Windows front end: Options->Map

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  • backwardsEric
    Knight
    • Aug 2019
    • 556

    Windows front end: Options->Map

    A change has been submitted, https://github.com/angband/angband/pull/6389 , which alters what 'M' does in the Windows front end when tiles are in use. It will display the map that Options->Map in the current front end displays rather than the default map. The map from Options->Map tries to display every grid (using shrunk-down tiles if necessary). The default map does not try to render every grid and uses hardwired priorities for different types of terrain/monsters/objects to decide what to render when combining multiple grids into what's displayed for a position in the map. The pull request also removes Options->Map since what it did can be accessed with 'M'.

    My guess, since I do not regularly play with the Windows front end, is that the pull request could be undesirable with a small screen (or a small main window on a big screen) and the Gervais or Shockbolt tiles: the map rendered with 'M' will use shrunk-down tiles that are difficult to interpret. For players who use the Windows front end with tiles, what would you want? Do you ever use Options->Map? Do you prefer it so much over 'M' that you'd be better off if that is what 'M' did? Or do you mix using 'M' and Options->Map depending on the situation?
  • PowerWyrm
    Prophet
    • Apr 2008
    • 2947

    #2
    Not a good idea. Not only the M key displays the default map for all other front ends, but the Options/Map version is VERY slow to display. I don't see why the Win client should differ from all other ones, that's why I think keeping the current behavior is better.
    PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

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    • backwardsEric
      Knight
      • Aug 2019
      • 556

      #3
      The SDL and SDL2 front ends do override the default behavior of 'M'. The SDL front end has been doing it for 13 years (introduced by https://github.com/angband/angband/c...b640843fe4fa0d ; the hook in ui-term.h for overriding the map display was introduced shortly before that by the same author). It still uses the default algorithm but maps each tile to a single character's worth of display in the generated map when big tiles are being used. The SDL2 front end has been doing it since it was added 7 years ago. Its algorithm looks similar to what Options->Map does in the Windows front end: try to render each grid for the map, scaling down as necessary to fit.
      Last edited by backwardsEric; November 12, 2025, 21:32. Reason: added missing "it"

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      • PowerWyrm
        Prophet
        • Apr 2008
        • 2947

        #4
        Originally posted by backwardsEric
        The SDL and SDL2 front ends do override the default behavior of 'M'. The SDL front end has been doing it for 13 years (introduced by https://github.com/angband/angband/c...b640843fe4fa0d ; the hook in ui-term.h for overriding the map display was introduced shortly before that by the same author). It still uses the default algorithm but maps each tile to a single character's worth of display in the generated map when big tiles are being used. The SDL2 front end has been doing it since it was added 7 years ago. Its algorithm looks similar to what Options->Map does in the Windows front end: try to render each grid for the map, scaling down as necessary to fit.
        I wasn't aware of that (in fact I'm mainly using David Gervais tiles when I play). In that case it's fine...
        PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

        Comment

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