Dungeon Crawl Stone Soup Tracker - DCSS
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Viewing Issue Advanced Details |
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ID:
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Category:
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Severity:
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Reproducibility:
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Date Submitted:
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Last Update:
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6181 |
Upload: Graphics |
minor |
have not tried |
2012-09-06 10:27 |
2014-12-08 07:49 |
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Reporter:
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white_noise |
Local or Remote:
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Local |
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Assigned To:
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Operating System:
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Windows |
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Priority:
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normal |
Console or Tiles:
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Tiles |
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Status:
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closed |
Product Branch:
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0.12 ancient branch |
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Product Version:
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Resolution:
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done |
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Projection:
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none |
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ETA:
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none |
Fixed in Branch:
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0.16 ancient branch |
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Summary:
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0006181: Water, grass and sand cuts. |
Description:
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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 |
Steps To Reproduce:
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Additional Information:
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System Description:
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Relationships | |
Attached Files:
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cuts.png [^] (142,462 bytes) 2012-09-06 10:27 |
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Issue History |
Date Modified |
Username |
Field |
Change |
2012-09-06 10:27 |
white_noise |
New Issue |
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2012-09-06 10:27 |
white_noise |
File Added: cuts.png |
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2012-09-06 11:30 |
KiloByte |
Note Added: 0019970 |
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2012-09-06 11:54 |
white_noise |
Note Added: 0019971 |
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2012-09-06 11:54 |
white_noise |
Note Edited: 0019971 |
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2012-09-06 12:39 |
KiloByte |
Note Added: 0019972 |
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2012-09-06 12:48 |
white_noise |
Note Added: 0019973 |
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2013-03-29 06:27 |
mumra |
Issue Monitored: mumra |
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2014-12-08 07:48 |
roctavian |
Note Added: 0028032 |
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2014-12-08 07:48 |
roctavian |
Status |
new => closed |
2014-12-08 07:49 |
roctavian |
Resolution |
open => done |
2014-12-08 07:49 |
roctavian |
Fixed in Branch |
=> 0.16 development branch |
Notes |
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(0019970)
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KiloByte
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2012-09-06 11:30
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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). |
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(0019971)
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white_noise
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2012-09-06 11:54
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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.
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(0019972)
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KiloByte
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2012-09-06 12:39
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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. |
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(0019973)
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white_noise
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2012-09-06 12:48
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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. |
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(0028032)
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roctavian
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2014-12-08 07:48
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Unnecessary and somewhat obsoleted over the years. |
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