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aeneas
August 27, 2008, 06:19
I've been pretty busy for the last 6 months and haven't had a chance to play Angband. I've been playing on a big 21" CRT for years, but that monitor was a bit of a monster, and I finally put it away in favor of a nice new flat-screen monitor earlier this year. My eyes have never been great, and they've been getting worse over the last few years. Even on the CRT Angband was getting harder for me to play, as you simply _have_ to be able to see well to play well. But I find that on the flat-screen I have a very hard time seeing the darker monsters and items unless I put my face right up to the monitor.

Since I haven't played in a while I rolled up a nice HE ranger and started leisurely going down, only to find that a lot of monsters were truly invisible to me. Even Cave Ogres are hard for me to see on this monitor if they are near walls (because of the brightness of the walls, I guess). Up to 2000' that's survivable, but I'm getting into Adunaphel territory now, and it's clear that I will inevitably be whacked by a dark colored monster if I don't do something about this. And heaven forbid that this game has decided on "Jet Ring of Speed"- I would never find one ;).

I guess the obvious solution is to adjust the colors in my edit files. I'm a programmer, so I imagine I could write some sort of little regex script that would grovel through them and do what needs to be done. This would have the advantage of being portable over all versions and installations of Angband and variants that use the same edit file format. I've never really adjusted Angband's colors though, and I'm very used to them- it might take a while to regain my instinctive scan of the level.

Anyway, I'm a very lazy programmer, so before messing with scripts to change my edit files I thought I'd ask here to see if anyone else has had this problem and has come up with a better solution. I'd also like to suggest that it might be worth thinking about the color scheme of Angband, now that flat-screen monitors are so common, and some Angbanders are getting older, though I know that is fraught... as I said, it will take me a while to adjust to brighter colored monsters so I can see why people who can see things well would not be happy with changes to the color scheme.

PowerDiver
August 27, 2008, 07:15
I no longer remember if it was Vanilla or NPP, but I found some color like "dark grey" to be invisible. I think I changed the entries in monster.txt to make them all light green. Different flavors of linux seem to have different levels of gamma correction, so I don't think there is a universal solution.

Pete Mack
August 27, 2008, 07:34
edit the colormap for "light dark". This is in the angband FAQ..
Colormaps are saved in pref files, so you shouldn't have to do it more than once.

aeneas
August 27, 2008, 07:58
edit the colormap for "light dark". This is in the angband FAQ..
Colormaps are saved in pref files, so you shouldn't have to do it more than once.

Ah, OK, if that works I'll be quite pleased and a little embarrassed. I did look at a couple of angband faqs (only after you suggested it) and didn't see that there, and I am not sure which file I should be editing. Could you point me at the faq entry? Thanks, and sorry to impose.

roustk
August 27, 2008, 16:24
and I am not sure which file I should be editing.

Poking around with grep, it looks like some (but not all) systems have colors defined in pref files.

For example, lib/edit/font-x11.prf starts with:

# Color palette - Text

V:0:0x01:0x00:0x00:0x00
V:1:0x01:0xFF:0xFF:0xFF
V:2:0x01:0xC7:0xC7:0xC7
V:3:0x01:0xFF:0x92:0x00
V:4:0x01:0xC0:0x00:0x00
V:5:0x01:0x00:0xC0:0x00
V:6:0x01:0x00:0x00:0xFE
V:7:0x01:0xC8:0x64:0x00
V:8:0x01:0x8A:0x8A:0x8A
V:9:0x01:0xE0:0xE0:0xE0
V:10:0x01:0xA5:0x00:0xFF
V:11:0x01:0xFF:0xFD:0x00
V:12:0x01:0xFF:0x40:0x40
V:13:0x01:0x00:0xFF:0x00
V:14:0x01:0x00:0xC8:0xFF
V:15:0x01:0xFF:0xCC:0x80


Each of the 16 colors is specified in (hex) RGB values in the last three fields.


These are read into angband_color_table[][] by process_pref_file_command(), so you could add a block of "V:" lines to any of the standard .prf files.

Pete Mack
August 27, 2008, 19:31
ok it used to be in the in the Faq but that's been deleted :(. Now it's buried in the user's manual
http://rephial.org/wiki/UserManual/PlayerPreferences
See the sections on naming user pref files and interacting with colors. You shouldn't need to edit system pref files, though that works too.

aeneas
August 28, 2008, 03:18
ok it used to be in the in the Faq but that's been deleted :(. Now it's buried in the user's manual
http://rephial.org/wiki/UserManual/PlayerPreferences
See the sections on naming user pref files and interacting with colors. You shouldn't need to edit system pref files, though that works too.

Ah, OK, thanks. I assume you mean to play with the "interact with colors" stuff and then dump that to a pref file? I should have realized that, but I was getting it confused with the shift-% feature, which is a good deal less simple. I'm still not quite sure what you mean by "light dark" colormap.

Anyway now I guess I will just do some experimenting to see how I can keep the colors distinct but in the right range for me to see them. It actually looks to me like one thing that might help is to pull down the brightness of White quite a bit. I can see all the colors as long as they are isolated, but when they are next to brighter stuff they kind of disappear. Thanks for the help.