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Old March 14, 2015, 22:39   #21
nppangband
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Quote:
Originally Posted by Nick View Post
So I think there are two steps in this:
  1. Take the Qt bits from NPP and rewrite them as a complete alternative interface for V and
  2. Edit the current V core so it becomes NPP.

The first would be more work, and would chiefly benefit V. The second would be not too hard, and kind of fun - in fact I was planning to do it for FA before releasing the new V version, before the devteam talked some sense into me
Much of the QT code is written in c++, so it either way it would require a commitment to compile in C++. Which really is no big deal. With only a few exceptions, all C code is a subset of C++.

I have a ways to go before it is a complete port. It still needs multiple windows, macros/hotkeys, character dumps, screenshots, and a bunch of fine tuning. So you all have some time to think about it.
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Old March 15, 2015, 04:49   #22
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Quote:
Originally Posted by buzzkill View Post
When I restart REMEMBER my birth options from character creation from the last game (replicating name and starting stats) and offer a reset to defaults option.
I tried to recreate this bug. Rolling characters and killing them. The same race/class/stats/options came up consistently. The only exception is if the roll character option is set, because it rolls a new character it brings it up. It even automatically adds

What steps did you follow? Was the same savefile used?

Thanks to all for your feedback. I will put the old keymap back in BETA-2. The dislike of the new keys was unanimous.
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Old March 15, 2015, 17:31   #23
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Quote:
Originally Posted by nppangband View Post
I tried to recreate this bug. Rolling characters and killing them. The same race/class/stats/options came up consistently.
IIRC, started a new new game, tinkered with many birth options. Only one I know i set for sure was ironman. Selected class and race, and went with the roller rather than point based. Promptly died on level 1. Started a new game (from the menu I was presented with, not from a save file) and IIRC all options were reser to standard defaults.

unrelated, it shows both living snd deceased scores if you view high scores upon death.
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Old March 15, 2015, 18:59   #24
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In high scores upon death, it shows depth in feet where you'd expect dlvl (eg. I died on dlvl 3 but it showed 150 under the level heading)
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Old March 23, 2015, 01:53   #25
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For the upcoming BETA-2, there is the option to use the "angband" keyset, as well as the roguelike keyset. I also made some changes to the new NPP keyset to it isn't quite as different from the Angband keyset.

I am also working on mouse commands. A person with a 5 button mouse should be able to play the game quicker than using with a keyboard.

BETA-2 will also add some basic macros and hopefully some multiple windows.

Thanks again for the great feedback!
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Old March 23, 2015, 01:56   #26
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I have fixed most of the issues pointed out in this thread. Thanks again for the great feedback!

For the upcoming BETA-2, there is the option to use the "Angband" keyset, as well as the roguelike keyset. I also made some changes to the new NPP keyset to it isn't quite so different from the Angband keyset.

I am also trying to get the most out of mouse commands. Soon a person with a 5 button mouse should be able to play the game extremely quickly and access most of the commands without touching the keyboard.

BETA-2 will also add some basic macros and hopefully some multiple windows.
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Old March 23, 2015, 17:45   #27
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Is the Qt branch available somewhere public? I looked around a bit on Github, but couldn't find anything.
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Old March 24, 2015, 01:30   #28
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Yes. Here it is.
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