{v} 3.0.5 - Linux - how to get 32x32 tiles to work correct..

G

Guest

Guest
Archived from groups: rec.games.roguelike.angband (More info?)

Surely this must be a FAQ, but I can't find the answer anywhere.

It seems that angband's tile support is based upon the tiles sharing
screen real estate with text, rather than placing the text in a seperate
window, and as a result, the text characters must be the same size as
the tiles.

I don't like this, but since it is so, it seems I have to find a text
font with a size of 32x32 pixels, or 16x32 pixels using the bigtiles
option.

I don't have a 16x32 font. I am not really up to the task of making
one. It doesn't look like angband's font support has been updated to
support the 5-or-so year fontconfig technology, so I cannot simply ask
angband to ask for a font in this size.

Has anyone figured out this tangle? or created a font to satisfy
angband?

-----------

This has gotten me kind of whingy, so I'm going to whinge a bit:

Here are some things I'd love to see, if anyone is interested, and I
undrestand I'm really making pie-in-the-sky requests and I'm free to
submit patches if I am so inclined to get off my lazy ass, etc.


1) An X port of angband which is capable of normal WIMP behavior, to
the most basic degree. That is, put the basic setup selections into
menus. Quit, Save and Quit, Setup options, select font. etc.

2) A deprecation, or outright removal, of the X resources configuration
method, replaced with a sane, easily reviewed application-specific
configfile. X resources have a lot of problems which I won't
discuss here, but modern Unix/X users are not aware of how they
work. At the very least, make it possible to configure it with a
application specific dotfile.

3) Support for access of fonts via fontconfig, preferably with a
conventional font selection dialog, eg. straight out of gtk.

4) The ability to select to scale the *fonts* instead of scaling the
tiles. Scaled letters will definitely lose less information than
scaled tiles.

5) The ability to create and destroy subwindows while the game is
executing.

-josh
--
Grim. Grom. Grümmer.
 

bill

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Archived from groups: rec.games.roguelike.angband (More info?)

I've been using the 12x24 font with BigTile since the first port of 32
bit tiles to Angband and it looks OK to me. And this is after playnig
AngbandTk until it stopped being maintained. A 16x32 or 32x32 would
take an awful lot of real estate, you'd need a 1600x or 1900x screen if
you wanted more windows visible.

Whinge all you like, I've done the same myself. But the reality is that
few in the *band community are particularly interested in graphics, and
fewer still with the skills and motivation to do something about it.

Bill
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.angband (More info?)

On 2005-09-20, Bill <william.peterson@mchsi.com> wrote:
> A 16x32 or 32x32 would take an awful lot of real estate, you'd need a
> 1600x or 1900x screen if you wanted more windows visible.

Yeah my display is fixed 1600x1200 so I would very much like the tiles
not to be scaled down.

> Whinge all you like, I've done the same myself. But the reality is that
> few in the *band community are particularly interested in graphics, and
> fewer still with the skills and motivation to do something about it.

Well it goes beyond tiles. The unix X client is about 10 years out of
date in terms of technology, in some ways that matter: configuration
via X resources has become a black art; font selection has been totally
changed to a system that's powerful and useful. It's just kind of a
slap in the face to run it.

I'd use -mgcu with an xterm where I can pick fonts sanely if I could get
sub-windows like monster lists displayed seperately on the screen.

-josh
--
Grim. Grom. Grümmer.
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.angband (More info?)

On 2005-09-20 02:15:02, Joshua Rodman
<jrodman@duckerDOTorg.fake.domain.example.com> wrote:

> Surely this must be a FAQ, but I can't find the answer anywhere.
>
> It seems that angband's tile support is based upon the tiles sharing
> screen real estate with text, rather than placing the text in a seperate
> window, and as a result, the text characters must be the same size as
> the tiles.
>
> I don't like this, but since it is so, it seems I have to find a text
> font with a size of 32x32 pixels, or 16x32 pixels using the bigtiles
> option.
>
> I don't have a 16x32 font. I am not really up to the task of making
> one. It doesn't look like angband's font support has been updated to
> support the 5-or-so year fontconfig technology, so I cannot simply ask
> angband to ask for a font in this size.
>
> Has anyone figured out this tangle? or created a font to satisfy
> angband?

With Unangband, I've added in a double-tile and triple tile mode - which allows
double font-height and width, and triple-font height and width tiles to be
mixed in with text. This seems to work well, and mixed with big tile mode,
allows, e.g. allows 8x16 (or 8x15) fonts to be used in double tile mode
combined with 32x32 images, and 9x16 fonts to be used with triple tile mode
with 54x54 images.

Have a look at the Unangband CVS for how I've done this. Unfortunately, there is
some visual artefacts that I haven't resolved yet, but will get around to...

I think you'll also find looking at the recent Angband change logs, that Angband
on X has a complete separation of fonts from tiles, or is close to achieving
this.

Andrew

--
Unangband L:C E+ T- R- P+ D-- G+(+) F:Sangband RL-- RLA-- W:F Q++
AI+(++) GFX++ SFX++ RN+++(+) PO++ Hp+++ Re--(+) S++ C- O* KG--