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Old February 26, 2019, 09:34   #171
tangar
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in past Russian stream ( https://www.youtube.com/watch?v=LNBBc6RHBP4 ) I've made some notes:

1) /bug
feat:grass:torch:0xA1:0x83
'torch' doesn't work. eg I've assigned tile with yellow light on it but it didn't work.

2) /bug with tree light

Code:
name:tree
graphics:*:g
priority:4
flags:TREE | PREFIXED | NO_SCENT | NO_FLOW
info:0:1
desc:A tree.
feat:tree:dark:0xA1:0x88 - do not work in town, but work in the dungeon. Tested in night-time. Other tiles (for example, grass) - works. This bug makes trees to have 'lights' in the night which looks bad

3) /rfe please allow more symbols to town_feat.txt ; right now it's only possible to assign there Aa-Zz , !@#..

It would be great to allow there more symbols - unicode or at least https://en.wikipedia.org/wiki/Code_page_437

4) tested House Foundation Stones/Scroll following your instructions - it doesn't work (tested on a house with a lot of empty grass around)
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Old February 26, 2019, 15:55   #172
PowerWyrm
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Quote:
Originally Posted by tangar View Post
in past Russian stream ( https://www.youtube.com/watch?v=LNBBc6RHBP4 ) I've made some notes:

1) /bug
feat:grass:torch:0xA1:0x83
'torch' doesn't work. eg I've assigned tile with yellow light on it but it didn't work.

2) /bug with tree light

Code:
name:tree
graphics:*:g
priority:4
flags:TREE | PREFIXED | NO_SCENT | NO_FLOW
info:0:1
desc:A tree.
feat:tree:dark:0xA1:0x88 - do not work in town, but work in the dungeon. Tested in night-time. Other tiles (for example, grass) - works. This bug makes trees to have 'lights' in the night which looks bad

3) /rfe please allow more symbols to town_feat.txt ; right now it's only possible to assign there Aa-Zz , !@#..

It would be great to allow there more symbols - unicode or at least https://en.wikipedia.org/wiki/Code_page_437

4) tested House Foundation Stones/Scroll following your instructions - it doesn't work (tested on a house with a lot of empty grass around)

From the code:

Code:
 *  - g->lighting is set to indicate the lighting level for the grid:
 *    LIGHTING_DARK for unlit grids, LIGHTING_LIT for inherently light
 *    grids (lit rooms, etc), LIGHTING_TORCH for grids lit by the player's
 *    light source, and LIGHTING_LOS for grids in the player's line of sight.
 *    Note that lighting is always LIGHTING_LIT for known "interesting" grids
 *    like walls.
LIGHTING_TORCH:

For this to work you have to:
- be in "view" of the square
- grid must NOT be permalit (day time in town or any level permalit by enlightenment or clairvoyance)
- have activated the "view_yellow_light" option
- terrain itself must have the TORCH flag

I just tested this on grass terrain and it works perfectly.

LIGHTING_DARK:

For this to work, the tile has to be completely unknown. Trees are "interesting" features, so as soon as you are aware of them, they appear as LIGHTING_LIT as per the above rule.

House creation:

Ok, I've checked the code again.

- house creation only works in areas that are at least distance >= 2 from any town
- you must stand directly next to the area you want to extend (not on the stones, but one stone needs to be next to the player)
- area depicted by the stones on the ground must be rectangular and must be EXACTLY the size of the wall you're extending
- extension must be at least 3 rows or columns
- there has to be space (at least 1 row or column) between the extension and any other house around
- you need money to extend the house!

If it doesn't work, check the message displayed, it should be explicit enough to tell you why you can't extend a house.

Example of a valid extension:

Code:
#####~~~
#...#~~~
#...#~~~
+...#~~~
#####~~~
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Old February 26, 2019, 20:24   #173
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Quote:
Originally Posted by PowerWyrm View Post
- have activated the "view_yellow_light" option
thanks, now I understand why it didn't work for me - 'view_yellow_light' is turned off by default.

