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 -- To UNSUBSCRIBE, email to [EMAIL PROTECTED] with a subject of "unsubscribe". Trouble? Contact [EMAIL PROTECTED]