Here is the version 0.3 that solves the unwanted merging of tilesets and a couple of other improvements on the renderding. It is not yet as good as the game (wrong rotation, does not handle multiple png tileset, etc.) but it is getting there
As it should, here is the git, the release, and the changelog.
I created a function to check the validity of all the files in the repo (e.g. check for undefined symbol, out-of-bound coordinates, unexpected entries [misspelled], etc.). I am using it as a test, but I assume it can also be used a quick test when changing mapgens.
Here is the report on a clone of the cdda repo I just did. You can re-generate it by clicking on “analysis/Scan for Potential Errors”.
In the report, I see some undefined characters i.e. character than don’t match any palette. I wonder if there are reserved character (e.g. < > and for the stairs, z for the zombies) or if those are unexpected. There is also some mapgens with inconsistent row sizes. Here again, one of the character might be some kind of modifier.
Zhilkin. About the color of the character for the terminal mode. Thanks for the link. But how do you match a character (or a symbol) to a color string i.e. “p -> t_pavement -> BLUE”?
Also, thanks for the quick fix about the }
I have some question about the “chance” field. In some of the code and the documentation, the acceptance probability seems to be “rndUniform(0,chance)==0” i.e. 1-in-”chance”. In some other places, there is some reference that the acceptance probability is chance/100 i.e. chance is a probability expressed in percentage. I made some test with both version, and there is always some situation that seem off (either too much of too little generated items).
By any chance, anyone know about it? There might also be special cases like it seems to be the case with monsters and distance to cities.
In the next release, I’ll work on making the editor more usable (undo, find, not messing up the json formating, etc.) and I’ll add support for the “overmap specials”.
Cheers,