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-   -   Minor shop UI bug (http://angband.oook.cz/forum/showthread.php?t=9242)

Bandobras January 5, 2019 13:24

Minor shop UI bug
 
4.1.3-217-ga8941c1

When I look at an item in a shop and the item's description is short enough not to obscure the list of items, a wrong item is highlighted on the list (it fixes itself after I exit the description).

Bandobras January 5, 2019 14:31

Another minor thing: in object knowledge screen all scrolls (but only scrolls) have a white question mark symbol. Potions and others have various colours.

Bandobras January 5, 2019 15:23

Another one: when I walk along a corridor without wielded light, the granite is all the time drawn in dark grey, but the sections of corridors that are at the same time room walls are drawn in white as long as they are in my FOV.

Edit: to be precise, rooms build from another stone than corridors is fine, but both stones are labelled "granite" and also they looks exactly the same when not in LOS (dark) and only differ when in LOS and drastically so (dark vs bright).

Derakon January 5, 2019 17:38

Quote:

Originally Posted by Bandobras (Post 135159)
Another minor thing: in object knowledge screen all scrolls (but only scrolls) have a white question mark symbol. Potions and others have various colours.

Potion color is determined by the potion's flavor, e.g. Gloopy Green Potion is green while Crimson Potion is red. All scrolls are white because they're made of paper and paper is white; the flavor for a scroll comes from its title and doesn't affect its appearance.

Quote:

Another one: when I walk along a corridor without wielded light, the granite is all the time drawn in dark grey, but the sections of corridors that are at the same time room walls are drawn in white as long as they are in my FOV.
Room walls are illuminated by the room; otherwise you wouldn't be able to e.g. see ghosts standing in the walls. I guess technically the walls you're talking about shouldn't be illuminated from your viewpoint, but a tile is either lit or not lit, there's no directionality to it.

Bandobras January 5, 2019 23:24

Thank you for the explanation. Now I see it must have been books that I saw colourful on the floor, so all is fine with scroll flavours.

Regarding lit walls, let me try to explain my puzzlement in more detail. I was a necromancer walking without light. Thus corridor granite was always grey to me --- apparently noctovision doesn't let you see the lit versions of tiles, which is fine. However, the room granite was bright white not whenever in my LOS, but only when within the radius of my noctovision. As if my noctovision was an ultraviolet light and room granite was a fluorescent substance. Is that what noctovision is? If so, why is the room granite fluorescent? It bet it doesn't need to be. And it's not ambiently lit, because if it was, I would see it from a distance (and see it as a lit tile) and I don't.

Also, do you mean I don't see monsters inside walls if they are in corridor walls?

Derakon January 5, 2019 23:50

Quote:

Originally Posted by Bandobras (Post 135168)
Also, do you mean I don't see monsters inside walls if they are in corridor walls?

I was talking about if you were standing in an illuminated room. If walls weren't illuminated, then a ghost could stand in a wall next to the room and yet not be visible (unless it was in your light source's radius) because its tile wasn't illuminated. So they must be illuminated by being next to the room. That then does mean that they're illuminated from any perspective, e.g. you could tunnel to the other side of the wall, take off your light source, and be able to see a ghost standing in the wall even though there's no light from where you're standing.

However, I was misunderstanding what you were describing, which does seem like a bug.

Nick January 6, 2019 00:19

Shop issue and necromancer lighting issue filed as bugs. I was vaguely aware of the lighting issue, but have not got around to fixing it.

Bandobras January 6, 2019 02:21

Thank you again. All seems taken care of, so closing this thread and reporting bugs to a new one.


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