warzone2100
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Minimap bugs
- bad minimap positioning big dead spot from the edge of the map
- Absolutely incorrect display of the screen area. It is at least 1.5 times larger than the real one.
Incorrect transformation when approaching
Until the minimap better represents what is on screen as a 3d terrain view trace, I expect it to just be a guide instead of being a fact and just try to use it to figure out where the view is centered (still just approximately). The current setup just looks to represent a slice of a 3d plane but doesn't make sense.
Tilting camera to change viewing angle changes top/bottom line distances from each other but should also change their lengths. A camera that is directly overhead should be drawing a rectangle instead of an isosceles trapezoid and change into one of greater distortion as the camera is rotated to look toward the horizon; at the extreme horizon view, it needs to be decided if it stops to indicate a usable orders distance, render distance, or have a way to indicate the edge goes out to infinity, preferably without stretching across the player's screen.
Zooming in/out does not adjust the top/bottom reference lines closer/further though it does bring in the left and right sides.
Moving view across the playing field, the camera adjusts its altitude to stay above the terrain a certain distance; seems to be based on altitude of terrain at the bottom edge of the screen. The represented view in the minimap does not account for that at all.
The more advanced representation would require drawing a boundary to represent what is displayed and all lines will start curving as the terrain altitude impacts the view so it won't be a rectangle/rhombus anymore.
As for map edges, I thought the minimap is supposed to stop at valid playing field, even if we can 'see' beyond that. Otherwise we can be in scenarios like an oilwell flashes on radar but we cannot capture it if the map doesn't expand. Are you saying that is not currently happening?
After realizing again that graphics>orientation=fixed exists, I presume that is why top+bottom lines aren't ever the same size is so players know where the base of their screen is represented on the view window; it could also be represented with top or bottom having a thicker line, broken line, missing line, etc. instead of distorting the view representation unnecessarily unnatural.