Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

'Red stone' can contain items #37969

Open
Funguss opened this issue Feb 12, 2020 · 12 comments
Open

'Red stone' can contain items #37969

Funguss opened this issue Feb 12, 2020 · 12 comments
Labels
<Bug> This needs to be fixed Fields / Furniture / Terrain / Traps Objects that are part of the map or its features. Good First Issue This is a good first issue for a new contributor [JSON] Changes (can be) made in JSON

Comments

@Funguss
Copy link
Contributor

Funguss commented Feb 12, 2020

Red stone, as found in lighthouses, is a valid destination for items.

Steps To Reproduce

Find a lighthouse and drop items/use advanced inventory on the red walls there.

Expected behavior

Clearly it's meant to be a regular wall, not storage.

@Funguss Funguss changed the title 'Red stone 'Red stone' can contain items Feb 12, 2020
@Funguss
Copy link
Contributor Author

Funguss commented Feb 13, 2020

Sooo... After going through and learning about JSON, uploading, fixing the stone and checking everything is in order, I decided to check out green and blue stone, which were also missing key flags. In doing so I discovered that they're all blocks from the strange temple puzzle, and I'm totally uncertain about touching these blocks at all now. Dammit.

It might be better to use a different red coloured wall tile in lighthouses, or create one.

edit: @curstwist As you designed the lighthouse (and may I say you did a FANTASTIC job <3) I thought I'd get your input on how to approach this. What do you think?

@eilaattwood
Copy link
Contributor

eilaattwood commented Feb 13, 2020

Well, you can test how strange temple puzzle works after editing flags.

Maybe it was used to prevent item destruction by the trap?

@Funguss
Copy link
Contributor Author

Funguss commented Feb 13, 2020

Yeah, just that I've never made my way down one, I didn't really want to spoil it for myself... But yes, I assumed it was something like that. Though by reading up on the tags it seems that NOITEM shouldn't destroy items, though I'm not sure if it would really behave that way.

@eilaattwood
Copy link
Contributor

Actually I'm 90% sure someone who designed strange temple and defining colored stone blocks just forgot to add a flag.

@Funguss
Copy link
Contributor Author

Funguss commented Feb 13, 2020

Well, it was missing a host of flags, except MINEABLE. They're missing "NOITEM", "SUPPORTS_ROOF", "WALL", and "BLOCK_WIND", along with a roof designation. "roof": "t_rock_floor" seemed like it would do the trick. I've modified my files, and I'm unlikely to tackle a strange temple in the near or distant future, so it's not something I'm prepared to test out unfortunately. I thought this would be a straightforward fix...

That said, my lighthouse is suddenly surrounded by a mysterious darkness one tile thick, so I've probably screwed something up.

@ZhilkinSerg
Copy link
Contributor

That said, my lighthouse is suddenly surrounded by a mysterious darkness one tile thick, so I've probably screwed something up.

Must be shadow.

@eilaattwood
Copy link
Contributor

roof designation

Oh, this definitely should be tested in the strange temple. As the puzzle makes colored stone tiles to disappear and reappear, disappearing roof can potentially lead to interesting results.

@Funguss
Copy link
Contributor Author

Funguss commented Feb 13, 2020

Yeah, it must be, but there's nothing to cast a shadow that I can see.

@ZhilkinSerg
Copy link
Contributor

Yeah, it must be, but there's nothing to cast a shadow that I can see.

A roof (probably autogenerated).

@Funguss
Copy link
Contributor Author

Funguss commented Feb 13, 2020

Ok, I know that's the regular cause, but in this case it isn't. Some screenshots may help...
Z0 - Normal

This is how it looks from the player perspective at Z0. Next will be in map editor, each increasing in Z level, until there is light. Note the light_at figures.

Z0
Z1
Z2
Z3

I absolutely cannot explain this. There isn't a roof tile anywhere to be seen and it's not marked as interior.

Edit: Think I've got it. Tiles next to t_rock_floor are set to outside: 0. Not sure how to tackle this one without choosing a different roof type, which will likely have some fun repercussions.

Edit2: Yep, that was it. t_rock_floor disrupts light in surrounding tiles. I'm not seeing this working out without using a different tile or making a new one.

@curstwist
Copy link
Contributor

curstwist commented Feb 13, 2020

Hey, as far as I know, the color stones were always intended to be underground, and should be more like t_rock.

I'm all for making a new line of colored stone walls that are human-made and using those in the lighthouse or other locations.

I've only done the strange temple once or twice but I don't think you needed to put anything on those walls, it's probably an oversight since it's one of the oldest dungeons in the game and those walls are almost never used.

There are a number of places suffering from the dark overhang and I can't really figure out why. Others include: Zoo, Migo tower/camp.

udpate: reading about t_rock_floor. This was always used underground until recently, so maybe it was designed that way because of underground light issues? Which should've been fixed when Kevin did his big raycasting/shadowcasting work earlier this year.

edit: side note. The temple would be a fantastic thing to update with the new trap/terrain transform stuff.

@Funguss
Copy link
Contributor Author

Funguss commented Feb 13, 2020

Nice one on pointing out those other instances! I'm not sure precisely what is going on but I have an inkling it's some kind of roof or cave generation code. Some roof types are creating overhangs when they aren't part of a room which set all the tiles one Z level below in a circle one tile radius to outside:0. It seems that any walls with roofs that are not connected to a full roof will do this, but I've not got the complete picture yet.

For example, switching out t_rock_floor with roof_flat fixes up the lighthouse tiles but has no impact on the mi-go scout towers. The issue in zoos (one at least, there may be others) is the use of t_open_air_rooved in the templates for use above the clay walls. This happens in the lighthouse, too, and in both cases do not behave as intended. The floor of that Z level is set to open air while a flat roof is generated above. So, Z0 has brick wall. Z1 has open air. Z2 has flat roof. I imagine the authors intended these to be flat roof all along and some change occurred to the tile or it was a misunderstanding. Either way, these floating flat roofs are causing false interiors below them, creating rays of impenetrable (by sunlight). darkness.

Rather than it being some kind of cave code, it might be a bug in the lighting code. I think I'm at my limit of what I can figure out just using the debug menu.

@KorGgenT KorGgenT added <Bug> This needs to be fixed [JSON] Changes (can be) made in JSON Fields / Furniture / Terrain / Traps Objects that are part of the map or its features. Good First Issue This is a good first issue for a new contributor labels Mar 5, 2020
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
<Bug> This needs to be fixed Fields / Furniture / Terrain / Traps Objects that are part of the map or its features. Good First Issue This is a good first issue for a new contributor [JSON] Changes (can be) made in JSON
Projects
None yet
Development

No branches or pull requests

5 participants