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ObjectsSeenDisplay

Posted: Sat Aug 21, 2010 4:17 am
by yufra
I remember seeing this mentioned somewhere on the forums and decided to take a crack at it. The initial result can be seen in the attached screenshot. Basically I copied the actor and actor_dist entries in ActorFOV and added object checking, and then copied the ActorsSeenDisplay and modified it slightly. The gzipped patch file is also attached if you want to incorporate it as is. Let me know if you want me to delegate any improvements to me. :)

Re: ObjectsSeenDisplay

Posted: Tue Aug 24, 2010 12:46 pm
by darkgod
Hum it's nice but is it really needed ?
i'd rather not tackle too much things on ActorFOV since it's proabbly one of the slowing piece of code

Re: ObjectsSeenDisplay

Posted: Tue Aug 24, 2010 4:55 pm
by yufra
I think it was brought up when someone mentioned they could not see some of the ring/amulet images in the Old Forest. Is it needed? Not really, we could find another way to make some of the thinner/smaller images pop a bit more for the player. Or just call it a feature (a ring is harder to find than a breastplate after all). :)

Re: ObjectsSeenDisplay

Posted: Wed Aug 25, 2010 5:04 am
by edge2054
breastplates can be hard to see in Carn-Dun though ;)

Making hard to see stuff 'pop out' more would work just as well. Item images being two-colored so they don't blend in with backgrounds would help a lot. For instance rings could be circles with a jewel set in them. Make the band and the jewel always be two different colors and it'll stand out a lot more regardless of background.

Also people can just do what I did and go back to ASCII. I like the images but I thought it was slowing stuff down (it wasn't). By the time I realized that though I'd adjusted to ASCII and it does make things much easier to see.