the Bard wrote...
3) The radius *could* be increased , but would require a little more care with the code to ensure that the blocks clear correctly in relation to the whole radius. It is a little more complicated than you may think simply because of the way the blocks clear. Furthermore, I felt that the amount cleared as it stands was a good average for interior areas as well. KevL: The areamap.xml does not need to be edited. Thankfully. 
After some consideration, I have decided *not* to increase the radius, simply because it involves a new algorithm to determine the blocks that are cleared and is not, regretably, as simple as increasing a variable. (This could be done by someone wishing to spend the time to do so, but is not something I wish to spend time doing at the moment. Maybe, it is something I can look at at a later date if there is a real burning desire for it.
Alternatively, if someone wants to look at the code for themselves and write the part to increase the radius, I would be happy to examine it and add the new code to my existing code and release as an update if confirmed as OK.)
what I did, after spending three days with coming to grips with how brilliantly simple the FoW is -- minus the ostensible frustrations including FLAMING TRUNCATIONS OF INTEGERS!!! Lol -- is this. It isn't perfect as it leaves "axe blades" sticking into the cleared area, but it's the least muck-muck of several permutations I tried.
iLoop of the core function basically increases the radius away from the player's current position. So i increased max-iLoop from 3 to 4. Next there are several possibilities, and I settled on leaving the first iteration as iLoop==1, doubling iLoop==2 to iLoop==2||3, and incrementing iLoop==3 to iLoop==4. Playing around with this is not for the faint-of-heart ..
It's not perfect, Lance, and i Can tell you're going for crisper edges : there are some skewed diagonals on Loop3 that get missed, it looks like. Personally i like it and ascribe to it, "hey, can't quite see there" ; some other permutations of the Loop increased this effect, such as iterating iLoop==2 to iLoop==2||3 plus iLoop==3 to iLoop==3||4
Also be aware that if the FOWMAPINCOMBAT is left in its default of 0, then mapping must be reinitiated by opening the map whether the player is in an "Active" or "Passive" mode environment. To avoid this for a Passive Mode environment, ensure this variable is set to 1, but be aware that it may affect performance if the combat is CPU intensive.
Among many, many other tweaks ( including the ability to turn FoW on and off ... and On Again!!! <- ended up deleting all string values for each area in the specific module, effectively resetting all those GuiTextures via a OnceOnly variable ) and some pseudo-reshuffling of code ( GetIsAreaInterior() only needs to be called once, sir ), plus changed most string_vars to constant literals ( why not ... ), simply add an extra note to the in-combat warning : <b>note Mapping is not allowed during combat.</b> You must reopen the areaMap after combat to resume mapping this area.
Astounding effort, Lance. You, sir, are a GENIUS ....
- any suspected release date for Althea ?
edit, Pic
of axe bladesarea {Width=16, Height=12}
Modifié par kevL, 05 mai 2012 - 11:34 .