Re: Re: [CF-Devel] Fog Of War code in Gtk

crossfire-devel at archives.real-time.com crossfire-devel at archives.real-time.com
Wed May 26 15:37:11 CDT 2004


I am surprised no one mentioned just blacking out the tiles covered by fog of war.  The more I think of this the more I like the idea.  It would be easier.  Fog of war in a stragety game is a convienient tool but in a adventure/RPG maybe it is too much assistance.  If you can't remember what's around the corner then you better take another look...

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      Just put an example with grey pictures detection. Work quite well.
     
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      Please note the base dungeon floor is NOT grey but made of light yellow and 
     
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      dark green :). I walked a bit in the game seems the detection algorithm did 
     
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      not fail anywhere!!
     
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      I choose to move grey picture to the light blue. Give better results than 
     
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      yellow, and i thing nobody wants magenta or cyan :)
     
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      http://users.skynet.be/tchize/brol/fow11.png
      
      
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      Le mardi 25 Mai 2004 08:38, Mark Wedel a écrit :
     
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      Rick Tanner wrote:
     
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      > The blur effect, while a clever approach, I don't think my eyes could
     
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      > withstand that effect for too long! ;-)
     
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        I agree, and the minor blurs are not that different.
     
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        Now the quick hack I did to make it grey was mostly because before then,
     
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       they were shown as if it was 50% dark.  So for maps with darkness, it was
     
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       very hard to tell if in fact the space was just dark, or out of view.
     
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        I do like the faded look.  The problem which is very apparant is that it
     
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      doesn't work very well for objects that are only grey (looking at sample 2,
     
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      there is only a very minor difference noticable between the visible
     
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       cobblestones under the grate, and the blocked ones behind it/in the
     
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       corners).
     
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        Minor enough that without having that visible one as a reference, for me at
     
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      least, I wouldn't be able to tell you those others were blocked.
     
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        Which probably brings up the issue that no method will work perfectly for
     
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      everything.  The current method works OK for some images, and not good for
     
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      others.  I wonder if some logic to try and figure out how 'colorful' the
     
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       image is could be done, and for images that are mostly grey/black, do an
     
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       intensity reduction.
     
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        In terms of votes, I personally like #1 or #2 - hard to tell exactly how
     
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       they are different, since #1 was done on a different map.
     
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        In terms of removing objects, this is harder.  It wouldn't be hard to just
     
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      draw the bottom most image, but that probably isn't write - things like
     
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       statues, grates, walls on top of other terrain, etc, would all disappear. 
     
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       And you can't really get much more intelligent logic, because the client
     
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       doesn't necessarily know that image X is a wall and Y is a dagger, and it
     
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       should draw X and not Y.
     
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      -- 
     
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      Tchize (David Delbecq)
     
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      tchize at myrealbox.com
      
      
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