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#1 |
Rookie
Join Date: May 2008
Posts: 21
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Room visibility on enter
Do I remember that there was once a setting that made sure that if you entered a room that was partially off-screen, it would adjust the view as needed to make sure it was entirely visible? I miss that.
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#2 | |
Adept
Join Date: Jul 2007
Posts: 155
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Quote:
- Frank |
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#3 |
Rookie
Join Date: May 2008
Posts: 21
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I could have sworn it did that at one point. Hm.
I don't like the "center map continuously" option - too much movement, feels like Diablo. I just want to not have to use "L" to change the view when I step into a room that's only half-visible. Maybe if "center map continuously" had a rubber-band effect, allowing movement within a configurable-sized rectangle before triggering the recentering, rather than constantly recentering on one grid cell?... |
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#4 |
Knight
Join Date: Apr 2007
Location: Surrey, UK
Age: 47
Posts: 870
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Maybe it hasn't made it into V, but O/FA has a "Set panel change factor" option within the options menu which does pretty much exactly that. I started using it when my touchscreen started getting worn out around my centred @...
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#5 |
Prophet
Join Date: Mar 2008
Posts: 2,755
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It used to be that dungeon generation was set up to guarantee that rooms did not pass across panel boundaries. You might have thought something special was going on when it was just that you changed panels before you entered the rooms.
I play with a huge screen now that it is not an abuse of detections, and that mostly solves the problem in a different way. |
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#6 |
Rookie
Join Date: May 2008
Posts: 21
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Ah, that's possible. I see.
Well, I guess I could crank that widescreen up a bit and see how it goes. ![]() |
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Thread | Thread Starter | Forum | Replies | Last Post |
Strange Isolated Room | z118 | AAR | 1 | February 4, 2008 23:38 |