Display Object Recall window and Line-of-Sight

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  • Ingwe Ingweron
    Veteran
    • Jan 2009
    • 2129

    Display Object Recall window and Line-of-Sight

    I notice that with the display monster recall subwindow, the monsters are divided into those @ can see, and those @ is aware of. However, the object recall is not so divided, all objects are listed as @ can see, even though they are not all in line-of-sight. It makes it difficult to quickly determine what objects are in the room @ just entered without using the "l"ook command. It would be helpful if the display object subwindow was divided into what @ can see actually in line-of-sight and what @ is aware of similar to that already used for the display monster recall subwindow.
    “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
  • buzzkill
    Prophet
    • May 2008
    • 2939

    #2
    I believe they are ordered by proximity to @, but also agree that this would be useful.
    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.

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    • Timo Pietilä
      Prophet
      • Apr 2007
      • 4096

      #3
      Originally posted by buzzkill
      I believe they are ordered by proximity to @, but also agree that this would be useful.
      I think it is some sort of type first, then proximity sort. Too tired to check just now.

      Comment

      • kaypy
        Swordsman
        • May 2009
        • 294

        #4
        The order is
        known artifacts
        unid'ed flavours
        most stuff
        worthless

        each category is sorted by tval and sval

        This means that, loosely speaking, stuff you want to pay attention to is higher up the list. Which is arguably more useful for items than whether its in LOS.

        Comment

        • Ingwe Ingweron
          Veteran
          • Jan 2009
          • 2129

          #5
          Originally posted by kaypy
          The order is
          known artifacts
          unid'ed flavours
          most stuff
          worthless

          each category is sorted by tval and sval

          This means that, loosely speaking, stuff you want to pay attention to is higher up the list. Which is arguably more useful for items than whether its in LOS.
          When you use !Enlightenment, monsters are shown relatively in order of danger, not proximity, but it still separates out LOS from "aware of". I've no problem with the sorting of objects by relative "quality", but still think the LOS should be separated. At a minimum, the description in the object recall window is inaccurate since it does say @ "sees" those objects. I guess I'd like my cake, and eat it too.
          “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

          • Timo Pietilä
            Prophet
            • Apr 2007
            • 4096

            #6
            Originally posted by Ingwe Ingweron
            When you use !Enlightenment, monsters are shown relatively in order of danger, not proximity, but it still separates out LOS from "aware of". I've no problem with the sorting of objects by relative "quality", but still think the LOS should be separated. At a minimum, the description in the object recall window is inaccurate since it does say @ "sees" those objects. I guess I'd like my cake, and eat it too.
            I think real LoS info is important after some major battle (like A pit or A explosion while fighting one of the uniques). Then what I really see at the moment is important. It takes time to sort out all the loot, and seeing in one glance that I have ID:d everything in LoS could be useful.

            Comment

            • molybdenum
              Apprentice
              • May 2013
              • 84

              #7
              This might not be too hard to implement, since the object list code is similar to the monster list code. It's probably something we can do in the near future.

              Comment

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