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Old July 30, 2013, 14:39   #1
MattB
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3.5 dev bug - tiles and map

I use shockbolt's tiles and the map seems to have gone a bit squiffy. It often shows things like elven cloaks, plate mail etc in unexplored regions of the map. It also often shows lava and trees etc aswell. (Maybe I really did hit the Faangband competition too hard and now my laptop is missing the variety of terrain?)

I've got a savefile that shows it, if that helps, but I can't upload it here ('invalid file').

P.S. Loving 3.5! Thanks devs!
Especially like the new rooms, feels much more...satisfying.
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Old July 31, 2013, 12:22   #2
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There has been a recent commit to fix occurences of dungeon width/height replaced by cave width/height. I already did that for my variant and when I checked, I didn't touch the occurence in the map code when it was replaced in that commit. I don't have the problem you report.
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Old July 31, 2013, 12:31   #3
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Quote:
Originally Posted by MattB View Post
I use shockbolt's tiles and the map seems to have gone a bit squiffy. It often shows things like elven cloaks, plate mail etc in unexplored regions of the map. It also often shows lava and trees etc aswell.
Do you know when this happened? Was it the past few days, or earlier? Please email the savefile to "takkaria+angband" at "gmail.com". Ta.
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Old July 31, 2013, 13:15   #4
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Quote:
Originally Posted by takkaria View Post
Do you know when this happened? Was it the past few days, or earlier? Please email the savefile to "takkaria+angband" at "gmail.com". Ta.
I'm playing v3.5-dev-393-gcf8c9f1.
I'll wang over the file now.
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Old November 18, 2013, 06:39   #5
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I think this affects more than just the shockbolt tiles - all the graphics tiles are showing incorrect images on the map view (for example, stairs instead of the trap detection borders, items on the ground having the wrong icon - or being excluded entirely, many items showing up as money instead of items, etc).

Even in ascii, while the correct character for items is displayed, the character's colours are wrong - the characters for items are all reset to white - so spellbooks look like scrolls, all gloves/robes/armor/etc show white, etc. At least in the ascii items don't disappear entirely, but information about the item's type is being lost even when known.

Normal panel view seems fine - but full-level Map view is wrong.
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Old November 18, 2013, 15:57   #6
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Quote:
Originally Posted by Dawnmist View Post
I think this affects more than just the shockbolt tiles - all the graphics tiles are showing incorrect images on the map view (for example, stairs instead of the trap detection borders, items on the ground having the wrong icon - or being excluded entirely, many items showing up as money instead of items, etc).

Even in ascii, while the correct character for items is displayed, the character's colours are wrong - the characters for items are all reset to white - so spellbooks look like scrolls, all gloves/robes/armor/etc show white, etc. At least in the ascii items don't disappear entirely, but information about the item's type is being lost even when known.

Normal panel view seems fine - but full-level Map view is wrong.
Thanks - I didn't realise this was about map view and not the normal display, that'll be why I couldn't reproduce it!
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Old November 29, 2013, 01:03   #7
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Ok - for the 8x8, 8x16 and 16x16 tilesets, what seems to be happening is the row information for the tile to draw isn't being used/is being lost, so it draws the tile in the top row that matches the column that the actual tile is in. This only happens in the map view (not normal view).

e.g. in the 8x8 tileset, the brown glove tile defined as
K:gloves:Set of Leather Gloves:0x88:0x8C

In normal view, the overlay at 0x88:0x8C is drawn. In map view, the tile at 0x80:0x8C is drawn instead (silver coins).

This seems to happen for any object that is meant to be drawn as an overlay on terrain - so items, monsters, trap overlay border, etc. In each case, it's not moving "up" a specific number of lines - it's moving up to the top row. In all 3 of these tilesets, the 0x80 row is a terrain row.

For the 32x32 tileset it's shifting to tiles in the 0x96 row (again - terrain). For the 64x64 tileset it's shifting to tiles in the 0x97 row. For both of these two tilesets, there's also a column offset - it seems to be moving to the right by a few columns as well as dropping to that terrain row.
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Old December 22, 2013, 16:06   #8
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Should be fixed now.
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Old December 22, 2013, 16:25   #9
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Thanks Takkaria!
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