Try toggling the 'bizarre display' option in the titlebar 'Display' menu if this happens.Malifrax wrote:I get graphical refresh problems when using ASCII mode (the @ will often duplicate iteself visually, and that irks me to no end).
Which graphics mode do you use
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- Uruivellas
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I whole heartedly agreeBlackdog wrote:It seems the problem many people have with graphics is that it's darn hard to tell what the monsters and items are.
Still, I like the look of the walls and doors, and especially the health, magic, and monster health bars. Perhaps a 'reduced' version, with graphical interface and terrain, but ascii items and monsters would be a good idea. Hmm...
Hard to tell?It seems the problem many people have with graphics is that it's darn hard to tell what the monsters and items are.
What about "^" for traps and "^" for impentrable walls and "^" for mountains..?

Or even "#" for walls and "#" for grassy fields..?

Those differences can be annoying for someone new to the game..
I use the ASCII display, which I far prefer to the tiles, but I do have to say that one of my biggest pet peeves about ToME in terms of graphics is that you really can't see the mineral veins and be able to dig for treasure, as you could even back in Moria. That makes beginning characters totally dependent on making kills to get AU, rather than digging for at least part of their haul.
I can remember only one dungeon... was it Cirith Ungol?? I don't recall ... where you could see veins. That was a couple versions ago though.
I can remember only one dungeon... was it Cirith Ungol?? I don't recall ... where you could see veins. That was a couple versions ago though.
Hello, I'm from the 21st century!
It's hardly surprising people are warded away from the tile modes when upon selection of a graphical mode you're treated to warped, unfiltered version of low colour 16x16 sprites. To make sure I had them to scale I was forced to dip into Zangband's tile directory, open the master sheet of graphics, and visually compare a matching tile to make sure it was running at the intended 16x16 resolution. This is this: Very, very silly.
I realise that these terminal versions are based around font sizes, but at the very least there should be an option in the Windows variant to automatically snap to a 16x16 tile configuration and display the graphical version the way it was intended.
ASCII tiles are like smoking. Unpleasant when you start, and a complete bastard to leave behind. Even the most reasonable newcomer to the world of Rogue variants is not going to warm to memorising the cryptic runes of the ASCII version, and it's the new players that matter, not the forum dwellers who are already completely proficient in the original and for that reason naturally find the tiles less intuitive.
Crap (Default):

Less Crap:

I realise that these terminal versions are based around font sizes, but at the very least there should be an option in the Windows variant to automatically snap to a 16x16 tile configuration and display the graphical version the way it was intended.
ASCII tiles are like smoking. Unpleasant when you start, and a complete bastard to leave behind. Even the most reasonable newcomer to the world of Rogue variants is not going to warm to memorising the cryptic runes of the ASCII version, and it's the new players that matter, not the forum dwellers who are already completely proficient in the original and for that reason naturally find the tiles less intuitive.
Crap (Default):

Less Crap:

Re: Hello, I'm from the 21st century!
Respectfully, I disagree. It's no harder to figure out ASCII than it is to disinter the tiles. Even when you have the correct display settings, it's extremely difficult to SEE what those tiny tiles are! I'd rather see an 'M' and 'look' at it than try to sit there and count how many heads the hydra has, no matter how skilled the artist was.Egg wrote: Even the most reasonable newcomer to the world of Rogue variants is not going to warm to memorising the cryptic runes of the ASCII version, and it's the new players that matter, not the forum dwellers who are already completely proficient in the original and for that reason naturally find the tiles less intuitive.
I do, however, absolutely adore the "Tk" versions of the *bands.
That's (roughly) what Tk is... plus some windows interface niceties.Ludvig wrote:I would consider titles if it looked like that, but title terrain and ascii monsters would be great
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- Sher'Tul Godslayer
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They DO look like that. My copy of ToME has looked like that for some time.Ludvig wrote:I would consider titles if it looked like that, but title terrain and ascii monsters would be great
Maylith: So, you can tell apart the nine riders, the two kobolds, the various humans, the different kinds of monster egos, water monsters, sword types, armor types, and more using text? If you can't, at a glance, then your precious text interface is flatly inferior. :-)Maylith wrote:It's no harder to figure out ASCII than it is to disinter the tiles. Even when you have the correct display settings, it's extremely difficult to SEE what those tiny tiles are!
Oh wait, you ADMIT that your text interface makes such distinctions impossible! Then backpedal and make an excuse for it being better somehow.