| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
| |
They should draw underneath features now; it remains to be seen how
WebTiles will work out.
|
| |
|
|
|
|
|
| |
The floor and torches shift noticeably once you're past D:14 (and thus the
rune-lock).
|
|
|
|
| |
These likewise don't appear anywhere yet. Maybe Temple?
|
|
|
|
|
| |
These currently aren't used anywhere, but could be used for vaults and so
on.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
Abyss now looks considerably less boring in tiles (in a good way).
Sadly, the wall_abyss tiles vary too much in hue to easily recolour
from just dc-wall commands, so a complete re-hued set is included - all
for the sake of ensuring it can display in any colour!
|
| |
|
| |
|
| |
|
|
|
|
|
| |
The biggest changes are to magenta walls, which should hopefully
look "purple" instead of "laser pink" now.
|
| |
|
|
|
|
|
|
| |
For the acid overlays, I've used both the original directional
overlays by roctavian and the altered floor tiles by ontoclasm. I
think this looks suitably dangerous.
|
|
|
|
|
| |
This is only the basic improved floor/wall/water tiles, not the other
additions in that issue.
|
|
|
|
|
| |
All vaults use it with the meaning of "orc", too (or in a commented out use
in pan_disco_hall, for its colour).
|
| |
|
|
|
|
| |
Probably too bright, but let's see how they'd look in their intended use.
|
|
|
|
|
| |
It was inconsistently present or missing, and the directory is already named
dc-dngn.
|
|
|
|
|
| |
Some of the tiles (5, 6, 10, 11) are very noticeable and look
repetitive if they occur too often.
|
| |
|
|
|
|
| |
Per Keskitalo's advice, these are variants A, C and D from the eight submitted.
|
| |
|
| |
|
|
|
|
| |
The rest of the endings are unmodified for now -- still the space base floor.
|
|
|
|
|
|
| |
They come in 8 colours. This removes floor_tomb from pandemonium and gives
the tiles version of it a similar random feel to the console version. The
tiles might be worth editing a little still.
|
|
|
|
|
| |
I did not install them there yet since it would be a pity to detach the
skull wall from skull floors.
|
|
|
|
|
| |
Metal walls appear to regular brick at the first glance, though -- not sure
if that's good.
|
| |
|
| |
|
|
|
|
| |
They don't get assigned anywhere yet.
|
|
|
|
|
|
| |
I renamed the old lair tiles to floor_moss, but was too tired
to go through the (small number of) minivaults that make use
of it.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
31 tiles for a single vault (plus several more I didn't use), but the
result is absolutely worth it.
I also did some minor rearrangement in the ASCII patterns so as to make
the tiles fit better.
Players loading old saves will get the opportunity to admire the new
tiles in the main dungeon because, as usual, all wall tiles get
shifted around because of this. :(
|
|
|
|
|
| |
The lame solution would be to replace them with some random floor, but we're
not lame. If these tiles suck (it's likely they do), you know what to do.
|
| |
|
|
|
|
|
| |
This allows any .des file referring to "floor_normal" to do use the
new dungeon walls and floors.
|
|
|
|
| |
Default floors and walls are changed with a first pass at weighting.
|
|
Due to the set of coloured floors and walls, it was getting perilously
large. The tiledef-dngn.h file now just indirectly calls the correct
feat/floor/wall functions depending on which tile index is used.
|