Author Topic: Texture / graphics problems  (Read 884 times)

Gerbrant

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Texture / graphics problems
« on: February 16, 2006, 04:47:33 am »
I have found several texture or graphics related problems, of which I\'ve dutifully made screenshots, which I can\'t post here, but you can request them by e-mail, which is why I\'ll give you the filenames anyway.

shot01.jpg - The staircase to the tavern (near the 90 degree turn) has a sheared wall texture.

shot02.jpg, shot03.jpg - Cobweb textures look very odd.

shot04.jpg - Noticable seam - very ugly.

shot05.jpg - Very strange problem near the watermills(?) in the sewers.

Health is misspelled as Heath. I recommend grepping the source code for this.

shot06.jpg - When you\'ve got the central statue at 12 o\'clock and the Laanx temple at 1 or 2 o\'clock, you\'ll see a noticable seam and bad texturing.

The book in the Laanx temple is upside down.

Sometimes very strange things happen near the sewer entry (I haven\'t got a shot of this yet).

\"You have killed Rat\" - \"Rat\"? With a capital R? It must be feasible to use \"a rat\" or something. Very minor point indeed.

Clear the background of the updater properly, that is prevent all the text from blending together in one big soup as is scrolls by.

Resizing the toolbar looks ugly - make it possible to stick to fixed sizing factors, like .5x, 1x, 2x for instance.

Sometimes icons appear behind the toolbar. When you click them a toolbar button is activated, because the toolbar buttons are actually square. Either make them round (quite easy to program) and/or make icons not pop up under the toolbar. Note: if my single-handed movement with the mouse system gets implemented, this will become a non-issue.

The loot button appears when there\'s nothing to loot. Dim or grey it. Although there is probably someone, somewhere who thinks it is very important that even body\'s without loot need to be actually searched with an actual click on the actual loot button.

DaveG

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« Reply #1 on: February 16, 2006, 03:59:14 pm »
Quote
Originally posted by Gerbrant
I have found several texture or graphics related problems, of which I\'ve dutifully made screenshots, which I can\'t post here, but you can request them by e-mail, which is why I\'ll give you the filenames anyway.

shot01.jpg - The staircase to the tavern (near the 90 degree turn) has a sheared wall texture.

shot02.jpg, shot03.jpg - Cobweb textures look very odd.

shot04.jpg - Noticable seam - very ugly.

shot05.jpg - Very strange problem near the watermills(?) in the sewers.

Some of these are sitting on bugtracker already.
Quote
Originally posted by Gerbrant
Health is misspelled as Heath. I recommend grepping the source code for this.

Shup.  :P  I misstyped that in the tooltip for the health bar, and it was fixed long ago.  (release should be soon)
Quote
Originally posted by Gerbrant
shot06.jpg - When you\'ve got the central statue at 12 o\'clock and the Laanx temple at 1 or 2 o\'clock, you\'ll see a noticable seam and bad texturing.

Hmm... not sure about this one.
Quote
Originally posted by Gerbrant
The book in the Laanx temple is upside down.

You could make a bug report for this, and the others together.
Quote
Originally posted by Gerbrant
Sometimes very strange things happen near the sewer entry (I haven\'t got a shot of this yet).

Not our fault.  This is a bug in our graphics engine caused by horizontal portals.  Not sure when this will be fixed.
Quote
Originally posted by Gerbrant
\"You have killed Rat\" - \"Rat\"? With a capital R? It must be feasible to use \"a rat\" or something. Very minor point indeed.

\"Rat\" is it\'s name, officially.  So, it\'s automatically capitalized.
Quote
Originally posted by Gerbrant
Clear the background of the updater properly, that is prevent all the text from blending together in one big soup as is scrolls by.

The text bluring and such can happen when you\'re missing art, on certain graphics cards, or sometimes directly after updating the updater.
Quote
Originally posted by Gerbrant
Resizing the toolbar looks ugly - make it possible to stick to fixed sizing factors, like .5x, 1x, 2x for instance.

A bit nitpicking.  :P  Maybe it should maintain the aspect ratio.
Quote
Originally posted by Gerbrant
Sometimes icons appear behind the toolbar. When you click them a toolbar button is activated, because the toolbar buttons are actually square. Either make them round (quite easy to program) and/or make icons not pop up under the toolbar. Note: if my single-handed movement with the mouse system gets implemented, this will become a non-issue.

I don\'t quite understand what this one is.
Quote
Originally posted by Gerbrant
The loot button appears when there\'s nothing to loot. Dim or grey it. Although there is probably someone, somewhere who thinks it is very important that even body\'s without loot need to be actually searched with an actual click on the actual loot button.

Hmm... I could probably change this one.

::  PlaneShift Team Programmer  ::

Gerbrant

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« Reply #2 on: February 16, 2006, 05:06:02 pm »
First off all: thanks for all the bugs that have been fixed - I can barely contain my anticipation for the release. I allways search the forums before I post something (and have actually not posted some issues because they were reported already), but there is always a chance of reporting an old problem. Better to report a problem twice than not at all.

@I don\'t quite understand what this one is.:
When you e.g. right-click on something and the buttons appear partially behind the toolbar. Visually they appear clickable and \"in tje heat of the game\" you don\'t realize that you\'re actually clicking the toolbar and e.g. the Help window pops up.

Nikodemus

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« Reply #3 on: February 16, 2006, 05:08:02 pm »
Quote
Originally posted by DaveG
Quote
Originally posted by Gerbrant
Health is misspelled as Heath. I recommend grepping the source code for this.

Shup.  :P  I misstyped that in the tooltip for the health bar, and it was fixed long ago.  (release should be soon)

I actially think, the tooltip should be \"hit points\"
Simply because it was always hit points and it is hit points in player guilde.
While hit points means how many hits we can stand.
Healt is our \"body\" condition, which has much less to do than hit points when it comes about hitting in eg. combat.
Also, health points aren\'t same as hit points, even if the first letter is the same^^



What you can failure tommorow, failure today.


Better click for shiny stylez Help me with images!

Gerbrant

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So the engine messes up horizontal portals?
« Reply #4 on: February 16, 2006, 05:26:08 pm »
@This is a bug in our graphics engine caused by horizontal portals:
Maybe things can be reworked so as not to have horizontal portals anymore. Apart from that I can\'t think of a solution right now. Engine problems are hard to work around.

Cherppow

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« Reply #5 on: February 16, 2006, 06:22:26 pm »
Hi

Yes, there are some graphical bugs in some maps. Most of them are just cosmetic errors though, not really hindering the gameplay. We do need to fix them, but they\'re not a current priority.

Personally I\'m more worried about the ojaroad darkness (I hope it will get fixed in the next release/relight) and the sector transition holes, which send players falling to their deaths. I wouldn\'t be ready to remove the horizontal portals alltogether. Maybe the maps could be made more \"fallproof\".