Angband 3.2 released!

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  • molotov
    replied
    Originally posted by Magnate
    What colour are Castamir and Waldern?
    I summoned them, and they are both light grey; the same color as they appear in the monster knowledge section. The Queen Ant and other uniques apear to be pale purple (at least in the knowledge menu). I've only confirmed uniques who aren't purple, such as Farmer Maggot, Smeagol, and Bullroarer in my actual experience seeing uniques in the wild in 3.2.0.

    I'm running Angband on a Macbook with Windows XP SP3, so I doubt that it's a problem with my computer or monitor.

    Leave a comment:


  • Twilight
    replied
    I haven't been playing Angband much lately, but have been lurking around the forums. There's too much happening in development to stay away .

    I thought I'd post the scheme I used personally (when I played last) for my colour scheme-patch that's been in the code since this summer. My small patch intentionally did almost nothing to modify the current colour scheme, but made it easier to modify it by "initializing" all possible colour codes in message.prf (+ some small gruntwork in the code).

    Btw - there's more that could be done with message colours. Making all messages customizable (which they are not atm), would be nice. If someone feels like doing something about it feel free. I might get to it, but if anyone else feels the urge I won't complain .

    This scheme might be too heavy - even for me, but it's not that difficult to modify for your own use.

    Just replace (and backup) message.prf in lib/pref with my scheme to try it out. You have to rename the file message.txt -> message.prf.

    The scheme roughly:

    Code:
    COMBAT
    Hits		'B' Light Blue 'Z' Deep Light Blue ("Harder" hits)
    Kills		'V' Light Violet
    Miss		's' Slate
    Flee		'W' Light Slate
    
    PLAYER
    Recover		'y' Yellow
    Bad effects	'o' Orange
    Buffs		'G' Light Green
    
    MONSTER
    Attacks		'R' Light Red
    Breaths		'P' Light Purple (Elemental breaths) 'i' Magenta Pink ("High" Breaths)
    Spells		'M' Mustard
    
    MISC
    Level, study	'Y' Light Yellow
    ID, cursed, pseudo	'Y' Light Yellow
    HP, bell, Hit wall	'r' Red
    Lockpick, disarm	'U' Light Umber
    Destroy (item)	'z' Blue Slate
    
    DEFAULT
    STORE(1-5)
    OPEN DOOR
    TP_LEVEL
    NOTHING_TO_OPEN
    STAIRS_DOWN
    STAIRS_UP
    MONEY(1-3)
    WIELD
    ACT_ARTIFACT
    The prf-file itself:
    message.txt

    Edit: I noticed you have to rename this file to message.prf.
    Edit 2: I ended up using lighter colours than in the scheme I first posted during the summer.
    Last edited by Twilight; December 29, 2010, 00:32.

    Leave a comment:


  • buzzkill
    replied
    Originally posted by Magnate
    Thanks for the feedback. Working backward ... were you playing with 1x1 tiles, or some sort of bigtile mode?
    Hmm. I'll have to check. I just copied my 3.1.2 ini into the 3.2 folder and everything looked OK when the game started. <goes to check>

    OK, using Windows (Vista), David Gervais 32x32 tiles, Double Tile and Big Tile both on. Both 'enable nice graphics' and 'bizarre display' seem to have no effect and in any case don't affect the glitch. Deleting the ini didn't help either. This glitch does not occur in ASCII mode.

    The glitch (yellow box outline) only persists in the black (unexplored) areas of the map, and even then then a font sized??? (8x12???) chunk of it is missing from the upper left corner. So it appears at least part of the box is being erased.

    For the stores, where would you envisage the 'browse' text appearing? Over the top of the other items in the store? In a sub-window?
    Just as the spells do, at the bottom of the list, underneath the last item. There's plenty of room, at least on my screen.

    Birth options have been re-worked in staging: they're now *only* accessible during character creation, so no more confusion between birth/adult options etc. That doesn't solve your problem though, but prompts tend to piss people off. I would love to set disconnected stairs as the default (along with no_selling!), but I think it would be considered unfriendly to newbies ... all the default settings are as newbie-friendly as possible ...
    At the very end of character creation there is a press "['ESC' to step back, 'S' to start over, or any other key to continue]" How about just adding "or 'B' to set birth options" to it (or =).

    Leave a comment:


  • pampl
    replied
    I can't seem to identify = of the dog to find out their (+,+) values.. I have to sell them to learn. Also, magical armors don't display their to hit penalty. Other than that, though, great release.

    Leave a comment:


  • Magnate
    replied
    Originally posted by buzzkill
    I just took my first sip of 3.2 and I like it. Here's a few things I noticed right away that may or may not have been considered.

    I forgot to set my birth options (again). Is it possible to get a prompt to set birth options before character creation is complete, or before it begins. Maybe consider dis-connected stairs as the default?

    I like the way spell descriptions appear by default when selecting or scrolling through your spells. It kinda makes 'b'rowse obsolete. Can we get this behavior in stores too, or would that be too much.

    There's a graphic glitch when 'l'ooking around when playing with 32x32 tiles. The yellow cursor box remains drawn on the screen in every place it's been, drawing and leaving behind a yellow trail in the darkness wherever it goes. Ctrl-r solves it, but...

