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Old November 17, 2010, 19:58   #11
Nomad
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Version 1.1

All right, an updated version is now up (8x16TileSetv1.1.zip). Same place:

http://www.mediafire.com/?u6dkkm8ai56k5

Only minor tweaks to the graphics, but probably worth grabbing anyway because it fixes an error in the pref files.

Other changes:

- lighter floor tiles, distinction between lit and torchlit squares
- new graphic for staves
- some new amulet flavour images
- licence info now included in readme.txt
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Old November 19, 2010, 13:00   #12
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Very nice! I love this tileset more because it looks better particularly on small devices such as my N900.
Thank you! Thank you! Thank you!
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Old November 19, 2010, 13:41   #13
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Your tileset shows beautifully in Windows (with default 8X13.FON).
But there's a problem of displaying on N900 (maemo 5). I am playing Dawnmist's SDL build of v3.1.2. The original tilesets are fine.
On N900's display 9X15B is the best. ried other font sizes, with/without bigtiles. Same picture.
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Last edited by rogueliker; November 19, 2010 at 13:50.
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Old November 19, 2010, 15:34   #14
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Quote:
Originally Posted by rogueliker View Post
Your tileset shows beautifully in Windows (with default 8X13.FON).
But there's a problem of displaying on N900 (maemo 5). I am playing Dawnmist's SDL build of v3.1.2. The original tilesets are fine.
On N900's display 9X15B is the best. ried other font sizes, with/without bigtiles. Same picture.
Sorry, that's my fault. I only included the pref files for Windows and Mac, so the SDL-specific file is still loading the pref files for the 'new' (Adam Bolt) tiles instead of the replacement set.

I've attached updated pref files for the other systems as a zip. Sticking graf-sdl.prf into the lib/pref directory should hopefully get it working on your system. (Or just open the existing graf-sdl.prf file with a text editor and change the line that says "%:graf-new.prf" to "%:graf-nmd.prf".)

Hope this fixes it for you!
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Old November 19, 2010, 17:02   #15
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Would you like this included in V 3.2?
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Old November 19, 2010, 18:09   #16
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Quote:
Originally Posted by Nomad View Post
Hope this fixes it for you!
Yes, it works. Thanks.
Just wonder if you would create an extra-large (64X64) version, which would make the small device display look even better!
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Old November 19, 2010, 18:43   #17
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Quote:
Originally Posted by takkaria View Post
Would you like this included in V 3.2?
That'd be great! The tile set should be fully complete: there are graphics in there for bucklers and mining gloves (commented out in the pref file) and the unused junk objects as well, in case of future need. The only things it doesn't implement are the pile symbol and green dot border for trap-detection, neither of which I could figure out a way to handle with tiles.

Quote:
Originally Posted by rogueliker View Post
Just wonder if you would create an extra-large (64X64) version, which would make the small device display look even better!
A bigger version shouldn't make any difference at all: it'll just scale down to look exactly the same. There's no smoothing being done when the tiles are scaled, so it needs to be displayed at exactly the correct 8x16 font size (or a multiple like 16x32) to look perfect. If you use a different aspect ratio like 9x15 the tiles are always going to end up slightly distorted.
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Old November 20, 2010, 05:13   #18
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Quote:
Originally Posted by Nomad View Post
A bigger version shouldn't make any difference at all: it'll just scale down to look exactly the same. There's no smoothing being done when the tiles are scaled, so it needs to be displayed at exactly the correct 8x16 font size (or a multiple like 16x32) to look perfect. If you use a different aspect ratio like 9x15 the tiles are always going to end up slightly distorted.
So that means to do with the coding instead of the tileset itself?
I was just thinking of the extra large tile display in FAangband (even triple big tiles) and Nethack...
I will try this tileset on FAangband to see how good it looks.
Your tileset looks like somewhere between the old 8x8 and the 16x16 Adam Bolt's. On small display the icons are neither too blockish nor too detailed.
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Old November 20, 2010, 10:21   #19
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Quote:
Originally Posted by rogueliker View Post
So that means to do with the coding instead of the tileset itself?
I was just thinking of the extra large tile display in FAangband (even triple big tiles) and Nethack...
Yeah, that's done with coding. Nick recently made a version of vanilla Angband for Windows that supports double and triple tiles, though I haven't tried it out with these. Here's the thread:

http://angband.oook.cz/forum/showthread.php?t=3761
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Old November 22, 2010, 15:26   #20
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To answer Takk's question, yes, please add these in to the distribution.
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