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Old December 27, 2010, 05:29   #21
Timo Pietilš
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Quote:
Originally Posted by Lord Fell View Post
Great, thanks...

And how to change the colour of permanent rock to that nice light blue?
There is a section in font-win.prf for permanent rock like this:

# Permanent rock (dark red : solid block)

F:60:26:127
F:61:26:127
F:62:26:127
F:63:26:127


F is for "feature", first number is what is being changed, second is a color, and third is a symbol.

You can check what color is what number and what symbol is what number by going into knowledge-menu - feature knowledge - scroll to walls, press "v".

This gives you selection of symbols and colors. Pay attention to upper right corner "xx/xxx", that's the color and symbol. Unfortunately that shows color as hex, when .prf uses dec for that. You can use hex by prefixing it with "0x" "0x1a" is same as "26"
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Old December 27, 2010, 08:47   #22
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thanks alot all who worked on this~! eek!!1 it looks pretty good but im unsure still of fract blows~ hoo! i will try soon~~~ thanks again~!~
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Old December 27, 2010, 16:06   #23
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Great. I've created a text file, "for next time" so I shouldn't need to bother anyone with that again.

Next question, can anyone tell me if editing p_race and p_hist would work the same way?
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Old December 27, 2010, 16:09   #24
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Each of the edit files has a description up top of how it is formatted. Just make a copy before you start mucking with things so you have a known-good backup you can compare against if you break it.
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Old December 27, 2010, 16:15   #25
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If you're adding races to p_race.txt, be sure to increase the max number of player races in limits.txt too
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Old December 27, 2010, 19:24   #26
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Any chance one of the all-kindly devs could mirror this release announcement on rec.groups.roguelike.angband/announce? I think the denizens there would appreciate it
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Old December 28, 2010, 05:50   #27
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New version is great, thanks Devs! Looks like the bigtile issues keep showing their face(s) though. One thing I just noticed is that with bigtile (2x) mode, there is no picture next to the list of objects and monsters in my terminal windows 2 and 3. All I see is a list of objects and monsters with no pictures next to them. This is not a big deal, but when there are large lists of items/monsters, it's easier to match a picture to a description rather than have to go through the entire list and guess which objects/monsters are which.
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Old December 28, 2010, 06:11   #28
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Quote:
Originally Posted by tg122 View Post
One thing I just noticed is that with bigtile (2x) mode, there is no picture next to the list of objects and monsters in my terminal windows 2 and 3. All I see is a list of objects and monsters with no pictures next to them. This is not a big deal, but when there are large lists of items/monsters, it's easier to match a picture to a description rather than have to go through the entire list and guess which objects/monsters are which.
Yes, this is a difficulty with the big tiles as currently implemented - there is only one size of tiles, so when big tiles are on there is no way to get single character height tiles to put in the object/monster lists.

Having said that, it should not be too hard to have two sizes, and I'm sure that will happen some time...
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Old December 28, 2010, 20:41   #29
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I noticed a bug in the 3.2.0 release that I downloaded from rephial.org (non-daily release). The "show unique monsters in a special color" option does nothing. I tried it after starting a new character, before starting a new character (via the options menu before character creation), and after suiciding a character with the option on and starting him over again. Each time the unique monsters I encounter are their original colors. I may just continue on and play without uniques as one color for now. Any fixes for this would be much appreciated.
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Old December 28, 2010, 20:45   #30
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Quote:
Originally Posted by molotov View Post
I noticed a bug in the 3.2.0 release that I downloaded from rephial.org (non-daily release). The "show unique monsters in a special color" option does nothing. I tried it after starting a new character, before starting a new character (via the options menu before character creation), and after suiciding a character with the option on and starting him over again. Each time the unique monsters I encounter are their original colors. I may just continue on and play without uniques as one color for now. Any fixes for this would be much appreciated.
Can you let us know what display module you're using please? Possibilities are:

- windows
- wcn (windows console)
- sdl
- x11
- gtk
- gcu
- osx
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