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Cut off tall textures to see behind trees #73581
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Some time ago there was a bug #66052 , fixed in the past, and this bug makes items and creatures ignore the high furniture and threes, as you can see at screenshots in linked issue |
That could be an easy and good solution. Put what you suggest on a keybinding toggle. Note: Factorio has arm inserters in front as a feature: https://forums.factorio.com/viewtopic.php?f=23&t=1005 |
As said in that issue, it would result in an illusion of height which could be confusing. Besides, maintaining multiple versions of a single feature is tedious and prone to error. I think it's better to automatically generate retracted/transparent sprites for tiles that do not have one specified, as suggested in this issue. |
This PR about occlusions and hotkeys is very relevant: |
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not bump or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered. |
Is your feature request related to a problem? Please describe.
When I wander in a forest with the
UtiliCa
tileset, I cannot see what is behind trees. I can "look around";
, but that gets tedious.Solution you would like.
I want a toggle I can bind to keybinding. It would "cut tall textures" in a
radius
around the character. Or cursor, if it doesn't point to the character (look around).I'm not talking about the mouse cursor, but the centre of the screen.
The
radius
is a subsequent setting, if a single optimal value isn't found. It shall be set in Options > Interface > Accessibility Options > "cut tall textures radius".I would expect a simple cutoff for textures that don't support additional features (cut off everything that "leaves" the current tile)
Example: only this stump would be rendered, tileset:
UtiliCa
:I don't care if it is pretty, it is a live toggle with a keybinding.
Later, we could add some fade or something.
In
Utilica_iso
does do some transparency around the cursor:Related code:
Cataclysm-DDA/src/cata_tiles.cpp
Lines 2408 to 2411 in 5ca7f4e
docs:
Cataclysm-DDA/doc/TILESET.md
Lines 124 to 126 in 5ca7f4e
Implementation notes:
_transparent
defined use it otherwise, use a rough cut.Describe alternatives you have considered.
That is implemented in Don't Starve. But I think CDDA can do better. Rotating the world can be disorienting. (INSERT Don't Starve gif)
This also wouldn't necessarily solve my problem. I am not looking at where the enemies are. I am looking at the forest floor to see where should I step. This is not unique to running from enemies. I would probably have it on all the time in some capacity.
I think rotating the view could be a nice additional feature. Personally, I wouldn't use it as rotating breaks my brain, it disorients me.
Additional context
This issue is a summation of ideas from Discord. I am not the only author. I'm citing the others.
The conversation started here: https://discord.com/channels/598523535169945603/642349261320880128/1237733201758130237
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