Opened 12 years ago

Last modified 3 years ago

#1229 new defect

Territory Borders have Holes

Reported by: Irina Owned by:
Priority: Nice to Have Milestone: Backlog
Component: Core engine Keywords: territories
Cc: Patch:

Description (last modified by Freagarach)

Some small loops of territory boundary are drawn on rugged areas.

Attachments (2)

StrangeBorders.2.jpg (182.9 KB ) - added by Jonathan Waller 12 years ago.
extreme_holes.png (366.6 KB ) - added by wraitii 11 years ago.
Extreme version of the issue

Download all attachments as: .zip

Change History (13)

comment:1 by Jonathan Waller, 12 years ago

Component: Art & AnimationCore engine
Description: modified (diff)
Summary: Incorrect display of boundariesBorders have Holes

Thanks for reporting, there is already a ticket open for the first case (#919) so I have modifed this ticket so that it only describes the second case.

by Jonathan Waller, 12 years ago

Attachment: StrangeBorders.2.jpg added

comment:2 by Jonathan Waller, 12 years ago

Summary: Borders have HolesTerritory Borders have Holes

comment:3 by vts, 12 years ago

FYI: This is a side effect of the fix to #918. Before that ticket, the holes were likely present too but weren't visible because their borders weren't being rendered.

comment:4 by Kieran P, 12 years ago

Keywords: territories added
Milestone: Alpha 10Backlog

comment:5 by historic_bruno, 12 years ago

Another example from Mythos: https://i.imgur.com/SefH7.jpg

The problem is that we use passability criteria to influence the territories, so if a tile is impassable by default units, it will be neutral/no territory. Is that really necessary? If so, we should at least apply some smoothing or something so inner tiles are more contiguous.

It seems being able to view these holes is worse than the gameplay effect of having them present but not rendered.

Last edited 6 years ago by fabio (previous) (diff)

comment:6 by fabio, 12 years ago

Description: modified (diff)

comment:7 by historic_bruno, 12 years ago

Here's a nice example of holes and overlap:

https://i.imgur.com/mLLs2.jpg

Last edited 6 years ago by fabio (previous) (diff)

by wraitii, 11 years ago

Attachment: extreme_holes.png added

Extreme version of the issue

comment:8 by Stan, 10 years ago

#919 is related too

comment:9 by Itms, 10 years ago

Not really, #919 is about rendering, here the territory vertices computation could be improved.

comment:10 by historic_bruno, 10 years ago

I think it's part computation and part rendering, if you look at the overlap example.

comment:11 by Freagarach, 3 years ago

Description: modified (diff)

(See #6040 for a recent report.)

Last edited 3 years ago by Freagarach (previous) (diff)
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