Small update: display stuff is done by interface while deciding what to display is in the engine. I broke some features during this but this should not be hard to fix. I haven't touched most issues you have mentioned yet.
Makefile has been changed, thanks. Would you mind telling me what version of gcc you use?
Yes, initial game stuff is bizarre.
Kraflab also requested we get real facilities for viewing longer chunks of texts. Several things could use them: diagnosis screen, lore, help and probably more.
Sources usually lack all the user configuration stuff. It was left in by mistake, I apologize. Forgot to call one makefile command.
- I don't like how the game keeps a part of the old screen when displaying a new one, for example stats and the left part of the screen are still displayed when I am looking at the inventory. And when I am looking at the description of some item, it is even worse "I can see "ex 13" which is useless). IMO this is confusing (at least without window frames). If I wanted to look at my stats while selecting items, I would rather escape the item selection menu.
This is Angbandish interface design. I agree there is usually no benefit in this. However, when you bring up the skill screen it is good to see your speed change when you invest skill points in haste ability.
- Some screens (e.g. inventory) say that I can use "<" for the previous page, ">" for the next page, "^" for the first page. Arrows seem to do nothing (or do something that I don't understand), they should (actually I thought that these signs were meant to represent arrows). Maybe lowercase versions (",", ".") should work as well. Why not make them configurable?
Both '.' and ',' are assigned to special functions within those screens. Arrows are not being read correctly. Menus actually have their own key recognition routine which does not handle complex keys (arrows among them) at all. This is source of the weird stuff you experienced when pressing those.
What do you mean configurable? Allow to redefine all special keys of menu?
- If I remove my config and then reload a saved game, it will accept no keys (and I have to kill it). It should ask me about the keymap instead. Apparently likewise if I do not answer anything when asked about my preferred key layout.
Sigh. Another flaw of menus floats out. Those menus should have implemented the option "do not accept invalid input". It looks like loading a game dodges configuration check. This is bad.
- The menu shown after death is better than in classic roguelikes, but still far from perfect. It should be a single choice menu which restarts itself if the user wanted to see something to let them make another choice. I also think that displaying the highscores should be optional.
All right. See highscores will be an option in this menu.
- If I pickup an item and it is assigned, say, "p", and I access Inventory and press "p", and it is on the second page, then it does not show
If you know the item is bound to "p" why you open the inventory? Will fix nonetheless.
- I would prefer the list of items to be displayed automatically, I usually don't remember the letters
In what cases? Because there are some commands where *usually* you want a subset of items. Sometimes you want the full inventory though. This makes it hard because I would need to decide whether giving full list of stuff is better. In the cases where you would want whole inventory players could not realize there is option of choosing from full set of items.
- "electronic gizmos" and "grenades" should have more names; and Geiger counters are rather obvious once they click, aren't they? I think they should auto-identify then
If you have gotten geiger counter to click and stay electronic gizmo at the same time you have found a bug. Please list steps to achieve that.
We have only three electronic gizmos so flavor names seemed unnecessary. Should be quite useful for grenades though. I think Xenocide style names would fit best. For example "black plastic egg", "small metal ball", "small ball with handle", "short stick with switch".
Yes, floppies are anachronistic. Prime laughs at its own science fiction-ness this way. Wait till you find buggy floppy disk of reformat and old DOS "Abort, retry, fail?" jumps out at you. If something is to be done about that it is adding compact laser discs like Getter suggests.
Up to now '|' and '"' were unused. These will be respectively closed door with force field and open malfunctioning automatic door. Implains could use something else. (Semi)colons are unused too.
Seems we need help on radiation somewhere because I have no idea what
(something like "radiation traps: 40% background: 30% inventory: 30%").
is supposed to mean.
You get radiated through some actions. There are messages when this is happening. Usually these are subtle. When radiation sickness kicks in either you remedy it or wait till your contamination levels drops enough for your organism to recover. Waiting works only if you are not being radiated further.