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In my original post below, I was asking if there was a bug or the bug I thought was a feature.
It turns out neither.
The improvement here is simply showing which slices of Z-levels are supposed to be rendered in-to view as well as the CURRENT Z-level. Without this feedback, I am lost in space.
Regarding my question below:
This wasn't an issue or a bug, because the engine was rendering multiple Z-levels all the time. It's just that it takes much more time to render above-ground than the ground-level. Waiting up 3-4 mins or so, I did have the upper-levels rendered.
The strange thing though: This 3-4 mins is significantly shorter when a greater quality is chosen at startup. The FPS is lower of course, but the engine renders above-ground much sooner. I have made all my tests in Fastest mode, so this raised up this question. I became aware of this issue, when I changed to First Person Mode, and ran around, and went on an elevation, and then saw the branches of trees etc.
So to sum up, I would really suggest displaying the current elevation level of the user, as well as the number of the min and max z-levels (e.g. current - rangeDown, current + rangeUp). That would both help the UI and debugging
My original Post
I may be wrong, and this may not be an issue but may be a feature, yet I have to ask and point this out:
As you see in the screenshots below, only a single (actually, 2) level of Z-level is rendered in my view. Is there a configuration where the vertical depth is rendered as full? In youtube videos I see trees, houses etc. all reside over multiple Z-levels. In mine, I cant seem to toggle between the views below and the full-depth-z-level view.
Is this a bug? Or am I missing some configuration in DwarfFortess or ArmokVision?
The text was updated successfully, but these errors were encountered:
b4ti1c
changed the title
Only a single Z-Level is rendered
[Improvement] Show the current, min and max Z-levels that should be rendered in view
Apr 16, 2017
~Edit:
In my original post below, I was asking if there was a bug or the bug I thought was a feature.
It turns out neither.
The improvement here is simply showing which slices of Z-levels are supposed to be rendered in-to view as well as the CURRENT Z-level. Without this feedback, I am lost in space.
Regarding my question below:
This wasn't an issue or a bug, because the engine was rendering multiple Z-levels all the time. It's just that it takes much more time to render above-ground than the ground-level. Waiting up 3-4 mins or so, I did have the upper-levels rendered.
The strange thing though: This 3-4 mins is significantly shorter when a greater quality is chosen at startup. The FPS is lower of course, but the engine renders above-ground much sooner. I have made all my tests in
Fastest
mode, so this raised up this question. I became aware of this issue, when I changed to First Person Mode, and ran around, and went on an elevation, and then saw the branches of trees etc.So to sum up, I would really suggest displaying the current elevation level of the user, as well as the number of the min and max z-levels (e.g. current - rangeDown, current + rangeUp). That would both help the UI and debugging
My original Post
I may be wrong, and this may not be an issue but may be a feature, yet I have to ask and point this out:
As you see in the screenshots below, only a single (actually, 2) level of Z-level is rendered in my view. Is there a configuration where the vertical depth is rendered as full? In youtube videos I see trees, houses etc. all reside over multiple Z-levels. In mine, I cant seem to toggle between the views below and the full-depth-z-level view.
Is this a bug? Or am I missing some configuration in DwarfFortess or ArmokVision?
The text was updated successfully, but these errors were encountered: