World Map

Forum for alternative clients, mods & discussions on the same.

Re: World Map

Postby mvgulik » Wed Apr 08, 2020 9:59 am

O yea. just in case.
A image from some post I did on ground type boundary lines.
Image
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(If image edit/processing speed is important. Maybe github: libvips might be of some interest.)
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Re: World Map

Postby Alitis » Wed Apr 08, 2020 12:05 pm

Thanks for the map :D finally!
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Re: World Map

Postby discospaceman » Wed Apr 08, 2020 1:06 pm

I suppose it takes some time before grids are pushed to live?

I've uploaded quite a few this morning.
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Re: World Map

Postby algeralith » Wed Apr 08, 2020 4:09 pm

discospaceman wrote:I suppose it takes some time before grids are pushed to live?

I've uploaded quite a few this morning.


Yea, there will be a delay for a little while. I'm still very much working on the tile rendering system, and I'd rather not push my poor server to the limits.
Just have to be patient.
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Re: World Map

Postby algeralith » Wed Apr 08, 2020 4:11 pm

voiddancer wrote:Tell me please, how do you solve the problem of mixing tiles? Like caves on the surface.


That has been an issue for years. The clients never seem to perfectly keep track of sessions like that. Always constantly ended up with spawn room or mine tiles appearing on the map.
In the past, I tried picking colors specific to those tiles only and looking for them.

With the way things are now, since I have the rare tile data, I can just reject anything that has a mine-like tile, or nil tile type. These two should never occur in the overworld.
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Re: World Map

Postby Ysh » Wed Apr 08, 2020 4:34 pm

algeralith wrote:I went ahead and made a version of the map with simplified tiles. Let me know what you guys think.
It's already been suggested that I consider making it the default, though I'm not sure.

Take a look
https://odditown.com/haven/map/#&simple=true

Image
I think simple mode is too simple.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.
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Re: World Map

Postby algeralith » Wed Apr 08, 2020 7:18 pm

mvgulik wrote:O yea. just in case.
A image from some post I did on ground type boundary lines.
Image
---
(If image edit/processing speed is important. Maybe github: libvips might be of some interest.)


At the end of the day, it is mostly an aesthetics choice. I did originally have no lines in my initial rendering of the simplified map.

Image

It just seemed like more people were interesting in having lines.
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Re: World Map

Postby mvgulik » Thu Apr 09, 2020 8:38 am

algeralith wrote:It just seemed like more people were interesting in having lines.

Yea, having no lines at all feels a bit off. (and also gives visual separation issues for very similar ground-type colours (without texuring))
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Re: World Map

Postby algeralith » Fri Apr 10, 2020 4:47 am

Winter tiles will appear on the map for a bit.

I want to do a proper solution to them instead of something hacky.

Considering about making the entire map winter manually, or just ignoring winter tile types all together.
Either way, it'll take some thought, and I'm going to hold off on implementing it just yet.
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Re: World Map

Postby rye130 » Fri Apr 10, 2020 4:49 am

Ysh wrote:I think simple mode is too simple.


Looks like my map does in winter! Working as intended.
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