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

[Vanilla Bug] Some terrain transformations (or at least the "hill"-tool) produce faulty tiles #13

Open
TheRedDaemon opened this issue May 1, 2021 · 3 comments

Comments

@TheRedDaemon
Copy link
Contributor

I noticed this first while I had the "shape" feature activated, but this also applies to the vanilla game:

At least if the "hill"-tool is used in a line, then the produced tiles are partially wrong. Most notable the backside of a diagonal hill. This is only fixed if the player rotates the view in the editor. If this is not solved this way, then the tile issues persist into the actual game.
Outside of the editor, rotating does not fix this anymore.

Considering that this feels like a rather involved issue, it might be out of scope, but I wanted to leave it as a note regardless.

@gynt
Copy link
Owner

gynt commented May 1, 2021

I knew something like this would come up at some point...
It is the main reason I am replaying button commands: I cannot be blamed for this! You should get the same results if you click your shape manually in the editor.

There is a trick to redraw tiles (telling the game to rotate to the current position, tricking it into a redraw), it might solve it.

@TheRedDaemon
Copy link
Contributor Author

I cannot be blamed for this! You should get the same results if you click your shape manually in the editor.

I do. I actually made sure it is an issue of the unmodified game to not accidentally blame you. 😄
But I also thought this could be a good place for an issue regarding the map editor.
Do you think I should copy this issue over to the UCP repo?

There is a trick to redraw tiles (telling the game to rotate to the current position, tricking it into a redraw), it might solve it.

Nice.
However what should trigger it might be a problem (maybe?). It would need to be called after the game has finished applying the current requested modifications.
Another one/two console commands to activate/deactivate might also be needed. Maybe with default to active? Depends on the performace impact, I guess.

@gynt
Copy link
Owner

gynt commented May 2, 2021

Yes it requires a larger framework than I currently implemented (in this sense this issue is related to the simultaneous command limit).

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants