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Solved & Confirmed 0.8k-2 - Fog of War on Walls
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Mello Tonin Offline
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Post: #1
0.8k-2 - Fog of War on Walls
I was excavating an area and instead of digging down one layer at a time as I normally do, I decided to just dig out the wall face. You'll notice in the before and after look at the wall that there is a fog on the wall face that isn't directly adjacent to a wall tile that has the fog removed on the same axis. In the after, when one side is decreased by one tile so that the adjacent tile has it's fog removed, the fog is now dispersed on the remaining wall face.

[Image: V99M.png]
(This post was last modified: 17-03-2016 08:24 AM by Rasmus.)
22-03-2015 07:13 PM
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Rasmus Offline
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Post: #2
RE:
Added to the list of Bugs/Issues & Crashes!
23-04-2015 09:41 AM
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Rasmus Offline
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Post: #3
RE:
Solved with the next version!
28-04-2015 10:08 AM
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Rasmus Offline
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Post: #4
RE:
Dwelvers version 0.9 released, this bug is solved but need confirmation.
09-06-2015 11:46 AM
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Tricky Offline
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Post: #5
RE: 0.8k2 - Fog of War on Walls
[0.9]
the wall behind i barely visible.
[Image: bR3BBqT.jpg]
EDIT:
but still seems a littel odd...
[Image: dJS8u08.jpg]
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(This post was last modified: 09-06-2015 10:37 PM by Tricky.)
09-06-2015 10:32 PM
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Mello Tonin Offline
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Post: #6
RE:
Yup, I noticed it too.
10-06-2015 03:53 AM
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Rasmus Offline
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Post: #7
RE:
Added to the list of Bugs/Issues & Crashes!
I will look into if this is a bug or not, right now the fog of war only works in 2d straight down.
10-06-2015 12:25 PM
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Rasmus Offline
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Post: #8
RE:
I made it so that the creatures can look over walls even if they are to high to walk up on, but only if the creatures stand far enough away. So if we have a 2 block high wall, then the creature need to stand 1 tile away from that wall to see over it. If we have a 3 block high wall then the creature need to stand 2 tiles away from it and so on.

Solved with the next version!
11-06-2015 01:40 PM
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Rasmus Offline
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Post: #9
RE:
Dwelvers alpha 0.9b released, this one is solved but need confirmation!
13-06-2015 08:40 AM
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Mello Tonin Offline
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Post: #10
RE:
What I've been seeing in this patch is that you'll still see the shadow on the wall until the tile drops down twice, then the shadow goes away.
15-06-2015 08:20 PM
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Sebt Offline
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Post: #11
RE:
So what is the satus of this issue then?
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07-07-2015 01:29 PM
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Mello Tonin Offline
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Post: #12
RE:
I'll go back to this one this weekend unless someone beats me to it.

[edit]

It's somewhat better, but you can still get instances like this happening:

[Image: Z3q2.jpg]
(This post was last modified: 12-07-2015 01:56 AM by Mello Tonin.)
08-07-2015 07:34 PM
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Sebt Offline
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Post: #13
RE:
For me it's not solved or solved, but here we have additional "bug", so Rasmus how about this?
I support The Venus Project & Resource-Based Economy - The feasible plan to get rid of scarcity, poverty, and other incoming global issues.
30-07-2015 08:02 AM
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Rasmus Offline
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Post: #14
RE:
The issue in this screenshot Mello is that the fog is on the wall over the location where the imp is digging. The imp should see the wall and the fog of war should be removed. If this is the case then I think it is the same bug. Am I right?
30-07-2015 10:06 AM
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Mello Tonin Offline
Guru O' Mello

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Post: #15
RE:
Yeah, I would expect the fog to be removed once the digging exposes the wall behind it. I've noticed in 0.9d this is still the case where a wall that is exposed though mining retains it's fog for usually around 2 tiles before clearing, but sometimes even more than 2 tiles retain fog. Clearing the adjacent tiles will always remove the fog, but sometimes after 3 or more tiles are exposed the fog clears as well.
30-07-2015 08:25 PM
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