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Old December 28, 2010, 21:10   #31
molotov
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I'm using the windows client.

On a side note, I really like the new options, features, and cosmetic changes made to V in the last 2 years. I'd like to thank all the maintainers and programmers for their hard work.
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Old December 28, 2010, 21:59   #32
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Quote:
Originally Posted by molotov View Post
I'm using the windows client.

On a side note, I really like the new options, features, and cosmetic changes made to V in the last 2 years. I'd like to thank all the maintainers and programmers for their hard work.
Thank you - sorry you're having this problem. I don't use Windows myself, but I'm pretty sure this was tested under windows. What colour are Castamir and Waldern? To generate them, press ctrl-a to enter wizard mode, n to create a monster, and the index number (Castamir is 408, Waldern is 422). (Don't do this with a char you care about, as wizmode marks it as a cheater.)

The colour used for those two is the colour used for all uniques if the option is on. I will try and find another dev to test this under Windows. It is possible that your setup has some other colour anomaly, but it could be that we didn't test properly.

One last thought: you're not using graphical tiles, are you? This option is only relevant to ASCII mode.
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Old December 28, 2010, 22:33   #33
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I just took my first sip of 3.2 and I like it. Here's a few things I noticed right away that may or may not have been considered.

I forgot to set my birth options (again). Is it possible to get a prompt to set birth options before character creation is complete, or before it begins. Maybe consider dis-connected stairs as the default?

I like the way spell descriptions appear by default when selecting or scrolling through your spells. It kinda makes 'b'rowse obsolete. Can we get this behavior in stores too, or would that be too much.

There's a graphic glitch when 'l'ooking around when playing with 32x32 tiles. The yellow cursor box remains drawn on the screen in every place it's been, drawing and leaving behind a yellow trail in the darkness wherever it goes. Ctrl-r solves it, but...

That's it so far.
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Old December 28, 2010, 22:36   #34
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Quote:
Originally Posted by buzzkill View Post
I just took my first sip of 3.2 and I like it. Here's a few things I noticed right away that may or may not have been considered.

I forgot to set my birth options (again). Is it possible to get a prompt to set birth options before character creation is complete, or before it begins. Maybe consider dis-connected stairs as the default?

I like the way spell descriptions appear by default when selecting or scrolling through your spells. It kinda makes 'b'rowse obsolete. Can we get this behavior in stores too, or would that be too much.

There's a graphic glitch when 'l'ooking around when playing with 32x32 tiles. The yellow cursor box remains drawn on the screen in every place it's been, drawing and leaving behind a yellow trail in the darkness wherever it goes. Ctrl-r solves it, but...

That's it so far.
Thanks for the feedback. Working backwards ... were you playing with 1x1 tiles, or some sort of bigtile mode?

For the stores, where would you envisage the 'browse' test appearing? Over the top of the other items in the store? In a subwindow?

Birth options have been re-worked in staging: they're now *only* accessible during character creation, so no more confusion between birth/adult options etc. That doesn't solve your problem though, but prompts tend to piss people off. I would love to set disconnected stairs as the default (along with no_selling!), but I think it would be considered unfriendly to newbies ... all the default settings are as newbie-friendly as possible ...
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Old December 28, 2010, 23:24   #35
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I can't seem to identify = of the dog to find out their (+,+) values.. I have to sell them to learn. Also, magical armors don't display their to hit penalty. Other than that, though, great release.
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Old December 28, 2010, 23:58   #36
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Quote:
Originally Posted by Magnate View Post
Thanks for the feedback. Working backward ... were you playing with 1x1 tiles, or some sort of bigtile mode?
Hmm. I'll have to check. I just copied my 3.1.2 ini into the 3.2 folder and everything looked OK when the game started. <goes to check>

OK, using Windows (Vista), David Gervais 32x32 tiles, Double Tile and Big Tile both on. Both 'enable nice graphics' and 'bizarre display' seem to have no effect and in any case don't affect the glitch. Deleting the ini didn't help either. This glitch does not occur in ASCII mode.

The glitch (yellow box outline) only persists in the black (unexplored) areas of the map, and even then then a font sized??? (8x12???) chunk of it is missing from the upper left corner. So it appears at least part of the box is being erased.

