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Update UndeadPeople Tileset for Overmap for important buildings.

Open KheirFerrum opened this issue 2 years ago • 3 comments

Is your feature request related to a problem? Please describe.

PoshOctavia on the Discord describes an issue with the UndeadPeople Tileset, specifically in relation to the overmap. Namely, Dojos, Hunting Supply Shops, and Recycling Centres use the default sprite for shops and non-residential buildings. This is problematic since they are fairly important buildings in relation to supplies and player tools.

Describe the solution you'd like

An adjustment to the display, either with a custom sprite or some other highlight to tell these buildings apart at a glance.

KheirFerrum avatar May 03 '22 19:05 KheirFerrum

I'd like to add that it is representing access shafts as forest tiles (a pine tree?).

RodriguesCIA avatar May 04 '22 00:05 RodriguesCIA

Update: @SzQ1 did a lot of work for the UDP overmap and BN in #1781, so this issue is mostly resolved.

There are still some locations that don't have sprites and are using generic ones or even ASCII fallbacks. After a quick look:

  1. Access shaft (central_lab_entrance). In DDA it's supposed to look like a regular forest tile, hence why it used the pine tree sprite, but in BN it's been made to be clearly visible (BN's UDP's usage of wrong sprite was fixed in #1655).
  2. Almost all of necropolis
  3. Bridges (bridgehead_ground, bridgehead_ramp, bridge_under, bridge_road)
  4. Regional dump uses a generic sprite (unpacked UDP has a scrapped version somewhere in its files which didn't work until #1762, it's entirely possible to resurrect it, or just rip from .zip attached to the PR)
  5. Crashed airliner uses a generic sprite (same as with regional dump, unpacked UDP has a scrapped resurrectable version)

olanti-p avatar Sep 15 '22 22:09 olanti-p

As for now there are still some vanilla locations that show up as ASCII, most is underground. Some mods are not covered. I will proceed with adding sprites soon.

SzQ1 avatar Sep 23 '22 19:09 SzQ1