[3.30] Strangely coloured darkness

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  • kaypy
    Swordsman
    • May 2009
    • 294

    [3.30] Strangely coloured darkness

    If you set darkness to have a visible tile[1] then the colors are not initialized properly- you will get a scattering of tiles in the unexplored area turning up in a different colour. This might also effect transparent critters detect while out of lit areas.
    ---
    [1] Because that way you get a nicer detect traps border.
  • kaypy
    Swordsman
    • May 2009
    • 294

    #2
    Bit more information here:

    The oddly coloured tiles all seem to be floor tiles rather than being buried in the walls. So it is leaking some dungeon layout information.

    Also the tiles do affect the colour of transparent critters. So there is a chance of stumbing over this with default graphics and a clear critter while out of sight.

    Finally, the colour seems to be the detect traps colour, so it may be something there not being initialized properly.

    ...

    OK, something seems to be going wrong in dtrap_edge. I cant figure out why though.

    ...

    OK, I seem to be seeing CAVE2_FEEL tiles...

    ...

    Hmm. I think the logic in dtrap_edge is misplacing the not operators

    Comment

    • kaypy
      Swordsman
      • May 2009
      • 294

      #3
      BINGO

      OK, heres a fix

      feeling-trapdet-fix.txt

      Comment

      • Magnate
        Angband Devteam member
        • May 2007
        • 5110

        #4
        Superb - thank you. This one's for fizzix, I think, since CAVE2_FEEL is his. Noted as #1506.
        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

        Comment

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