Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Development

Reply
 
Thread Tools Display Modes
Old March 1, 2011, 18:51   #1
Max Stats
Swordsman
 
Join Date: Jun 2010
Posts: 324
Max Stats is on a distinguished road
Can we have the "map remembers torch-lit grids" option back?

As of the latest nightly (v3.2.0-552-g52328bb-dirtybash-4.1) the options menu has been significantly pared down, presumably to streamline the code somewhat. The map now remembers every grid you have mapped, which IMHO puts too much useless information on the screen, and reduces the contrast between "lit" and "unlit" grids. I would like to request the return of the option not to remember all grids.

If we don't want to return this option, I would like to discuss whether there is support to make the "chosen" behavior to not remember the "uninteresting" grids.
Max Stats is offline   Reply With Quote
Old March 1, 2011, 19:47   #2
Derakon
Prophet
 
Derakon's Avatar
 
Join Date: Dec 2009
Posts: 9,022
Derakon is on a distinguished road
Personally I prefer having the map remember all seen grids. Among other things, it helps me track where I've explored and whether or not I've seen every tile in a room.

That said, I sympathize with your plight. I wasn't too happy to see the "display stacks as an ampersand" option forced on.
Derakon is offline   Reply With Quote
Old March 2, 2011, 01:21   #3
tprice
Adept
 
Join Date: Jun 2008
Location: Chicago
Posts: 105
tprice is on a distinguished road
I personally prefer having it not remember torch lit grids.

It helps me remember where I don't have los due to darkness.

Thomas Price
Aka the bookworm
tprice is offline   Reply With Quote
Old March 2, 2011, 01:27   #4
Derakon
Prophet
 
Derakon's Avatar
 
Join Date: Dec 2009
Posts: 9,022
Derakon is on a distinguished road
You should still be able to tell by the color of the tile; the contrast is merely reduced as Max Stats noted.
Derakon is offline   Reply With Quote
Old March 2, 2011, 12:39   #5
Nomad
Knight
 
Nomad's Avatar
 
Join Date: Sep 2010
Location: England
Posts: 958
Nomad is on a distinguished road
Quote:
Originally Posted by Derakon View Post
I wasn't too happy to see the "display stacks as an ampersand" option forced on.
Ack. That's going to override the tile sets, unless someone knows a way to assign a tile to take the place of the ampersand. I gather from the pref files that you used to be able to use 'K:0:' for the pile picture, but that doesn't seem to work any more.
Nomad is offline   Reply With Quote
Old March 2, 2011, 15:02   #6
Psi
Knight
 
Join Date: Apr 2007
Location: Surrey, UK
Age: 48
Posts: 870
Psi is on a distinguished road
Quote:
Originally Posted by Derakon View Post
You should still be able to tell by the color of the tile; the contrast is merely reduced as Max Stats noted.
However at least with the old tile set (unless something has changed), there is no contrast. Losing these options means that visited squares appear as lit, which means a "lit" corridor is not actually lit and may contain bad guys about to obliterate you...
Psi is offline   Reply With Quote
Old March 3, 2011, 10:36   #7
takkaria
Veteran
 
takkaria's Avatar
 
Join Date: Apr 2007
Posts: 1,951
Donated: $40
takkaria is on a distinguished road
Quote:
Originally Posted by Psi View Post
However at least with the old tile set (unless something has changed), there is no contrast. Losing these options means that visited squares appear as lit, which means a "lit" corridor is not actually lit and may contain bad guys about to obliterate you...
The old tile set has been updated so that torch/lit/dark grids are coloured differently (thanks to Dawnmist).
__________________
takkaria whispers something about options. -more-
takkaria is offline   Reply With Quote
Old March 3, 2011, 10:46   #8
Psi
Knight
 
Join Date: Apr 2007
Location: Surrey, UK
Age: 48
Posts: 870
Psi is on a distinguished road
Quote:
Originally Posted by takkaria View Post
The old tile set has been updated so that torch/lit/dark grids are coloured differently (thanks to Dawnmist).
Good news indeed. Thanks for the info.
Psi is offline   Reply With Quote
Old March 3, 2011, 21:43   #9
Max Stats
Swordsman
 
Join Date: Jun 2010
Posts: 324
Max Stats is on a distinguished road
I managed to restore the old behavior after poking around the 3.2 code and seeing how it handled the "remember torch-lit grids" option. I edited function cave_note_spot in cave.c and changed this line:
Code:
	/* Memorize this grid */
	c->info[y][x] |= (CAVE_MARK);
to this:
Code:
	/* Memorize this grid */
	if (c->feat[y][x] > FEAT_INVIS || (c->info[y][x] & CAVE_GLOW))
		c->info[y][x] |= (CAVE_MARK);
I am OK with doing it for myself if there is not enough interest in changing it for everyone, but I wanted to put the question out there to see if anyone else wanted it. I found it disorienting because corridors looked "lit up" but unseen monsters would cast/throw/fire at you or pop into view to melee you.
Max Stats is offline   Reply With Quote
Old March 4, 2011, 04:10   #10
buzzkill
Prophet
 
buzzkill's Avatar
 
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
buzzkill is on a distinguished road
I'm not familiar with current Vanilla behavior, but there should be (at least) three levels of illumination.

1. illuminated or torch lit
2. explored but not lit or out of line of sight
3. darkness/unexplored

Personally, I'd like to see torchlight have it's own 'color', but that's more for flavor than necessity.
__________________
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.
buzzkill is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
An option to disable the "command menu" AnonymousHero Vanilla 11 March 14, 2012 17:37
"Master" option & variant selection..? Lord Fell Vanilla 15 November 13, 2010 20:45
"Great" drops replaced by "good" drops in vaults: bug or feature? PowerWyrm Vanilla 14 February 27, 2010 16:54
"repeat" Command just little bit "smarter" ClaytonAguiar Vanilla 8 June 17, 2009 15:01
How many turns do you "lose" when recalling back to town? bebo Vanilla 32 February 11, 2009 15:22


All times are GMT +1. The time now is 07:31.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2023, vBulletin Solutions Inc.