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Field of View/FOW

Posted: Thu Sep 21, 2017 7:17 am
by chaseface
I have been tinkering with making my own addons for personal use, and came across this thread about (FoV) Large Actor Recursive Shadowcasting --- http://forums.te4.org/viewtopic.php?f=45&t=35232

I have messed around with this and got to wondering... is there a way within the engine, or the tome game files that you can completely remove field of view (FoV) limitations and or "Fog of War" (dark areas that you have yet to explore in a given location)? By this, I mean an entire level, lets say a dungeon, that is totally visible regardless of where your character is located, completely negating FOV. You would be able to enter a dungeon and the entire map, including enemies at the other end was visible.

Basically, as if you were not seeing things based on the tile your character currently occupies, but looking down on the dungeon from above with total vision of everything on that particular level of the dungeon.

Is this possible within the game or engine? I realize this is cheating and not how the game is meant to be played (it would be boring), but I would like to use this for purposes of testing some things with my tweaks and or addons. I could also make a lantern have light radius of an extremely high value so that the light limitation wasn't an issue if need be...

Re: Field of View/FOW

Posted: Thu Sep 21, 2017 9:57 am
by HousePet
The source is completely accessible, so I don't see how it couldn't be possible.

Re: Field of View/FOW

Posted: Thu Sep 21, 2017 5:59 pm
by chaseface
Well I have been looking through just about everything and haven't really found anything..... can anyone point me in the right direction?

Re: Field of View/FOW

Posted: Thu Sep 21, 2017 7:44 pm
by tiger_eye
My knowledge of t-engine and ToME4 are rusty, but I would look at the debug dialogue if I were you:

game/modules/tome/dialogs/debug/DebugMain.lua

There is a "godmode" option that provides "game.player.esp_all = 1" and "game.player.esp_range = 50".
There is also a "magic_map" option that reveals and lights all tiles (including traps).