summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/rltiles/dc-dngn.txt
Commit message (Collapse)AuthorAgeFilesLines
* Add flowered grass tiles, with appropriate weights.Johanna Ploog2010-01-171-0/+11
| | | | | | | | 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. :)
* Colour grass tiles a darker and (I feel) more natural colour.Johanna Ploog2010-01-171-21/+23
| | | | Move grass tiles into subfolder floor/grass.
* Also reduce weights for the special flesh wall tiles.Johanna Ploog2010-01-121-0/+4
|
* Make water bubbles in Shoals' deep water "animation" rarer.Johanna Ploog2010-01-121-0/+15
| | | | | | 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%.
* Also add wave tiles for deep water. The water masks still look wonky.Johanna Ploog2010-01-121-0/+12
| | | | When it comes to drawing waves, deep water always trumps shallow water.
* Replace another tile duplication with a weight setting.Johanna Ploog2010-01-111-1/+2
|
* Replace the triple-defined water tiles with the appropriate %weights.Johanna Ploog2010-01-111-7/+8
|
* Implement rltiles %weight command and skewed dngn tile probabilities.Johanna Ploog2010-01-111-2/+8
| | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.)
* Add wave tiles to smoothen the transition between shallow water and floor.Johanna Ploog2009-12-301-0/+12
| | | | | | | | | | | | | | | | | | 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.
* Merge branch 'master' into wizlabJude Brown2009-12-291-0/+3
|\
| * Add two placeholder tiles for trees.Johanna Ploog2009-12-291-0/+3
| | | | | | | | | | 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.
* | Add Purge's transparent flesh tiles.Jude Brown2009-12-251-1/+6
| |
* | Merge branch 'master' into wizlabJude Brown2009-12-251-65/+613
|\|
| * Basic support for tile recolouring.Enne Walker2009-12-241-65/+613
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | Merge branch 'master' into wizlabJude Brown2009-12-221-1/+1
|\|
| * Add a turtleshaped altar tile for Cheibriados. Can still be improved.Johanna Ploog2009-12-201-1/+1
| |
* | Add fleshy doors and (temporary) transparent flesh walls for Cigotuvi's.Jude Brown2009-12-191-0/+9
|/
* Rename FeawnCharles Otto2009-11-081-1/+1
| | | | | In most places Feawn is now referred to as "Fedhas," its long name (used in the religion screen) is "Fedhas Madash"
* Rename Chronos to Cheibriados. (Jude Brown)David Ploog2009-10-231-1/+1
|
* Fix altars of Chronos being invisible, include them when searching for altars.Adam Borowski2009-10-211-0/+1
|
* Experimentally use Denzi and/or Mitsuhiro's water tiles for the Shoals.j-p-e-g2009-09-161-0/+20
| | | | | | | | | | | | 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
* * Fix infinite Xom teleportation rides. Whoops!j-p-e-g2009-08-031-0/+2
| | | | | | | | * 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
* Apply zebez' patch to differentiate gates some more from stairs.j-p-e-g2009-07-251-0/+2
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10403 c06c8d41-db1a-0410-9941-cceddc491573
* Apply caotto's plant god patch, for now named "Feawn".j-p-e-g2009-07-201-0/+3
| | | | | | | 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
* Move all tiles for stairs, gates and portals into a new subfolderj-p-e-g2009-07-191-1/+3
| | | | | | | | 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
* * Open Zot for good the first time you enter (with three runes or more).j-p-e-g2009-07-191-0/+2
| | | | | | | | * 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
* Add the Slime god as per n78291's (Shayne?) patch. Thanks! :Dj-p-e-g2009-07-181-0/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10271 c06c8d41-db1a-0410-9941-cceddc491573
* Reduce the chance for the new alternative water tiles as they make themj-p-e-g2009-07-161-0/+8
| | | | | | | | | 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
* Apply patch by zebez to add variants for a number of tiles (mostlyj-p-e-g2009-07-151-2/+10
| | | | | | | | | | 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
* Tweak Shoals algorithm to place the islands a bit more central and away from j-p-e-g2009-07-141-0/+1
| | | | | | | | | | | | | | | 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
* * Add a tile for detected secret doors as suggested by zebez, then turnedj-p-e-g2009-07-131-11/+18
| | | | | | | | | | | | | 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
* * Replace rock stair tiles with Eino's cool new escape hatch tiles.j-p-e-g2009-06-291-2/+2
| | | | | | | * 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
* Add more semi-animations to the dungeon. This just means that some tilesj-p-e-g2009-06-251-24/+42
| | | | | | | | | | | | | 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
* * Move wall tiles into the dc-dngn/wall folder.j-p-e-g2009-01-021-4/+4
| | | | | | | * 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
* Fixes for arena mode in tiles mode. It runs now, but there are still some ↵ennewalker2009-01-021-0/+2
| | | | | | | | | 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
* * Nerf harpies a bit: they are now slower and have no bite attack j-p-e-g2008-12-111-1/+1
| | | | | | | | (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
* Actually replace sold out shops with the new feature DNGN_ABANDONED_SHOP.j-p-e-g2008-12-071-1/+1
| | | | | | | | | 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
* Add tiles for disturbance in shallow water (only preliminary since youj-p-e-g2008-12-071-21/+14
| | | | | | | | 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
* [2054793] Partial implementation of the request to have COLOUR tags affect ↵ennewalker2008-12-011-10/+8
| | | | | | | | | 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
* Modify shop entry tile to show the shop type. Ignoring antique for now.j-p-e-g2008-11-211-1/+15
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7528 c06c8d41-db1a-0410-9941-cceddc491573
* Add tiles for the sewers' murky (deep and shallow) water, as well as aj-p-e-g2008-11-201-0/+8
| | | | | | | | | | 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
* Graphical support for range restrictions of spells in tiles mode. Clicking ↵ennewalker2008-10-051-1/+2
| | | | | | 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
* Tiles mcache improvements. Monsters out of sight are now shown with their ↵ennewalker2008-09-061-1/+0
| | | | | | 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
* RLTiles complete code rewrite: now much more robust and functional.ennewalker2008-08-231-0/+422
| | | | | | | | | | | | | 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
* Large tiles-related changes. Platform-specific rendering removed and ↵ennewalker2008-07-151-188/+0
| | | | | | replaced with SDL/OpenGL. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6550 c06c8d41-db1a-0410-9941-cceddc491573
* Add fountains of blood (as suggested by Lemuel), and tidy up j-p-e-g2008-03-261-8/+2
| | | | | | | | | | | | | | | 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
* Trap art update to have different graphics for each kind of trap.ennewalker2008-02-291-3/+11
| | | | | | 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
* Tile support for (horizontal) gates.ennewalker2008-02-221-0/+6
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3456 c06c8d41-db1a-0410-9941-cceddc491573
* Add shaft tile. Yay!j-p-e-g2008-01-271-0/+1
| | | | | | | | | | | 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
* Added rock worm and transparent wall tiles from Denzi.ennewalker2008-01-201-0/+1
| | | | | | | 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