Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[WIP] Car roofs #9886

Closed
wants to merge 5 commits into from

Conversation

Projects
None yet
8 participants
@danielrempel
Copy link
Contributor

commented Nov 7, 2014

Show car roof when not boarding it.
Added as pool request mostly to get feedback. Requires a little change in z_orders system, because roof mustn't be displayed upon external door tiles.

Also, a little planning mistake arises: all car trunks are treated as outside a vehicle, i.e. when you step into any car's trunk, you see roof instead of car's insides (unlike when standing on car's open door)

UPD: it doesn't look perfect, but I think it is anyways better than the previous state.
UPD2:

  • Vehicle roofs
    • Show roofs
    • Remove roof tiles from vehicle borders
    • Vehicle construction mode
    • Interior lighting fix
  • Vehicle fixes
    • Replace misplaced trunks with cargo carriers (e.g.: flatbed, cube van)
    • Replace flatbed truck's spawns with pickup trucks
    • Fix wrong roof tiles on vehicles (e.g. mishappen non-armored tiles in the middle of a humvee roof, IINM)
    • Fix trunks — must be treated as boardable? so that the game won't draw a roof while you're in the middle of the vehicle
@danielrempel

This comment has been minimized.

Copy link
Contributor Author

commented Nov 8, 2014

OK. No one seems to be interested:)

@desrik

This comment has been minimized.

Copy link
Contributor

commented Nov 8, 2014

How about a screentshot?

@Zireael07

This comment has been minimized.

Copy link
Contributor

commented Nov 8, 2014

Plz reopen it and add a screenshot. The devs don't always get on Git, you know.

@danielrempel

This comment has been minimized.

Copy link
Contributor Author

commented Nov 8, 2014

scr
This is how it looks like. The right police car has got an item on driver's seat.

@Zireael07

This comment has been minimized.

Copy link
Contributor

commented Nov 8, 2014

Me like!

@danielrempel danielrempel reopened this Nov 8, 2014

@KA101

This comment has been minimized.

Copy link
Contributor

commented Nov 8, 2014

Plz reopen it and add a screenshot. The devs don't always get on Git, you know.

Or it could be that I'm content with the current setup, and don't think this is at all necessary.

@desrik

This comment has been minimized.

Copy link
Contributor

commented Nov 8, 2014

How about making it only show roofs from a certain distance outwards?
Perhaps with an on/off toggle in the options menu?

In my opinion, the player should not be able to see certain aspects of the vehicle unless they are standing right next to it. I know that if I walk down the street it would be 9 out of 10 times impossible to tell if there are items in the seat. Same goes 10x for the trunk. How could you know, without opening it, that there are items in the trunk? I think the trunk should follow the same rules as lockers, dressers, etc. No item highlight unless the player is directly adjacent to it.

@Zireael07

This comment has been minimized.

Copy link
Contributor

commented Nov 8, 2014

@KA101 : Why should the player automagically know the setup of every vehicle on map, even those with doors closed? I don't get it. This is the current situation, yes, but if we can overcome the game limitations, why not do it?

@Rivet-the-Zombie

This comment has been minimized.

Copy link
Member

commented Nov 8, 2014

OK. No one seems to be interested:)

Sometimes it takes a bit before we can get to a PR, plus there's a feature freeze in effect for the next few days.

@kevingranade

This comment has been minimized.

Copy link
Member

commented Nov 8, 2014

The problem being it doesn't simply solve problems. It for example hides seats that should be visible. the options are; have an incredibly complex system that satisfies all the alternatives, or have a compromise that goes one way or the other.

I'm kind of on the fence with this one, in tiles mode it would likely look pretty sweet to have roofs on all the cars, simulating a "birds eye view", with an "x-ray vision" mode that kicks in when you enter the vehicle.
In ASCII mode it's less impressive, but might still look nice.
In both cases you have the tradeoff of not being able to see interior features of the car, even though they should be visible to your player.

Showing items or not from a distance is a separate issue. As you can see, the items on the seat are still indicated even when the roof is being drawn. I'd support a "detection distance" for items in various types of terrain. If you're interested in that concept please open a new issue and we can discuss it there :)

@John-Candlebury

This comment has been minimized.

Copy link
Contributor

commented Nov 8, 2014

Eh I dont like how the "#" look in the roofs of bigger vehicles. What about using the "|" "-" and corner tiles instead?

Although that would mean a lot of extra complexity for adding new vehicles. (And defining vehicles is already quite frustrating).

@KA101

This comment has been minimized.

Copy link
Contributor

commented Nov 8, 2014

Right.

IRL I can usualy see into a vehicle (enough to tell seats, dash, etc) from 5-10 yards away, depending on lighting. So I'd hold out for a perception-based radius to see under the roof. With the flatbed in that screencap, the flatbed is completely Obscured but really shouldn't be; flatbed trucks' cargo areas are flat and open, as the name implies.

The hash marks don't thrill me all that much in terms of aesthetics, but more to the point they strike me as annoying non-information.

There's a vehicle roof there. It's still there. Nope, hasn't changed. Hey--no, wait, same ol' vehicle roof. The roof does not impede the player and in general is a non-issue; if it becomes important to know whether the roof is present, one can examine the vehicle (either manually or in the vehicle screen and find out).

I'll agree that vehicle storage should be less visible--floor trunks in particular should conceal things unless you open 'em--but redacting the interior seems like unnecessary Realism.

@danielrempel

This comment has been minimized.

Copy link
Contributor Author

commented Nov 10, 2014

@KA101, it was a cube van.
And in my opinion not showing the roof even from a very big distance is also a weird way, especially with a police cars. Did you see them? You see two front seats and than you see the emergency lights instead of back seats. It seems that they're inside the vehicle and it gives (at least me) a very, very odd feeling.

@John-Candlebury, I think this will require us to remove roof tiles from outermost tiles, because they're not necessary. Current mechanics allow that and that seems logical to me: in a car you don't have a roof on top of a door or a vertical board of the freighter's box, you only have roof connected to a door or a board.

@danielrempel

This comment has been minimized.

Copy link
Contributor Author

commented Nov 10, 2014

  • Show external doors on top of roofs
    In my opinion, the best solution is to remove roof tiles from external boards. this way it won't require any changes in code.
  • Fix a problem with trunks: when you enter a trunk tile, the game thinks you've left the car.
    And here I need an advice, how to solve the situation properly.
    In my opinion the best way is to give trunk tiles (and several other?) BOARDABLE flag. I don't understand why they still don't have one.

BTW, I don't know how to ask about that but I don't understand why trucks like flatbed and cube van have got trunks instead of for example cargo holders? In real life flatbeds (not all but surely the ones with boards) have anchors of kind to tie cargo to them.

@Zireael07

This comment has been minimized.

Copy link
Contributor

commented Nov 10, 2014

Cargo carriers have much higher storage capacity than trunks.

@KA101

This comment has been minimized.

Copy link
Contributor

commented Nov 10, 2014

More to the point, they were built before cargo carriers were available. Flatbeds are pretty much Whales-vintage. I'd accept making flatbeds have cargo carrier tiles BUT also dialing their spawns way back.

@narc0tiq

This comment has been minimized.

Copy link
Contributor

commented Nov 11, 2014

Flatbeds having cargo carriers sounds reasonable, as well as replacing most
of the spots where they can current spawn with the new pickup trucks --
those are far more common in real life, and would make sense to be so
in-game, as well.

On Tue, Nov 11, 2014 at 12:09 AM, KA101 notifications@github.com wrote:

More to the point, they were built before cargo carriers were available.
Flatbeds are pretty much Whales-vintage. I'd accept making flatbeds have
cargo carrier tiles BUT also dialing their spawns way back.


Reply to this email directly or view it on GitHub
#9886 (comment)
.

@danielrempel

This comment has been minimized.

Copy link
Contributor Author

commented Nov 14, 2014

Can someone please give me an advice on how to mark car's tiles dirty in lightmaps? When the player leaves a car the lightmap must be marked dirty at the same moment, because otherwise it is applied as if the car's intensities are seen.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
You can’t perform that action at this time.