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trevor wrote:The lbl will not have any impact on rendering speed, at all (well, there is one exception, but it's moot in this discussion). Lbl will only impact speed when moving a token.
It's entirely the texture drawing. I actually did some profiling on it last night cause I noticed the slowness too. I'm already deep into rebuilding the drawable renderer that will provide some relief
So I shouldn't be afraid of erasing stuff?
trevor wrote:Keep in mind that with 1.2b9 the texture drawn maps created with 1.2b8 and before won't work quite like you expect.
Oh, that is OK - I expect the future versions of Maptool to break these maps that I am making.
It really doesn't take me long at all to make them. I figure it as Testing Time anyway. That is part of my job title.
Trust me, I will take progress any day at the cost of campaigns breaking
Now here is something odd about the vision. If you put a vision on the 3rd soldier in the group of 4. of the soldiers behind the wall, say a 120 foot circle vision. Then put an identical vision on Dorpond. Then move Dorpond One sqare in from the wall on the left, so he is standing next to the corner of the left entrance on the inside. Now mouse over Dorpond to see he has LOS on the soldier, if with a cover bonus for the soldier. Now mouse over the soldier and see he cannot see Dorpond.
dLANbandit wrote:You can see from the following images Dorpond can shoot more soldiers behind the wall than the soldiers can shoot him. That is a bit backwards for this defense. I think it is because the vision is being drawn from the token center not from the token edge out.
While drawing vision from the leading edge would give a wider field of view for the soldiers behind the walls that isn't the problem.
The problem is that Dorpond drew his arrow loops backwards.
In reality our vision doesn't originate from a point and we have the ability to move around a bit to get a bigger picture when viewing the world through an aperture. One way to simulate this is to determine vision from all points along the edge of the token. This would kill performance. Even doing it from 9 pts (corners, midpoints, center) would drastically affect performance.
Yeah the arrow slits are backward, but I also think we are looking at this somewhat wrong, we do not have a 'round' 360 degree of vision, so using the round vision template to attempt to show a realistic field of view is wrong, a cone would be more accurate. 180 degrees is a more realistic field of view for humans....if we want to be 'realistic' in fantasy.
• snikle •