Off-by-one problems with maps

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NoQ
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Off-by-one problems with maps

Post by NoQ »

1. It looks like the dark unbuildable areas around the border of the map are not symmetric: the bottom and the right dark areas are one tile wider than the top and left respectively. I workaround this by placing a row and a column of cliff tiles and adjusting the symmetry accordingly:
1.jpg
These tiles aren't visible in-game anyway, but make the map fair. I don't really want this fixed, because quite a few of my maps already include this workaround, so i just want to make this notice here (:

2. On desert maps, on the top and left sides of the map, one row and one column is wrongly filled with yellow tiles, even though the map appears to be fine in FlaME. This is something really strange, and it isn't even fixed with the new terrain renderer.
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P.S. The pictures are of this map, but probably artifact shows them a little better.
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Mysteryem
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Re: Off-by-one problems with maps

Post by Mysteryem »

Water tiles on the edges of maps are replaced with the first tile in that tileset. You don't notice it on the bottom and right edges since the game chops 1 tile off of each of them.
#332 and #743 covered this problem.

If you really want to make the maps fair then I suggest looking into setting scroll limits for your maps, since then, you can choose the edge of your map.
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NoQ
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Re: Off-by-one problems with maps

Post by NoQ »

Hmm. Yeah, it's fixed in the trunk master, and i didn't notice it. So i still wonder why it isn't fixed in 3.0. Ok, thanks! (:
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lav_coyote25
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Re: Off-by-one problems with maps

Post by lav_coyote25 »

it is actually 4 tiles. and it isnt to make it fair. if you place resource wells anywhere in that 4 tile boundry - uints will be unable to get to them.
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Re: Off-by-one problems with maps

Post by Mysteryem »

lav_coyote25 wrote:it is actually 4 tiles. and it isnt to make it fair. if you place resource wells anywhere in that 4 tile boundry - uints will be unable to get to them.
That's not the point Lav, and I'm pretty sure it's 3 tiles. Though, another difference between 2.3 and 3.0 is that in 3.0 it seems that even more tiles are being eaten around the edge.
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"...If pure awesomeness were bricks, this would be the Great Wall of China...
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