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FS#83 - Spell graphics (flames, lightning etc) get frozen by "fog of war"

Attached to Project: Code
Opened by zrubavel (zrubavel) - Friday, 23 March 2012, 14:38 GMT+1
Last edited by smacky (smacky) - Friday, 23 March 2012, 17:24 GMT+1
Task Type Bug Report
Category Client2D
Status Assigned
Assigned To smacky (smacky)
Operating System All
Severity Low
Priority Normal
Reported Version Development (client)
Due in Version Undecided
Due Date Undecided
Percent Complete 0%
Votes 0
Private No

Details

In versions of the Dev client where "fog of War" is implemented, it "captures" the graphics from spells and freezes them so they stay in a room even after one leaves...
This task depends upon

Comment by smacky (smacky) - Friday, 23 March 2012, 17:24 GMT+1
  • Field changed: Status (Unconfirmed → Assigned)
  • Field changed: Reported Version (Dev (server) → Development (client))
  • Task assigned to smacky (smacky)
Yup, I see the problem. I'm not sure it is fixable in 0.10.

The thing is the server knows of 7 object layers: 1 floors; 2 fmasks; 3 items; 4 scenery; 5 walls; 6 mobs; 7 effects (it's a little more blurred in reality but that's basically it).

But when it sends the map to the client it groups these into four groups. So the client only knows of 4 layers: 1 floors; 2 fmasks; 3 items & scenery; 4 walls, mobs, & effects.

There is also a way (I'm not really sure why it works) to spot a mob in that 4th group. This is how FOW currently works. The obvious/only way to not capture spells in FOW is to skip that 4th layer. Unfortunately this means no walls either which defeats the purpose of FOW.

What we need is a fifth client-side layer so we have: 4 walls & mobs; 5 effects. This is in keeping with other changes too.

However, that needs to wait for 0.11.

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