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Code
Report here bugs and requests related to code development (Server, Client2D, or Client3D)
Tasklist
FS#83 - Spell graphics (flames, lightning etc) get frozen by "fog of war"
| 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 |
|
| 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...
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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.