Pref file handling

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  • PaulBlay
    replied
    Originally posted by Pete Mack
    @paul- Sorry, I misunderstood your original post.
    Oh, I'm with you now. The first post has relatively little connection with the second. I thought you were talking about the second not the first.

    Basically I had a rather different first post before I found something that appeared to make what I'd written obsolete so I changed it. Then I didn't want to start another thread for such a similar point so I put my second post in the same thread.

    Sorry if it got a bit confusing.

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  • Pete Mack
    replied
    @paul- Sorry, I misunderstood your original post.

    Leave a comment:


  • PaulBlay
    replied
    Originally posted by half
    Code:
    k  +1 to K (8-bit black plane)          K  -1 to K
    What does this part do? I tried it and saw no effect.
    As far as I can tell it's used in printers to distinguish black and white text / line-art from black and white that is part of graphics. Maybe its used by some b/w portable systems? I don't know.

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  • half
    replied
    Code:
    k  +1 to K (8-bit black plane)          K  -1 to K
    What does this part do? I tried it and saw no effect.

    Leave a comment:


  • PaulBlay
    replied
    Originally posted by Pete Mack
    Try "feature knowledge" to edit the colors for permanent walls, for example.
    That's not what I want to do. What I want to do is change globally the two darkest colours because they're too difficult to see on my computer screen. While I could (I suppose) track down every feature (and monster?) that uses them and change them one at a time it would make a lot more sense to use something like the "modify colors" thing (assuming it works).

    It's not that big a deal because I can use the bold font to make things easier to see, but I don't see what makes modifying colors 'obsolete'.

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  • Pete Mack
    replied
    Try "feature knowledge" to edit the colors for permanent walls, for example.

    Leave a comment:


  • PaulBlay
    replied
    Originally posted by Pete Mack
    That command is kind of obsolete. It is much easier touse the 'v; command in the knolwledge menus.
    And where would that be? ~ (Knowledge) has displays from 'a' (object knowledge) to 'h' (character history) as far as I can see.

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  • Pete Mack
    replied
    That command is kind of obsolete. It is much easier touse the 'v; command in the knolwledge menus.

    Leave a comment:


  • PaulBlay
    replied
    Suggestion for 'c) Modify colors'.

    1. Have a 'BEFORE' and 'AFTER' line of the ### ### ### color examples.
    2. Add '?' to the commands and show the following help text (color.txt) when it's pressed.

    Code:
    === Color help ===
    Command help.
    
    n  Next color                           N  Previous color
    k  +1 to K (8-bit black plane)          K  -1 to K
    r  +1 to R (red value)                  R  -1 to R
    g  +1 to G (green value)                G  -1 to G
    b  +1 to B (blue value)                 B  -1 to B
    ?  Display this help text
    
    BEFORE Shows example of color before modification.
    AFTER Shows example of color after modification
    
    Note that if you do not Dump colors modifications will be lost when you exit 
    Angband.
    
    Color names: 0 Dark, 1 White, 2 Slate, 3 Orange, 4 Red, 5 Green, 6 Blue, 
    7 Umber, 8 Light Dark, 9 Light Slate, 10 Violet, 11 Yellow, 12 Light Red, 
    13 Light Green, 14 Light Blue, 15 Light Umber

    Leave a comment:


  • PaulBlay
    started a topic Pref file handling

    Pref file handling

    The sheer number of pref files is rather daunting and I can't help thinking there's probably a lot of stuff I could set in them to make my playing Angband easier if I only knew what I was doing.

    [EDIT]I (belatedly) found http://www.thangorodrim.net/help/macrofaq.txt which includes

    ----------------------------------------------------------------------
    3.4 Pref files
    ----------------------------------------------------------------------

    Preference files save commands such as macros and keymaps which are
    used to customize the game. They are used to implement the "original"
    and "roguelike" keysets. They provide default appearances for items.

    They also implement the default behaviors which make Angband look and
    play the same (for the most part) on different systems.

    Pref files can be saved with the name of a player name, class, and
    race, and anytime a player with a matching characteristic is loaded,
    the appropriate pref file is loaded. This makes some customizations
    transparent and automatic.

    Pref files let you do some things that could otherwise only reasonably
    be done by changing the info files or source, such as changing the
    appearance of a given terrain feature, or the symbol used for the
    player.

    Pref files let you set up and save your favorite game options, and
    have them available for new characters without having to redo them.
    That sort of stuff should be in help file(s), IMO.
    Last edited by PaulBlay; February 24, 2009, 14:02.
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