Bernd Edler wrote: > With switching to "per tile lighting" i got rid of > these lighting artifacts. > > But the spell residues remain, with and without > fog of war. > > They will appear exactly when i use spells that produce light, > in squares that are completely dark. > > As you can see in the png the residue of the firebolt is exactly > 2 tiles long. It appeared in the 2 spaces of complete darkness. > > While the spell is "running" , i can see the bolt even in the > dark tiles, because it produces light by itself. > > When the effect ends, the tiles become dark again. (of course) > > When i walk towards these tiles so that they are within my > visual range again, i will have these residues there. This is odd - I'll have to look into it. > > Thus it looks to me as if this happens like that: > "This space is now dark" > "The spell effect is gone" > -> I won't tell the client, he can't see that, because it is dark there. > "This space is visible again" (because player moved) > "You don't need any update information, this space still looks the same > as it did before you moved" It could be something related to the darkness - I'll have to re-look at the code. There is some code that tries to be helpful to the client in trying to inform if it is a dark space at the edge of the vision, or something completely beyond the vision. This was only really done to make per pixel lighting appear better, but the complication it adds probably isn't worth it. The way lighting is handled could perhaps be re-done - the server would still need to know what spaces the client can see, but leave more of the lighting to the client (eg, light sources at x, y, color r, brightness b, etc. Not sure the best way that could be done. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel