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.
Angband 3.2 released!
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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
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:
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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?
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:
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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:
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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.
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:
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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:
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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:
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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:
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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.
- windows
- wcn (windows console)
- sdl
- x11
- gtk
- gcu
- osxLeave a comment:
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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:
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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.
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:
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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:
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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 itLeave a comment:
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If you're adding races to p_race.txt, be sure to increase the max number of player races in limits.txt tooLeave a comment:
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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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