It is done. Later, I’ll add a thing where pressing OK actually applies the new settings as the game is still running. Until then, it asks you to restart.
Working on an internal options screen so you don’t have to work directly with that INI file. The brackets mean that it’s using the i18n system but I haven’t provided any actual text for them yet.
I’m particularly well pleased with the fonts list. Unifont is practically built-in, but those other choices are only there because I put dejavu.mix and fixedsys.mix in the game’s directory.
Mind you, function before form is in effect. I’ll make it spiffy later on.
Dutch words.xml
file. As incomplete as the i18n effort on the whole is at this time, it certainly works better (and is more correct) than the Japanese version.
Also smaller, because this doesn’t add 80+ double-size font sheets.
(“Charisma, climax, sluwheid, wellust, stimulatie, gevoeligheid, snelheid, kracht” in case you weren’t wondering.)
I can’t math, and yet I managed to add metablob-based water.
Japanese support has left the labs. It’s in an extension module twice the size of the main data file right now, because it contains 83 pages of kanji to supplement the 20 that the game starts with.
At such a time I’m glad to have added fallback support, or this’d break when running with the DejaVu font.
Bottom-of-the-screen messages are now 20% cooler. It was a little tricky to have them wrap and use their correct colors on the second line, but it’s there. Also, I had to completely mess up the color manager because the text writer needs them called by name. In other words, wow am I glad they keep their color names in their token trees!
Just cocking around with yet another working copy. Aside from the length and padding methods not accounting for the width difference, this actually works like a charm.
Lightmaps react accordingly to different clutters. In plain English: you can see past the rocks, but not past the trees.
It’s hard to show in images, but the game now has a new timing system inspired by DoomRL. It’s a pretty significant change, really.
Some more sidebar stuff. Now shows the creature you’re pointing at, including some traits but not their exact health, and the in-game time.