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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Tchize (David Delbecq)
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tchize at myrealbox.com
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