On 14 December 2010 15:48, Adam Borowski <kilob...@angband.pl> wrote:
> On Tue, Dec 14, 2010 at 03:10:30PM +0100, Raphael Langella wrote:
>> I've noticed an interesting side effect of this change. When a save file has
>> its maps messed up due to new version having new tiles, if you load it in
>> console, and then back in tiles, the map of the current level is fixed.
>> Could we automate that? If we detect that tiles have been changed, then
>> reload the map? That would be nice for tiles player of trunk.
>
> Uhm no, to the contrary, we need to fix this.

Actually, I don't think Raphael is terribly far off the mark. Right
now, I'm even considering adding a new tiles-only command that
regenerates tiles for the current level (or entire dungeon?) - but of
course, having this happen automatically would be much better.

> This behaviour is a bug that trashes vaults.  In particular, the Cigotuvi's
> Wizlab turns into a random dungeon level, all features with custom tiles get
> rendered into their base, and so on.

That's an entirely different issue, and I don't think it's as big as
of a problem as the one Raphael mentioned. After all, how often do you
actually switch between console and tiles for non-debug purposes? The
levels ending up all black was a bug that badly needed fixing, wizlabs
looking not as great as they should is a nuisance, but not remotely as
bad.

On the other hand, we do add new dungeon tiles on a semi-regular
basis, so invalidation of already existing levels happens quite often.

Storing tiles strings (instead of numbers) would fix both of these
issues, but would bloat the save file nastily.
As an alternative, Adam's thoughts on deciding tiles deterministically
would solve the tiles shifts. The dungeon might still look different
whenever new tiles get added, but at least it would be guaranteed to
look *sane*. The tricky part would be to come up with an algorithm
that does not produce weird artefacts in the look of the dungeon, with
a variety of tile sets of different weights and numbers.

If we combine that with storing strings for vault-defined TILE:
settings (also for monsters), switching between both modes would be
much more sturdy.

Johanna

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