Under extreme pressure...
https://drive.google.com/file/d/0Bxlp3R ... VWWUk/view
[project] Tileset repair
Re: [project] Tiles set repair
The data is on the second tab at the bottom. If you download it, you can see it in Excel. It still has the database reading macros in.
Re: [project] Tiles set repair
This is an Excel data read for the graphics database you suggested. It can be used to cross-reference the monsters.
https://drive.google.com/open?id=0Bxlp3 ... WdrbzdqUTA
Some of the monsters are correct, others have moved to different monster numbers.
About 500 existing monsters have no entry in your bitmap database.
I haven't checked the object numbers and terrain numbers (yet).
https://drive.google.com/open?id=0Bxlp3 ... WdrbzdqUTA
Some of the monsters are correct, others have moved to different monster numbers.
About 500 existing monsters have no entry in your bitmap database.
I haven't checked the object numbers and terrain numbers (yet).
Re: [project] Tiles set repair
Lightman, great job! %) You made really important steps there and we become closer to our goal! But we still need compilation of client with tiles
Tangar's tileset, addon, guides & maps: English TomeNET page ||||||| Russian TomeNet page
http://youtube.com/GameGlaz — streams in English // http://youtube.com/StreamGuild — streams in Russian
My chars @ angband.oook.cz
http://youtube.com/GameGlaz — streams in English // http://youtube.com/StreamGuild — streams in Russian
My chars @ angband.oook.cz
Re: [project] Tiles set repair
If compilation of a client with tiles turns out to be impossible, we could still get pseudo graphics using the full (0-255) character range. There is a bug that prevent this working properly at the moment, but fixing it may be easier than going with graphics.
This would make your 21X32T.FON look really cool with over 150 sprites. 150 sprites is enough to cover basically all the objects and terrain, which can also be recolored if you like. The monsters could stay as letters, and this would be less confusing anyway. Maybe do enough monster sprites for each unique monster to share a font with similar unique monsters.
This would make your 21X32T.FON look really cool with over 150 sprites. 150 sprites is enough to cover basically all the objects and terrain, which can also be recolored if you like. The monsters could stay as letters, and this would be less confusing anyway. Maybe do enough monster sprites for each unique monster to share a font with similar unique monsters.
Re: [project] Tiles set repair
If anyone can explain the k_info headers I can upload a k_info Excel spreadsheet.
The headers will look something like this:
# N: serial number : item name
# G: symbol : color
# I:hard to tell:something:whatever
# W: depth? : rarity? : weight? : dunno
# A:not sure
# D: Description
I was trying to sort out the "not sure"s and "dunno"s etc
The headers will look something like this:
# N: serial number : item name
# G: symbol : color
# I:hard to tell:something:whatever
# W: depth? : rarity? : weight? : dunno
# A:not sure
# D: Description
I was trying to sort out the "not sure"s and "dunno"s etc
Re: [project] Tiles set repair
# I: used to summon item with /wish command as administrator
#P: damage/ac/other bonuses (on weapons, armour, some pots/food)
#W: depth: rarity: weight x10:base price
A: not idea
#P: damage/ac/other bonuses (on weapons, armour, some pots/food)
#W: depth: rarity: weight x10:base price
A: not idea
Re: [project] Tiles set repair
Data tab is the 2nd one at the bottom of the sheet.
Re: [project] Tiles set repair
Excel is interpreting some #p data as a date. Should be able to reformat that column though.