    That's it so far.
    Thanks for the feedback. Working backwards ... were you playing with 1x1 tiles, or some sort of bigtile mode?

    For the stores, where would you envisage the 'browse' test appearing? Over the top of the other items in the store? In a subwindow?

    Birth options have been re-worked in staging: they're now *only* accessible during character creation, so no more confusion between birth/adult options etc. That doesn't solve your problem though, but prompts tend to piss people off. I would love to set disconnected stairs as the default (along with no_selling!), but I think it would be considered unfriendly to newbies ... all the default settings are as newbie-friendly as possible ...

    Leave a comment:


  • buzzkill
    replied
    I just took my first sip of 3.2 and I like it. Here's a few things I noticed right away that may or may not have been considered.

    I forgot to set my birth options (again). Is it possible to get a prompt to set birth options before character creation is complete, or before it begins. Maybe consider dis-connected stairs as the default?

    I like the way spell descriptions appear by default when selecting or scrolling through your spells. It kinda makes 'b'rowse obsolete. Can we get this behavior in stores too, or would that be too much.

    There's a graphic glitch when 'l'ooking around when playing with 32x32 tiles. The yellow cursor box remains drawn on the screen in every place it's been, drawing and leaving behind a yellow trail in the darkness wherever it goes. Ctrl-r solves it, but...

    That's it so far.

    Leave a comment:


  • Magnate
    replied
    Originally posted by molotov
    I'm using the windows client.

    On a side note, I really like the new options, features, and cosmetic changes made to V in the last 2 years. I'd like to thank all the maintainers and programmers for their hard work.
    Thank you - sorry you're having this problem. I don't use Windows myself, but I'm pretty sure this was tested under windows. What colour are Castamir and Waldern? To generate them, press ctrl-a to enter wizard mode, n to create a monster, and the index number (Castamir is 408, Waldern is 422). (Don't do this with a char you care about, as wizmode marks it as a cheater.)

    The colour used for those two is the colour used for all uniques if the option is on. I will try and find another dev to test this under Windows. It is possible that your setup has some other colour anomaly, but it could be that we didn't test properly.

    One last thought: you're not using graphical tiles, are you? This option is only relevant to ASCII mode.

    Leave a comment:


  • molotov
    replied
    I'm using the windows client.

    On a side note, I really like the new options, features, and cosmetic changes made to V in the last 2 years. I'd like to thank all the maintainers and programmers for their hard work.

    Leave a comment:


  • Magnate
    replied
    Originally posted by molotov
    I noticed a bug in the 3.2.0 release that I downloaded from rephial.org (non-daily release). The "show unique monsters in a special color" option does nothing. I tried it after starting a new character, before starting a new character (via the options menu before character creation), and after suiciding a character with the option on and starting him over again. Each time the unique monsters I encounter are their original colors. I may just continue on and play without uniques as one color for now. Any fixes for this would be much appreciated.
    Can you let us know what display module you're using please? Possibilities are:

    - windows
    - wcn (windows console)
    - sdl
    - x11
    - gtk
    - gcu
    - osx

    Leave a comment:


  • molotov
    replied
    I noticed a bug in the 3.2.0 release that I downloaded from rephial.org (non-daily release). The "show unique monsters in a special color" option does nothing. I tried it after starting a new character, before starting a new character (via the options menu before character creation), and after suiciding a character with the option on and starting him over again. Each time the unique monsters I encounter are their original colors. I may just continue on and play without uniques as one color for now. Any fixes for this would be much appreciated.

    Leave a comment:


  • Nick
    replied
    Originally posted by tg122
    One thing I just noticed is that with bigtile (2x) mode, there is no picture next to the list of objects and monsters in my terminal windows 2 and 3. All I see is a list of objects and monsters with no pictures next to them. This is not a big deal, but when there are large lists of items/monsters, it's easier to match a picture to a description rather than have to go through the entire list and guess which objects/monsters are which.
    Yes, this is a difficulty with the big tiles as currently implemented - there is only one size of tiles, so when big tiles are on there is no way to get single character height tiles to put in the object/monster lists.

    Having said that, it should not be too hard to have two sizes, and I'm sure that will happen some time...

    Leave a comment:


  • tg122
    replied
    New version is great, thanks Devs! Looks like the bigtile issues keep showing their face(s) though. One thing I just noticed is that with bigtile (2x) mode, there is no picture next to the list of objects and monsters in my terminal windows 2 and 3. All I see is a list of objects and monsters with no pictures next to them. This is not a big deal, but when there are large lists of items/monsters, it's easier to match a picture to a description rather than have to go through the entire list and guess which objects/monsters are which.

    Leave a comment:


  • Antoine
    replied
    Any chance one of the all-kindly devs could mirror this release announcement on rec.groups.roguelike.angband/announce? I think the denizens there would appreciate it

    Leave a comment:


  • pampl
    replied
    If you're adding races to p_race.txt, be sure to increase the max number of player races in limits.txt too

    Leave a comment:


  • Derakon
    replied
    Each of the edit files has a description up top of how it is formatted. Just make a copy before you start mucking with things so you have a known-good backup you can compare against if you break it.

    Leave a comment:

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