Getting graphics set up as they were in prev releases

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mutantant
Posts: 3
Joined: Tue Jul 06, 2010 10:11 pm

Getting graphics set up as they were in prev releases

#1 Post by mutantant »

Hello all. I was wondering if there is any way to set up graphics easily, maybe a downloadable custom tiles pack I overlooked or something, where characters, monsters, items etc. are ASCII, but details like trees and walls were 2d tiles.

I have been away from the game for a bit, and the new release seems to be ALL graphics, or ALL ASCII.

Thanks in advance.

Aquillion
Spiderkin
Posts: 503
Joined: Sun Jun 12, 2011 7:02 am

Re: Getting graphics set up as they were in prev releases

#2 Post by Aquillion »

Honestly, I sort of liked that too.

I don't think there's any way to get it back without directly modifying the tilesets, though. Forcing it to use mushroom instead of shockbolt would help a bit, but even for mushroom, the ascii symbols were meant to be placeholders, not permanent things.

tiger_eye
Perspiring Physicist
Posts: 889
Joined: Thu Feb 17, 2011 5:20 am

Re: Getting graphics set up as they were in prev releases

#3 Post by tiger_eye »

This is possible now if you rename (or remove) the undesired graphics directories. For example, at the location "game/modules/tome/data/gfx/shockbolt/", one can rename the directories "npc", "player", "object", and "trap", and one will have shockbolt graphics for terrain, and ascii graphics for everything else. (Don't worry, your game will still be validated with the server if you do this)

Oh, and I'm not against having hybrid ascii / graphics as an available in-game option. I bet many people would use it.

Canderel
Sher'Tul
Posts: 1252
Joined: Mon Nov 24, 2003 2:31 pm
Location: South Africa

Re: Getting graphics set up as they were in prev releases

#4 Post by Canderel »

I did a mock setup of this a while back. Probably last year or early this year. Anyway one big issue is that the graphical background didn't align that well with the non graphical one. However i just combined 2 screenshots and if the engine handles it that is probably solved.

mutantant
Posts: 3
Joined: Tue Jul 06, 2010 10:11 pm

Re: Getting graphics set up as they were in prev releases

#5 Post by mutantant »

Cool, thanks for the replies. I like the shockbolt graphics, but I just miss that cool combo of terrain for the 'feel' that graphics can provide, with the quick recognition of ASCII for important stuff like monsters.

I will try the delete-selected-graphics idea, and see how that works.

Wicked fun game none the less, though very hard when you run into a nasty elite out of nowhere lol

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