bz 406/#H4298 revisited
Redo the Ft.Ludios entry hack to suppress the lit walls on the left and top rather than to light the upper-right corner. Only noticeable if carrying a lit candle. Usually, that is. This simpler hack could be detected visually from the treasure room side of the walls involved but normally won't be.
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dat/knox.des
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# NetHack 3.6 knox.des $NHDT-Date: 1547262478 2019/01/12 03:07:58 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.12 $
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# NetHack 3.6 knox.des $NHDT-Date: 1547343821 2019/01/13 01:43:41 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.13 $
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# Copyright (c) 1989 by Jean-Christophe Collet
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# Copyright (c) 1992 by Izchak Miller
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# NetHack may be freely redistributed. See license for details.
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@@ -71,30 +71,28 @@ REGION:(03,10,07,13),lit,"zoo",filled,irregular
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# and `unfilled' is a kludge to force an ordinary room to remain a room
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REGION:(06,15,09,16),unlit,"ordinary",unfilled
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# Run away! Or at least look away!
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# 3.6.2: Entering level carrying a lit candle would show the whole entry
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# chamber except for its top right corner even though some of the revealed
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# spots are farther away than that is. This is because the lit treasure zoo
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# is forcing the walls around it to be lit too (see light_region(sp_lev.c)),
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# and lit walls show up when light reaches the spot next to them. The unlit
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# corner is beyond candle range and isn't flagged as lit so it doesn't show
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# up until light reaches it rather than when light gets next to it.
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#
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# Due to a quirk in how lit regions work, entering the arrival chamber
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# with a lit candle reveals the left and left-top walls even though
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# they're beyond the range of a candle's light, but the closer upper-right
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# corner shows as blank (legitmately since that spot two steps away
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# diagonally is beyond candle radius). Explicity lighting the problematic
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# spot hides that quirk. Without a light source, it doesn't become mapped
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# until you move next to it; with one, it becomes mapped when the spot
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# adjacent to it becomes lit, matching the observable behavior of the rest
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# of the entry chamber.
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REGION:(10,14,10,14),lit,"ordinary"
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# Unfortunately, a single lit spot actually lights a 3x3 area around that
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# spot, resulting in the wall corner showing even without a candle and
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# making some unexpected lit spots on that other side of the wall.
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# Making an explicitly unlit box around the lit spot hides _that_ quirk.
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REGION:(09,13,09,15),unlit,"ordinary"
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REGION:(09,13,11,13),unlit,"ordinary"
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REGION:(11,13,11,15),unlit,"ordinary"
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# (We don't need to close the box across the bottom.)
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#REGION:(09,15,11,15),unlit,"ordinary"
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# [Note: expanding unlit arrival region to (05,14,09,16) did not solve this
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# issue in other direction, to make the walls unlit and obey candle radius.]
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# We now take you back to your regularly scheduled level description....
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# Force left and top walls of the arrival chamber to be unlit in order to
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# hide this lighting quirk.
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REGION:(05,14,05,17),unlit,"ordinary"
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REGION:(05,14,09,14),unlit,"ordinary"
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# (Entering the treasure zoo while blind and then regaining sight might
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# expose the new oddity of these walls not appearing when on the lit side
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# but that's even less likely to occur than the rare instance of entering
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# the level with a candle. They'll almost always be mapped from the arrival
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# side before entering the treasure zoo.
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#
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# A prior workaround lit the top right corner wall and then jumped through
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# hoops to suppress the extra light in the 3x3 lit area that produced.
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# This is simpler and makes the short range candle light behave more like
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# it is expected to work.)
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# Barracks
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REGION:(62,03,71,04),lit,"barracks",filled,irregular
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@@ -1,4 +1,4 @@
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$NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.227 $ $NHDT-Date: 1547262477 2019/01/12 03:07:57 $
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$NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.228 $ $NHDT-Date: 1547343820 2019/01/13 01:43:40 $
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This fixes36.2 file is here to capture information about updates in the 3.6.x
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lineage following the release of 3.6.1 in April 2018. Please note, however,
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@@ -331,9 +331,8 @@ setting SEDUCE=0 made all succubus and incubus attacks be described as
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smiling engagingly or seductively rather than hitting or missing
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entering Ft.Ludios with a lit candle lit up the entire entry room except for
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one corner spot; that corner is beyond candle radius but other spots
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even further away were being shown; add a hack to knox.des to make
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that corner show up too, although a proper fix should make the other
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walls not be seen until approached
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even further away were being shown; force the walls to unlit in order
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to prevent those wall spots from showing so soon
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Fixes to Post-3.6.1 Problems that Were Exposed Via git Repository
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