It's not just that the distance-from-edge-to-flip-panel has changed. I
think the nature of the panel concept has changed too. In the old days,
whenever the panel flipped from (0,0) to (0,1) you got one particular
view of (0,1). Now your view of (0,1) is different depending on
whereabouts you entered it. Enter from slightly lower down and you'll
get a bit of what would have been (1,1) thrown in too. This really
messes up detections.

This is connected with the inclusion of bigscreen code, and is not
related to the new maintainer's purge of options. I've been playing
since 2.9.0 and there was never an option to set the exact distance from
the screen edge before flipping. There was always the option to centre
on the player, but you could choose only that or regular panel
behaviour.

Anyway, just wanted to say hi and note that I'm the one reader of RGRA
who regularly watches Debian bugs. I saw this bug a while ago but didn't
experience it myself until recently (was playing variants). My view is
that this bug would be best solved by using the detection memory code
from Oangband. Then it doesn't matter what you can or can't see on the
screen, as the game warns you when you're leaving a detection zone
(traps, monsters etc.). The days of offscreen death are over because a
subwindow shows you all monsters your character can see including
offscreen ones. Of course you can still be killed by things you can't
see, but that's not related to the screen/panel issue.

Regards,

CC




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