[Freeciv-Dev] Re: (PR#7072) Tile graphics on the edge of new territory
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=7072 >
>
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=7072 >
>
> Using the Dec 6 Win32 CVS, I've noticed that you aren't given the same
> graphical clues about what the next tile over is going to be as you used
> to be. I'm guessing this is on purpose, and I don't mind, but the way
> it's done is a little disconserting. It looks more like you know what
> the next tile will be and then your wrong, rather than just not
> knowing. I suppose this might be much harder to do, but I was thinking
> it might feel more comfortable if the last few pixels of the tiles
> edging unseen tiles got a bit hazy. That is, the pixels which relate to
> what comes next would be fuzzy and uncertain, rather than certain but
> often wrong.
This change was made a little while ago by me. It used to be the server
would send extra tile information to the client, which a clever client
could use to cheat. Now that information is not sent and the client has
to extrapolate (in client/tilespec.c).
My original thought was that fog-of-war should encroach to hide this
extrapolation, but I don't think that's feasible (it would cover too much
of the tile).
IIRC this is the way that SMAC does it. I remember this kind of "changes
to existing terrain" happening there often.
jason
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