[3] Re: [CF-Devel] Light and Darkness
kevin at ank.com
kevin at ank.com
Sat Dec 29 19:04:59 CST 2001
>
> I've been testing the darkness code on some of the sample maps and
>
> find that it doesn't work nearly as well as I would have hoped.
>
> When casting light from a light source, the light should stop at
>
> any walls I think. As it is, the code makes it very difficult to
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> throw shadows across the floor of the dungeon, and light on a wall
>
> lights up that wall even if you are on the opposite side from the
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> light source.
>
>
This is largely because the way the game is designed - everything is based on
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square spaces. For example, for line of sight, we can know if you can see that
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square, and not that you see half a square or whatever. In the case of walls,
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this often means you see the small strip of floor/ground on the far side of the
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wall.
>
>
Similarly, for light, we know the light level for the entire space. Trying to
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know that the right half the square and not the left is illuminated (Because of
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a wall) is not done, and in any case, that information would then have to get
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communicated to the client.
>
>
If the problem is that you see an illuminated wall because the next room over
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is illuminating it, the simple solution is to just make the walls double thick.
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Then, if the next room is full bright but the room you are in is dark, the walls
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will still be dark.
>
Take a look at my server on avalon.ank.com then go to the towers/tower map
and take a walk around to the north-east corner. As you get close to the
corner inside the tower, you'll notice that it suddenly gets bright. This
is from a light that is actually on the other side of the wall.
Perhaps it is an error in the way I have the light source configured -- I'll
take a look and see if settings are out of range. At the time I was trying
to get the outside of the building to be bright as day, so I think I upped
the light level to a hundred or so.
Cheers,
-kls
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