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IDProjectCategoryLast Update
0016382Stars Beyond ReachGUIJun 7, 2015 12:04 pm
Reporterptarth Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version0.803 
Fixed in Version0.877 (Citybuilding Smoothness) 
Summary0016382: Completely revealed tiles are considered unexplored for scouting
DescriptionSometimes if you explore in C like shapes, the overlapping centers are not "uncovered", but you can see the entire tile. I don't know if this is a graphical error or a unexplored terrain error.

The attached screenshot provides an example.
TagsNo tags attached.

Relationships

related to 0016322 resolvedChris_McElligottPark Missing tiles in acutian pollution 

Activities

ptarth

Apr 25, 2015 10:42 am

reporter  

Chris_McElligottPark

Jun 7, 2015 12:04 pm

administrator   ~0041969

Thanks!

* Added a fix to the way scouting and the fog of war is handled, to prevent some tiles from being completely visible but still "unscouted," so things like pollution wouldn't show up and the mouse cursor wouldn't work over them, etc.
** It also prevents your scouts from seemingly "exploring places you've already scouted," when really they were exploring somewhere "new."
** Basically what was happening is that, since the fog of war only draws for tiles that are 2+ away from explored tiles (in order to make it look much more organic and smoother, with large fog blobs), it was possible to have cases cases where a tile was unexplored, but not within range of one of those tiles that is 2+ away from explored terrain, so it would not have any fog over it.
*** So they were only 1 or 2 away from explored tiles, for instance, and they thus drew no fog. But they were still counted as unexplored, because they were. Yet no fog was drawn near them at all, because they were not ALSO within range of something that was 2+ tiles away from explored.
** After loading a savegame, and after the explored status of tiles have changed (in 200ms gaps at least), the game now back-floods from the tiles that draw fog into the tiles that are within range of it that are unexplored and yet closer to the explored area (and thus not drawing fog themselves). It then looks at the list of tiles that meet that criteria but which did not get caught in the flood, and marks those as explored since they were the ones that were falling under the category of this issue.
** Visually speaking, when it comes to the actual act of scouting, nothing is changed. But now there is definite correspondence to everything that "looked scouted" and things that actually ARE scouted.
** This was a tricky thing to implement in an efficient way, but even on Huge maps, on Chris's computer doing the back-fill flood takes between 1 and 3 ms to process. Since that can happen at most frequently every 200ms, and only after tiles have been scouted (or revealed in this fashion -- because that can cause a cascade of passes of tiles revealed in older savegames), the impact on performance is extremely negligible.

Issue History

Date Modified Username Field Change
Apr 25, 2015 10:42 am ptarth New Issue
Apr 25, 2015 10:42 am ptarth File Added: Screenshot_2015_04_25_07_38_25.jpg
Apr 25, 2015 5:28 pm GarathJJ Relationship added related to 0016322
Jun 5, 2015 11:58 am Chris_McElligottPark Assigned To => keith.lamothe
Jun 5, 2015 11:58 am Chris_McElligottPark Status new => assigned
Jun 7, 2015 12:04 pm Chris_McElligottPark Note Added: 0041969
Jun 7, 2015 12:04 pm Chris_McElligottPark Status assigned => resolved
Jun 7, 2015 12:04 pm Chris_McElligottPark Fixed in Version => 0.877 (Citybuilding Smoothness)
Jun 7, 2015 12:04 pm Chris_McElligottPark Resolution open => fixed