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#1 |
Angband Devteam member
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Anyone else fed up with tile config madness?
In v4, a number of V's base items are now generated with affixes - lead-filled maces, scythes of slicing, mithril ammo and armour pieces, etc. So the base items no longer exist, which means that they need commenting out of the graf-???.prf files ... for ALL FIVE tile sets.
This is crazy. I just made the same set of edits five times. I know very very little about the tile-handling code (I'm an ascii player), but surely it can't be impossible to use a single graf.prf file for all five tile sets? In thinking about how to achieve this, the obvious thought is that we get rid of the crazy sheet co-ordinates and move to individual files for individual tiles, arranged in a sensible file structure (e.g. lib/xtra/graf/tilesetname/scrolls/recall.png and so on). But since my skills are not up to that, maybe there's an interim fix. If I edit each of the tile sheets so that the tiles are in exactly the same order (i.e. the co-ordinates of the full helm are identical on every sheet), we could use a single graf.prf file, couldn't we? If that's wrong, can someone please explain why it's not possible, and whether there's another way. If that's right, can someone please recommend the best/easiest graphics app for moving the tiles about.
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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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#2 | |||
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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Other thoughts... I would love to see a single prf that handles all variants. Something like... Code:
# soft leather boots DAJ:K:17:0x80:0x86 VAN:K:26:0x80:0x86 NPP:N:123:0x80:0x86 Code:
DAJ:32x32:17:0x80:0x86 DAJ:16x16:17:0x23:0x8A It would be very nice if we could then move this to some sort of a minimal spreadsheet/database format. Something that could be opened, sorted and saved without the hassle of import/export parsing. This would likely mean everything for a single item being on a single line. Code:
soft leather boots,daj,32x32,17,0x80:0x86 The up side is that changing a graphic among a large number of variants become trivial, which I see as being important should UT32 take hold, as it seems to be. Another thing I'd like to see is a wholescale revision of the lib/pref sub-folder structure (as well as the lib sub-folder structure but that's a whole other thread). All files for a particular tileset should be in their own unique folder... Code:
lib/pref/32x32/graf.prf lib/pref/32x32/xtra.prf lib/pref/32x32/flvr.prf
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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. |
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#3 | |||||
Angband Devteam member
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Care to expand on your other thoughts about the lib/ folder structure? By all means start a new thread - I've been thinking about this myself and wonder if we're thinking the same things.
__________________
"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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#4 |
Veteran
Join Date: Jun 2007
Posts: 1,393
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I realize that this may sound crazy but... what about using UUIDs? That would be an extremely stable identifier which would never need to change for any particular object regardless of renaming/movement.
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#5 | ||
Prophet
Join Date: May 2008
Location: Indiana, USA
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My ideal would be (something like this)... Code:
Angband/data Angband/edit Angband/save If a player wants to upgrade from one version to a newer version, assuming compatibility, he only need to copy the save folder (and the edit if he has made changes). Anything OS dependent should be in it's own subfolder. Since I'm a graphics guy, (status-quo) I'd like to see all the files for a tile set together in one place. That means uniting the prfs and bmps into one folder Since they're useless individually, why the separation? (maybe throw the INI in there too)
__________________
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. |
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#6 | |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
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item name : a name or description of the item, terrain, effect, etc. variant name : an self explanatory abbreviated name for a variant tileset name : the actual name of the file. The mask file (for bmps) would be assumed to have _mask suffix (32x32_mask.bmp). Do file names still need to be < 8 chars? item index number : the index number of the item hex address row/column : I'd like to see this handled as a single item. I see no advantage to handling them as separate values. I'd also like to remove the hex notation and switch over to decimal. So... soft leather boots,daj,UT32.bmp,17,128:134 Since we've gotten this far with little if any disagreement, let me take it one step further. Let's throw in a version/revision number too. Different version of the same variant often need a different prf or at least partial changes to the prf. The revision number need not be in any way related to the actual version numbering of the release, not that it couldn't be as long as the version numbering is continuously incremental using integers only. I know I didn't explain that well, so something like this. Code:
item name, variant, latest revision number, file name, index number, address boots , npp , 053 , 32x32.png, 121 , 128:134 Code:
heels , npp , 054 , 32x32.png, 121 , 156:128 Jeff would just have to, as would become common practice, to specify in the code that this version of NPP, lest say NPP v.54, uses prf revision 054 (same as 54). What that means is that it will use items notated as revision 54 whenever possible. In the case that it cannot find a particular item designated as revision 054, it will instead use the previous revision, 053 and so on (052) and so on (051) until if finds one. So player of NPP 0.53 will see boots, and players of NPP 0.54 will see heels, all with the same universal prf. Confusing? only slightly. Should he at some point (NPP 5.5/pef revision 055) decide to remove both heels and boots from the game, adding nothing in their place, we could denote that by something like this. I don't think that will cause any problems. Code:
unused , npp , 055 , 32x32.png, 121 , 000:000
__________________
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. |
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#7 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
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static const byte savefile_name[4] = "VNLA" Code:
#define SAVEFILE_NAME "FAAN"
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#8 | |
Knight
Join Date: Sep 2010
Location: England
Posts: 958
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feature:0:Nothing feature:1:Open floor ... monster:0:Player monster:1:Filthy street urchin monster:2:Scrawny cat ... soft armour:0:Robe soft armour:1:Jerkin Code:
Nothing:0x80:0x80 Open floor:0x80:0x81 ... Player:0x90:0x90 |
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#9 |
Angband Devteam member
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But I don't think this (Nomad's) suggestion deals with the issue of two different variants using different tiles for the same object, does it? In this approach the tile for each object is determined by the tileset, whereas buzzkill's approach adds an extra column for specifying the variant.
You're right that this is a simpler solution for V alone though. But since either approach needs to be implemented by someone familiar with the tiles code, it's really up to them. So, Blubaron, what are you drinking? First round's on me ...
__________________
"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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