| Commit message (Collapse) | Author | Age | Files | Lines |
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Well, they're really just coloured dots, but when you see coloured dots
on a greenish background, your brain automatically goes, "Oh, flowers!"
IMHO, this finally makes the tiled bazaars as nice-looking as they are
in ASCII. :)
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Move grass tiles into subfolder floor/grass.
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I've tweaked the water tiles to create variants with/without bubbles or
dark shapes, then used the %weight command to give the plain water
tiles a total probability of 66%.
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When it comes to drawing waves, deep water always trumps shallow water.
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In dc-dngn.txt you can now use the %weight command to specify the
probability of a given tile whenever a variant is chosen randomly
from a set of variant tiles.
Example:
%weight 5
floor/floor_sand_stone0 FLOOR_SAND_STONE
floor/floor_sand_stone1
floor/floor_sand_stone2
floor/floor_sand_stone3
%weight 2
floor/floor_sand_stone4
floor/floor_sand_stone5
floor/floor_sand_stone7
%weight 1
floor/floor_sand_stone6
... will make plain sand more likely than the rocky versions and the
big rock rarer than the smaller ones.
This is not visible from the dngn.png but you can check the (cumulative)
weights in tiledef-dngn.cc.
Aside from the above, this is also used for the brick wall in all its
colorations. (The repeat command also repeats the weight settings.)
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Currently only applies to Shoals, partly because the relevant base tiles are
only used in the Shoals, partly because it's experimental. The checks needed
for adjacent water tiles increase the drawing time, but I'm not sure by how
much, seeing how in my test runs I only measured the seconds used for &O and
came up with no noticeable difference. Still might increase lags on computers
already prone to slow tiles, in which case we'll need to revert this change.
Making the dungeon look less "gridlike" greatly improves the graphics and
makes me want to extend the concept to floor/floor transitions, but it could
potentially harm the interface. Not sure where to draw the line, and in any
case the lag appears to be the more imminent problem.
I've also played around with also adding waves for the shallow/deep water
transitions but this would require special behaviour also for the water masks
used for monsters and items, which is not a problem for floor tiles.
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Crayon-style they're not strictly bad but I feel they don't fit the feel
of the rest of the dungeon. Still, much better than error tiles.
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Added %variation, %repeat, %desat, %lum, %hue, %pal, %resetcol commands
to rltiles. Also, multiple enum synonyms can now be specified.
Documentation on all rltiles commands is forthcoming. Sorry.
Added coloured variations for a number of floor and wall tiles, removing
duplicate source art where it made sense. The variations probably need
some adjusting to look less like fruit salad.
COLOUR in a vault specification will now automatically try to pick
coloured variations of basic floor and rock wall tiles by default. It
will also pick coloured variations of any tiles specified by
FTILE/RTILE/TILE.
I'll leave it as an exercise for due to generalize this to features and
monsters. tile_dngn_coloured (and corresponding functions for other tile
sheets) can be used to look up coloured variations for a given tile
index.
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In most places Feawn is now referred to as "Fedhas," its long name
(used in the religion screen) is "Fedhas Madash"
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It's possible that they make the water look too busy, but maybe I only
need to get used to it. Also add some more alternative tiles for the
plain dungeon floor and walls, and move around some spell tiles again.
Also fix 2844278: melding stacks stat bonuses for Merfolk.
Update change log for the starting stat and exclusion changes.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10688 c06c8d41-db1a-0410-9941-cceddc491573
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* Move unseen altar/entrance tiles to dngn.png, so they're handled
correctly with magic mapping.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10482 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10403 c06c8d41-db1a-0410-9941-cceddc491573
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Also fix potions of porridge's menu colour being yellow for Mummies.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10355 c06c8d41-db1a-0410-9941-cceddc491573
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dc-dngn/gateways/.
Also prompt for randomly rolled unnamed characters.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10338 c06c8d41-db1a-0410-9941-cceddc491573
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* Add tiles for Zot entrance (both closed and open).
* Apply zebez' patch 2823787 to make Magic Mapping show altars/gates.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10303 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10271 c06c8d41-db1a-0410-9941-cceddc491573
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a bit too unruly for my taste. We might even want to remove the
alternative for shallow water entirely, seeing how they're often just
puddles, but for now I think it's okay.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10243 c06c8d41-db1a-0410-9941-cceddc491573
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mirrored) as well as some nicer tiles for disturbance in water and the
entrance to Pan. Thanks!
Also, update commandline options help to use of species/job.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10228 c06c8d41-db1a-0410-9941-cceddc491573
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the border (so they're not cut off anymore).
Also add a new feature type DNGN_OPEN_SEA that is an impassible feature only
intended for the Shoals border. Will need special handling for confusion, I
guess.
