DRL > Discussion
How to change colors in the last version ??
(1/1)
Karry:
I typed
"stairs = GREEN,"
"stairs = GREEN;"
"stairs = 2,"
"stairs = 2;"
to no effect.
rchandra:
you need
--- Code: ---stairs_light = GREEN,
stairs_dark = GREEN,
--- End code ---
in colors.lua where the other colors are.
Kornel Kisielewicz:
It's because all map cells (not monsters or items) can have two colors -- depending on whether they are explored or visible. Setup this:
--- Code: ---stairs_light = GREEN,
stairs_dark = GREEN,
--- End code ---
...and it should work.
Or read carefully the header of the file you're modifying:
--- Code: ----- Custom coloring based on entity ID's. Search the DoomRL wiki
-- for id's for entities.
--
-- In case of cells, there are two overrides - [id]_light and [id]_dark
--- End code ---
Oh, and it definitively isn't the last version :D
Karry:
--- Quote ---Or read carefully the header of the file you're modifying
--- End quote ---
Right. We are all experienced coders, and can tell entities from cells if you wake us in the middle of the night. Right, right.
Shouldnt it be in the readme somewhere ?
In the previous version it was plainly stated in the .ini what was needed to be written, in this one it is not obvious at all.
Thexare:
I'm looking at colors.lua, I see this line.
--- Code: ----- In case of cells, there are two overrides - [id]_light and [id]_dark
--- End code ---
And at the end of the file? An example.
--- Code: ---Colors = {
-- floor_dark = GREEN,
-- floor_light = BLUE,
-- former = BLUE,
-- demon = GREEN,
}
--- End code ---
That rather clearly demonstrates the difference between cells and entities to me, and not only am I not an experienced coder, I"m not a coder at all; I haven't touched programming since the Commodore 64 I played around with fifteen years ago.
In short, quit being an ass.
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