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Post by Gando on Apr 4, 2008 19:21:31 GMT -5
user.prf is not read only. Nor is pref.prf or font.prf none of the files in user are in fact. The only one that starts that way is the portralis.ini file (I quickly removed the readonly attribute to make my game windows work the way I wanted them to) and it is not a user preferences file as far as I can tell. It does not keep the options Ive selected. None of the files do.
===Edit=== I have investigated abit further and checked the file datestamp on the options.prf file in prefs (which I had not I admit noticed before at all) The date was the last time I changed options. HOWEVER the options were still set to default when I went to check them on a new character.
I will reiterate this because it needs to be clear. I believe the player/user has a need to be able to save their options and load them. It isnt a hard thing to do for the most part. It just means you have to spend the time to implement it. If you want user interface comments this I think is an important missing feature.
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Post by junyortrakr on Apr 6, 2008 16:48:57 GMT -5
I agree with Gando on this. It's easy to set them every character, but it's annoying.
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Post by Variaz on May 2, 2008 9:10:02 GMT -5
I've thought about it more, and I think I know why this doesn't work. In the past, whenever you created a new character, it reseted the default preference, and I think it's still happening. In this case, it wouldn't be too hard to fix.
What I plan on doing is during birth, you'll get an option to either use the custom preferences, or restore them to default, so you'll have the choice.
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Post by Variaz on May 2, 2008 23:35:57 GMT -5
IT WORKS! Well, it was harder than I expected. It seemed really simple at first, but for some reasons, it the command to load the preferences wouldn't work at any places in the code, and I had to figure out a way to make it work properly. So during birth, there won't be a prompt like I just posted above. Options are simply global to all characters, as it was meant to be, but didn't work for some reasons because the function didn't actually modify the options. But anyway, it works now, so let's rejoice!
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Post by Gando on May 3, 2008 3:27:41 GMT -5
*Rejoices*
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Post by paulblay on Jan 22, 2009 12:48:37 GMT -5
The "improve stats" interface is not very clever.
No help access. At the least it should display the Stats Guide help text if you use ? for the stat-to-improve'
A separate screen with stuff like .... up/down arrow to select stat, +/- keys to alter value, "N stat points remaining" message, confirm / abort etc. might be nice.
If not though the --more-- prompt is in an odd place.
1. Which stat? tr, nt, [W]is, [D]ex, [C]on, C[h]r? 2. [User enters letter] 3. Which stat? tr, nt, [W]is, [D]ex, [C]on, C[h]r?--more-- 4. [Stat] increased--more--
I think the third line above is redundant.
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Post by paulblay on Jan 22, 2009 13:20:13 GMT -5
"Pick up a [monster] corpse (Life: N)? [y/n]" Apparently they can't be picked up, but I get the question anyway.
This happens when I have the always pickup and prompt before pickup options set to Y.
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Post by Gando on Jan 22, 2009 20:55:14 GMT -5
"Pick up a [monster] corpse (Life: N)? [y/n]" Apparently they can't be picked up, but I get the question anyway. This happens when I have the always pickup and prompt before pickup options set to Y. Hmmm you found a corpse? I thought those were obsoleted with the riddence of the hunger/food thing.
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Post by paulblay on Jan 22, 2009 23:25:33 GMT -5
Hmmm you found a corpse? I thought those were obsoleted with the riddence of the hunger/food thing. Found a corpse? I get one every single time I kill something (and I am using Portralis03build007_4). I've never seen anything else 'food related' so I assumed there was going to be some use for them at some point(?).
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Post by Gando on Jan 22, 2009 23:46:40 GMT -5
Hmmm you found a corpse? I thought those were obsoleted with the riddence of the hunger/food thing. Found a corpse? I get one every single time I kill something (and I am using Portralis03build007_4). I've never seen anything else 'food related' so I assumed there was going to be some use for them at some point(?). Bug reports go in the Bug report thread for the version you are using Thanks.
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Post by paulblay on Jan 24, 2009 13:36:39 GMT -5
g Stay still (flip pickup)
OK, I know what this does. I even know why it does what it does. I still think it's potentially confusing compared to a simple "g get object from floor".
- Walk (flip pickup) ; Walk (with pickup) _ Enter store , Stay still (with pickup)
I suspect those are rarely used, or maybe that's just me.
$ User interface ^E Toggle choice window ^Q Quit to next midi song
These don't seem to do anything for me. I get the 'command key not recognized' response.
j Jam a door
Are there door spikers out there? (Just curious)
~ Check artifacts, uniques, objects | Check artifacts, uniques, objects
So good they included it twice. I suppose this is because there are some keyboards where ~ or | is missing, or something?
: Take notes
Where do taken notes go? There doesn't seem to be a "Read notes" command anywhere...
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Post by Gando on Jan 25, 2009 4:54:26 GMT -5
yes they are called iron spikes and they weight ALOT. (30lbs I think). So I just ignore their existance. There was supposed to be a feature where your game took notes on important quest messages so you wouldn't lose track but I think that feature got waylaid by a ton of other improvements and left bleeding in a dim alley in the back of Variaz's mind. I could be wrong...it could just be hiding Anyway ALOT of the keyboard commands/shortcuts are straight out of Angband Vanilla. Keep in mind that while Portalis is a unique game now it started it's life as a spin off of NewAngband which was a direct descendant of Angband Vanilla. So MANY authors had a hand in it's original interface.
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Post by paulblay on Jan 25, 2009 5:20:03 GMT -5
yes they are called iron spikes and they weight ALOT. (30lbs I think). So I just ignore their existance. Actually by "door spikers" I meant "people who spike doors" (my fault for being vague). I think spikes, like torches, only made sense when characters started with about 10 gold and had to scrimp, save and wander around the early stage with crappy equipment.
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Post by Gando on Jan 25, 2009 8:48:09 GMT -5
yes they are called iron spikes and they weight ALOT. (30lbs I think). So I just ignore their existance. Actually by "door spikers" I meant "people who spike doors" (my fault for being vague). I think spikes, like torches, only made sense when characters started with about 10 gold and had to scrimp, save and wander around the early stage with crappy equipment. Im sorry I don't follow the logic here. The reason why spikes are obsolete imho is that spiking doors is generally unnecessary. Either you can close the door and are safe or a spike isn't going to help you. Doors don't close and lock the way they might in some Dungeons and Dragons settings. Spikes were never a cost effective junk item to haul around as they are wayyyy too heavy for that. Their only functionality would be to keep doors or open or closed and that is as I said an obsolete function. On the other hand it is funny to run into them and think...who dropped a bunch of spikes???
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Post by paulblay on Jan 28, 2009 14:20:03 GMT -5
This file is obsolete: spoiler.hlp
These files are probably somewhat out of date: options.txt classes.txt (says "NEWANGBAND CLASSES" for a start ;-)
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