V with a Gooey... please!!

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  • Daven_26d1
    replied
    Sorry, it sounded as if you had never seen the feature implemented at all... thought it was a bit odd!

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  • JoyrexJ9
    replied
    Originally posted by Daven_26d1
    Oh yeah... @joyrex - dblclicking items form inventory in Ztk *does* use them, though I'm not sure at which version# that was introduced.
    Also I only ever played Z precompiled under Win, so possibly its a feature from a patch external to the main project.
    I know it works in Ztk, I was asking for the feature to be added to V. Asking for new features for Ztk in a V forum would be silly! Besides which Ztk has been dead for many years...

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  • Daven_26d1
    replied
    ASCII rules - if you play under linux in a Konsole or suchlike, everytime you get bored of the look of the game, you give it a fresh breath of life from the 'secret tileset' menu...

    ...>font>settings!

    Tiles can be nice for a change, but far too often I have mistaken a monster for an item or vice-versa; besides, a *lot* of thought and effort goes into making <200 symbols and 32 colours look like a living, breathing, world...

    Oh yeah... @joyrex - dblclicking items form inventory in Ztk *does* use them, though I'm not sure at which version# that was introduced.
    Also I only ever played Z precompiled under Win, so possibly its a feature from a patch external to the main project.
    Last edited by Daven_26d1; July 1, 2007, 15:09.

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  • JoyrexJ9
    replied
    Hope this doesn't count as "hijacking" this thread, but I was about to start another thread on this topic.

    I was a Ztk player years ago and miss it dearly, so these days I play V with 32x32 tiles (yeah, yeah, shame on me!) There are a few improvements I'd love to see...
    • Be able to hide the player summary 'sidebar' from the main term-0 window, this means I could move that to another term but with a much smaller font (as playing with 32x32 tiles means the text is HUGE in term-0). Un can do this, this screenshot might explain what I mean better http://files.bencoleman.co.uk/temp/unang_layout.jpg
    • Somehow do away with the increase/decrease tile width settings, this is really obscure for new users, some fixed presets (16x16, 32x32 etc) and a 'custom' setting for advanced users. Sure you can edit the ini file but that's not friendly
    • Some mouse interaction with the other term windows would be nice, i.e. double clicking an item in your inventory list will use/equip it.


    Thanks for listening, and it's good to see angband in active development again, thanks guys!
    Ben
    Last edited by JoyrexJ9; June 30, 2007, 16:13.

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  • takkaria
    replied
    Originally posted by desmondch
    Just dropped back into *banding having had a dry spell for a while, and didn't feel like getting into anything too weird, and having just watched LoTR 1 2 & 3 in quick sucession on a projector at home, was quite in the mood for some V.

    I am a '*bander of Weakness' (-2 credibility), as I can't deal with the text style, or crap graphics style *banding, and as such rely on the AngbandTk bunch, or TomeTik.
    Is the "text style" of normal Angband related entirely to the fact that the tiles are never sized properly? Or does it go deeper, i.e. do you make use of the menubar to play the game?

    Really, I'm looking for a list of things that you want that current Angband doesn't provide.

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  • Daniel Fishman
    replied
    Originally posted by andrewdoull
    Unfortunately, it doesn't tell you when you're about to walk out of it in an intuitive fashion.
    The ToME one does if you run (.) out of it, but not if you walk. ToME also has the radius detection increasing with spellcaster level mentioned above.

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  • Nick
    replied
    Originally posted by andrewdoull
    Unfortunately, it doesn't tell you when you're about to walk out of it in an intuitive fashion.
    See Big Al's post above about FA. The current FA behaviour is to give a warning when the player moves to a grid which is adjacent to an undetected grid which could hold a trap (ie floor or grass).

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  • pav
    replied
    Originally posted by andrewdoull
    Unfortunately, it doesn't tell you when you're about to walk out of it in an intuitive fashion.
    Timo nailed it - colored floor dot as a border, and a disturbance (not a message) when you run over it. And a status line indicator when in detected area. Can I have that with some chilli?

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  • andrewdoull
    replied
    Originally posted by takkaria
    I believe you want something like the DTrap indicator on the status line at the bottom of the screen. That's an easy way to tell if you're in a trap-detected area, at least.
    Unfortunately, it doesn't tell you when you're about to walk out of it in an intuitive fashion.

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  • takkaria
    replied
    Originally posted by pav
    I have played a variant (forgot the name) where they implemented fixed diameter circle detection, and it was a massive pain. You could never be sure if you're currently in detected area or not. The messages popping up to tell you you're on border were massively annoying. And the visual aid was a poisonously pink background color of dungeon.

    Now this could be implemented real nice with tiles, where you would draw a thin red line between the tiles. But in ASCII, I'm yet to see a workable solution.
    I believe you want something like the DTrap indicator on the status line at the bottom of the screen. That's an easy way to tell if you're in a trap-detected area, at least.

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  • Mondkalb
    replied
    Both features would be nice to have.

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  • Big Al
    replied
    FAangband has circular detection areas of fixed size. It gives you an (optional) message whenever you are about to leave the trap-detection zone, as well as a flag at the bottom of the screen (beside 'hungry', etc.) that indicates if you are currently in a region where you have detected for traps. When casting the spell, it briefly shows the size of the area that you detected in a yellow circle.

    I'm agreed that preferably, detection should not be tied to screen size. Might be interesting to have the radius of detection increase with the level of spellcasters, so the spell improves with time like a lot of the other spells.

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  • Timo Pietilä
    replied
    colored dots OK.

    Originally posted by pav
    Can we get something more subtle than an avalanche of grey ikses? The colored floor dot like was suggested, but only on the area border, sounds best to me.
    Colored dots would be OK for me, if you add disturbance to stop running at that spot.

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  • pav
    replied
    Originally posted by andrewdoull
    The default David Gervais 32x32 tiles to use purple as the background colour, (255,0,255) as opposed to black. I copied this for the .bmp 32x32 clean up I did, and there was for a while, a purplish hue to a tile set I was distributing for a while with Unangband until I fixed up the colour tables.
    No, I am sure it was in ASCII version. No tiles.

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  • andrewdoull
    replied
    Originally posted by pav
    It might have been older T.o.M.E. or something, I don't really remember where I seen it. I do remember pink.
    The default David Gervais 32x32 tiles to use purple as the background colour, (255,0,255) as opposed to black. I copied this for the .bmp 32x32 clean up I did, and there was for a while, a purplish hue to a tile set I was distributing for a while with Unangband until I fixed up the colour tables.

    Can we get something more subtle than an avalanche of grey ikses? The colored floor dot like was suggested, but only on the area border, sounds best to me.

    Does not fly in variants with terrains, I'm afraid thou.
    In the windows fonts I use, the 'x's connect, so that it looks more like a sea of waves, than kisses. YMMV.

    Andrew

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