Issues, news, and discussion specific to the PWMangband variant.
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PowerWyrm
- Balrog
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by PowerWyrm » Wed 18.01.2012, 12:53
Zaxx wrote:Since there's nothing much more to add from V and MAng at this time, I'll try to investigate on how to add a 3D or ISO port to PWMAngband. Up to now, two ideas come to mind:
- modify the SDL port to allow ISO display with a separate set of tiles
- port main.gcu to allow direct output to console and then use Necklace of the Eye's frontend
Maybe it's really ambitious, but we'll see...
The main.gcu client has been ported and works quite well. By installing the Necklace of the Eye's frontend, PWMangband can be viewed in 3D. Very buggy -- and not interactive (you still need to input the commands to the gcu port) -- but it works.
I'm now toying with pseudo-3D tileset. I've got the basic idea how to draw the tileset, now I need to figure out how to display the tiles using the main.sdl port (redraw is a problem, since pseudo-3D forces to redraw the neighbors when you redraw a tile).
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PowerWyrm
- Balrog
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by PowerWyrm » Sun 05.02.2012, 15:52
First draft of pseudo-3D port is now done. Attached is a screenshot using a 48x64 tileset based on David Gervais 32x32 tileset. Not perfect, but a good start...
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Attachments
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![pseudo.gif](./download/file.php?id=60&sid=545273022dc40715165e97315ebd90d0)
- pseudo.gif (102.31 KiB) Viewed 209999 times
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PowerWyrm
- Balrog
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by PowerWyrm » Fri 17.02.2012, 13:33
Zaxx wrote:Zaxx wrote:Since there's nothing much more to add from V and MAng at this time, I'll try to investigate on how to add a 3D or ISO port to PWMAngband. Up to now, two ideas come to mind:
- modify the SDL port to allow ISO display with a separate set of tiles
- port main.gcu to allow direct output to console and then use Necklace of the Eye's frontend
Maybe it's really ambitious, but we'll see...
The main.gcu client has been ported and works quite well. By installing the Necklace of the Eye's frontend, PWMangband can be viewed in 3D. Very buggy -- and not interactive (you still need to input the commands to the gcu port) -- but it works.
I'm now toying with pseudo-3D tileset. I've got the basic idea how to draw the tileset, now I need to figure out how to display the tiles using the main.sdl port (redraw is a problem, since pseudo-3D forces to redraw the neighbors when you redraw a tile).
A new version of Necklace of the Eye's frontend is out with support for ISO view. I'll have to try that!
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PowerWyrm
- Balrog
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by PowerWyrm » Wed 29.02.2012, 11:58
I've planned to have an alpha release of the forthcoming 1.1.9 version really soon. This version will focus on:
- better pseudo-3D tiles
- new Summoner class
- features from V3.4
Since V3.4 doesn't seem to be actively maintained anymore, the final version will be on hold for a moment. I'll release beta versions in the meantime to balance the new Summoner class. From what I've quickly tested, the class seems fun to play, but so hard... that I didn't manage to level a character yet to above clvl3 ;)
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Flambard
- King Vampire
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by Flambard » Fri 11.05.2012, 10:27
That screenshot looks so good, it's crazy :)
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PowerWyrm
- Balrog
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by PowerWyrm » Fri 11.05.2012, 11:19
Flambard wrote:That screenshot looks so good, it's crazy :)
And that was an early stage of the pseudo-3D port! Here's an actualized version of the screenshot...
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Attachments
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![pseudo.png](./download/file.php?id=66&sid=545273022dc40715165e97315ebd90d0)
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PowerWyrm
- Balrog
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by PowerWyrm » Fri 11.05.2012, 12:30
Oh by the way...
This is an early version of PWMAngband with 64x64 Shockbolt tileset. This tileset was originally designed to be used with V, and I tried to see if it could work with PWMAngband. I had to complete the tileset with some old tiles from the 32x32 tileset (resized to 64x64) to match the missing PWMAngband features/objects/monsters, but I think it's worth adding for the next 1.1.9 release.
