Differentiate tiles within view from those out of view (ASCII mode)
issueid=4325 06-02-2016 05:40 AM
The Creator
Number of reported issues by adom-admin: 499
Differentiate tiles within view from those out of view (ASCII mode)

We'd need to find a useful way to do that (e.g. coloring all tiles out of sight in dark gray?).

See http://www.adom.de/forums/project.php?issueid=4324
Issue Details
Issue Number 4325
Issue Type Feature
Project ADOM (Ancient Domains Of Mystery)
Category All
Status Suggested
Priority 4
Suggested Version ADOM r66 (v2.2.0)
Implemented Version (none)
Milestone Modernized ADOM UI
Votes for this feature 3
Votes against this feature 2
Assigned Users adom-admin, jt
Tags (none)




06-02-2016 06:06 AM
Ancient Member
Doesn't game do this already if you hit "H"?

06-02-2016 08:09 AM
Junior Member
I also think that this one is solved already.

But if there is another solution coming, please also arrange it so that it can be toggled off. I would really really want to keep the classic appearance of Adom.

06-02-2016 04:43 PM
I really don't like the "H"ighlight myself, but it does serve its purpose appropriately. I agree, this doesn't seem to be a necessary addition.

06-02-2016 05:28 PM
ixi ixi is offline
Junior Member
If it could be done in a prettier way - I'd use it. Currently I'm switch it off because it's kinda ugly.

06-03-2016 07:55 AM
Ancient Member
Yeah highlight mode is ugly but if it was done right, then I would probably like it.

09-19-2016 10:00 AM
Ancient Member
"H" could switch between multiple highlight modes (e.g. the one already implemented, OP suggestion, and none).

09-19-2016 03:08 PM
a couple options might be:
highlight mode (only outer ring/circumference)
highlight mode (only walls)
darker color out of view
darker colors (only walls)

not really sure how many more colors ascii has available, maybe one or all of those options could have toggles for people to find something comfortable for them. i agree current highlight is a little too washed out for playing but i still use it to check. :>

edit: (only walls) toggle could include trees
another option could be like a crosshair - 4 highlighted tiles, one at end of view range E/S/W/N... or maybe one space before it if the highlight would be distracting.

again not sure if they're available but i guess personal preference for a highlight mode would be making the out-of-view floors/walls(nothing else?) one shade darker.

09-20-2016 07:21 AM
ixi ixi is offline
Junior Member
Quote Originally Posted by Mr.PelicanPants
like a crosshair - 4 highlighted tiles, one at end of view range E/S/W/N...
Then what would be shown in the cavernous level in situation like that:

Code:
.#...
.##..
.#@#.
..##.
...#.
You see, field isn't always quite round... That's why highlighting only walls or making crosshair won't do the job well... It would be useful only if all visible tiles are highlighted. At least for me.

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