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Better distinction of explored terrain underground
Posted: Sun Oct 30, 2011 3:17 am
by raithe
The Fog of War makes underground dungeons kind of a pain because you can't tell what's floor and what's rock unless it's lit. You just see walls. This is especially annoying in the snaking passages mazes where you have long tunnels with a one tile width gap separating them. The overland dungeons don't seem to do this, nor does the background demo at the menu screen when it's on an underground tile set so I don't know if it's a bug or intended, but mine is pitch black once I leave a room, no different from unexplored except I see walls.
Re: Better distinction of explored terrain underground
Posted: Sun Oct 30, 2011 4:31 am
by Grey
That don't sound right... You got a screenshot?
Re: Better distinction of explored terrain underground
Posted: Sun Oct 30, 2011 4:36 am
by bricks
Yeah, gotta agree with this. I think it's a bug; you can use Vision abilities and the map will stay permanently explored, too. Unlit floor tiles won't be explored by natural means.
Re: Better distinction of explored terrain underground
Posted: Sun Oct 30, 2011 4:45 am
by lukep
I have this too (b34, mac OSX 10.6, ASCII + BG). It makes exploring the maze very annoying, as there is no apparent difference between an explored dead end, and one that you have only seen the walls of it from the outside.
Re: Better distinction of explored terrain underground
Posted: Sun Oct 30, 2011 5:27 am
by raithe
Here's a screencap. had to downsize it to upload, but you can see what I mean. Everything on the screen (actually that entire level) has been explored. Been like this in every beta I've tried all the way back to 12b when I first found out about T4. I've got a Geforce 8800 so I shouldn't have any problems with the shaders or framebuffers this game uses unless it's a bug. If I disable the smoothing option and go for blocky fog it just fills the corridors completely. The outside areas (world map, towns, forest dungeons, etc) are fine. They look like the background movie, just slightly darker and can't see npcs. Only underground areas do this.
Re: Better distinction of explored terrain underground
Posted: Mon Oct 31, 2011 5:46 pm
by Final Master
I've finally just turned off all the special features 'cause they block too much visually and slow me down way too much. And the particals I like but I have to have them at 10 density otherwise a single cloud pretty much kills my computer.
Re: Better distinction of explored terrain underground
Posted: Mon Oct 31, 2011 7:29 pm
by raithe
Nah this has nothing to do with effects. Actually ToME never even lags on my system. Here's two shots with framebuffers and shaders disabled, and ASCII w/bg. One is The Blighted Ruins, the othe Norgos' Lair. Note the graduated shades of shadow in the lair.
EDIT:
Also notice on the mini-maps that the terrain isn't marked as explored in the underground map.
This is like what happens in *band when you start disabling the various lit grid options.