![]() |
#1 |
Angband Devteam member
|
Shockbolt's tiles now in v4
Happy Christmas everybody - hope you all had a good one. After a long day which started with a 5am feed (not for me!), I finally got to port Blubaron's excellent implementation of Shockbolt's awesome tiles to v4. It's available from the usual place, and this time it does include the png file!
As ever, please post in this thread if you are finding any oddities with the new tiles - especially with the special artifacts, as these are handled differently in v4. There is one issue I'll give you for free - V doesn't have bucklers, so they use the "small shield" tile. Next time Shockbolt asks if the tileset needs any extra tiles, someone please ask him to paint a buckler! Thanks again to both Shockbolt and Blubaron for enabling us to use these.
__________________
"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 |
![]() |
![]() |
#2 |
Adept
Join Date: Apr 2011
Posts: 103
![]() |
Actually there is a buckler already in the png file. It is at 0x80:0xE6 (0,102).
|
![]() |
![]() |
#3 |
Rookie
Join Date: Dec 2011
Posts: 12
![]() |
Despite updating to 0420b1f and 0480b19, my tileset remains the same.
![]() Anyone know what I am doing wrong? Is the new tileset the default? This is on OSX, and I expected an additional option on the Graphics menu, but that hasn't changed. This is also true for me with v3. |
![]() |
![]() |
#4 | |
Angband Devteam member
|
Quote:
There is definitely a "shockbolt's tiles" option on the graphics options menu in SDL.
__________________
"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 |
|
![]() |
![]() |
#5 |
Rookie
Join Date: Dec 2011
Posts: 12
![]() |
Currently Version v4-421-g0420b1f-dirty
which I downloaded after 0480b19 when that one didn't work |
![]() |
![]() |
#6 | |
Angband Devteam member
Join Date: Apr 2007
Posts: 334
![]() |
Quote:
|
|
![]() |
![]() |
#7 |
Rookie
Join Date: Dec 2011
Posts: 12
![]() |
Seems to be working!
Thanks. |
![]() |
![]() |
#8 |
Knight
Join Date: Dec 2008
Posts: 641
![]() |
I'm on OSX 10.7 with the second Dec 26 version. Tiles look fine (although it took me a while to get the menu options correct to display them.
One issue and one possible issue: First- my first trip down on 50', I detect monsters and detect a white snake and a lizard both out of sight. The white snake is actually visible when I Map, and appears as a reduced size snake on the overhead Map (as it should). When I actually see the snake, it is still super small. edit- this happened with ANOTHER white snake that I hadn't detected (i.e. the next white snake I saw was also tiny), and it happened again with an out-of-sight white harpy that showed up on the map when detecting monsters- it was also tiny when I actually encountered it. Definitely something wacky going on there. Second- and not sure if this is as intended, but since the tile size is big enough that I can't everything I normally would, I wanted to set up an additional term window with "Map View" (whatever this is), and put this on a different monitor. When this term window was active, the tiles in the main window shrunk to the small size I usually play although the window stayed almost full screen, and nothing appeared in the new window. I ended up disabling it for now until I feel like messing around with it more. I will also mention that the to hit and dam bonuses for weapons in the stores are CRAZY high- virtually everything is +10 or greater, some up to the + 30's. I haven't played for a few versions so not sure if this is intended or not. 2nd edit- the stairs are not super easy to see on the map view. Also, thanks so much to everyone who helped bring these tiles to life! Last edited by bio_hazard; December 27, 2011 at 23:23. |
![]() |
![]() |
#9 |
Prophet
Join Date: Dec 2009
Posts: 9,022
![]() |
The high weapon bonuses are because of the new finesse/prowess combat system -- pluses have all been multiplied by 10 as a first attempt at roughly balancing them. Though this can result in prices and power calculations being off.
|
![]() |
![]() |
#10 |
Knight
Join Date: Dec 2008
Posts: 641
![]() |
^^^ Cool- thanks! Just noticed that the finesse/prowess were in the game now.
I just found a trap that had the same shrunken graphics as the monsters. The trap was in a lit room, and for a couple of turns the rest of the tile was black instead of "floor" colored. |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Display Modes | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
Shockbolt's tiles now in 3.4-dev! | Magnate | Development | 27 | January 9, 2012 09:52 |
What tiles do you use? | takkaria | Vanilla | 15 | November 29, 2010 20:03 |
Help with Tiles! | chris | Development | 2 | November 2, 2010 20:03 |
Z / Z+ with tiles? | Cazliostro | Variants | 4 | September 11, 2010 14:20 |
Which tiles do you use? | Magnate | Vanilla | 13 | March 5, 2010 02:09 |