Tried looking through forums here but did not find anything. Forgive me if I missed it.
Is there anywhere I can find a summary of differences between mpasil and sil?
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Here's the full 1.3 branch - it's not a huge amount to browse through and there's no convenient list other than that really, but to roughly summarise the notable stuff:
* Remove amnesia (from mewlips and amnesia traps).
* Improve a few other interface annoyances (allow examining items from afar to see their weight, don't recolour all monsters to red when raging, always display all monster info, recolour/reglyph various items, monsters and features).
* Simplify identification, especially for cases where it's obvious to the player what an item really is (so all artefacts are identified on sight, slaying weapons become identified when you see them glow, and various other things are identified on use or equip when in vanilla you might need to make sure to set up a special situation to ensure the game identifies it).
* Make Lore-Keeper display which items are "tainted" (things that are either explicitly cursed, or are otherwise dangerous to use, such as bad potions or staves of summoning). -
Ah, that does sound really nice. Lots of QoL features. I suppose it's also marginally easier than vanilla as well (predictable starting weapon weight, maprot removal, easier ID, removed skill prerequisites, not wasting turns when picking up items with full inventory, easier ascent). Although the removal of effects of throwing potions somewhat counteract that. I can understand removal of holiday events as well since those they give unfair advantages (which wouldn't matter normally, but would ruin the integrity of the competitive ladder if you were to post your dump file online). Another thing I really like is the additions to the dump file. Look forward to giving it a try.Last edited by protopulse; December 28, 2016, 22:37.Comment
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This was what I was looking at.
Remove the prerequisite for Freedom, add Freedom as a prerequisite for Este (cherry picked from commit 72e319fc0ed6769aa8c091792bb2314b24548636)
As far as I can tell, those haven't been reverted. I wish I could test the changes out myself, but I'm still scratching my head why mpa-sil (and sil) refuses to compile.Comment
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Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'Comment
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Oh, I mentioned it here, and so didn't want to clog up the forums with another post about it.
Figured most people probably compiled from Linux/Unix based operation systems. If someone compiled from Windows, I'm guessing they would have ran into similar issues since as far as I could tell, I was following the directions from compile.txt to the letter.
Also made a reddit thread about it.
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Oh, I mentioned it here, and so didn't want to clog up the forums with another post about it.
Figured most people probably compiled from Linux/Unix based operation systems. If someone compiled from Windows, I'm guessing they would have ran into similar issues since as far as I could tell, I was following the directions from compile.txt to the letter.
Also made a reddit thread about it.
https://www.reddit.com/r/roguelikes/...il_on_windows/
If you're ok playing terminal (GCU), maybe try editing Makefile.std, comment out the two lines under the "Standard -- main-x11.c. main-gcu.c" section, and instead uncomment the two lines under "## Variation -- "main-gcu.c"".
From there, try make -f Makefile.std and perhaps you'll get farther. (I can only guess that cygwin comes with libncurses already installed. If not, you may have to install that package.)
Edit: Upon re-reading this, it sounds a lot more certain than I really am that it will work. But it's worth a shotGlaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'Comment
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Well, what do you know. The thing actually compiled and ran.
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I did have to install the curse package. Wasn't sure which one was the right one, so I installed like all of them.
When you said terminal, this wasn't quite what I had in mind though. I've seen a version of Sil where you get a window that's separated into four quarters (main game window, combat rolls, inventory, and equipment), and I'd be totally fine playing on that.
This...not so much. Plus it's lagging a bit for unknown reasons. Still really happy I got it to compile at all of course. I guess next step is to see if I can get the "thick client" or any of the other ones to compile.Comment
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I use Linux, but for me sil -mgcu does what you want (screen split in four, with dungeon, inventory, equipment and roll window) if the terminal is big enough -- have you tried resizing it? You should try to do that *before* starting Sil: apparently the game does not react perfectly well to terminal resizing.--
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I'm afraid I don't know where to input sil -mgcu or how to resize the terminal. Safer to assume I know nothing about Linux commands (which is probably why I'm having issues with compiling in the first place).
If you mean just dragging the borders on the window, I can do that. It won't let me drag horizontally however (only vertically). Actually, now that I have tried it though, I can see that the inventory is actually displayed below the main window.
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My biggest gripes with the terminal version of Sil are that the fonts look off (sort of gritty? blocky?), there's a noticeable lag when I input commands, and the lack of windows. Here's a screenshot of what my Sil normally looks like for comparison.
Last edited by protopulse; December 29, 2016, 19:46.Comment
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sil -mgcu selects the ncurses graphics over the other version; it is not necessary if you have compiled in only this version.
I am not on Windows now so I cannot test it, but try http://www.thewindowsclub.com/full-s...t-in-windows-7 to make the command window larger. It is probably all you need, if you say that you already have an inventory pane hidden "below the fold".
Also, I believe there is a way to change the font used in the terminal - try right click on the title bar + properties.
I agree with you that the terminal version feels a bit clunky at first, but you get used to it quickly. On Linux + gnome-terminal, I only noticed a lag when I type "esc", and my only other complaint is that highlighting un-alert monsters does not seem to work. Is it the same for you on Windows?
(Maybe both issues could be solved by tweaking terminal capabilities, though -- I am not an Ncurses wizard, but from what I understand it is particularly tricky to get them to understand which precise 40-year-old variant of the terminal protocol they should try to use.)--
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Strange...I wonder what I did. Now the inventory won't pop up at all...
Edit: Recompiled and it seems okay now. I managed to change the fonts and enlarge the command prompt, but still do not see the rolls or equipment display. At least it looks a lot more presentable now. And yea, the lag is most noticeable when I press esc. Also shift and control directions don't seem to work...anyways that's minor stuff. Have to figure out how to get the rolls and equipment displays first.
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I'll mess with this on and off. Who knows, maybe whenever 1.4 comes out, the issues with Windows compilation will have been fixed.
Edit: What in the world? I don't know what I did, but it's working all of a sudden!
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Now to figure out why ctrl and shift commands don't work...
Edit: . and / work as a temporary substitute. So I can still bash down doors and sprint down hallways...just not with the keys I'm used to.Last edited by protopulse; January 4, 2017, 18:51.Comment
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There is an environment variable ESCDELAY that you can set to a lower value, apparently. I tried here on Linux, but I cannot notice the difference; maybe you have more luck on Windows, though. Unfortunately it can't be zero, because some keypresses such as arrows are handled by the terminal ESC+something else in very quick sequence (see rant about 40-year old terminal protocols a few posts above).--
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