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Thread: ADOM 1.2.0 Prerelease 17 is out!

  1. #21
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    Jeez. Triple posting, hey. Any hints as how to activate sage features would be appreciated.

  2. #22
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    "Sage" features are enabled by default, just make sure your adom.cfg contains the line:

    Code:
    Colored_Messages=true
    Check this link for the detailed Sage Readme. Please note that not all of the features are implemented in ADOM right now.
    Last edited by jt; 10-27-2013 at 03:48 PM.
    “It's a cruel and random world, but the ChAoS is all so beautiful.” ― Hiromu Arakawa

  3. #23

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    auto swap with neutral does not work in Windows (Noteye or not), at least. But there's something odd going on here? Sometimes it works on Linux p17 Debian 32-bit, sometimes it doesn't (no Sage). I haven't seen it work at all on Windows.
    Colored messages do NOT seem to be enabled by default in Noteye Windows, but once I added Colored_Messages=true to adom.cfg and restarted the game they showed up.
    Last edited by Alucard; 10-27-2013 at 03:58 PM.
    ADOM, where the most commonly used letter in the alphabet is the explosive rune. - starfries

  4. #24
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    ADOM does not update the existing adom.cfg if you start a newer version. This is why we always recommend to start with a clean "adom.data" directory. The new config files written by ADOM should contain the flags needed for "colored messages" and "auto swap neutral". The same is true for the "repeat last command" which is stored in adom.kbd.
    “It's a cruel and random world, but the ChAoS is all so beautiful.” ― Hiromu Arakawa

  5. #25

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    ah, okay, those have config flags too.
    ADOM, where the most commonly used letter in the alphabet is the explosive rune. - starfries

  6. #26
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    Ah, ok, thanks a lot guys. You did indeed say we should empty our folder.

  7. #27
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    Quote Originally Posted by Stingray1 View Post
    Ooh, I like the graphical version of ADoM now. I actually feel very comfortable in tile mode now, well done Team ADoM.
    Oh, cool! Zeno and Jochen did some really neat work smoothing out tile mode, was wondering if anyone even noticed

  8. #28
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    Quote Originally Posted by Ravenmore View Post
    Oh, cool! Zeno and Jochen did some really neat work smoothing out tile mode, was wondering if anyone even noticed
    Yeah, for a whole day I've been only using tile mode. I think I'll play a full game in it to see all the tiles.

    Can you possibly remove the weapon(sword on ratling) from a beastfighter's hand. They are unarmed specialists after all.

  9. #29
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    Quote Originally Posted by Stingray1 View Post
    Ah, ok, thanks a lot guys. You did indeed say we should empty our folder.
    We can probably improve the handling of config files. But starting with a new config files makes it easier for us.
    “It's a cruel and random world, but the ChAoS is all so beautiful.” ― Hiromu Arakawa

  10. #30
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    Quote Originally Posted by Stingray1 View Post

    Can you possibly remove the weapon(sword on ratling) from a beastfighter's hand. They are unarmed specialists after all.
    I know that's a pretty huge immersion breaker, but it's not planned at the moment. I might get around to doing all classes if I run out of things to do but it'd still only be a crutch. We'd still get mages with a staff when the PC is in fact wielding a sword, and players rightfully complaining about it. What we really need is a system where the PC image shows what you're currently wearing and wielding, but we haven't moved beyond the "we'd like to do it sometime in the future" stage.

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