This is from a character dump which I've moved to a forum post so it won't get lost
Actually, yes, though it took me quite a while to track down how to do this. First of all, the mountains that display like traps (^) are defined as features in f_info.txt:
I'm not sure which of these is actually the one being used, but the ASCII display is, at the first level, controlled by the G: line. The first field defines the display character (^) while the second defines the color. There are standard one character color abbreviations defined at the top of the file:
So your first option is to change the character and or color used for display, say to # like other walls. Except, at least on windows, ASCII graphics does not use the # character for normal walls, so you may not like the results. This leads to the second option, which is the giant wall display hack on Windows. It is controlled in the file font-win.prf. If you add the following lines ...
...then the mountain features will display as walls just like everything else. The first field of the F: line is the feature unique identifier which we just found in f_info.txt. The second field is color/ascii char, and the 127 magic number is not a valid ASCII display character but is used as a hack for the drawing code to display walls specially on Windows. The 7 is the color to use, and I picked 7 just on my preferences. It is "umber" which looks slightly different then the other wall characters in ASCII so you can, for example, tell the difference between a mountain (which cannot be dug through) and a granite wall (which can be dug through).
Sorry for the delayed response as it took me a few hours to figure the system out and find the correct pref files to use.
As an aside, if you don't like the colors on your system, well, you can change those too. Take a look in user-win.prf.
Lastly, I've finally started messing around in dungeons besides 'Camelot' and 'Icky cave,' though 'Orc cave' gives me a headache from both having a bad color scheme and being difficult to parse as to whether or not that mountain is actually a trap--or vice versa. Is there a way to get rid of the mountains in it without recompiling, because seriously, it really does give me a headache to look at an 'Orc cave' level.
Code:
N:97:MOUNTAIN E:mountain chain G:^:o:LIT W:5 K:UNPERM:*INNER* F:REMEMBER | TUNNEL | WALL | PERMANENT | MOUNTAIN | TELEPORTABLE | F:PLACE | CAN_FLY | AVOID_RUN N:98:MOUNTAIN_WALL E:mountain chain (wall) G:^:o:LIT M:MOUNTAIN W:5 K:UNPERM:*INNER* F:REMEMBER | TUNNEL | WALL | PERMANENT
Code:
# D - Black w - White s - Gray o - Orange # r - Red g - Green b - Blue u - Brown # d - Dark Gray W - Light Gray v - Violet y - Yellow # R - Light Red G - Light Green B - Light Blue U - Light Brown
Code:
# Mountain (umber / solid block) F:97:7/127:LIT F:98:7/127:LIT
Sorry for the delayed response as it took me a few hours to figure the system out and find the correct pref files to use.
As an aside, if you don't like the colors on your system, well, you can change those too. Take a look in user-win.prf.
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