| Commit message (Collapse) | Author | Age | Files | Lines |
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In order for jpeg's waves to work on deep water as well as shallow, we
need to not use partially transparent overlays to simulate an actor or an
item being submerged. Now, non-flying objects on water will be drawn
transparently to blend with the water below. This should mostly look the
same, except it will now work on top of waves and will not require a mask
for each water type.
As a nice side-effect, ghosts are now transparent again and the water on
top of submerged objects now animates properly.
See the comments in tilebuf.cc for details. The mask tile itself can be
adjusted to change the water level, but the parameters to
SubmergedTileBuffer will need to be changed to compensate depending on
what the new art looks like.
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The old tile erroneously displayed angels wielding a long blade and
wearing a shield. It was, in fact, identical to the Daeva one, except
in coloration.
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The plain merfolk is only used for the corpse tile but I decided to add
it anyway, especially as I'm considering using that for the base merfolk
and the current fighter one for the impaler.
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Since Kirke is a spellcaster and not wielding a weapon, she looks kinda stupid
holding her hand like that and the staff is a common sign of a unique being
a spellcaster.
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The short sword probably dates back from before lajatangs were added. Rather
than draw in a lajatang, I removed the weapon and added her into the
weapon offset function.
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Might be a bit too hard to see on some textures, though I tested it in all
branches.
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This eliminates the annoying full rebuild that happens when the tiledefs
are modified.
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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The tile is left untouched for now.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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MSVC is like a chimp with Down's syndrome.
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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awesome tile for Kirke. Thanks, Eino, you rock!
Some modifications for Kirke:
* reduce the size of Kirke's hog band
* replace Summon Ice Beasts with another instance of the "porkalator"
* give the porkalator a 33% chance of upgrading a nearby hostile monster
to hog
Also, open a new category in dc-mon.txt for transformations, so specific
tiles are easier to add. The player's pig form now looks subtly different
from the other hogs, some greater difference would be better, though.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10076 c06c8d41-db1a-0410-9941-cceddc491573
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Also added a preliminary tile.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10070 c06c8d41-db1a-0410-9941-cceddc491573
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* Rename some tiles and tile folders.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10054 c06c8d41-db1a-0410-9941-cceddc491573
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changes (as I have no way of testing them on multiple platforms).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9615 c06c8d41-db1a-0410-9941-cceddc491573
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has a really bad fashion sense.
* Add a sticky flame marker for monsters.
* Replace the trapdoor spider tile with a less original, but nicer one.
* Improve shopping interface: replace "examine item" command with a
toggle between browsing and shopping.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9397 c06c8d41-db1a-0410-9941-cceddc491573
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* Display wielded weapons for zombies, Sonja, Ilsuiw and Saint Roka.
* Reorder get_weapon_offset() to be more logical.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9394 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8217 c06c8d41-db1a-0410-9941-cceddc491573
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* Add a new tile each for the flaming corpse and trapdoor spider.
* Add a sticky flame overlay for the player tile.
* Move all unique monsters into dc-mon/unique (minus Adolf).
* Remove comments and commented out monsters from the tile definitions.
* Minor comment fixes and code cleanup.
I'm really starting to get the hang of the tile creation. :)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7665 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7054 c06c8d41-db1a-0410-9941-cceddc491573
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Fixed issue where the deep elf blademaster did not appear with weapons. (These graphics are all from Mitsuhiro Itakura.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6974 c06c8d41-db1a-0410-9941-cceddc491573
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labels when identified. Centaurs/yaktaurs now display the weapon they're wielding (and look better too). Variations of weapons and armor (i.e. normal, shiny, randart) are now determined automatically from the tile definitions, rather than being hardcoded. Also, improved axe tiles.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6910 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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