Minor display order on a map

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TheFSM
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Minor display order on a map

Post by TheFSM »

One of the skeletons in the bits and pieces quest:

Location:
West of the underground river, in the southern most room, on the mat
Appears in the foreground in comparison to monsters and the player, I'm assuming it's supposed to be lying on the ground - and that characters and monsters are meant to be rendered above it.
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nyktos
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Re: Minor display order on a map

Post by nyktos »

yeah, there are a handful of these little map issues...
bushes, rocks, trees - sometimes get put into the wrong layer.

:shock:

nice catch!

:D
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Pyrizzle
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Re: Minor display order on a map

Post by Pyrizzle »

TheFSM wrote:One of the skeletons in the bits and pieces quest:

Location:
West of the underground river, in the southern most room, on the mat
Appears in the foreground in comparison to monsters and the player, I'm assuming it's supposed to be lying on the ground - and that characters and monsters are meant to be rendered above it.
Good catch! Thanks for the report! This will be easy to fix.

Happy hunting! :mrgreen:
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Wyrmspawn
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Re: Minor display order on a map

Post by Wyrmspawn »

In fall haven there are two rocks that are side by side, and they are to the south of the fallhaven tavern. However, to my surprise, I could walk right over the rock on the left.
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Pyrizzle
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Re: Minor display order on a map

Post by Pyrizzle »

Wyrmspawn wrote:In fall haven there are two rocks that are side by side, and they are to the south of the fallhaven tavern. However, to my surprise, I could walk right over the rock on the left.
Great find! Thank you for reporting that.

Happy hunting! :mrgreen:
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Player Name:Pyro
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IF:2Reg:2FSDW:1

May Elythara bless you and light your path!

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nyktos
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Re: Minor display order on a map

Post by nyktos »

i think that was part of the "wider walkways" update...
since so many people complained about getting stuck behind NPCs.

[the two rocks where one is walkable & the other is not]
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Pyrizzle
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Re: Minor display order on a map

Post by Pyrizzle »

nyktos wrote:i think that was part of the "wider walkways" update...
since so many people complained about getting stuck behind NPCs.

[the two rocks where one is walkable & the other is not]
that makes sence. Maybe we could take that rock out all together.
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Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1

May Elythara bless you and light your path!

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oskarwiksten
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Re: Minor display order on a map

Post by oskarwiksten »

TheFSM wrote:One of the skeletons in the bits and pieces quest:

Appears in the foreground in comparison to monsters and the player, I'm assuming it's supposed to be lying on the ground - and that characters and monsters are meant to be rendered above it.
Ouch, that's a tough one to actually fix! Well spotted though, TheFSM!

The thing is, that we currently only have three layers of all maps that are displayed, the "ground", "objects" and "above" layers. The layers called "ground" and "objects" are rendered below all actors, and "above" is rendered after the actor sprites have been applied. The tile that you are referring to has things that are expected to be shown below the player sprite; the brown background (in layer "ground"), the mattress (in layer "objects", partially transparent) and the skeleton (in layer "above" currently). Since the skeleton is in the "above" layer, it is displayed after the player sprite has been rendered, making it appear hovering above the player.

The reason for only using three layers is that we get absolutely stunning performance this way, and we won't have to keep as much stuff in memory while displaying a map. What we usually do is cheat and create an object tile that is not transparent, and place that in the "ground" layer. In this case, maybe we could place make a tile for the mattress that is not transparent, and place the skeleton in the "objects" layer.

We'll have to give this some thought. Well spotted though, TheFSM!
/Oskar
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