Archived from groups: rec.games.roguelike.nethack (More info?)
I download the Slash'em 7e7 in
http://prdownloads.sourceforge.net [...] e?download .
After I installed the game and run it, I find it goes with 16X16 tiles. I
notice there are a bigger 32X32 tiles and an amazing 64X64 3D tiles, so I
try to configure the default.nh to make the game run with 'Big 3D Tiles'.
Er... It's not as simply as I imagine--I just cannot find ways to do it.
Also I tried the gtk Slash'em; it's big, but I don't like the interface
much. I prefer the traditional GUI interface.
May anyone help to point out how to make the Slash'em 7e7(Windows version)
run with 64X64 3D tiles in the traditional GUI interface? Eagerly waiting.
Archived from groups: rec.games.roguelike.nethack,misc.misc (More info?)
Zelph Star wrote:
> May anyone help to point out how to make the
> Slash'em 7e7(Windows version) run with 64X64 3D
> tiles in the traditional GUI interface? Eagerly
> waiting.
At least with my antique version of MS-Windows, you
_can't_ get 64x64 tiles to run, the bitmap is too
huge for some Windows resource or VC++ limit, might
be "total bytes of allocated array size" or some
such.
But don't lose hope.
I used The GIMP to scale the (vanilla NetHack's
"Absurd Tile Set" ) tiles bitmap to 56x56 per tile,
made the appropriate defaults file mods, and that
_does_ work and is "almost as good". If you do that
for the Slash'Em tile set, make sure to use the
highest quality GIMP interpolation when scaling, it
helps the tile quality a lot. [I vaguely remember
"bi-cubic", but that might not be correct.] If there
is a starting size bigger than 64x64, use that; I
worked from the Absurd Tile Set's biggest (128x128)
tiles, which again gives an improved final 56x56
product.
Archived from groups: rec.games.roguelike.nethack (More info?)
My computer is actually pretty good / fast, but I'm in the same
situation as Zelph Star, except I want to use the 32x32 tiles. I
messed with the defaults file but couldn't get it to work....?
One (maybe not the only) problem seems to be that the tilefile is a png
and the defaults file says it's looking for a bmp; which should I
change?
Archived from groups: rec.games.roguelike.nethack (More info?)
Zelph Star <ershtug@163.com> wrote:
> May anyone help to point out how to make the Slash'em 7e7(Windows version)
> run with 64X64 3D tiles in the traditional GUI interface? Eagerly waiting.
Sorry. This isn't supported. You have a choice of either 3D tiles in the
GTK interface or 2D tiles in the common controls interface.
Archived from groups: rec.games.roguelike.nethack (More info?)
blipster8 wrote:
> My computer is actually pretty good / fast, but
> I'm in the same situation as Zelph Star, except I
> want to use the 32x32 tiles. I messed with the
> defaults file but couldn't get it to work....?
> One (maybe not the only) problem seems to be that
> the tilefile is a png and the defaults file says
> it's looking for a bmp; which should I change?
Ummm, not seeing which OS's version of NetHack you're
running, this may be off base, but I'm not aware
that NetHack knows how to eat *.PNG tile arrays. Try
converting the array you have to *.BMP (not just
renaming it, use some image utility, read the PNG
version and save a BMP verion; GIMP will work,
others might).
Archived from groups: rec.games.roguelike.nethack (More info?)
Kent Paul Dolan wrote:
>
> Ummm, not seeing which OS's version of NetHack you're
> running, this may be off base, but I'm not aware
> that NetHack knows how to eat *.PNG tile arrays. Try
> converting the array you have to *.BMP (not just
> renaming it, use some image utility, read the PNG
> version and save a BMP verion; GIMP will work,
> others might).
>
Just a small FYI, many win32 interfaces can 'eat' png.
eg : GTK, noegnud, etc
Archived from groups: rec.games.roguelike.nethack,misc.misc (More info?)
Clive Crous wrote:
> Just a small FYI, many win32 interfaces can 'eat'
> png. eg : GTK, noegnud, etc
> the 'native' win32 interface however, cannot
Ahh. Thanks for that datum. From blipster8's most
recent comment, I'm guessing that the change to a
BMP version has now made the game playable.
I suppose it would be a lot to wish for that the
vanilla version be upgraded to consume PNG format;
the larger varieties of the BMP format tile arrays
are a size problem just to store on disk:
Even converted, though, the versions bigger than the
56x56 one might cause "fails to run" problems as
recently reported, due to Windows or VC++ internal
array size limits, since internally they'd probably
be expanded to something raw pixeled like *.bmp
anyway, for speed of use.
It's harsh to live in a computing environment where
some finite size limitations still exist. <grin>
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