Fixed in latests cvs. Please note you need server cvs from 22 march according to change mwedel did in smooth face pushing protocol or your client won't do smoothing at all if server is older. Did improve the CAN_SMOOTH() define. Also, this works quite well but have problems with lots of items having a default smoothlevel of 0 (a character moving around the border of snow will prevent smoothing there). Maybe make all items with default smoothlevel of 1 on server would be good to correct this. Too late to check). Le Samedi 19 Mars 2005 16:46, Mitch Obrian a écrit : Ah.. well this has been a (visual) problem for about .... well atleast a year. I think it would be good to set 255 smoothing on all that don't have anything set also :) basically snow weather dosn't smooth at all, nor does some of the other tiles weather puts down... makes things ugly and thus players don't want to play with glorious weather turned on. --- Mark Wedel < mwedel at sonic.net > wrote: > Mitch Obrian wrote: > > Currently the clients don't smooth tiles dropped > > by > > > weather code (snow and all that stuff) because the > > client dosn't smooth anything thats not set > > floor=1 I > > > guess... now since only things that are ment to be > > smoothed have smoothing set at all .... could you > > let > > > things that arent floor=1 smooth so weather stuff > > will > > > smooth? > > I did not write the smooth logic - might be better > of to talk to tchize since > he wrote that code. > > Taking a brief look at the code in question, these > are my observations: > 1) the server doesn't care what layer the objects > are that have smoothing, and > doesn't care if it is a floor or not, so is sending > the right data to the client. > > 2) The client is getting all the right data - > however, this line (from the sdl.c > file, drawsmooth_sdl()) is probably the culprit: > > if ( (the_map.cells[mx][my].heads[0].face==0) > > !CAN_SMOOTH(the_map.cells[mx][my].smooth[layer]) ) > return; > > This basically means that objects will only smooth > if the objects they are > smoothing onto are also smooth capable. So at > minimum, the weather effect > objects need to have a smoothlevel set (I haven't > checked if they do that). If > this is done for all the weather objects, I think it > should work OK. > > The problem you still will get is that spaces that > have weather won't tile > onto those spaces that don't. That is because the > weather tile will be at layer > 1, while on the other square, might be nothing at > level 1 (face==0), or some > other ojbect that is not smoothable. > > Presumably that is done because if you say have a > space with a house on it, > you don't want the smooth effect to go on top of the > building, so instead, safer > to not smooth. Perhaps making the default smooth > values for objects that don't > have it set to 255 would work, thus, these objects > would always be on top, but > not 100% sure if that would in fact work. > > > _______________________________________________ > crossfire mailing list > crossfire at metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire __________________________________ Do you Yahoo!? Yahoo! Small Business - Try our new resources site! http://smallbusiness.yahoo.com/resources/ _______________________________________________ crossfire mailing list crossfire at metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire -- -- Tchize (David Delbecq) tchize at myrealbox.com Public PGP KEY FINGERPRINT: F4BC EF69 54CC F2B5 4621 8DAF 1C71 8E6B 5436 C17C Public PGP KEY location: http://wwwkeys.pgp.net/pgpnet/wwwkeys.html -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available Url : http://shadowknight.real-time.com/pipermail/crossfire/attachments/20050323/2b24a66b/attachment.pgp