Dungeon Dilettante
Posts: 4
Joined: Wednesday, 29th August 2018, 10:58
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Dungeon Dilettante
Posts: 4
Joined: Wednesday, 29th August 2018, 10:58
Ziggurat Zagger
Posts: 6454
Joined: Tuesday, 30th October 2012, 19:06
Dungeon Master
Posts: 250
Joined: Thursday, 27th November 2014, 19:12
Ziggurat Zagger
Posts: 6454
Joined: Tuesday, 30th October 2012, 19:06
duvessa wrote:...but some abstract colours are still nearly guaranteed to be brighter than others. It is a fair assumption that blue on black is going to be less readable than white on black.
Dungeon Master
Posts: 388
Joined: Monday, 18th August 2014, 20:04
Abyss Ambulator
Posts: 1193
Joined: Friday, 16th January 2015, 20:20
Dungeon Master
Posts: 388
Joined: Monday, 18th August 2014, 20:04
Airwolf wrote:allow_extended_colours = true
Abyss Ambulator
Posts: 1193
Joined: Friday, 16th January 2015, 20:20
advil wrote:Airwolf wrote:allow_extended_colours = true
Oh, yeah, definitely don't forget this -- for compatibility reasons dark grey is realized as dark blue in most terminals by default, and this setting gets dark grey back. With the compatibility mode turned off, blue is much rarer on the map (though certain monsters still use it).
Dungeon Master
Posts: 388
Joined: Monday, 18th August 2014, 20:04
Airwolf wrote:advil wrote:Airwolf wrote:allow_extended_colours = true
Oh, yeah, definitely don't forget this -- for compatibility reasons dark grey is realized as dark blue in most terminals by default, and this setting gets dark grey back. With the compatibility mode turned off, blue is much rarer on the map (though certain monsters still use it).
Terminal compatibility is too complicated for my puny brain, but I wonder if allow_extended_colours = true should be the default.
Abyss Ambulator
Posts: 1193
Joined: Friday, 16th January 2015, 20:20
advil wrote:Airwolf wrote:advil wrote:Oh, yeah, definitely don't forget this -- for compatibility reasons dark grey is realized as dark blue in most terminals by default, and this setting gets dark grey back. With the compatibility mode turned off, blue is much rarer on the map (though certain monsters still use it).
Terminal compatibility is too complicated for my puny brain, but I wonder if allow_extended_colours = true should be the default.
We went a few rounds of what the best solution is around 0.19 or so, I don't remember the details, but it was something like: if that is the default, then on most terminals it works, but on some terminals that setting was hopelessly broken and rendered dark gray as block, so the map is effectively broken by default. So we ended up with a compromise position that is non-ideal for everyone, but usable for everyone. It might be worth revisiting though, IIRC the major problem terminal was the OS X one and it's gone through several versions since then.
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