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better targeting highlights

Posted: Fri Jul 22, 2011 2:21 am
by tiger_eye
Do you notice anything different about the following screenshot? A wyrmic is aiming "Devouring Flame", which has a range of 10:
better_targeting_highlights.jpg
better_targeting_highlights.jpg (39.17 KiB) Viewed 1624 times
If your answer was, "Yes, those targeting highlights are super-awesome, and totally and utterly better than what we have now!" (or a similar answer), then you are correct!

Hopefully everything in that screenshot "just makes sense". Blue and green highlights are as before. Yellow highlights happen when targeting through unknown tiles. Red highlights happen when a known tile blocks the path or when the range has been reached. For example, in the above example, the targeting line become red beyond the range of the talent.

Compare this to the current--and hopefully previous--targeting highlights:
original_targeting_highlights.jpg
original_targeting_highlights.jpg (37.85 KiB) Viewed 1624 times
The patch is attached. I also included the projectile range fix as posted here, http://forums.te4.org/viewtopic.php?f=42&t=27032 , since that hasn't been committed to svn yet and the targeting highlights use the same files.

I should note that this patch only changes the targeting highlights. The talents/projectiles/beams/cones/etc. will behave the same as before when used. Oh, except I also updated "spell/staff-combat - Channel Staff", which was in serious need of being fixed.

The targeting highlights "just worked" for everything I tested, so I hope you enjoy the improvement :D.
better_targeting_highlights.txt
(9.36 KiB) Downloaded 149 times
Cheers!

Re: better targeting highlights

Posted: Fri Jul 22, 2011 5:51 am
by budswell
I guess its really an agument of whether to dispay best case or worst case scenario. The current way shows the worst case. The issue is the unknown tiles. If there was a wall in the first unknown tile (or more likely a monster and the spell/effect does not "lob") then the current display is actually the correct one.

I admit that 90% of the time the best case scenario is the correct one, so I can see why it would be prefered. I would be fine with it being changed.

But as a very defensive player (and personality) my personal preference is to leave it the current way. Its kind of saying "be careful, you could possibly hit yourself here" which is something I'm always careful about with area of effect spells (shadow blasted myself many times when learning them).

As I said, I'm OK with it being changed. Most of the time the new way is better, so I think changing would probably be good for the game overall. Especially as you have to use the mouse of shift+dir to get the target point across "unknown" anyway. Just presenting a case for the current way.

Re: better targeting highlights

Posted: Fri Jul 22, 2011 8:56 am
by Grey
budswell wrote:I guess its really an agument of whether to dispay best case or worst case scenario. The current way shows the worst case. The issue is the unknown tiles. If there was a wall in the first unknown tile (or more likely a monster and the spell/effect does not "lob") then the current display is actually the correct one.
There can't be a wall there, as line of sight is not interfered with and the lit room beyond the darkness can be clearly seen. There could be a mob there, but in that case tiger_eye's implementation is not really any worse than the current implementation, and in fact clarifies the situation much better.

Re: better targeting highlights

Posted: Fri Jul 22, 2011 9:09 am
by budswell
Never thought of that. Sold.