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ID | Category | Severity | Reproducibility | Date Submitted | Last Update | ||
0006181 | [DCSS] Upload: Graphics | minor | have not tried | 2012-09-06 10:27 | 2014-12-08 07:49 | ||
Reporter | white_noise | View Status | public | ||||
Assigned To | |||||||
Priority | normal | Resolution | done | Local or Remote | Local | ||
Status | closed | Operating System | Windows | ||||
Projection | none | Console or Tiles | Tiles | ||||
ETA | none | Fixed in Branch | 0.16 ancient branch | Product Branch | 0.12 ancient branch | ||
Product Version | |||||||
Summary | 0006181: Water, grass and sand cuts. | ||||||
Description |
It is for feature discussed here: https://crawl.develz.org/tavern/viewtopic.php?p=74773#p74773 [^] If someone want to experiment with it, here's some cuts. The order is: shallow water, grass deep water, sewage ocean, deep sewage sand |
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Steps To Reproduce | |||||||
Additional Information | |||||||
Tags | No tags attached. | ||||||
Attached Files | cuts.png [^] (142,462 bytes) 2012-09-06 10:27 | ||||||
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Notes | |
(0019970) KiloByte (manager) 2012-09-06 11:30 |
Sorry, but I think that's a bad idea. It is vital for every square to be obviously water or land, and thus a water square needs to be covered in, let's say, 90%. In these tiles you have water with as little coverage as Note: 0000015% (a wild eyeball guesstimate). |
(0019971) white_noise (reporter) 2012-09-06 11:54 edited on: 2012-09-06 11:54 |
Have you visited the tavern through link I gave? There is initial idea, a preview and some suggestions. I didn't copied it here because of this link. Anyway, it is not exact cell tiles. It is pieces from which tiles supposed to be built. I think most of them will cover 90%. Well, maybe some cells will be 85%, but another one can be 105%. In any case it's pretty clear which cell it is, ground or water. |
(0019972) KiloByte (manager) 2012-09-06 12:39 |
A tile has to be put into the square it is placed on, your example has them displaced by half of a tile's size. This was recently tried with icy stone (with an overflow 2 pixels wide) and it led to minor artefacts in local tiles, bigger breakage in webtiles. Without a significant code overhaul, a tile needs to stay within it boundaries. It is possible to add overlays to neighbouring tiles, but that adds complexity and information leaks, I doubt it's worth it. Let's keep water from leaking. Also, there's a planned race (djinn) who are hurt by water; tiles you are proposing resemble Slime borders, which may confuse people into thinking standing next to water is bad. |
(0019973) white_noise (reporter) 2012-09-06 12:48 |
Ok then. It's no big deal. Forget about it, or save it for the better days. By the way, it may be a good idea if djinn will get hurt a bit while standing next to water. By moist air and splatters. It can serve as warning. |
(0028032) roctavian (developer) 2014-12-08 07:48 |
Unnecessary and somewhat obsoleted over the years. |
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