For what it is worth, I rechecked my light testing map. Walls don't affect the light one way of the other. If light propagates 4 squares from a source then it does so regardless of any intervening walls, including double walls. Cheers, -kls On Sat, Dec 29, 2001 at 05:04:59PM -0800, kevin at ank.com wrote: > > > > 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 > > > 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 > > > light source. > > > > This is largely because the way the game is designed - everything is based on > > square spaces. For example, for line of sight, we can know if you can see that > > square, and not that you see half a square or whatever. In the case of walls, > > this often means you see the small strip of floor/ground on the far side of the > > wall. > > > > Similarly, for light, we know the light level for the entire space. Trying to > > know that the right half the square and not the left is illuminated (Because of > > a wall) is not done, and in any case, that information would then have to get > > communicated to the client. > > > > If the problem is that you see an illuminated wall because the next room over > > is illuminating it, the simple solution is to just make the walls double thick. > > Then, if the next room is full bright but the room you are in is dark, the walls > > 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 > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel -- // .--=, .....::://::::::::::::::::::::::::::::.. (o O & kevin at ank.com :::::::: //:::://://://:/:://::||_// / V K :::::://:::://:/:|//'/' // _,|' r , 'qk :'''/____ // / // |_// // || .'~. .~`, kls \_/-=\_/