Can we have the "map remembers torch-lit grids" option back?

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Max Stats
    Swordsman
    • Jun 2010
    • 324

    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.
    If beauty is in the eye of the beholder, then why are beholders so freaking ugly?
  • Derakon
    Prophet
    • Dec 2009
    • 9022

    #2
    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.

    Comment

    • tprice
      Adept
      • Jun 2008
      • 105

      #3
      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

      Comment

      • Derakon
        Prophet
        • Dec 2009
        • 9022

        #4
        You should still be able to tell by the color of the tile; the contrast is merely reduced as Max Stats noted.

        Comment

        • Nomad
          Knight
          • Sep 2010
          • 958

          #5
          Originally posted by Derakon
          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.

          Comment

          • Psi
            Knight
            • Apr 2007
            • 870

            #6
            Originally posted by Derakon
            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...

            Comment

            • takkaria
              Veteran
              • Apr 2007
              • 1951

              #7
              Originally posted by Psi
              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).
              takkaria whispers something about options. -more-

              Comment

              • Psi
                Knight
                • Apr 2007
                • 870

                #8
                Originally posted by takkaria
                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.

                Comment

                • Max Stats
                  Swordsman
                  • Jun 2010
                  • 324

                  #9
                  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.
                  If beauty is in the eye of the beholder, then why are beholders so freaking ugly?

                  Comment

                  • buzzkill
                    Prophet
                    • May 2008
                    • 2939

                    #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.
                    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.

                    Comment

                    • Max Stats
                      Swordsman
                      • Jun 2010
                      • 324

                      #11
                      1. illuminated or torch lit
                      2. explored but not lit or out of line of sight
                      3. darkness/unexplored
                      My problem is that #2 looks too much like #1. I am used to #2 and #3 looking more or less the same, which was the behavior when "remember torch lit grids" was an option and it was turned off.

                      Right now, there is one visual for "floor". If there were separate visuals for #1, #2, and #3, that could be used as a workaround and you could customize what each one would look like. I don't know if this makes sense in the way things are coded, tough.

                      For my part, I have my workaround and if we want to leave things as they are I will still be happy.
                      Last edited by Max Stats; March 4, 2011, 13:03.
                      If beauty is in the eye of the beholder, then why are beholders so freaking ugly?

                      Comment

                      • Derakon
                        Prophet
                        • Dec 2009
                        • 9022

                        #12
                        I have no difficulty telling the difference between all three of those; it does require you to recognize how bright a lit square in LOS is though. With "remember torchlit squares" off, 2 and 3 in fact are identical.

                        Comment

                        Working...
                        😀
                        😂
                        🥰
                        😘
                        🤢
                        😎
                        😞
                        😡
                        👍
                        👎