Creating Angband 3.2.1 in ten easy steps
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Personally, I didn't think there was anything wrong with the kill command up to now, not sure why you are attempting to fix it. Same for the floor-lighting options. I was pretty happy with the plethora of options we had in 3.2.0... Now, I can't even see the yellow color of my lantern, nor the light-green lines demarcating where the limits of DetectTraps.
Can you make sure that you have turned all the color options on? I have no trouble seeing yellow light for lanterns, green lines for trap detection, etc.Comment
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Hmmmm. Can you (and Spacebux) post screenshots to show the difference as well as platform info? I haven't noticed a big difference under X11--either I'm not very sensitive or maybe it's (somewhat) OS/platform -specific?Comment
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Perhaps a pref issue is clouding the situation? Might most of you have some other pref overwriting the values read in from the X11 pref file? Maybe that's why I am the only person who complained about the changes, which among other things set purple to black.
Look at the V:16 line in
It is still broken, setting r/g/b to 0/0/0. If you can see purple monsters, such as cave spiders and barrow wights, then you are not using the current X11 color scheme. I had trouble telling from the shade of green whether I had a sustain on the C screen, so it is not just purple that got messed up. I'm not sure whether removing all of the V lines returns things completely to the old behavior, because so many colors have changed, but that's how I managed to play.
There are some other pref files with bad V: lines, so spacebux could have a related issue not necessarily in X11. Or he could have some old pref file interfering with things in some other way.Comment
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I'm not sure how often people are playing -mx11, which is probably why color 16 is still broken.
I have just fixed this and pushed it to staging--I have also changed the other color definitions in pref-x11.prf to those found in the angband_color_table, which I think is the (most) authoritative list of what colors should be used--there was a lot of divergence which may have made it hard to distinguish certain colors.Comment
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Could you say a bit more about this? The describe_object() function still uses "*Slays*" to describe x5 slays ...
Ah ... perhaps you're thinking of weapons like *slay* giant, which actually only have a normal x3 slay, but an extra ability (+STR I think). In those cases (animal, evil, orc, troll, giant), the actual slay does not have asterisks in the damage description, because it's only x2 or x3. For undead, demons and dragons, there is a big difference between slay and *slay* in damage output (x3 vs x5), so the description shows the asterisks.
Sorry, I'm just a Newbie poster, forgive me.... couldn't find the appropriate forum, so yes, I hijacked the nearest convenient thread I could find.Comment
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Screen shots
I'm not using a preference file, just a plain fresh install. No source files, so I can't have screwed up anything with the binaries. Using the Windows nightly download: r9a0d219cc4. I haven't even messed with the edit files yet.
I wonder though, this might be why I am having a bug, on boot up:
"Parse error in C:\games\angband\angband-r9a0d219cc4\lib\pref\graf-xxx.prf line 57 column 5: : invalid value -more-"
Not sure if my picture is very clear, but you can see a night time shot of the town, you can see where either I have been or where mobs have been; but, no yellow-light from my lantern, nor any differentiation between grid squares within line of sight, out of sight, or squares that ought to be darker after traversing them and out of lantern light distance.
I've not had any experience with the pref\ directory files, so ... no clue on what's wrong.
-Spacebux-Comment
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New Spell Lists
I'm just not used to seeing spells listed / ordered in this fashion.
I'm old, so it will take some time for my fingers to get used to the new listing: "mbc" isn't what it used to be....
Again - my apologies for hijacking the wrong thread...
sorry, sorry, sorry...Comment
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I'm not sure how often people are playing -mx11, which is probably why color 16 is still broken.
I have just fixed this and pushed it to staging--I have also changed the other color definitions in pref-x11.prf to those found in the angband_color_table, which I think is the (most) authoritative list of what colors should be used--there was a lot of divergence which may have made it hard to distinguish certain colors.
I remember the iffy defs were in multiple files, and maybe the first 15 only (?) were in a mac or osx pref. Hmm - I can check - an old install looks bad for font-gtk.prf and font-mac.prf as well as font-x11.prf.
I don't see why those V: lines are in the official pref files at all. Shouldn't the default be the color table? An extra redundancy overwriting the color table with a second definition of itself just seems like asking for bugs in the future. I find the whole approach very confusing.Comment
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I don't see why those V: lines are in the official pref files at all. Shouldn't the default be the color table? An extra redundancy overwriting the color table with a second definition of itself just seems like asking for bugs in the future. I find the whole approach very confusing.
Anyway, I may try to fix it if the important bugs seem to be mostly getting solved.Comment
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Thanks for your help!Comment
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Any idea how I am getting this or how to get rid of it?
I think this is where I am getting my color errors from:
Parse error in C:\games\angband\angband-r9a0d219cc4\lib\pref\graf-xxx.prf line 57 column 5: : invalid value -more-
I looked at that file, but didn't see anything overly obvious.
Assuming it skips '#' comment lines and blank lines, line #57 would be:
S:0x68:0x84:0x9A ??Comment
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Glad I could help.
Any idea how I am getting this or how to get rid of it?
I think this is where I am getting my color errors from:
Parse error in C:\games\angband\angband-r9a0d219cc4\lib\pref\graf-xxx.prf line 57 column 5: : invalid value -more-
I looked at that file, but didn't see anything overly obvious.
Assuming it skips '#' comment lines and blank lines, line #57 would be:
S:0x68:0x84:0x9A ??Comment
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