so that it will not be included in the diff between
the versions.
Also note that the -ko option in effect for that file
causes it to leave the value at whatever is
checked in from now on.
Regarding the Shrieker source,
http://www.peldor.com/chapters/story678.html:
" The player characters depicted in these stories are copyright
1991-2000 by Thomas A. Miller. Any resemblance to any persons
or characters either real or fictional is utterly coincidental.
Copying and/or distribution of these stories is permissible under
the sole condition that no money is made in the process. In that
case, I hope you enjoy them!
Thomas A. Miller"
This was caused by character set incompatibility between message and map
windows. Apparently, Nethack is using IBM character set (CP 437) but fonts
were create for Windows ANSI codepage. I fixed most of it by changing
character set of the fonts except for the Rogue level. I had to make changes
to src/drawing.c for Rogue level since most of Windows fonts are not capable
of displaying control characters (char. code<0x20)
And of course, disabling IBMGraphics option fixes it all.
If you have an unidentified gray stone in your pack,
you just had to use the 'a'pply command. If it was
a touchstone, it would be included in the list,
otherwise it wouldn't.
This allows any stone to be included in the 'a'pply
command.
Also, adds missing punctuation to the use_stone()
messages.
Also prevents rubbing a stone on itself.
> There has been some feedback from others on the development team
> around the tiles:
> "The Rogue Level should ideally be text-mode. It freaks out the
> tiled-version-only players when they first get there, but that
> makes it a good reminder of NetHack's roots."
>
> The other supported tiled ports work this way too. They display
> regular ASCII characters on the Rogue level, just like Rogue did.
-Adds Rogue-level ascii support.
-Also removes unicode support.
Some other build script tweaks as well.
M. Allison
> marked as "placeholder." It is the tile for Neferet the Green,
> a green-colored wizard for the updated Wizard's quest.
It's not great, but the best I can do without her looking like some
sort of Zombie (most of the tiles try to follow rules - dark-green=zombie,
green=gnome, blue=dwarf, etc. in order that the player can recognize the
patterns, rather than concentrating too much on the details).
to make that field unconditional, otherwise
NetHack won't compile without TEXTCOLOR defined.
Also provides at least an interim solution for the has_color()
problem that Warwick pointed out.
Lastly, Archeologists know touchstones.
magic while wearing dragon scales/scale mail were being turned
into random monsters instead of into dragons.
Also
Two items from <Someone>'s list.
Files patched:
include/obj.h
src/mon.c, muse.c, worn.c, zap.c
Ken:
Fix an error in my fix for compression error messages.
No Makefile.src change should be necessary because files.c depends on hack.h,
which "depends" on wintty.h (actually ifdef USE_TRAMPOLI, but the Makefile
doesn't know that).
auto_credit flag; that's what sell_response is for).
follow-up comment from Pat:
This introduces behavior that I consider to be buggy.
You need something separate from sell_response, otherwise if
you answer (a)ll when the shopkeeper still has money you end
up selling everything for credit without being asked when he
runs out of cash in the middle of the transation. Avoiding
that is the reason for the old behavior in the first place.