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Kill count screen cuts off on long-named monsters #8957
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Changing the number of records per line from 3 to 2 should help (it can be done in the file game.cpp, function void game::disp_kills()). |
Seems to me like that'd lead to a lot of whitespace hanging around -- there's already a fair bit of it visible in the above screenshot, making it all the more "interesting" to try to tell which number goes with which name. Clipping the name or letting an entry use more than one row seem like better options. There's also the Dwarf Fortress option of cutting letters out of the middle of words to make them fit in limited horizontal space ("gnt blk wdw spdrling" would fit), and might be usable in other places, as well -- but I can't imagine how that would interact with localizations. Probably poorly. |
@narc0tiq How about given every second row a different background color? Would this solve the two much whitespace problem and allow 2 columns? Github does it:
|
Sounds like a great idea, until we can't always guarantee contrast. Grey critter shows up on grey line, illegibility ensues. :-/ |
Obvious solution is to then lock all names into contrasting colors with their lines. Seems worth a shot. |
What about alternating bold and non-bold? |
That would work too. |
Example:
The monster's name being shown in the example is
giant black widow spiderling
, and as far as I can tell, it probably printed the count (in this case, 5) on the next line, where it got overwritten by the 2 from thegiant wasp
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