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#1 |
Swordsman
Join Date: Jun 2010
Posts: 324
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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. |
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#2 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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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. |
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#3 |
Adept
Join Date: Jun 2008
Location: Chicago
Posts: 105
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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 |
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#4 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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You should still be able to tell by the color of the tile; the contrast is merely reduced as Max Stats noted.
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#5 |
Knight
Join Date: Sep 2010
Location: England
Posts: 958
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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.
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#6 |
Knight
Join Date: Apr 2007
Location: Surrey, UK
Age: 48
Posts: 870
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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...
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#7 |
Veteran
Join Date: Apr 2007
Posts: 1,951
Donated: $40
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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- |
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#8 |
Knight
Join Date: Apr 2007
Location: Surrey, UK
Age: 48
Posts: 870
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#9 |
Swordsman
Join Date: Jun 2010
Posts: 324
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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); Code:
/* Memorize this grid */ if (c->feat[y][x] > FEAT_INVIS || (c->info[y][x] & CAVE_GLOW)) c->info[y][x] |= (CAVE_MARK); |
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#10 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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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. |
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