On Mar 29, 2007, at 4:03 AM, [EMAIL PROTECTED] wrote:
I think you fail to see some extra side effects that does the
opposite effect
of improving the overall look of the game, or have bad effects on
the interface :
- units that goes outside of the hex : this causes ingames
graphical glitches.
See for example what happen with the Goblin Rouser in 1.3.1
(althrough it
is a really small glitch in that case, btw it would be more an
issue with
units with a large part outside the hex).
The inability to let units go out of the hex is one of the biggest
design flaws we have in our graphics engine. Sooner or later,
someone should really replace it from scratch - preferably with
OpenGL acceleration. I'm not faulting anyone; it would be very, very
difficult to do so, but it should eventually be done.
Is it unrealistic to expect this before 1.4? Probably.
- it makes the grid more invasive since it cuts in half some units
The grid should go above terrain, but below units.
-
Regarding villages, even in the current wesnoth, we really have a
problem with units in village hexes (and standing with terrain
decorations), visually. The proposal is no worse than what it is
now, and I think there's a simple way to fix this. When a unit is
standing in a hex, make the *thing* they're standing with translucent
- I don't know if it should be superimposed on them, or underlaid
beneath them (I'm leaning to superimposed, since they'd look like
they were "in" a village, then), but I think this would really solve
all of the problems with this.
And yes, this would work for everything from altars, to temples, to
lighthouses/windmills, to signposts.
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