It would be fun to make this option 'yes' by default, but as it doens't work in permalit places - it looks wierd (eg in the dungeon when you come from corridor to permalit room). It could be not logical to have yellow light from torch in permalit room in the dungeon - but it would look much better (good example of 'magic' in game which sometimes should be more important then logic to deliver good gamedesign). So /rfe is:
- make yellow light (torch flag) work in permalit and to make view_yellow_light = on

Quote:
LIGHTING_DARK:

For this to work, the tile has to be completely unknown. Trees are "interesting" features, so as soon as you are aware of them, they appear as LIGHTING_LIT as per the above rule.
Hm.. So it work like this: "in the dungeon tree tiles with 'dark' flag - WORKS, in the town - 'dark' for trees doesn't work" - because in town there is a clairvoyance by default.. So to solve this problem I should add new trees feat in terrain.txt without 'interesting' flag. I see, thanks.


Quote:
Code:
#####~~~
#...#~~~
#...#~~~
+...#~~~
#####~~~
I've tested house stones again - didn't work. Tested twice:
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ID:	1700  
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Old February 27, 2019, 07:45   #174
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Is it possible to allow more symbols to town_feat.txt ? Right now it's only possible to assign there Aa-Zz , !@#.. , which isn't enough to complete different landscapes. It would be great to allow there more symbols - unicode or at least https://en.wikipedia.org/wiki/Code_page_437
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Old February 27, 2019, 08:26   #175
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"I've tested house stones again - didn't work. Tested twice: "

Reread my post...

"house creation only works in areas that are at least distance >= 2 from any town"

"Is it possible to allow more symbols to town_feat.txt ?"

You can use 255 characters from character table, more than enough. It's PWMAngband, not Sim City.
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Old February 27, 2019, 09:30   #176
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Quote:
Originally Posted by PowerWyrm View Post
"house creation only works in areas that are at least distance >= 2 from any town"
I see now, thanks. I though it's 2 tiles from town's location border, not 2 locations itself (in world map coordinates). I'll explain this in the guide.

But then there comes a problem: this feature won't be used much as majority of players prefer houses nearby to the town, as closer as it possible. So this idea:

Quote:
Originally Posted by PowerWyrm View Post
"The idea of coloring houses is to make one house distinctive from another one."

Well, you forget something important here... Any player can customize his house at will.

- Go to General Store
- Buy a scroll of House Foundation
- Buy some House Foundation Stones
- Go back and shape your house like you wish!!!

Painting door is just to make a distinct shop, not to differentiate houses.
...isn't really customization as it could be.

/rfe

remove this restrictions:
- house creation only works in areas that are at least distance >= 2 from any town
- area depicted by the stones on the ground must be rectangular and must be EXACTLY the size of the wall you're extending
- extension must be at least 3 rows or columns

leave this restriction:
- there has to be space (at least 1 row or column) between the extension and any other house around

add this restriction:
- house creation only works in areas that are at least distance >= 2 TILES from any town

Then players would be able to change form (shape) of their houses and it would become real customization - it would be possible to create unique houses.

Quote:
Originally Posted by PowerWyrm View Post
"Is it possible to allow more symbols to town_feat.txt ?"

You can use 255 characters from character table, more than enough. It's PWMAngband, not Sim City.
The problem is: current graphics engine doesn't support proper transparency for terrain elements and I have to create set of tiles for each terrain type (for grass, for snow, for sand etc). So even 255 won't be enough after a while. Also I plan to create interactive tutorial (there would be several room with 'text' in it), so it would take ~70 additional tiles there. If it possible - please allow more symbols to town_feat
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Last edited by tangar; February 27, 2019 at 21:18.
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Old February 27, 2019, 12:22   #177
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Female problem: god bless… wipes! http://angband.online/female-problem/
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