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Bile demon lair clipping

Open GoogleCodeExporter opened this issue 9 years ago • 4 comments

What steps will reproduce the problem?
1. Train a Bile demon a few levels and his lair will start to show some 
clipping issues with the other tiles. It also happens with some of the other 
creatures that have non small lairs.

What is the expected output? What do you see instead?
I've seen screens of others where the lair isn't clipped so I don't understand 
why this is happening.

What version of the product are you using? On what operating system?
0.4.0.523

Please provide any additional information below.
If it makes any difference I'm using the fixed view instead of the rotational 
variation.

Original issue reported on code.google.com by [email protected] on 10 Sep 2012 at 3:51

GoogleCodeExporter avatar Aug 17 '15 18:08 GoogleCodeExporter

An example of a Bile Demon lair that has clipped off edges.

Original comment by [email protected] on 10 Sep 2012 at 3:52

Attachments:

GoogleCodeExporter avatar Aug 17 '15 18:08 GoogleCodeExporter

The clipping happens in both rotational and simplified view.

It seem to be a problem of the rendering routine. It's quite complex so may not 
be trivial to fix.

Original comment by mefistotelis on 21 Nov 2012 at 8:33

  • Changed state: Accepted
  • Added labels: Component-Engine

GoogleCodeExporter avatar Aug 17 '15 18:08 GoogleCodeExporter

image

It seems to be the case for all levels from 1 to 10. I suspect this is caused by a wrong Y offset:

image

But Bile Demon sleep animation also have the lair so it needs a correction too.

I think this issue can be solved if both Y offset are corrected on the lair totem animation and Bile Demon sleep animation?🤔Or maybe I'm wrong and something can be done code-wise instead of correcting the Y offset?🤔

Here is the result with corrected offset for both the lair totem and Bile Demon sleep animation:

image

It not longer clip like on the first screenshot but instead it clips over the wall as you can see on top of the screen.🤔

walt253 avatar Dec 21 '23 09:12 walt253

Unfortunatly my proposed correction of the Y offset looks bad on normal view:

image

This means I'm wrong and the Y offset doesn't need to be corrected.

walt253 avatar Dec 21 '23 09:12 walt253