DRL > Requests For Features
look expand and map memory stuff
jake250:
Never happened to me... I see where things are before a weapons or ammo drop at this point.
Rabiat:
--- Quote from: RepoRipper ---all this does is look at everything there, u could easily access with "L" key for "toggle expanded look mode".
--- End quote ---
I don't understand what exactly you're suggesting, but it would be nice of the standard 'look' command would tell if an item is on acid/lava. Whether or not items could sit on lava without being destroyed is a different question. ;)
--- Quote ---all the map stuff has simple solution. map by memory. ie what u saw there last is what is shown. shown only includes floor tiles, bfgs and plasma rifles (...) and door locations. doors, btw, are always remembered as closed, no matter what. (...) the only way ur memory can be changed is if u pull a flood switch, in which case itll replace all apllicable tiles with water. also, computer map powerup as usual gives u a flash frame of the map, but door closed bit applys. also instead of just bfgs and plasmas u could remember all weapons, but not ammo. map powerup is exception.
--- End quote ---
I agree with the idea that an unseen part of the map shouldn't be updated if the actual map changes, but why the exceptions for doors, items, and flooding?
This is a technical issue. By the current state of things, the map display (including the unseen part) is drawn from the actual map. This means, if the actual map changes, so does the unseen part of the map. To change this, the program would have to remember the actual map as well as the player's map memory; the visible part of the map memory would be updated every time the player's field of view is updated, the unseen part would not. Although maps in DoomRL aren't very large, this would involve making two 2D arrays with level data (in stead of one) and some extra code. I don't think there's a reason for exceptions such as doors always being closed; the game could display a door as the player character last saw it. The same goes for floods; how would a player know which tiles of a level were flooded if he didn't actually see it?
Also, whether or not items should be displayed on the unseen part of the map is a separate question. If an item's location is redrawn according to player memory, it is easily possible for an item to pop up twice on the map. If the player sees an item, then the item's location changes, and the player sees it somewhere else, the item would be drawn at the memorised location as well as the new location. IIRC this used to happen in earlier versions of Crawl if you turned on some 'display items out of view' option. For this to work correctly, not only would the program have to remember the map memory separately from the actual state of the map, but every item would have to have a 'rememberd location' to prevent it from being displayed several times.
RepoRipper:
well im such an idjit, i had only just started playing the newest version, hadnt seen all of how it works... i still dont get why Computer Map doesnt reveal flooring...... but the lava/acid part is a must.
DisaffectedBeta:
I think the map used to reveal flooring, but that was changed so you could see where you'd been before as opposed to where you hadn't. When you visited a place in the new version, you saw the floors and you could tell the difference when you compared areas. Helps when you're trying to figure out where the little bloodbags are hiding, and it's one of my favorite tweaks.
What I took from your suggestion was just to have the weapons map on to the screen and stay there, but like fog of war, you wouldn't be able to see if anyone had taken them until you went back and checked. I think it's an OK idea, but I don't mind a little hunting for things I've already seen.
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