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#1 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 58
Posts: 9,526
Donated: $60
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Sil code questions
I am currently embarked on the fool's errand of re-implementing Sil 1.3.0 starting from current Angband code. This thread is to ask questions that I'm hoping someone may answer. Here's the first:
The staff of Light description says it "lights up an area with a radius of 7 squares, plus the entire room if you are currently in one". In fact it lights up a radius of 7, allows the light to spill through walls, but does not light the room - in contrast to, for example, the monster darkness spell which darkens a radius and the room. Does anyone know if this is intentional?
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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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#2 |
Adept
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Please, oh please keep the Angband graphics structure. I tried to make Gervais style tiles for Sil 1.3 but was stymied by the developer's putting ASCII definitions for objects in non-standard places. And the person doing Sil-Q threw away all of the Angband graphics in favor of a new set of tiles.
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#3 | ||
Swordsman
Join Date: Mar 2016
Posts: 462
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Quote:
Quote:
Angband default tilesets would in any case be incompatible with Sil as the elements being represented are quite different. |
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#4 | |
Adept
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Quote:
I checked and in your first release (release 7) the graphic still worked, but after that you disabled the menus, and in 1.5 you had eliminated the original Angband graphics entirely, in favor of your home grown method. I'll grant that I seem to be the only one at all interested in finding tiles for Sil, and I don't have the motivation to maintain other than the Gervais set. But now that Sil 1.3 is stable, I may take another stab at fixing it. If Nick follows through and converts Sil to the Angband code base I'll certainly support that. |
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#5 | |
Swordsman
Join Date: Mar 2016
Posts: 462
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Quote:
Saying the tiles "worked" because there was a menu left over that showed a few Angband tiles in place of the characters suggests that you did not get very deeply into this. And that's fine! But please believe me that this is by no means as simple as you suppose, and the rewrite to a cleaner code base using modern Angband source will not support tiles unless Nick puts a good deal of Sil-specific work in to make it do so. I will reiterate though that the Gervais tiles do not map to Sil items or enemies. Last edited by Quirk; January 13, 2022 at 20:38. |
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#6 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,801
Donated: $40
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In particular: Do the tiles show glowing weapons when their slays are nearby?
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#7 |
Swordsman
Join Date: Mar 2016
Posts: 462
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Yup, the Sil-Q tiles support this:
![]() ![]() ![]() Examples for both the main screen and inventory screen. I didn't do this for the player tile itself, though this might have been useful, as the ASCII doesn't do this. Maybe in the next version. Last edited by Quirk; January 13, 2022 at 23:06. |
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