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Sign up[WIP] Car roofs #9886
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danielrempel
added some commits
Nov 7, 2014
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OK. No one seems to be interested:) |
danielrempel
closed this
Nov 8, 2014
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How about a screentshot? |
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Plz reopen it and add a screenshot. The devs don't always get on Git, you know. |
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Me like! |
danielrempel
reopened this
Nov 8, 2014
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Or it could be that I'm content with the current setup, and don't think this is at all necessary. |
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How about making it only show roofs from a certain distance outwards? 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. |
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@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? |
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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. |
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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. 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 :) |
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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). |
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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. |
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@KA101, it was a cube van. @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. |
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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. |
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Cargo carriers have much higher storage capacity than trunks. |
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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. |
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Flatbeds having cargo carriers sounds reasonable, as well as replacing most On Tue, Nov 11, 2014 at 12:09 AM, KA101 notifications@github.com wrote:
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danielrempel
added some commits
Nov 14, 2014
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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. |

danielrempel commentedNov 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: