Bay 12 Games Forum

Other Projects => Curses => Topic started by: Squeegy on December 03, 2008, 11:43:23 pm

Title: Bug
Post by: Squeegy on December 03, 2008, 11:43:23 pm
(http://i51.photobucket.com/albums/f357/swallis21/bug.png)

Fairly certain this is a bug. No, you can't walk through it, can't go diagonal.
Title: Re: Bug
Post by: Cosmonot on December 04, 2008, 12:03:49 am
It may be aesthetically unpleasant, but it's not a bug.
Title: Re: Bug
Post by: Squeegy on December 04, 2008, 12:11:07 am
It's not a bug that the intersections are connected by a millimeter and you can see through them?

That's some pretty fucking weird building design, then.
Title: Re: Bug
Post by: Jonathan S. Fox on December 04, 2008, 01:00:02 am
Where are you? There are some really weird things going on with that map. Are you in a safehouse that has been raided by tanks or burned by fire?
Title: Re: Bug
Post by: mainiac on December 04, 2008, 01:03:31 am
Corners like that are pretty common.  They show up all over.  Surprised you haven't seen one yet.
Title: Re: Bug
Post by: Cosmonot on December 04, 2008, 01:19:37 am
It's not a bug that the intersections are connected by a millimeter and you can see through them?

That's some pretty fucking weird building design, then.

You can see through walls if they're only one tile thick. Why are you concerned that you can see through cracks?
Title: Re: Bug
Post by: Trorbes on December 04, 2008, 01:58:26 am
On the subject of map bugs, I've seen "exit" tiles past the walls in several buildings (I think CEO residence for one).  They're on the south side of the map opposite of the entrance, and despite there being a wall there, they are visible but not accessible.
Title: Re: Bug
Post by: Jonathan S. Fox on December 04, 2008, 03:39:22 am
Corners like that are pretty common.  They show up all over.  Surprised you haven't seen one yet.

Never. Or rather, the only time I've ever seen that before is when I've butchered the site generation code (that happened awhile back, and was a pain to fix), or when a tank or molotov has started doing damage to a building -- but in those cases, there's supposed to be rubble left behind. I've seen probably hundreds of maps across the many versions.

It's not a bug that the intersections are connected by a millimeter and you can see through them?

That's some pretty fucking weird building design, then.

You can see through walls if they're only one tile thick. Why are you concerned that you can see through cracks?

You can't see through walls, but you can remember what you've seen in the past or that you have mapped out in advance. If you're seeing through walls to unexplored areas, and you aren't in your own safe house or a place you otherwise have mapped (by picking option E at character creation, or by having a sleeper or other source of info on the site), then it's a bug.
Title: Re: Bug
Post by: mainiac on December 04, 2008, 12:39:44 pm
Let me clarify my comment.  Corners like that are fairly common in the latest version.  My last game had them in like a quarter of the sites I visited.
Title: Re: Bug
Post by: Jonathan S. Fox on December 04, 2008, 12:52:28 pm
I guess I must have just not played much since breaking it; been mostly working on AI for classes, separate from LCS.
Title: Re: Bug
Post by: Squeegy on December 04, 2008, 09:05:39 pm
It was in the CEO Residence.

Saw exits past the wall, with enemies, when being raided in the second safehouse.
Title: Re: Bug
Post by: penguinofhonor on December 05, 2008, 05:47:13 pm
Yeah, I get these all the time too.
Title: Re: Bug
Post by: Jonathan S. Fox on December 05, 2008, 08:22:22 pm
The exits past the wall, I know why that's happening. I've been mulling over how to fix it since moving to the longer view range.
Title: Re: Bug
Post by: beorn080 on December 05, 2008, 09:31:38 pm
Increase the thickness of the outer walls by one. It would make sense since most non structural interior walls are thinner then the exterior walls.
Title: Re: Bug
Post by: Jonathan S. Fox on December 05, 2008, 09:42:20 pm
The problem is specifically that you're wrapping around to see the top of the map, and the entrance. Pulling the walkable area in a tile would work, and so would expanding the map, assuming the mapping algorithm isn't set to draw to the map size minus one, which is probably is. Map size minus two would work fine. Or, I could just make it so that it doesn't wrap around, and just displays black.

Similar issue is that there are walls around the exit tiles. You see them only if you have the place pre-mapped, but ideally those wouldn't be there anyway.