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#1 |
Apprentice
Join Date: Sep 2010
Location: Portugal
Age: 53
Posts: 76
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How to set visuals permanently?
I've made changes to some of the visuals under Feature Knowledge ('~' menu). Then I proceeded to dump the feature attr/chars (option 'v on the '=' menu).
How can I have Angband use these new preferences when loading up? The dump was saved as feature.prf. I don't want to name it after my character (neither I could since there exists already a file with that name) or after race since I intend it to be in effect for all games. |
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#2 |
Adept
Join Date: Aug 2010
Posts: 142
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I have doubts that this is the official way, but it might work. I think that pref/font-xxx.prf always will be loaded, for both graphical and text modes.
You can edit font-xxx.prf and add a line like this: Code:
%:feature.prf
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I have a project problem? I have no project problem. I start a project, I work on it, it fails. No problem ![]() |
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#3 |
Apprentice
Join Date: Sep 2010
Location: Portugal
Age: 53
Posts: 76
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Thank you, Hajo.
That prompt me in the right direction and to investigate a little further. Not sure either if this is a recommended method. But it worked perfectly. Created a new file font.prf in the game's user directory and inserted there the alterations. This will load last and override the default settings where needed. It can also guarantee higher compatibility with new versions without having to make the change again every time one is made available. I guess I could also use part of the existing code in pref/font.prf just so I could be more selective of which interface to make the changes for, but I'm not concerned with that. I think I'm finally getting the gist of Angband's configuration. ![]() Only thing missing is where do I find the color mappings for the font*.prf family of files? |
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#4 |
Adept
Join Date: Aug 2010
Posts: 142
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The font.prf in the user directory is better. I didn't know that such would work, so I learned something, too
![]() I found this table with color indices (used in the pref files) and the color codes (used in the object/monster files) Code:
/* * Angband "attributes" (with symbols, and base (R,G,B) codes) * * The "(R,G,B)" codes are given in "fourths" of the "maximal" value, * and should "gamma corrected" on most (non-Macintosh) machines. */ #define TERM_DARK 0 /* 'd' */ /* 0,0,0 */ #define TERM_WHITE 1 /* 'w' */ /* 4,4,4 */ #define TERM_SLATE 2 /* 's' */ /* 2,2,2 */ #define TERM_ORANGE 3 /* 'o' */ /* 4,2,0 */ #define TERM_RED 4 /* 'r' */ /* 3,0,0 */ #define TERM_GREEN 5 /* 'g' */ /* 0,2,1 */ #define TERM_BLUE 6 /* 'b' */ /* 0,0,4 */ #define TERM_UMBER 7 /* 'u' */ /* 2,1,0 */ #define TERM_L_DARK 8 /* 'D' */ /* 1,1,1 */ #define TERM_L_WHITE 9 /* 'W' */ /* 3,3,3 */ #define TERM_L_PURPLE 10 /* 'P' */ /* ??? */ #define TERM_YELLOW 11 /* 'y' */ /* 4,4,0 */ #define TERM_L_RED 12 /* 'R' */ /* 4,0,0 */ #define TERM_L_GREEN 13 /* 'G' */ /* 0,4,0 */ #define TERM_L_BLUE 14 /* 'B' */ /* 0,4,4 */ #define TERM_L_UMBER 15 /* 'U' */ /* 3,2,1 */ #define TERM_PURPLE 16 /* 'p' */ #define TERM_VIOLET 17 /* 'v' */ #define TERM_TEAL 18 /* 't' */ #define TERM_MUD 19 /* 'm' */ #define TERM_L_YELLOW 20 /* 'Y' */ #define TERM_MAGENTA 21 /* 'i' */ #define TERM_L_TEAL 22 /* 'T' */ #define TERM_L_VIOLET 23 /* 'V' */ #define TERM_L_PINK 24 /* 'I' */ #define TERM_MUSTARD 25 /* 'M' */ #define TERM_BLUE_SLATE 26 /* 'z' */ #define TERM_DEEP_L_BLUE 27 /* 'Z' */
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I have a project problem? I have no project problem. I start a project, I work on it, it fails. No problem ![]() |
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#5 |
Apprentice
Join Date: Sep 2010
Location: Portugal
Age: 53
Posts: 76
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Ah! Perfect. Silly me, I seem to remember seeing that sometime ago too. On a source file, I think. Or maybe one of the configuration files. I shall look into it later tonight. It should be just a matter of converting to hexadecimal, I suppose.
Thanks again, Hajo. |
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#6 |
Adept
Join Date: Aug 2010
Posts: 142
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You're welcome. This table was from src/defines.h, but some of the file headers in edit/*.txt do have similar information.
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I have a project problem? I have no project problem. I start a project, I work on it, it fails. No problem ![]() |
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