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-   -   Can we have the "map remembers torch-lit grids" option back? (http://angband.oook.cz/forum/showthread.php?t=4172)

Max Stats March 1, 2011 17:51

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.

Derakon March 1, 2011 18:47

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.

tprice March 2, 2011 00:21

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

Derakon March 2, 2011 00:27

You should still be able to tell by the color of the tile; the contrast is merely reduced as Max Stats noted.

Nomad March 2, 2011 11:39

Quote:

Originally Posted by Derakon (Post 49317)
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.

Psi March 2, 2011 14:02

Quote:

Originally Posted by Derakon (Post 49335)
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...

takkaria March 3, 2011 09:36

Quote:

Originally Posted by Psi (Post 49356)
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).

Psi March 3, 2011 09:46

Quote:

Originally Posted by takkaria (Post 49370)
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.

Max Stats March 3, 2011 20:43

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.

buzzkill March 4, 2011 03:10

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.


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