remapped for monsters/objects/terrain that are present in all variants, eliminating many duplicates in the process, still the mappings in graf-dvg files differ. This completely breaks the purpose of an universal 32x32 tileset...
What would be perfect is to add a graf-dvg-base.prf file with the mappings for all common tiles, and load this file at the end of the graf-dvg.prf file for each variant. This would improve readability and ease maintainance...
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