Quote:
For the stores, where would you envisage the 'browse' text appearing? Over the top of the other items in the store? In a sub-window?
Just as the spells do, at the bottom of the list, underneath the last item. There's plenty of room, at least on my screen.

Quote:
Birth options have been re-worked in staging: they're now *only* accessible during character creation, so no more confusion between birth/adult options etc. That doesn't solve your problem though, but prompts tend to piss people off. I would love to set disconnected stairs as the default (along with no_selling!), but I think it would be considered unfriendly to newbies ... all the default settings are as newbie-friendly as possible ...
At the very end of character creation there is a press "['ESC' to step back, 'S' to start over, or any other key to continue]" How about just adding "or 'B' to set birth options" to it (or =).
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Old December 29, 2010, 00:04   #37
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I haven't been playing Angband much lately, but have been lurking around the forums. There's too much happening in development to stay away .

I thought I'd post the scheme I used personally (when I played last) for my colour scheme-patch that's been in the code since this summer. My small patch intentionally did almost nothing to modify the current colour scheme, but made it easier to modify it by "initializing" all possible colour codes in message.prf (+ some small gruntwork in the code).

Btw - there's more that could be done with message colours. Making all messages customizable (which they are not atm), would be nice. If someone feels like doing something about it feel free. I might get to it, but if anyone else feels the urge I won't complain .

This scheme might be too heavy - even for me, but it's not that difficult to modify for your own use.

Just replace (and backup) message.prf in lib/pref with my scheme to try it out. You have to rename the file message.txt -> message.prf.

The scheme roughly:

Code:
COMBAT
Hits		'B' Light Blue 'Z' Deep Light Blue ("Harder" hits)
Kills		'V' Light Violet
Miss		's' Slate
Flee		'W' Light Slate

PLAYER
Recover		'y' Yellow
Bad effects	'o' Orange
Buffs		'G' Light Green

MONSTER
Attacks		'R' Light Red
Breaths		'P' Light Purple (Elemental breaths) 'i' Magenta Pink ("High" Breaths)
Spells		'M' Mustard

MISC
Level, study	'Y' Light Yellow
ID, cursed, pseudo	'Y' Light Yellow
HP, bell, Hit wall	'r' Red
Lockpick, disarm	'U' Light Umber
Destroy (item)	'z' Blue Slate

DEFAULT
STORE(1-5)
OPEN DOOR
TP_LEVEL
NOTHING_TO_OPEN
STAIRS_DOWN
STAIRS_UP
MONEY(1-3)
WIELD
ACT_ARTIFACT
The prf-file itself:
message.txt

Edit: I noticed you have to rename this file to message.prf.
Edit 2: I ended up using lighter colours than in the scheme I first posted during the summer.
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Last edited by Twilight; December 29, 2010 at 00:32.
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Old December 29, 2010, 00:44   #38
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Quote:
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What colour are Castamir and Waldern?
I summoned them, and they are both light grey; the same color as they appear in the monster knowledge section. The Queen Ant and other uniques apear to be pale purple (at least in the knowledge menu). I've only confirmed uniques who aren't purple, such as Farmer Maggot, Smeagol, and Bullroarer in my actual experience seeing uniques in the wild in 3.2.0.

I'm running Angband on a Macbook with Windows XP SP3, so I doubt that it's a problem with my computer or monitor.
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Old December 29, 2010, 03:10   #39
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Quote:
Originally Posted by buzzkill View Post
There's a graphic glitch when 'l'ooking around when playing with 32x32 tiles. The yellow cursor box remains drawn on the screen in every place it's been, drawing and leaving behind a yellow trail in the darkness wherever it goes. Ctrl-r solves it, but...
Sorry, my bad - I thought I'd fixed that.
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Old December 29, 2010, 05:24   #40
Timo Pietilš
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Quote:
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I summoned them, and they are both light grey
That is actually "light violet". Close to light grey, but not quite. Light grey is Grip and Fang color (index 46 and 47 respectively).

I tested this and it looks like that option works in my machine. Summoned Maggot (index 4) without option set = white, with it = light violet. Actually seem to change that color in flight. Summon something like Maggot with clear difference and swap that setting. See if it changes color. If not then your machine doesn't work like mine does.

This also means that you don't necessarily need to use debug-mode, just find a unique and swap that setting to see if color changed.
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