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Additional files for the client such as sound, music or fonts.
kimsoonsung
Posts: 9
Joined: Mon Aug 20, 2012 6:00 am

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Post by kimsoonsung »

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Last edited by kimsoonsung on Sat Sep 04, 2021 7:18 am, edited 7 times in total.
Lightman
Posts: 165
Joined: Thu Jun 07, 2012 7:55 pm

Re: TomeNET Pseudo-graphic Fonts Release

Post by Lightman »

This looks really really nice. Will try it later.
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tangar
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Re: TomeNET Pseudo-graphic Fonts Release

Post by tangar »

Wow! Beautiful! Great!

p.s.
may be it would be nice to have .txt file in .zip archive with installation instruction :)
Tangar's tileset, addon, guides & maps: English TomeNET page ||||||| Russian TomeNet page
http://youtube.com/GameGlaz — streams in English // http://youtube.com/StreamGuild — streams in Russian
My chars @ angband.oook.cz
kimsoonsung
Posts: 9
Joined: Mon Aug 20, 2012 6:00 am

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Post by kimsoonsung »

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Last edited by kimsoonsung on Sat Sep 04, 2021 7:17 am, edited 1 time in total.
C. Blue
Developer
Posts: 388
Joined: Sun Dec 13, 2009 6:28 pm

Re: TomeNET Pseudo-graphic Fonts Release

Post by C. Blue »

A note from the Dev Team, in the midst of discussion:

Great work guys, we're pretty excited about this. It looks great! :)
We're currently discussing the potential issue of the client being able to remap even symbols that are meant to be indistinguishable.
To that end, we'll probably be fine with making Ancient Dragons and Wyrms distinguishable and in that case we will also change their colours to flickering ones that will make them distinguishable for all normal text font players too. Angels and hounds are already easily distinguishable by their colours, so we don't mind the visual additions there.
However, we'll probably make changes to the server so that certain symbols will remain indistinguishable, for things that are meant to be chameleons: Those would be Death Swords, Cloakers, monsters that are supposed to look like walls or doors (door mimic), etc. so that players cannot just remap those to something obvious (bright red crosses :-p).

Oh and btw, Kimsoonsung, are you actually Randonneur or is that someone else? ^^
Lightman
Posts: 165
Joined: Thu Jun 07, 2012 7:55 pm

Re: TomeNET Pseudo-graphic Fonts Release

Post by Lightman »

Looks great, I am sold on it.

Do you need any help to improve it further? Do you have any ideas for further work?
kimsoonsung
Posts: 9
Joined: Mon Aug 20, 2012 6:00 am

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Post by kimsoonsung »

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Last edited by kimsoonsung on Sat Sep 04, 2021 7:17 am, edited 1 time in total.
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tangar
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Re: TomeNET Pseudo-graphic Fonts Release

Post by tangar »

kimsoonsung wrote: I want to use the characters of extended ASCII codes( from 128 to 255 glyphs ) for many diverse terrains & objects.
But at this moment, there is a problem about that codes. I've seen buggy screens with that.
This feature would change a game for sure! It wouldb e really awesome!

Why this buggy screens appears? May be devs knows? Please guys help to break this wall!
Tangar's tileset, addon, guides & maps: English TomeNET page ||||||| Russian TomeNet page
http://youtube.com/GameGlaz — streams in English // http://youtube.com/StreamGuild — streams in Russian
My chars @ angband.oook.cz
Lightman
Posts: 165
Joined: Thu Jun 07, 2012 7:55 pm

Re: TomeNET Pseudo-graphic Fonts Release

Post by Lightman »

might be woorth trying -1 for font 255
-2 for 254. etc

down to 127
Lightman
Posts: 165
Joined: Thu Jun 07, 2012 7:55 pm

Re: TomeNET Pseudo-graphic Fonts Release

Post by Lightman »

I tried using the characters 128-255 and when I tried, there was a bug that sometimes tiles are repainted with the character 128 lower than the one that should have been painted. So char 254 could sometimes repaint as character 126, which is '~'.

Using negative numbers made no difference.

Sorry this doesn't work for you.
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