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#1 |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Flickering monsters and starting color
Hello.
I just lost fight against Morgoth because one of its summons was not what I though it was. Those flickering monsters are confusing, because you can't tell what they are immediately from the screen and because of that they can "impersonate" something else. This was background Nightwalker that looked like Black Wraith doing nether ball followed by M manastorm. Real time flickering can't be used because that slows game to crawl (seriously like slow 386) and entire overhead term window flickers (in windows XP. I believe this bug is still not fixed?). My suggestion is that when flickering monster gets spawned it gets its actual color, not some random one. It was a bit confusing to see five white dragons and monster list shows one Law, one Multi-hued, two Many Colors and just one White. I hate to look monster list to get actual monsters instead of looking at the screen. |
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#2 | |
Angband Devteam member
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Quote:
On colours, it's fine for ATTR_FLICKER monsters to start as their base colour (don't they already?). I'm not sure that ATTR_MULTI monsters *have* a base colour - what is the base colour of AMHDs or GWoMCs?? |
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#3 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Quote:
Violet I think. I think color definition is required in monster.txt for every monster, otherwise you get an error. Even ATTR_CLEAR monsters have base color (in Trapper case it is white). |
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#4 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Quote:
To reproduce activate overhead term window. Without it slowdown either doesn't exist or is much smaller (at least until flickering monster is in main screen). There is general slowdown too, but that is much smaller effect. Usually you notice the slowdown from some fast monster or monsters tracking you when you run along a corridor. At early levels packs of dogs and hounds are usual cause. Note that you don't need to see them in overhead or main screen, it is enough that they are there. Main problem with flickering on is not the slowdown, it is the fact that entire overhead screen flickers with it. It is like if someone is pointing a strobe-light in your face. Intolerable. |
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#5 | |
Angband Devteam member
Join Date: Apr 2007
Posts: 334
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Quote:
Makes sense to me, too. I've made this change, which will be in our next dev release (hopefully tomorrow). |
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#6 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Quote:
I use 6X12X.FON in overhead window. Here is contents of my .ini: Code:
[Angband] Graphics=0 Bigtile=0 Sound=0 Graphics_Nice=1 TileWidth=1 TileHeight=1 [Term-0] Visible=1 Font=10X20X.FON Bizarre=1 TileWid=10 TileHgt=20 NumCols=80 NumRows=24 PositionX=333 PositionY=6 Maximized=0 [Term-1] Visible=1 Font=6X12X.FON Bizarre=1 TileWid=6 TileHgt=12 NumCols=159 NumRows=47 PositionX=939 PositionY=545 Maximized=0 [Term-2] Visible=1 Font=8X16X.FON Bizarre=1 TileWid=8 TileHgt=16 NumCols=75 NumRows=35 PositionX=329 PositionY=543 Maximized=0 [Term-3] Visible=1 Font=8X16X.FON Bizarre=1 TileWid=8 TileHgt=16 NumCols=94 NumRows=32 PositionX=1143 PositionY=6 Maximized=0 [Term-4] Visible=0 Font=8X12X.FON Bizarre=1 TileWid=8 TileHgt=13 NumCols=80 NumRows=24 PositionX=90 PositionY=60 Maximized=0 [Term-5] Visible=0 Font=8X12X.FON Bizarre=1 TileWid=8 TileHgt=13 NumCols=80 NumRows=24 PositionX=60 PositionY=40 Maximized=0 [Term-6] Visible=0 Font=8X12X.FON Bizarre=1 TileWid=8 TileHgt=13 NumCols=80 NumRows=24 PositionX=30 PositionY=20 Maximized=0 [Term-7] Visible=0 Font=8X12X.FON Bizarre=1 TileWid=8 TileHgt=13 NumCols=80 NumRows=24 PositionX=0 PositionY=0 Maximized=0 |
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#7 |
Angband Devteam member
Join Date: Apr 2007
Posts: 334
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My main concern in getting a savefile and a preference file was to ensure that we have the exact options, including subwindow choices, that you're using. Does turning off animate_flicker stop the behavior for you? I know Eddie reported that at least some of it happened for him with animate_flicker off.
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#8 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Quote:
There is generic slowdown doesn't require flickering monster, it is enough that there is something fast tracking your movements nearby (doesn't need to be visible), but screen flicker and enormous slowdown happens only with flickering monsters. save+pref attached (zipped). |
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