The only thing left to do is to ask the author of the tileset permission to use it in PWMAngband (since it's not released under a strict public licence).
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Attachments
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![64x64.png](./download/file.php?id=67&sid=545273022dc40715165e97315ebd90d0)
- 64x64.png (237.32 KiB) Viewed 209730 times
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PowerWyrm
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by PowerWyrm » Fri 27.07.2012, 12:15
Zaxx wrote:Since there's nothing much more to add from V and MAng at this time, I'll try to investigate on how to add a 3D or ISO port to PWMAngband. Up to now, two ideas come to mind:
- modify the SDL port to allow ISO display with a separate set of tiles
- port main.gcu to allow direct output to console and then use Necklace of the Eye's frontend
Maybe it's really ambitious, but we'll see...
The SDL port now has a pseudo-3D tileset. For ISO and 3D (first person perspective), the Necklace of the Eye's frontend is the way to go (GCU port). See my post about the subject.
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PowerWyrm
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by PowerWyrm » Sun 18.11.2012, 16:31
Next PWMAngband version will probably be 1.1.10 and not 1.2.0, because I'm still planning to release 1.2 at the same time as MAngband 1.2 (I just hope there will be a MAngband 1.2 someday, because development seems to have stopped for good... sadly). It will be based on Vanilla 3.5 with whatever features will be included in the release. At this point, I don't have any new features planned for PWMAngband, although I have some ideas in mind (better wilderness, forges, new feelings for consumables). Will they be implemented? We'll see...
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PowerWyrm
- Balrog
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by PowerWyrm » Wed 19.12.2012, 15:52
A little new feature I implemented for 1.1.10: monster race affinity. The affinity with a monster race is the number of weaker (lower level) monsters of that race (symbol) killed by the player divided by the number of weaker monsters of that race required to learn all the forms (sum of monster levels). This will help shapechangers getting "themed" forms (S, M, A, W...) more quickly.
Oh and I added the missing hydras (6/8/10/12/13/14-headed) mainly for flavor, but also to help shapechangers having a decent choice of midgame forms (especially with the new affinity system, you won't need to kill as many hydras to get a form once you've killed enough of the weaker hydras).
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PowerWyrm
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by PowerWyrm » Fri 10.01.2014, 11:58
Something really *BIG* is happening at the Angband camp. New maintainer, updated devteam... and after the release of 3.5, it seems that the devs are planning for a complete overhaul of the game. This means that most of the code will be rewritten. This also means that either PWMAngband will have to evolve with the new changes, or simple stop following what will be done in the future V versions.
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Ace
- Crystal Ooze
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by Ace » Sat 01.02.2014, 16:17
Sounds exciting. I guess the question is if you like those changes or not :)
I just say "pacman vault" ... :)
Anyway pwmangband is a great game , difficult but great :P
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PowerWyrm
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by PowerWyrm » Mon 21.07.2014, 11:47
Time for my usual three weeks vacation. Looking at the Angband github repository, there have been a zillion commits the past weeks. No idea how many of these will be merged into V, but it seems that this fall will be busy porting all that new stuff to PWMAng.
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PowerWyrm
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by PowerWyrm » Mon 30.05.2016, 11:23
PWMAngband 1.1.11 has now been released and is in a stable version as of build 9. Work has started on a 1.1.12 version, which will port features from Angband 4.1:
- rune-based ID
- new traps
- new curses
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PowerWyrm
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by PowerWyrm » Sun 14.04.2019, 14:08
Been a while since I've posted anything. With version 1.2.0 out, I'm already working on version 1.3.0 which will port class changes from V4.1.x. I'll do a mix of old and new system, since I don't like everything that was done recently. My plans:
- reduce number of books to 5 per realm
- reduce the number of realms
- add druid and blackguard classes