"Update Viewport Tiles" Option Would Be Nice

shenryyr

serval
Joined
Apr 23, 2001
Messages
233
Location
San Francisco
For some reason, viewports tend to put things in weird places, like oasis graphics on mountains, or volcanos inside cities, etc... The features aren't actually -there-, but it sure looks like they are.

Would it be possible to force the viewport to update to show the correct graphics? With a hotkey or a button or even just automatically? A few seconds delay would save plenty of headaches.
 
For some reason, viewports tend to put things in weird places, like oasis graphics on mountains, or volcanos inside cities, etc... The features aren't actually -there-, but it sure looks like they are.

Would it be possible to force the viewport to update to show the correct graphics? With a hotkey or a button or even just automatically? A few seconds delay would save plenty of headaches.

No. When the viewport shifts it DOES (try to) update all tiles completely from scratch. There is some bug in that process, but just manually re-invoking it is unlikely to help. The features in odd places thing seems new also (displaced flags has always been an issues, but the features is newer). I suspect it might be an interaction with the multi-feature changes.

@AIAndy - is there a global define or something to disable the multi-feature code for the purpose of testing if that makes any difference? If so (and it does) then we know to look for interactions...
 
No. When the viewport shifts it DOES (try to) update all tiles completely from scratch. There is some bug in that process, but just manually re-invoking it is unlikely to help. The features in odd places thing seems new also (displaced flags has always been an issues, but the features is newer). I suspect it might be an interaction with the multi-feature changes.

@AIAndy - is there a global define or something to disable the multi-feature code for the purpose of testing if that makes any difference? If so (and it does) then we know to look for interactions...
You can compile without MULTI_FEATURE_MOD set to get a DLL without it for testing.
 
From a fast look at the code it is actually clear what happens. The viewport changing code is missing the removal of the secondary feature symbols.
I'll take care of it.
 
@shenryyr

Can you do something for us?
Play on diety with v27 (when will be released) because now koshlng and others improve AI so i think it will be more competitive in v27. And post on Youtube of course :)
 
@shenryyr

Can you do something for us?
Play on diety with v27 (when will be released) because now koshlng and others improve AI so i think it will be more competitive in v27. And post on Youtube of course :)

Yeah, can do.

but why do I get the feeling you're setting me up to look horrible in front of the viewers!? >.> lol
 
I posted this yesterday in the bugs/crashes thread with pics, I suspect it is a wierd interaction with the Multi-Feature Mod and Viewports, as the graphics move around on each viewport switch. This was NOT the same issue we had with feature graphics floating pre-V26 when Viewports were enabled.
 
Yeah, can do.

but why do I get the feeling you're setting me up to look horrible in front of the viewers!? >.> lol

Yeah I wanna see you get pawned that'd be great :lol:
How dare you play the mod only 3 times and then play on deity.. The audacity! :mischief:
Oh can I also suggest a large map with less civs, but play on epic speed or marathon, snail is a bit too slow for a video imo.
 
I posted this yesterday in the bugs/crashes thread with pics, I suspect it is a wierd interaction with the Multi-Feature Mod and Viewports, as the graphics move around on each viewport switch. This was NOT the same issue we had with feature graphics floating pre-V26 when Viewports were enabled.

I use v26 but features and buildings still float just as much as ever.
 
I use v26 but features and buildings still float just as much as ever.

Not the same issue. Vertical displacement (floating) is an older known issue. What Shenryyr was getting was features popping up in totally random looking places on the map entirely.
 
Not the same issue. Vertical displacement (floating) is an older known issue. What Shenryyr was getting was features popping up in totally random looking places on the map entirely.

Ok, then. Good to see you're working on the viewports still. Is this the only mod to use them?
 
Yes, they are unique to C2C.

There is a workable version for vanilla civ on the Parallel Maps thread in the Modcomps forum. I actually tested that version before Viewports were added to C2C. It probably still has a ton of old crashes, but it exists for anyone else to develop/debug.
 
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