Request for "Lat/Long" in Monster Detection

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  • Ingwe Ingweron
    Veteran
    • Jan 2009
    • 2129

    Request for "Lat/Long" in Monster Detection

    Has anyone looked at having the relative "latitude/longitude" position reported on monster detection as it is for object detection? I know I would find it helpful, rather than having to hunt across the screens for just where that dangerous monster happens to be. I imagine it is either an idea that's too difficult to implement, or others don't think it should play that way, but I thought I'd float the idea.
    “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
    ― Tom Stoppard, Rosencrantz and Guildenstern are Dead
  • Timo Pietilä
    Prophet
    • Apr 2007
    • 4096

    #2
    Originally posted by Ingwe Ingweron
    Has anyone looked at having the relative "latitude/longitude" position reported on monster detection as it is for object detection? I know I would find it helpful, rather than having to hunt across the screens for just where that dangerous monster happens to be.
    I would like to have that too. It's feels right too, it's info that your char has, but you don't until you look around where he sees it, so I feel that it should be immediately apparent to you too where the monster is.

    Comment

    • MattB
      Veteran
      • Mar 2013
      • 1214

      #3
      Originally posted by Timo Pietilä
      I would like to have that too. It's feels right too, it's info that your char has, but you don't until you look around where he sees it, so I feel that it should be immediately apparent to you too where the monster is.
      Agreed!

      Comment

      • Derakon
        Prophet
        • Dec 2009
        • 9022

        #4
        Maybe we could have a "radar" of sorts. It would take up one row/column at each edge of the screen; each tile in that row/column would show you either the most dangerous monster, or most interesting item, you would see if you scrolled the map in that direction. Of course it wouldn't be perfect, but I think it'd provide better at-a-glance information than the visible-monsters list does, especially as it'd be on the main display.

        Unfortunately, it'd probably need to be an option so that players who still use 80x24 or the like wouldn't lose precious normal dungeon display.

        Comment

        • Ingwe Ingweron
          Veteran
          • Jan 2009
          • 2129

          #5
          Couldn't it be done the same way object detection is currently? The subwindow with "Display Item List" shows each known or unknown item of which @ is aware and gives the relative lat/long (e.g., 2N, 12W) of the item which adjusts as @ moves. Couldn't the "Display Monster List" subwindow do the same for each monster @ sees or is aware of?
          “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
          ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

          Comment

          • MattB
            Veteran
            • Mar 2013
            • 1214

            #6
            If we don't want to, or can't, pinpoint (I guess they are often on the move, after all), what about just N, NE, E, SE, S, SW, W or NW?

            Comment

            • buzzkill
              Prophet
              • May 2008
              • 2939

              #7
              I've long thought that sorting by quadrant (then relative distance) would be useful, NW, NE, SW, SE. In my case, it would make it easier to choose a direction to run in.
              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

              • molybdenum
                Apprentice
                • May 2013
                • 84

                #8
                Originally posted by Ingwe Ingweron
                Couldn't it be done the same way object detection is currently? The subwindow with "Display Item List" shows each known or unknown item of which @ is aware and gives the relative lat/long (e.g., 2N, 12W) of the item which adjusts as @ moves. Couldn't the "Display Monster List" subwindow do the same for each monster @ sees or is aware of?
                I just hacked this in pretty quickly into my version, so it's not that hard. However, I did only display the coordinates for individual monsters; it wouldn't make sense for multiple monsters.
                Attached Files

                Comment

                • DaviddesJ
                  Swordsman
                  • Mar 2008
                  • 254

                  #9
                  Originally posted by molybdenum
                  I just hacked this in pretty quickly into my version, so it's not that hard. However, I did only display the coordinates for individual monsters; it wouldn't make sense for multiple monsters.
                  For multiple monsters, listing the location of the closest one would work (e.g., "8N 5E + 4 others"). Often they will be in groups anyway.

                  Comment

                  • molybdenum
                    Apprentice
                    • May 2013
                    • 84

                    #10
                    Originally posted by DaviddesJ
                    For multiple monsters, listing the location of the closest one would work (e.g., "8N 5E + 4 others"). Often they will be in groups anyway.
                    That should be doable. I'll give it a shot.

                    Comment

                    • molybdenum
                      Apprentice
                      • May 2013
                      • 84

                      #11
                      Originally posted by molybdenum
                      That should be doable. I'll give it a shot.
                      I gave it a shot, but there are some issues with groups and the split between LOS and non-LOS monsters. It's not a simple fix, due to the way the monster list code works.

                      Comment

                      • Ingwe Ingweron
                        Veteran
                        • Jan 2009
                        • 2129

                        #12
                        Originally posted by molybdenum
                        I gave it a shot, but there are some issues with groups and the split between LOS and non-LOS monsters. It's not a simple fix, due to the way the monster list code works.
                        What you've done is great! Very helpful to know which way to run!
                        “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
                        ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

                        Comment

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