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  • tg122
    replied
    Originally posted by camlost
    I thought there was something along these lines, but had forgotten where. Go into the options '=' and select 'Screen Display'. Then use the '<' or '>' to get to the subwindow "Layout". Set clear_x and clear_y to their maximum to get the character centered every turn. Or something somewhat less if you just want to stay near the center of the screen. I just tried out 7 and 7, and they work pretty well for keeping me near the center of the screen without moving the whole dungeon every move.

    Thanks! I didn't realize that you could access more options by hitting >.

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  • camlost
    replied
    Originally posted by Magnate
    This is handled differently in S. Instead of a binary option, you can set the distance from the edge that recentering triggers. So if you choose big numbers (larger than half the dimension of the main window), you will effectively have the map centred on the player. I don't have Sangband on my laptop so I can't tell you exactly how to find the settings, but they're in the display options somewhere.
    I thought there was something along these lines, but had forgotten where. Go into the options '=' and select 'Screen Display'. Then use the '<' or '>' to get to the subwindow "Layout". Set clear_x and clear_y to their maximum to get the character centered every turn. Or something somewhat less if you just want to stay near the center of the screen. I just tried out 7 and 7, and they work pretty well for keeping me near the center of the screen without moving the whole dungeon every move.

    Leave a comment:


  • Magnate
    replied
    Originally posted by tg122
    Is there a way to center the map continuously on the player (I can't seem to find this in the options, unless I overlooked it)? If not, are there any plans to include this feature in the future? Playing with David Gervais tiles, I often get into situations where I enter a room, and I can't see what's in the room only a few tiles away because the map hasn't centered yet. In my opinion, this is an extremely useful feature. It might not be as important if playing in ASCI mode because more of the screen is displayed in ASCI mode, however in tile mode, I think this feature is essential.
    This is handled differently in S. Instead of a binary option, you can set the distance from the edge that recentering triggers. So if you choose big numbers (larger than half the dimension of the main window), you will effectively have the map centred on the player. I don't have Sangband on my laptop so I can't tell you exactly how to find the settings, but they're in the display options somewhere.

    Leave a comment:


  • tg122
    replied
    Is there a way to center the map continuously on the player (I can't seem to find this in the options, unless I overlooked it)? If not, are there any plans to include this feature in the future? Playing with David Gervais tiles, I often get into situations where I enter a room, and I can't see what's in the room only a few tiles away because the map hasn't centered yet. In my opinion, this is an extremely useful feature. It might not be as important if playing in ASCI mode because more of the screen is displayed in ASCI mode, however in tile mode, I think this feature is essential.

    Leave a comment:


  • hitchi
    replied
    It must be your second point.I remembered to try it on the framebuffer and it runs fine, maybe it was the latest xorg update or something related, it was
    recent, else i would have noted the lack of disk space(because i play a lot).Sorry for the bogus report.

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  • camlost
    replied
    Originally posted by hitchi
    A Sangband screenshot, and whithout any key configuration from my part.
    ")" prompts the user while UP arrow walks and silently saves a screenshot.I mentioned a few posts ago that NUMKEY 8 was also provoking slow down problems but i must have been mistaken, because i no longer can reproduce it.
    I can't reproduce this. My only thoughts are as follows:
    1) Something wierd in the user prefs. Try clearing out all the .prf files and see if you can reproduce it.
    2) Strange keyboard setup, resulting in a macro-esque behavior.

    If you can program, you could put in some debug code in the process, and see what commands are being executed. The only path I see to text_screenshot or html_screernshot is through do_cmd_screenshot, though I'm not sure if it clears the input buffer. The only way into do_cmd_screenshot is by pressing ')', or having a macro or preference keymap that does so.

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  • hitchi
    replied
    A Sangband screenshot, and whithout any key configuration from my part.
    ")" prompts the user while UP arrow walks and silently saves a screenshot.I mentioned a few posts ago that NUMKEY 8 was also provoking slow down problems but i must have been mistaken, because i no longer can reproduce it.

    Leave a comment:


  • camlost
    replied
    Originally posted by hitchi
    Oh well, i'm an idiot; now that my sangband folder has reached 26GB i found the issue...I have the bad habit of using directional keys(arrows); apparently the UP arrow not only walks but also takes a screenshot, i was only aware of that when sangband told me it was unable to save the snapshot(for lack of space).Of course the cpu usage was high, taking a snapshot allmost every time i walked up.
    A Sangband screenshot (normally accessed by '(' or ')')? Or something system done?

    The S screenshot prompts the user, though I suppose a macro could be used to handle that part.

    Leave a comment:


  • hitchi
    replied
    Oh well, i'm an idiot; now that my sangband folder has reached 26GB i found the issue...I have the bad habit of using directional keys(arrows); apparently the UP arrow not only walks but also takes a screenshot, i was only aware of that when sangband told me it was unable to save the snapshot(for lack of space).Of course the cpu usage was high, taking a snapshot allmost every time i walked up.

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  • Derakon
    replied
    Perhaps your up key is also bound to something else that your computer is doing? Or the keyboard event is being caught by multiple programs? I can't imagine why this would be the case, but you should be able to test by hitting the key when Sangband isn't running.

    What do you see if you run top in a console while running up? Is Sangband the consumer of those CPU cycles?

    Leave a comment:


  • hitchi
    replied
    I posted without seeing your last post, but disabling all subwindows didn't make a difference for me.

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  • hitchi
    replied
    I couldn't find any revision without this issue, maybe it was present all along and i just stumbled over it now.Regarding your comment on Issue 140:
    Subwindow updates slow down the game when running. They also slow the game down when manually running, but that can't be avoided.
    Why does the game slow down only when running up?Running in any other direction works fine.As soon as i hit the UP key, either walking or running, the hard drive indicator starts flashing and the cpu usage goes up, this is especially disturbing when "manually running".

    Leave a comment:


  • camlost
    replied
    Originally posted by hitchi
    Hi again, i'm not sure if this is related to the issue above; running UP or repeatedly pressing walking key(NUMKEY 8 or arrow up) makes for hi cpu usage(i'm on a 2.4 p4) and consequently lag.I'm at revision 248.I'm not sure when i figured this out, i will try some other revisions, could you have a look on linux(hope you have a slow machine).Sorry about hoping for that.
    I tried running this on my anemic 1.33GHz atom, and I couldn't get my CPU usage above 15% running back and forth. It looks like the major slowdown in that case was refreshing the nearby objects/monsters subwindow while running or walking. Everything was snappy when I disabled that subwindow.

    Leave a comment:


  • hitchi
    replied
    No need to thank me(us), bug reports are selfish in nature(at least mines are).
    And you're working hard, and relying on user input.

    Leave a comment:


  • camlost
    replied
    Also, if you recall a previous revision that didn't have the problem and/or could send a savefile, that would be good.

    Leave a comment:

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