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Old July 18, 2008, 03:45   #31
Donald Jonker
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Ah. Well, all in your own time. Once it's done faangband will likely be all that i play... or do, for that matter, so for the sake of my studies and social life, take as long as you like .
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Old July 19, 2008, 11:11   #32
Seany C
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Well done on the new version, Nick - is there any way to get the graphics similar to how they looked in, say, 0.2.3? (with nice ASCII walls, instead of strange blocky ones).
I've tried importing a 8x13 font (that worked fine for 0.3.4) but it doesn't translate nearly so well in 0.3.5...

(apologies for the retro-griping)
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Old July 19, 2008, 13:24   #33
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Quote:
Originally Posted by Seany C View Post
Well done on the new version, Nick - is there any way to get the graphics similar to how they looked in, say, 0.2.3? (with nice ASCII walls, instead of strange blocky ones).
I've tried importing a 8x13 font (that worked fine for 0.3.4) but it doesn't translate nearly so well in 0.3.5...
If you just delete font-win.prf, you'll get #'s and %'s for walls - is that what you mean? Otherwise, I'd recommend you go through the terrain with the visuals editor (in the knowledge menus) and set things how you want them; then save that as font-win.prf and move it into lib/pref.

This whole font thing is like getting involved in a land war in Asia...
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Old July 19, 2008, 16:58   #34
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Quote:
Originally Posted by Nick View Post
If you just delete font-win.prf, you'll get #'s and %'s for walls - is that what you mean? Otherwise, I'd recommend you go through the terrain with the visuals editor (in the knowledge menus) and set things how you want them; then save that as font-win.prf and move it into lib/pref.

This whole font thing is like getting involved in a land war in Asia...
Ah, it's the font-win.prf thing. Sorted - ta.

"Land war in Asia" sounds like a less-than-politically-correct themed level to me...
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Old July 20, 2008, 15:30   #35
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Hmm, something strange seems to be going on with monster speed.

I just lost a char (speed +0) to a Fire Vortex that got 5 moves in a row before I died.
Something similar happened last char around - a Shimmering Vortex woke up a Death Knight that managed to move 4 or 5 squares and hit me before I got a move (without me being slowed or paralysed)...
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Old July 20, 2008, 19:25   #36
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I just noticed - the Variants tab still has 0.3.4.
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Old July 21, 2008, 03:30   #37
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Originally Posted by Seany C View Post
Hmm, something strange seems to be going on with monster speed.

I just lost a char (speed +0) to a Fire Vortex that got 5 moves in a row before I died.
Something similar happened last char around - a Shimmering Vortex woke up a Death Knight that managed to move 4 or 5 squares and hit me before I got a move (without me being slowed or paralysed)...
Speed should have reverted to 0.3.3 behaviour, apart from the player being guaranteed the first move on a new level. Since this is done without regard to monster energy, and no monster energy is removed, it is possible that monsters will get multiple moves after that first player move.

The other thing (particularly with the death knight) is that the monsters could have been hasted.

You buying any of this?
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Old July 21, 2008, 09:14   #38
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Quote:
Originally Posted by Narvius View Post
I just noticed - the Variants tab still has 0.3.4.
Just fixed that.
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Old July 28, 2008, 03:44   #39
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Speed should have reverted to 0.3.3 behaviour, apart from the player being guaranteed the first move on a new level. Since this is done without regard to monster energy, and no monster energy is removed, it is possible that monsters will get multiple moves after that first player move.

The other thing (particularly with the death knight) is that the monsters could have been hasted.

You buying any of this?
In a word, no.

Why is it impossible not to start the player at energy exactly 10, and start all other monsters at energy 0? The player will immediately get one turn, followed by ordinary play from that point.
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Old July 28, 2008, 06:47   #40
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Why is it impossible not to start the player at energy exactly 10, and start all other monsters at energy 0? The player will immediately get one turn, followed by ordinary play from that point.
I still didn't fully understand the problem when I posted that last one. If you mean 100 not 10, I have basically changed it to that - the player is started on 100 energy, monsters get (IIRC) a random 0-50 energy (although FORCE_SLEEP ones start at 0), and then there's a paranoid check to make sure the player has more energy than any monster. This seems to be having the desired effect, so I'm assuming I now know what I'm doing.
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