> > > >>>* client2.diff: This patch fixes the problem that multi-square objects >>> hide the player. >> >>I tried that - you basically reversed the order of display. I tried that >>to correct some display issues, but found it created other display issues. >>I think it related to if you have big objects stacking over each other, >>but maybe I tried that reversal before I made the other changes. > > > I was not able to reproduce this problem anymore, so I think this patch is > not needed anymore. (But if I understand the code correctly, the x11 and gtk > client differ: the x11 client will draw heads, then tails, but the gtk > client tails, then heads.) > > Andreas Kirschbaum wrote: > (Sorry for the late reply, I wasn't home for some time.) I'll apologize for the distance for this reply. I sort of put this on the back burner - not all that critical of a problem, compared to many others I was dealing with. > > > I agree with this explanation. Therefore my patch reversed the previous > (incorrect) fix. (My patch corrects the gtk client only, because in the x11 > client this problem had not been "fixed".) > > I still think this patch fixes a real problem (in the gtk client): You can > see the "ghost images" for example in /scorn/misc/beginners: open the bottom > gate and do not kill the kobold. Let the kobold follow you to the top of the > map. Run south until the kobold disappears from the top of the view. Go > (run) back to north: most of the time, the (gtk) client will display two > kobolds when it reappears. Yep - I agree with this, and will re-apply the patch that fixes the clear cell problem. That, combined with the patch in the server to correctly clear cells as they scroll into/out of view, means that I think putting that code back in makes sense. I can see that when spaces weren't being cleared on scroll, that doing that caused problems regarding the head of images. > While testing I found another (minor) display issue (in both the gtk and x11 > client): A player (or other objects) that is atop the bottom/right corner > of the palace in /pup_land/terminal disappears when other squares of the > palace are not visible: > > (P=palace, @=player, _=cobblestones, .=grass, ?=fog) > > ...._.... > ...?_.... > ..PPPP_.. > ..PPPP_.. > __PPP at ___ > .._____.. > ...._.... > ...._.... > > Now the player is visible. When a fog enters the palace (or the player casts > holy word), the player disappears: > > ...._.... > ...._.... > ..P?PP_.. > ..PPPP_.. > __PPPP___ > .._____.. > ...._.... > ...._.... Yeah - I see that also - will attempt to fix. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel