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* Make water bubbles in Shoals' deep water "animation" rarer.Johanna Ploog2010-01-128-0/+0
| | | | | | 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 Ploog2010-01-128-0/+0
| | | | When it comes to drawing waves, deep water always trumps shallow water.
* Add wave tiles to smoothen the transition between shallow water and floor.Johanna Ploog2009-12-308-0/+0
| | | | | | | | | | | | | | | | | | 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.
* Experimentally use Denzi and/or Mitsuhiro's water tiles for the Shoals.j-p-e-g2009-09-1625-0/+0
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