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Old August 4, 2011, 17:33   #1
kaypy
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[V3.3] Outdated graphics code

In the current system for feature graphics, we have 3 char/attr pairs:
A 'dark' pair
A 'torchlit' pair
and a 'lit' pair

OK, so far so good.

But there is also special casing code that changes anything white into yellow if it is torchlit, or into grey if it is dark. Which sort of defeats the purpose of having customizable tiles for each lighting level. Most of cave.c/grid_get_text should probably be removed.

removing-colour-overrides.txt

The view_yellow_light option would need renaming to account for the torchlit tiles not necessarily being yellow anymore (actually they aren't necessarily yellow now- if you set the torchlit floor tile to be anything other than white or yellow)

We really could use torchlit floors being yellow by default here, unless we remove the view_yellow_light option as below.

If the view_yellow_light is not set, then anything torchlit will be displayed as lit instead. One could argue that this option is redundant, given the ability to explicitly set the torchlight grids to whatever you like, including exactly the same as regular lit grids. (I would say its probably premature to remove it yet, given the difficulty in editing feature graphics, but its on borrowed time)
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Old August 5, 2011, 15:05   #2
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Opened as #1504 - thanks.
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Old August 5, 2011, 17:40   #3
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After a bit more thinking, I think something else may need reviewing: should torchlight be brighter or dimmer than dungeon light?

Or to be more direct- if standing in a lit room, with the torchlight options set, should you be able to see your torch radius, or should the room being lit override that?
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Old August 5, 2011, 20:11   #4
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Quote:
Originally Posted by kaypy View Post
After a bit more thinking, I think something else may need reviewing: should torchlight be brighter or dimmer than dungeon light?

Or to be more direct- if standing in a lit room, with the torchlight options set, should you be able to see your torch radius, or should the room being lit override that?
I think the "yellow" torchlight should override everything when that option is set.
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Old August 6, 2011, 03:17   #5
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Tiles need this fixed too. Torchlight should be brighter than normal light. Currently, it is not.
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Old August 6, 2011, 05:00   #6
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Hmm. I had thought that this would be a simple tweak.

But it looks like "cave light is brighter than torch light" is embedded deep into the map data structures. Or at least, there is no indicator in the map data for torch light- only permalit and currently visible. Torchlit-but-not-permalit can be obtained by elimination.

It seems much more optimized for the old "highlight visible grids" option.
lightOptions.txt

So with torchlight set (and floors exaggerated for effect)
Name:  torchlight.png
Views: 152
Size:  1.3 KB

And with it unset
Click image for larger version

Name:	viewablelight.png
Views:	202
Size:	1.5 KB
ID:	787

Of course you don't *have* to have the tile colours different.
Name:  samecolour.png
Views: 145
Size:  1.3 KB

But I don't know if Tak will go for this, even if technically it isn't increasing the option count...
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Old August 6, 2011, 08:11   #7
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Those screenshots made me think you were playing Dwarf Fortress at first...
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Old August 6, 2011, 09:29   #8
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If I were playing Dwarf Fortress I would have magma dumped or at least hidden the rock by now 8-P

Especially the orthoclase.
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