[CF-Devel] Patch: client display issues

crossfire-devel at archives.real-time.com crossfire-devel at archives.real-time.com
Sun Nov 16 19:43:06 CST 2003


 >
 >
 >
 >>>* 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.



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