I've also tweaked the level generation, so Shoals vaults don't need to be
connected anymore (the algorithm just adds superfluous floor corridors), but
I still get loads of corridors on the bottom level - frustratingly enough
only inside the map border, and they (usually) don't even contain any stairs
or other features. It's maddening!
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10213 c06c8d41-db1a-0410-9941-cceddc491573
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the idea on its head.
* Fix corpses getting the wrong blood stain background tile (also a
patch by zebez), and change around the colours a bit: a red blood
stain now shows that Vampires can drain the corpse, undrainable
corpses get the green background instead
* Apply a small patch by Josh Triplett to give more appropriate messages
when glowing weapons are sacrificed and disappear "without a glow"
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10209 c06c8d41-db1a-0410-9941-cceddc491573
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* Don't check milestones in arena mode.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10078 c06c8d41-db1a-0410-9941-cceddc491573
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with 2 or more variants get a random one whenever the buffer is
refilled. Right now the following tiles are variable like that:
* Item: orb of Zot (should be the only animated item in the game)
* Features: portal, abyssal exit, altars to Xom/Makhleb, lava
I also added tiles for the crystal spear (nice) and the ratskin cloak
(abysmal). I also tidied up the tiles some more.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10043 c06c8d41-db1a-0410-9941-cceddc491573
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* Flip downstairs tiles to match the upstairs (FR 2479239).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8114 c06c8d41-db1a-0410-9941-cceddc491573
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visual issues (error tiles) because env.show gets updated weirdly in arena mode.
Tangentially related to fixing this, also cleaning up logic in view.cc to use grid2show, adding a number of asserts for tiles-related problems, adding error tiles for all textures, and fixing some incorrect logic about centering on the player instead of vgrdc.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8104 c06c8d41-db1a-0410-9941-cceddc491573
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(which didn't make sense anyway).
* Also list player god in the saved game selection menu.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7808 c06c8d41-db1a-0410-9941-cceddc491573
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This makes comparisons much easier and also avoids giving away information
about far away shops being opened/closed. (This was only an issue if
a shop only held blood potions that rotted away, but still.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7775 c06c8d41-db1a-0410-9941-cceddc491573
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can only recognize them if you're looking for them), and for closed shops.
Move statue tiles into monster folder.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7767 c06c8d41-db1a-0410-9941-cceddc491573
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tile choice. Vaults can now override the default tileset (walls and floors) for an entire level. This has been pushed to vaults where it makes sense (sewers, ice caves, ziggurats, bazaars, Shoals:5, Zot).
ROCKTILE and FLOORTILE can be used when authoring vaults to set these values, both of which take a single tile name as a string. These values are ignored in console builds.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7700 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7528 c06c8d41-db1a-0410-9941-cceddc491573
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yellow background for melded items in inventory.
Allow higher level transformations (level 5 and above) to work even
if your to-be-melded equipment is cursed, exempting weapons, as before.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7522 c06c8d41-db1a-0410-9941-cceddc491573
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past the max range will now fire as far as it can, rather than just giving an error.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7135 c06c8d41-db1a-0410-9941-cceddc491573
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last seen equipment. Player ghosts are now drawn correctly again. Denzi's new 48x32 pandemonium demon tiles are now used.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6875 c06c8d41-db1a-0410-9941-cceddc491573
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Added PNG and non-palettized image input. Added PNG output. Added better tile
packing and support for tiles of different sizes. Converted all BMPs to PNGs
(for space and explicit transparency reasons.) Added the 48x32 pandemonium
demon tiles, but these are not yet used in game. Added Bill B.'s portal tile
(finally).
The Win32 makefiles are not updated quite yet and thus will not build. Sorry.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6850 c06c8d41-db1a-0410-9941-cceddc491573
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replaced with SDL/OpenGL.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6550 c06c8d41-db1a-0410-9941-cceddc491573
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the existing fountains: change their order and remove all
those superfluous dry fountain types.
I couldn't find any place for random generation of fountains,
so if that is possible it will have to be disabled for blood
fountains outside the hells. I've added a shortcut (Y) for
vault creation, though. :)
Drinking from such a fountain has a 33% chance of leaving it
dry. I think that's it... for now.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3886 c06c8d41-db1a-0410-9941-cceddc491573
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Also, improved ettin and zombie tiles.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3477 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3456 c06c8d41-db1a-0410-9941-cceddc491573
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I've set this as tile for DNGN_TRAP_NATURAL in general as the shaft is
currently the only one among those. This may need to be adapted later on.
Ideally, the different kinds of mechanical traps (most notably blade and
net) should get a tile of their own rather than use the default (arrow)
one.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3350 c06c8d41-db1a-0410-9941-cceddc491573
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Added blood splatter.
More tile code cleanup.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3304 c06c8d41-db1a-0410-9941-cceddc491573
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