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Archived from groups: rec.games.roguelike.angband (More info?)
Surely this must be a FAQ, but I can't find the answer anywhere.
It seems that angband's tile support is based upon the tiles sharing
screen real estate with text, rather than placing the text in a seperate
window, and as a result, the text characters must be the same size as
the tiles.
I don't like this, but since it is so, it seems I have to find a text
font with a size of 32x32 pixels, or 16x32 pixels using the bigtiles
option.
I don't have a 16x32 font. I am not really up to the task of making
one. It doesn't look like angband's font support has been updated to
support the 5-or-so year fontconfig technology, so I cannot simply ask
angband to ask for a font in this size.
Has anyone figured out this tangle? or created a font to satisfy
angband?
-----------
This has gotten me kind of whingy, so I'm going to whinge a bit:
Here are some things I'd love to see, if anyone is interested, and I
undrestand I'm really making pie-in-the-sky requests and I'm free to
submit patches if I am so inclined to get off my lazy ass, etc.
1) An X port of angband which is capable of normal WIMP behavior, to
the most basic degree. That is, put the basic setup selections into
menus. Quit, Save and Quit, Setup options, select font. etc.
2) A deprecation, or outright removal, of the X resources configuration
method, replaced with a sane, easily reviewed application-specific
configfile. X resources have a lot of problems which I won't
discuss here, but modern Unix/X users are not aware of how they
work. At the very least, make it possible to configure it with a
application specific dotfile.
3) Support for access of fonts via fontconfig, preferably with a
conventional font selection dialog, eg. straight out of gtk.
4) The ability to select to scale the *fonts* instead of scaling the
tiles. Scaled letters will definitely lose less information than
scaled tiles.
5) The ability to create and destroy subwindows while the game is
executing.
-josh
--
Grim. Grom. Grümmer.
Surely this must be a FAQ, but I can't find the answer anywhere.
It seems that angband's tile support is based upon the tiles sharing
screen real estate with text, rather than placing the text in a seperate
window, and as a result, the text characters must be the same size as
the tiles.
I don't like this, but since it is so, it seems I have to find a text
font with a size of 32x32 pixels, or 16x32 pixels using the bigtiles
option.
I don't have a 16x32 font. I am not really up to the task of making
one. It doesn't look like angband's font support has been updated to
support the 5-or-so year fontconfig technology, so I cannot simply ask
angband to ask for a font in this size.
Has anyone figured out this tangle? or created a font to satisfy
angband?
-----------
This has gotten me kind of whingy, so I'm going to whinge a bit:
Here are some things I'd love to see, if anyone is interested, and I
undrestand I'm really making pie-in-the-sky requests and I'm free to
submit patches if I am so inclined to get off my lazy ass, etc.
1) An X port of angband which is capable of normal WIMP behavior, to
the most basic degree. That is, put the basic setup selections into
menus. Quit, Save and Quit, Setup options, select font. etc.
2) A deprecation, or outright removal, of the X resources configuration
method, replaced with a sane, easily reviewed application-specific
configfile. X resources have a lot of problems which I won't
discuss here, but modern Unix/X users are not aware of how they
work. At the very least, make it possible to configure it with a
application specific dotfile.
3) Support for access of fonts via fontconfig, preferably with a
conventional font selection dialog, eg. straight out of gtk.
4) The ability to select to scale the *fonts* instead of scaling the
tiles. Scaled letters will definitely lose less information than
scaled tiles.
5) The ability to create and destroy subwindows while the game is
executing.
-josh
--
Grim. Grom. Grümmer.