![]() |
#41 | |
Prophet
Join Date: Apr 2008
Posts: 2,928
![]() |
I've just downloaded the new UT32 file and found this:
Quote:
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...
__________________
PWMAngband variant maintainer - check http://powerwyrm.monsite-orange.fr (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant! |
|
![]() |
![]() |
![]() |
#42 | |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
![]() |
Quote:
I wasn't my intent for UT32 to alter Vanilla in any significant way. I just wanted it to be compatible with Vanilla so that there would be only need for one 32x32 tileset.
__________________
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
|
![]() |
![]() |
![]() |
#43 |
NPPAngband Maintainer
Join Date: Dec 2008
Location: Stat Gain, Angband
Posts: 926
![]() |
The difficulty in that is coming up with a standard where each variant can read the tiles. Many of them are assigned to different monster race numbers or slightly different names, so it would be a challenge to create a universal graf-dvg that could be loaded by all variants.
__________________
NPPAngband current home page: http://nppangband.bitshepherd.net/ Source code repository: https://github.com/nppangband/NPPAngband_QT Downloads: https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57 |
![]() |
![]() |
![]() |
#44 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
![]() |
Because it's referred to as "darkness" in the prf, and I thought that it might be a good idea for it to represent darkness rather than nothing. At the same time, I figured that any unused space would suffice as the lurker/trapper tile. I chose 0x80:0xFF because I thought it would remain unused long into the future. Will fix.
__________________
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
![]() |
![]() |
![]() |
#45 |
NPPAngband Maintainer
Join Date: Dec 2008
Location: Stat Gain, Angband
Posts: 926
![]() |
There is probably some sort of overflow issue with 0xFF, since that would be loaded into a byte or char variable. Maybe the code would be adjusted to properly read it, but is reality we would have to fill up a 127x127 grid with tiles before that becomes an issue.
__________________
NPPAngband current home page: http://nppangband.bitshepherd.net/ Source code repository: https://github.com/nppangband/NPPAngband_QT Downloads: https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57 |
![]() |
![]() |
![]() |
#46 | |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
![]() |
Quote:
__________________
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
|
![]() |
![]() |
![]() |
#47 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
![]() |
Moved the seeker arrow effect tiles at the tail end of row 0x81 in order to entirely vacate column 0xFF. Also created the 4 missing tiles of that type. As far as I can tell (searching all prf files in both V and NPP), these tiles weren't utilized at all. Just FYI.
__________________
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
![]() |
![]() |
![]() |
#48 | |
NPPAngband Maintainer
Join Date: Dec 2008
Location: Stat Gain, Angband
Posts: 926
![]() |
Quote:
It is hard-coded rather than being part of the pref files. Please let me know where you moved it to. Thanks,
__________________
NPPAngband current home page: http://nppangband.bitshepherd.net/ Source code repository: https://github.com/nppangband/NPPAngband_QT Downloads: https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57 |
|
![]() |
![]() |
![]() |
#49 |
NPPAngband Maintainer
Join Date: Dec 2008
Location: Stat Gain, Angband
Posts: 926
![]() |
Only that, if the game tried to look for something in that column of the tileset, the game would crash.
__________________
NPPAngband current home page: http://nppangband.bitshepherd.net/ Source code repository: https://github.com/nppangband/NPPAngband_QT Downloads: https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57 |
![]() |
![]() |
![]() |
#50 |
NPPAngband Maintainer
Join Date: Dec 2008
Location: Stat Gain, Angband
Posts: 926
![]() |
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.
__________________
NPPAngband current home page: http://nppangband.bitshepherd.net/ Source code repository: https://github.com/nppangband/NPPAngband_QT Downloads: https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57 |
![]() |
![]() |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Display Modes | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
[3.4-dev] Problem with 32x32 tiles | PowerWyrm | Development | 1 | November 10, 2011 12:58 |
New 32x32 tiles | juggle5 | Vanilla | 22 | January 9, 2011 15:10 |
32x32 tiles for Zangband? | Zambaku | Variants | 0 | January 3, 2008 16:13 |
getting David Gervais' 32x32 tiles to work | agentshags | Vanilla | 13 | December 3, 2007 17:30 |
Universal Binary? | fyonn | Vanilla | 11 | August 7, 2007 02:29 |