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Old November 18, 2010, 05:57   #31
Timo Pietilš
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Quote:
Originally Posted by d_m View Post
As long as your copy of monster.txt was created from the version from July 18, 2010 (the last time monster.txt changed) then you can just attach it to a post here and I'll download it.
Attached a zip.

There is one thing in this that I don't actually like, and that is the monster list subwindow, which shows the base color of multihued things, and that is in my copy always violet (v) (I think), which makes a bit too many monsters violet in that subwindow, but OTOH I couldn't think any other color for them.

Also ATTR_FLICKER is a flag that didn't exist when I first made that, so monsters with that might not be ideally colored.

(Maybe have all uniques have that flag, and nothing else? That would make them obvious.)
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Old November 18, 2010, 07:10   #32
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Originally Posted by Magnate View Post
He wasn't, for sure. Stores function as normal (with no buyout button, ha!), but you can't sell anything. (IMO we should allow selling for 0 gold for ID purposes - not sure if iVanilla has that.)
Nope, tried to keep it supersimple so just disabled the button. That would also give recharging ability back to magic store though ... Not too big a change to go in, enable button and fix sell_price to 0 though.
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Old November 18, 2010, 08:14   #33
Timo Pietilš
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Shop interface has extremely annoying bug: when you try to wear anything nothing happens until you are outside of the shop.

That makes this version unplayable.

R2045 didn't have this bug, so this is new. Please fix ASAP. Serious playtesting will be impossible before that happens.
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Old November 18, 2010, 14:38   #34
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Quote:
Originally Posted by Timo Pietilš View Post
Attached a zip.

There is one thing in this that I don't actually like, and that is the monster list subwindow, which shows the base color of multihued things, and that is in my copy always violet (v) (I think), which makes a bit too many monsters violet in that subwindow, but OTOH I couldn't think any other color for them.

Also ATTR_FLICKER is a flag that didn't exist when I first made that, so monsters with that might not be ideally colored.

(Maybe have all uniques have that flag, and nothing else? That would make them obvious.)
attr-flicker is extremely useful for differentiating great wyrms from normal ancient dragons. I've really come to like the flickering colors.

I also like purple uniques, but I"m a minority here I guess.
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Old November 18, 2010, 14:54   #35
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Quote:
Originally Posted by Timo Pietilš View Post
There is one thing in this that I don't actually like, and that is the monster list subwindow, which shows the base color of multihued things, and that is in my copy always violet (v) (I think), which makes a bit too many monsters violet in that subwindow, but OTOH I couldn't think any other color for them.
I think since July in HEAD multihued monsters actually show up as (one of) the colors they are currently shown as. This works whether or not you have animate_flicker=yes.
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Old November 18, 2010, 21:14   #36
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I also like both purple uniques and the flicker colored monsters (especially with animate=on), really helps on identifying the tough guys.
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Old November 18, 2010, 21:26   #37
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Also, I should say that I'm really glad someone besides me likes ATTR_FLICKER and animate_flicker=yes. It was a bit of work and I wasn't sure anyone but me liked them.

So, thanks!
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Old November 19, 2010, 02:22   #38
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Was the mac nightly issue a failure to auto compile, or are the compiled versions not working? It looked like the nightlies had just returned on the 17th.

Downloaded nightly from Nov 18, and it won't run at all. Opening an existing character crashes on load. New character generation gets to accepting a character name, sometimes gives a message about generating artifacts, then closes to desktop. Same thing for an existing savefile or a clean new character. Haven't tried deleting all preferences and configuration files yet.

The crash dump is attached if anyone is interested. Didn't want to file a ticket if this was a known issue.
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Old November 19, 2010, 03:26   #39
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Quote:
Originally Posted by Taha View Post
Was the mac nightly issue a failure to auto compile, or are the compiled versions not working? It looked like the nightlies had just returned on the 17th.

Downloaded nightly from Nov 18, and it won't run at all. Opening an existing character crashes on load. New character generation gets to accepting a character name, sometimes gives a message about generating artifacts, then closes to desktop. Same thing for an existing savefile or a clean new character. Haven't tried deleting all preferences and configuration files yet.

The crash dump is attached if anyone is interested. Didn't want to file a ticket if this was a known issue.
Nightly build 'afbda2b44' should fix this when it's out. Cheers for the report.
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Old November 19, 2010, 04:44   #40
Timo Pietilš
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Quote:
Originally Posted by d_m View Post
Also, I should say that I'm really glad someone besides me likes ATTR_FLICKER and animate_flicker=yes. It was a bit of work and I wasn't sure anyone but me liked them.

So, thanks!
Count me one of liking ones. It really makes clear indication that monster is somehow more dangerous than rest of its kinds.
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